On my server time query gametime gives 811 million which is about right for how long the server has been going.
However time query day keeps resetting to 1. I have a data pack that advances the time when half the server sleep. I also restart the server every 2 hours because of the persistent memory leak.
According to the wiki this should be gametime /24000 so something of the order of 33,000.
Are you saying kill @e[type=item, nbt={Dimension:"mydimension"}] will no longer work? It works fine at 1.16.1.
it doesnt make sense though that specifying the dimension with execute in mydimension doesnt bind the dimension for anything that follows
From what i can see world binding doesn't restrict anything (@a, @s or @e) unless you put coords
This is counter intuitive. As I mentioned before:-
execute in aworld run kill @e[type=item] takes no notice of being in 'aworld' and kills any item in any dimension
the only way you can restrict this is with
@e[type=item, nbt={Dimension:"mydimension"}]
which is very heavy on processing
Also applies to @e.
so execute in aworld run kill @e[type=item] takes no notice of being in 'aworld'
1.16.1
This also applies to @a
So if you use some kind of coordinate restriction the dimension context is applied but if you dont then it will select players from any dimension.
tellraw @a "hello" tells everyone in all dimensions as you would expect
but so does this even though you would expect it to just apply to the named dimension:
execute in pw:spleef run tellraw @a "hello"
whereas this next one correctly restricts the dimension:
execute in pw:spleef run tellraw @a[x=0,y=50,z=0,distance=..500] "hello" - just tells players in the spleef dimension
this feels incorrect and means you have to test nbt data unnecessarily
Please, please, please reopen this. You have input here from 4 separate vanilla servers. We are really desperate that you at least reverse the italics part.
I back up everything that Alex has said above. Since Vanilla Minecraft has no inbuilt cheat protection and many ways for players to cheat, the use of spectator is a very important tool for us. It was bad enough before but the italics make it blatantly obvious when we are in spec.
Why can it not be that simply placing a spectating player in a team will use the team colours and font style just as it does for any other game mode?
We urge you to at the very least reverse the recent change, but it is really important to us that spectators are able to be discrete to combat the vast array of cheat clients and vanilla glitches/bugs that allow players to cheat.
This is still the case. What is the point of being able to put a score in a book if it doesnt update?
Would be very nice if it was sorted.
Doesnt seem like it has been resolved.
Thank your for raising this to important. This issue is really important to all the vanilla servers.
This bug is a huge problem for those of us running vanilla servers, and plays into the hands of the huge number of cheats that pervade our servers. Please revert to being able to remove the italics.
As Alex says being able to turn off mobs spawns completely in a dimension is much more useful. The biggest generator of lag on vanilla servers is controlling mob numbers, in particular in areas where you wish players to be safe and in general with excessive numbers of mobs like cod when players choose to base in ocean biomes.
Since there doesn't seem to be a way of setting different gamerules for different dimensions apart from time cycling and has raids this being what we believed it to be would be enormously useful
Only recently discovered this. Running a public server this is a real nuisance. Was unable to check out a report of a player misbehaving. It is essential to be able to check the full logs.
I have two people on my server reporting this same problem since we went to 1.15.2. Had good network connections, only 4 players on server at the time
I'm an admin on Alex's server - at a player's base there were 500 entities mostly guardians. I kept sending them to the void but within a minute they were back. It's almost as if the mob cap has become a minimum and the mobs keep trying to spawn until the mob cap is reached.
Also saw huge nos of wither skellies and blazes by another player, so it happens in the nether too
This is a huge problem on our server. People are really fed up with villagers itemframes and minecarts etc disappearing
simply placing a block in creative with one person on my server (me) in already loaded chunks got the stack overflow error
Also the launcher process isnt getting killed off so i am having to kill it with the task manager in order to be able to start another instance
And thank you for your prompt and helpful responses
how comes it is running using 2.5G RAM if it is set to 2G?
Well the client is using 2.5G now. This is completely unreasonable in my view. How can we limit the amount of memory it uses for those of us that dont have copious amounts of RAM.
This is a vanilla server hosted by Apex. This is their measure of the memory usage server side but in the past (1.16.1) when players left the server memory usage dropped so was clearly released by the server. Its a long standing map.
This happens whatever players are doing over a 2hr session. The only time it drops is when the 2hrly restarts happen. Had to put mem up to 8G when we had been safely running on 6 before the update.