To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
so now you are asking me to maintain and update pages of documentation every time i change something rather than wait till the experimental builds advertised for experienced users are complete then write out the full guide? thats just gunna be confusing and waste time that could be used bug squishing
so now you are asking me to maintain and update pages of documentation every time i change something rather than wait till the experimental builds advertised for experienced users are complete then write out the full guide? thats just gunna be confusing and waste time that could be used bug squishing
If this was their thinking, the documentation wouldn't exist yet. But now that it does, and you did all the initial work, it is pretty ridiculous to refuse to maintain and advertise it.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
If this was their thinking, the documentation wouldn't exist yet. But now that it does, and you did all the initial work, it is pretty ridiculous to refuse to maintain and advertise it.
the documentation exists in rough draft form for developers and people who want to early adopt, there is a difference between saying 'i added X and it does Y' and writing a user friendly guide for the layman.
the documentation exists in rough draft form for developers and people who want to early adopt, there is a difference between saying 'i added X and it does Y' and writing a user friendly guide for the layman.
That seems to be all they do whenever they release new Minecraft versions. In fact, these are more helpful because they tell you what the command actually does and what was changed about them since the last version. When they add a minecraft version, they just say "added x" without even mentioning what x does, how to use x, or how to craft x.
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Ach, come on; do you really think that storing the colour of wool as a "damage value" is a forward-thinking, expandable, logical system?
Absolutely!
For one, it's faster. For two, it allowed you to check for just "wool" if the colour didn't matter. Perhaps most importantly, he's made it out like this makes things simpler, and allows you to have more blocks in the game, but neither of those things are true. All this change means is that things are broken, and may take a long time to fix, for no actual benefit at all.
Absolutely!
For one, it's faster. For two, it allowed you to check for just "wool" if the colour didn't matter. Perhaps most importantly, he's made it out like this makes things simpler, and allows you to have more blocks in the game, but neither of those things are true. All this change means is that things are broken, and may take a long time to fix, for no actual benefit at all.
1) its only faster if you know what the damage values are, red_wool makes a whole lot more sense than wool 1 4 or whatever the number is.
2) it does make things simpler, the old system only supported 16 states for blocks, that's why we also had a log and a log2, which is also extremely unintuitive
3) we now have a unified consistent easily readable command system with proper syntax and error checking, i fail to see your argument of 'no actual benefit'
simply put, the commands changed, but they changed for a reason. Just because the commands are different doesn't mean that they are forever broken, they're simply not. they can still function, and whining about it doesn't do anything. Change is a good thing, and if the developers did it, it means that they thought it was best for the game. Complaining about this is like complaining about the 1.9 update for "ruining the game" It's still playable, It's still fun, it's still Minecraft, and it's still good.
If you don't like it so much, just go and play in an earlier version, and mess with that.
1) its only faster if you know what the damage values are, red_wool makes a whole lot more sense than wool 1 4 or whatever the number is.
2) it does make things simpler, the old system only supported 16 states for blocks, that's why we also had a log and a log2, which is also extremely unintuitive
3) we now have a unified consistent easily readable command system with proper syntax and error checking, i fail to see your argument of 'no actual benefit'
I really freakin' LOVE being able to tag items, and many items already being tagged. Oh yeah, and the ability to modify built-in tags. That seems pretty actually beneficial to me.
Yes, that I agree on, but If you don't mind I'll throw in my two cents about the subject too along with yours.
Not only the reasons you said, but this also makes command more new player friendly. The idea that you can instantly see errors is genius and helps old and new command block creators alike, and command have overall gotten simpler. Before the update I couldn't even do a correct scoreboard command, but with the new update, I've actually been able to make tutorials from scratch to share with people having trouble.
I don't usually mind the command changes, but it kind of annoys me that I had a whole load of custom command mobs that I want to use for my server and loads of them probably won't work. I know I could run a 1.12.2 server, but in my opinion the debug stick (and other 1.13 features) is too good to miss out on.
We are now a year later and very little still is known about the @p and @e commands.... They changed them definitely!
- Is it true that all maps using command-blocks could be broken??? Yes...
- Is it dumb to make such a change this time? Yes and NO. Yes because we didn't see it coming and were not prepared for it(some might), and No, but there should be a tool available to render every map into the 1.13 world. Lots of worlds are made with borders, and when it goes to 1.13, there are no objects that are available in vanilla 1.13.
Ok, the Drowned, Fish, Turtles and the other movable characters go well in this setting, but sunken ships? underwater constructions? Hell, even the Woodland mansion appears outside of the current border, they were never added in existing pre-1.11 maps.
