Is there a newer way to type multiple colours and formatting on the same sign without delving into editing the NBT data?
Editing the NBT data requires an amount of skill that most users don't have so removing GUI editing seems like a backwards step and change that breaks parity with Bedrock.
I can confirm that the new actor storage system for storing entities outside the chunk that was added in 1.18.30 does not remove actors that have died or been killed.
This leads to a build up of actor keys in the leveldb database that do not seem to be cleaned up.
With compression this does not actually amount to much data but I can see this becoming an issue at scale on servers with lots of users.
It looks like this has been fixed in the latest beta
I hadn't considered being able to modify the data pack after the world has been created. I don't know if this behaviour is supported or if it is just a quirk of the system.
For most of the settings this is harmless such as the generator settings which will only take effect on newly generated chunks.
The major issue is the minimum and maximum height values.
Most of the chunk data is sub-chunk (section) based with fixed altitudes so this does not matter but the biome data is stored as one array for the whole chunk.
Changing the min_y after the chunk is generated will change which sub-chunks the biomes relate to and changing the height will mean a different size array would be expected.
I assume the plan is to move the biome data in with the sub-chunk data to remove this issue. I don't know why that hasn't been done already.
The issue still exists in the 1.16.230.54 beta but it isn't a version I can choose from
Awesome thanks.
In the end I had to update the format version in the behaviour pack to 2 and increase the min_engine_version as well. Just in case anyone finds this issue in the future.
I think this bug can be marked as fixed
This is still an issue in the current release.
This seems related to MCPE-43866 and MCPE-29942
To describe this slightly more simply using the example from MCPE-43866.
The command below works as intended when run from chat and from command blocks in the world.
The caret notation however does not work as intended when the command is in a function file or animation file. In these cases it behaves as if they are tilde notation.
/execute @p ^ ^ ^5 summon cow
A behaviour pack for your testing that loads the above command into a function.
[media]To test load the pack and run the command. It should spawn a cow in front of you but it will instead spawn a cow to the south of you.
/function caret_test
Edit: Just realised I used @p but this also effects the other selectors
Meri if you would like to take over this bug post you are more than welcome to.
I am not sure what the process to go about transferring it is though
Notepad++ (I got lazy)
confirmed. Found this by looking through the game code and spotted N++ highlighted the spelling mistake
Confirmed in 15w36d
The following command does as expected. It states the effect is applied for 20 seconds and applies the effect for 20 seconds
/effect @a night_vision 20 0
The following command does not do as expected. It states that the command is applied for 20 seconds but actually applies the effect for 20 ticks (1 second)
/effect @a saturation 20 0
The effects should be consistent using either ticks or seconds preferably ticks because that allows more fine control but the actual bug here is that it states it is applying the effect for n seconds but is actually applying the effect for n ticks for certain potion effects
Is this still an issue in the latest snapshot. From the error it seems like it is trying to read the command as JSON and is failing since it isn't JSON which I know they acknowledged in one of the earlier snapshots.
Confirmed in 1.8.3
This is still a problem but I feel like it is probably going to be marked as "Works as Intended"
Confirmed in 1.8.1-pre3
Confirmed in 1.8.1-pre3
I would say "without" works as intended and I have just tried summoning a ThrownEnderpearl with no luck. Not sure if it should be tagged along with this or as a new bug report. I am leaning towards making it a new report
Still a confirmed problem in 1.8.1-pre2
Confirmed. The nbt data is updated but the client does not realise. Relogging causes them to render propperly
The lectern was created by an external application called Amulet Map Editor (I am the author)
I have fixed the issue on our end so that we shouldn't create the lectern in this invalid state but I feel that the game should gracefully handle such cases rather than crashing.