Could be. I was just flying trying to find another village. Which is what is weird. it didn't crash when I found the first village and I'm not sure if it were to load would a village be there. Truth is, I can't enter the world no more anyway. Loading in just crashes the game instantly. So it definitely has to do with trying to generate something.
Well when I am being told it's a duplicate after searching to see it's not it bugs me a lot. Yes, I mainly came here because I want this to be fixed, because that's why this is here and right now I don't care if it is or not a duplicate, but more if it will be fixed. But it bugged me at that time for it becoming a duplicate of something made after this. Doesn't matter anymore now.
Yeah, but it needs to be fixed because if this persists in next snapshots it will remain in 1.5 too, which will mean my whole map will be broken.
Actually THIS is a duplicate of MC-9778. Look at the date it was created "Yesterday 10:13 PM" this was created 1h and 27 mins later.
I have attached the crash report. And how can this be a duplicate? I was the first to even talk to Dinnerbone about this and he was the one who told me to post it here. And I even searched for "spawner crash" and got nothing relevant :/
Also how can THIS be a duplicate of something that was posted after this was made? Please do make sense :I
I think it was intended because they said they wanted only repeaters to be able to lock other repeaters. So it might actually work as intended. Maybe they weren't supposed to be blocked that's why the lock texture doesn't show, or it should lock it and the texture doesn't show. Anyway, it's up to Dinnerbone to decide.
When was b released? :/ Please don't put this issue on a snapshot not yet released .
Wait. When was b released? :S
Ok, thank you. I don't know what was the problem, but it seems redownloading the snapshot fixed it.
Duplicate of MC-8831, please use the search function to see if your bug has already been submitted. Currently over 54% of tickets are being closed as duplicate.
Here's the problem. A comparator will output a signal if the requirements are met and will remain true until you activate it again and you no longer meet the requirements to set it to false. So connecting a comparator to a command block, when you activate it it will do what you want it to do if you meet the requirements and if true it will output a signal, but the thing is it outputs it forever.
So next time even if you press the button, but still meet the requirements it will still do what the first command block says but won't go to the second command, because the signal never turned off. As I understood, they work as intended, not the best way in my opinion. They should turn off after a tick or so if I were to do them.
I suggest making Command B > Rpeapeater > Command block and since you check if the player has enough points it will remove score and give the item as long as you have enough points for the command to give you the item and remove the number of points.
Sounds complicated, but it really isn't 😉
Can you give more details such as, what is your command, how many kills did you have in total, did you use testfor command with a comparator, and so on.
I think it's just how it is supposed to work.
It does that to the teams command. It adds the player "@p" to the team instead of the player that is equivalent to @p.
Good to know that 🙂 I thought it was only me.
Yeah, I can confirm this.
Noooo! This should have never been reported! It was such a great feature, considering we don't have an actual BUD switch :c You ruined it.... D:
Yes, I can confirm that. I used MCEdit and either the time value was wrong or the potion did nothing but remove fog for me. I was able to reach 22 minutes duration with 1 potion though. It also seems that potency affects the potion as in higher potency actually reduces time and weird reactions.
I can't even load into mine anymore, so I have no idea.