So every server owner in the world is scratching his head trying to remember where the heck did I put all my command-blocks, let alone stand for the players who might made under permission a command-block somewhere......
So I say to Mojang, please, give us the tool to grab those problems at hand and make our maps worthy 1.13 maps with all changes in them.
I'm no computer expert, but why not keep both? For simple things, at least, like how /tp is the same as /teleport.
Simply put, overhead. /Teleport kept /tp cause nothing changed. The /testfor command no longer exists because it was split up and added to other relevant commands. If we kept it then someone would have to maintain it. It wouldn't be in the new interpreter so people wouldn't know what's gone wrong and old commands with new ones would make reading complex function files a nightmare
Simply put, overhead. /Teleport kept /tp cause nothing changed. The /testfor command no longer exists because it was split up and added to other relevant commands. If we kept it then someone would have to maintain it. It wouldn't be in the new interpreter so people wouldn't know what's gone wrong and old commands with new ones would make reading complex function files a nightmare
And now there is noone doing that to all the other commands?
I do not think the 1.13 has broken the commands.
In my testing world I have been using commands from 1.13, I think /gamemode spectator is more original than /gamemode 3.
I have also used /locate, which is very useful for the search engine.
Besides, it is also very useful not to write /tp, for example, the Chat: Located a Mansion in 19680 105700, and to give the green option of /tp helps not to write, being something that helps a lot.
I do not know if you have understood me.
Given the number of kluges and inelegancies in the previous (1.12 and before) command system, coupled with the absolute need to change at least a significant number of commands to implement the new block system, doing a total rewrite all at once is (while currently painful) the better solution.
Even so maintaining a legacy shortcuts for a few commonly used commands (eg /gamemode & /tp) would seem to entail only trivial expense.
If the intent is to enforce the writing of readable 'code', legacy abreviations could be prohibited other than in command line typing. [Not that I expect any syntactical system to reliably produce clear code; only dedication on the part of the coder will do that. ]
Courageous_Marinade's call for a readily available set of full documentation is heartily seconded.
Both a learning guide/full version [with examples and a complete list of context dependent behaviors] and a "quick reference" version for those already conversant with the system to check syntax are [IMO] needed.
To the rejoinder "so now you are asking me to maintain and update pages of documentation every time i change something rather than wait till the experimental builds advertised for experienced users are complete then write out the full guide?":
Firstly, so far as I am aware no guide such as C_M requests exists for the 1.12 command system; this implies that (without community pressure) no such guide will be made available for the 1.13 system.
Secondly, updating the documentation whenever the program is updated is a standard part of good programming. This would need to be done for MS/Mj internal use as a matter of course and (with the internet) could be updated with as little effort as issuing snapshots. [MS/Mj would derive the same proofing benefits from releasing drafts of the command documentation as produced by the snapshots, probably making the net cost of such releases negative.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
why do they have to be changed? because we want them to be. trust me its way easier to do stuff with them now
They would just change the documentation.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
so now you are asking me to maintain and update pages of documentation every time i change something rather than wait till the experimental builds advertised for experienced users are complete then write out the full guide? thats just gunna be confusing and waste time that could be used bug squishing
If this was their thinking, the documentation wouldn't exist yet. But now that it does, and you did all the initial work, it is pretty ridiculous to refuse to maintain and advertise it.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
the documentation exists in rough draft form for developers and people who want to early adopt, there is a difference between saying 'i added X and it does Y' and writing a user friendly guide for the layman.
That seems to be all they do whenever they release new Minecraft versions. In fact, these are more helpful because they tell you what the command actually does and what was changed about them since the last version. When they add a minecraft version, they just say "added x" without even mentioning what x does, how to use x, or how to craft x.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
Absolutely!
For one, it's faster. For two, it allowed you to check for just "wool" if the colour didn't matter. Perhaps most importantly, he's made it out like this makes things simpler, and allows you to have more blocks in the game, but neither of those things are true. All this change means is that things are broken, and may take a long time to fix, for no actual benefit at all.
1) its only faster if you know what the damage values are, red_wool makes a whole lot more sense than wool 1 4 or whatever the number is.
2) it does make things simpler, the old system only supported 16 states for blocks, that's why we also had a log and a log2, which is also extremely unintuitive
3) we now have a unified consistent easily readable command system with proper syntax and error checking, i fail to see your argument of 'no actual benefit'
simply put, the commands changed, but they changed for a reason. Just because the commands are different doesn't mean that they are forever broken, they're simply not. they can still function, and whining about it doesn't do anything. Change is a good thing, and if the developers did it, it means that they thought it was best for the game. Complaining about this is like complaining about the 1.9 update for "ruining the game" It's still playable, It's still fun, it's still Minecraft, and it's still good.
