Can confirm. I think it's suppose to be hidden when it's just an empty object. However, it won't auto-complete any non-empty resource-location on a rejoin either.
Just checked using tnt. Seems to work now! Still need to check all other cases but I guess its fixed.
Forgot to mention leads actually for when you bind them to a fence.
I really need this fixed. My inventory won't update if I replace a slot too quickly. The only workaround working for me is to clear my slot with something else to refresh it before replacing it with the actual item. Can't do this in any case however.
Well there are still some others like paintings, end crystals, throwable items like potions, snowballs, .. could work aswell imo. Maybe even arrows.
Ye sure.
"Afterwards" yes, but "before" doesn't work. Would make sense if you could.
It's a bug? Always thought this was just how it works since armor stands are 2 blocks high normally.
Nah it's ok I just hope item frames will get fixed.
And a nice addition to armor stands would be to remove the 2 block space requirement if the armor stand's EntityTag nbt-data has "Small:1b" set. [MC-123453]
Yes! Also, I wonder if throwable items (snowball, etc.) could have it too? I can see some good uses for that aswell.
Well, I'd use it to target the blockspace you placed this item frame in. So you could use it to place different blocks based on its nbt-data. I'd use it for a vanilla mod in which I don't want to retexture any blocks but have entities act like the "custom blocks". I'd just put a durability affected item on an armor stand's head and retexture the item based on its damage value. Since you're now able to place item frames on the ceiling/floor this would be even more useful.
Another thing to mention: armor stands can't be placed in a 1 block high space. They always need at least 2 blocks. This is where item frames come in handy. And the issue with spawn eggs: You can use them to overwrite mob spawners which would ruin a survival world.
So an item frame would be the perfect target entity in this case.
I really hope this gets fixed in the next snapshot. It would make things kinda messy if this was the intended way.
@unknown
Right now, "copy_nbt" in loot-tables relates to nbt, based on context, of either the tile-entity of the block-space which was affected or the entity causing the loot-table to trigger. So I don't think storage will be supported if they keep their current concept and behavior of the "copy_nbt" function.