GOOD LORD, PLEASE FIX THIS ISSUE ALREADY! IT HAS BEEN 9 YEARS ALREADY!
Some sounds do not change pitch when you add in a {"pitch": 1.0}, but almost all of them STILL DOES! adding in {"min_pitch"} or {"max_pitch"} LITERALLY does NOT do anything at all.
This here does absolutely nothing. > {"entity.player.hurt": {"replace": true,"sounds": ["damage/hit1",{"name": "damage/hit1","pitch": 1.0,"stream": true}]}
This actually works! > {"item.spyglass.use": {"replace": true,"sounds": ["item/spyglass/use",{"name": "item/spyglass/use","pitch": 1.0,"stream": true}]}
Why does this only work for some sounds? Why is it VERY arbitrary? PLEASE just fix this already and give us the ability to change the pitch of all sounds through resource packs, we have been waiting patiently and you did ABSOLUTELY NOTHING.
I KNOW... I read the changelog and it is still dumb and confusing. Mojang is just refusing feedback at this point.
I NEED to know WHY this is the case, not be told that this is the case, because yeah, obviously.
Why isn't the player movement completely separate from the tick but SOMEHOW arbitrarily separate when the tick is higher than 20? This literally breaks any sort of consistency between the player and the actual tick rate, either REMOVE the player movement from the "/tick rate" command completely or make it also speed the player up for consistency.
Look, someone needs to say it: Mojang needs to actually listen to feedback. I'm tired of Mojang literally not doing so and so is literally every other redstoner when Mojang made Copper Bulbs "mOrE cOnsIstEnt".
If Mojang is willing to destroy a good redstone component for "cOnsIstEncY", then I expect Mojang to take actual consistency very seriously.