We still can’t connect, but I don’t see a way to upload a copy of the world here
I can confirm this for 1.21.4. I was trying to help someone create an enchantment that modifies shot firework rockets, and I cannot get the enchantment to respond to anything. Which is odd, since the firework has very similar entity data to arrows
Invalid seems appropriate, considering that the "expected behavior" comes from the wiki and not my personal, previous experience. Next time I think I have an issue, I will make sure to have information on hand to prove that it works in a previous version, instead of relying on second-hand information.
Do you want the most recent full release version, or just the most recent version of any kind?
The wiki was changed to add the slot information around June 24, which means I will check between 1.20.5 and 1.21
According to others in public forums, a new condition "items" i.e.
Execute if items <pos> <slot> <item_predicate>
is available and could be used instead.
As someone very unfamiliar with coding, especially NBT, I didn't realize this was checking NBT entity data, or that there was another command that checked player inventory slots.
Through additional testing I identified the following:
Indexes that properly detect items
1. 0-35 (the 36 inventory spaces)
2. 100-103 (armor slots)
3. -106 (offhand slot)
Other indexes that no longer work as described on the wiki:
1. 98-99, marked main hand and off hand
2. 500-503, marked as the crafting grid slots
The reason this issue concerns me is that I am trying to create a datapack that modifies the components of items purchased by villagers (giving bows the repairable component, for example), and while I can detect and modify the items purchased if they are transferred directly to the other inventory slots (i.e. shift click) I cannot detect the item in the cursor, which causes the test to fail, and prevents the function from modifying the item purchased. Without the test, blindly changing the components could result in errors if the player is holding a different item and shift clicks the bow(s) into their inventory.
I just added two pictures which show what the killfeed says when a player is killed by an explosion with damage type set to "player_explosion" when the "attribute to user" field is set to true or false. It appears to be the same in both: %1$s was blown up by %2$s
This was done on 1.21.3 by equipping a villager with armor enchanted with the "unstable" curse, and hitting the villager, triggering an explosion that kills the player.
Edit: I did not properly save the file during the test, resulting in an error. When properly saved, the explosion was correctly attributed to the Test villager. This may a result of the fact that the "enchanted" and "affected" entities are the same for this new enchantment. Maybe "attribute to user" is incorrectly pulling data from the "affected" field rather than the "enchanted" field?
It should be noted that this datapack works on my personal worlds (java edition)
The reason I added the wolf armor to several enchantable tags was to try and give it more "available" enchantments using the base enchantments, but that didn't work.
I included the elytra enchantment to show that custom enchantments do make it into the enchanting table once the UI shows up, but that the UI doesn't show up unless the item can be enchanted (in an anvil) in the vanilla game.
If I had to guess, the check for wether "applicable enchantments are available" somehow only checks vanilla information. I wanted to change the files for the versions .jar file, and see if adding wolf_armor to enchantable/armor.json would work, but as expected, I can't open the game if I mess with the game files like that.
I don't know why, but the correct command won't save in the report. it keeps forcing a \ after the = sign
you'll have to excuse me if I've missed something, as I am not a professional coder, but I wrote the note under the impression that the change in death message might indicate a possible issue, as I figured that the death message would be the same. Unless explosion damage always writes as "blew up" without attributing a cause, and player explosion takes an extra step to specify the attacking entity.
Apologies for the confusion, I omitted some information about the enchantment I thought was unnecessary.
The issue comes from a custom data-driven enchantment. The .json file I attached when I made the post is the custom enchantment from the data pack I created that was used to discover the issue.
To reproduce the issue, you'll need to add the file to an "enchantment" folder in a data pack. The enchantment will show up in the creative inventory as "Explosive" and can be applied to a bow normally using an anvil.
If you'd like me to include the full data pack I can. it's a pack I'm using to test the data-driven enchantments.
I have, hopefully, corrected the structure of the report
I can confirm that this happens even if you specify the "immune_blocks" list
Apologies, I thought it was images only for some reason.
This is a rar file from a world we created in the Realm management window, and a world we created and then imported to the Realm. neither allowed us to load in