If you don't like it so much, just go and play in an earlier version, and mess with that.
NAETHAUSE
I really freakin' LOVE being able to tag items, and many items already being tagged. Oh yeah, and the ability to modify built-in tags. That seems pretty actually beneficial to me.
Although I don't like the changes to new commands, I think it's for a good cause.
I completely agree with this.
Yes, that I agree on, but If you don't mind I'll throw in my two cents about the subject too along with yours.
Not only the reasons you said, but this also makes command more new player friendly. The idea that you can instantly see errors is genius and helps old and new command block creators alike, and command have overall gotten simpler. Before the update I couldn't even do a correct scoreboard command, but with the new update, I've actually been able to make tutorials from scratch to share with people having trouble.
Sincerely,
-Shark
I don't usually mind the command changes, but it kind of annoys me that I had a whole load of custom command mobs that I want to use for my server and loads of them probably won't work. I know I could run a 1.12.2 server, but in my opinion the debug stick (and other 1.13 features) is too good to miss out on.
e
I'm no computer expert, but why not keep both? For simple things, at least, like how /tp is the same as /teleport.
We are now a year later and very little still is known about the @p and @e commands.... They changed them definitely!
- Is it true that all maps using command-blocks could be broken??? Yes...
- Is it dumb to make such a change this time? Yes and NO. Yes because we didn't see it coming and were not prepared for it(some might), and No, but there should be a tool available to render every map into the 1.13 world. Lots of worlds are made with borders, and when it goes to 1.13, there are no objects that are available in vanilla 1.13.
Ok, the Drowned, Fish, Turtles and the other movable characters go well in this setting, but sunken ships? underwater constructions? Hell, even the Woodland mansion appears outside of the current border, they were never added in existing pre-1.11 maps.
So every server owner in the world is scratching his head trying to remember where the heck did I put all my command-blocks, let alone stand for the players who might made under permission a command-block somewhere......
So I say to Mojang, please, give us the tool to grab those problems at hand and make our maps worthy 1.13 maps with all changes in them.
I suspect someone will make a 1.12 --> 1.13 converter at some point. It shouldn't be too big a deal, but I would not expect Mojang to do that.
I found this interesting:
Xisumavoid doesn't seem to be spending much time complaining about the changes to commands as he's using them in the video.
Simply put, overhead. /Teleport kept /tp cause nothing changed. The /testfor command no longer exists because it was split up and added to other relevant commands. If we kept it then someone would have to maintain it. It wouldn't be in the new interpreter so people wouldn't know what's gone wrong and old commands with new ones would make reading complex function files a nightmare
And now there is noone doing that to all the other commands?
I do not think the 1.13 has broken the commands.
In my testing world I have been using commands from 1.13, I think /gamemode spectator is more original than /gamemode 3.
I have also used /locate, which is very useful for the search engine.
Besides, it is also very useful not to write /tp, for example, the Chat: Located a Mansion in 19680 105700, and to give the green option of /tp helps not to write, being something that helps a lot.
I do not know if you have understood me.
Given the number of kluges and inelegancies in the previous (1.12 and before) command system, coupled with the absolute need to change at least a significant number of commands to implement the new block system, doing a total rewrite all at once is (while currently painful) the better solution.
Even so maintaining a legacy shortcuts for a few commonly used commands (eg /gamemode & /tp) would seem to entail only trivial expense.
If the intent is to enforce the writing of readable 'code', legacy abreviations could be prohibited other than in command line typing. [Not that I expect any syntactical system to reliably produce clear code; only dedication on the part of the coder will do that. ]
Courageous_Marinade's call for a readily available set of full documentation is heartily seconded.
Both a learning guide/full version [with examples and a complete list of context dependent behaviors] and a "quick reference" version for those already conversant with the system to check syntax are [IMO] needed.
To the rejoinder "so now you are asking me to maintain and update pages of documentation every time i change something rather than wait till the experimental builds advertised for experienced users are complete then write out the full guide?":
Firstly, so far as I am aware no guide such as C_M requests exists for the 1.12 command system; this implies that (without community pressure) no such guide will be made available for the 1.13 system.
Secondly, updating the documentation whenever the program is updated is a standard part of good programming. This would need to be done for MS/Mj internal use as a matter of course and (with the internet) could be updated with as little effort as issuing snapshots. [MS/Mj would derive the same proofing benefits from releasing drafts of the command documentation as produced by the snapshots, probably making the net cost of such releases negative.]