User talk:BoxFigs

Are you sure?
Regarding this edit, are you sure the order matters? It doesn't seem to matter for me, can you show a video with the command in various orders where some work and some give an error? What error would it even give? Or at least give me two commands to test where one works and the other doesn't?  LB ( T 03:14, 5 December 2013 (UTC)


 * Yes, I'm very sure. Try this: Place a dropper facing upwards. Put a Stone block in the first slot of the dropper (upper left). Stand on top of the dropper. Run this command: /testforblock ~ ~-1 ~ dropper 1 {Items:[Slot:0,id:1,Damage:0,Count:1]} An error message should come up saying something like "The block at [coordinates] did not have the required NBT keys" Then run this command: /testforblock ~ ~-1 ~ dropper 1 {Items:[Count:1,Slot:0,Damage:0,id:1]} This time, the command should succeed.
 * I haven't tried the correct order yet, but I tried the incorrect order and the command failed. BoxFigs (talk) 21:08, 5 December 2013 (UTC)


 * Both commands fail for me, even when I fix the syntax errors.  LB ( T 22:21, 5 December 2013 (UTC)


 * Hmm. It could be a bug, then. Syntax errors? What is the correct syntax for those commands? As for the edit, just leave it as it is right now so the order of the tags would match the game's data files. BoxFigs (talk) 22:41, 5 December 2013 (UTC)


 * The syntax error is, unless I am misaken, that you are putting object entries in an array instead of an object.
 * As for "the order [in] the game's data files", you do realize that the game doesn't intentionally choose this order for any specific reason? It just happens that the data structures sort the keys that way because it's efficient for searching - the particular data structure in question is a Map, which uses a binary search tree. The order you see is just a binary search tree, the game honestly could care less about the order, and in fact doesn't care when loading the files back.
 * However, I am still curious if it actually matters for the command syntax - I still doubt it, since it's easier to compare keys than indicies with a map, but I wouldn't put it past them.  LB ( T 00:26, 6 December 2013 (UTC)


 * Array instead of object? You mean the straight brackets in the Items tag (Items:[])? Straight brackets are not only used for arrays, but also for list tags (to distinguish between a list tag and a compound tag). I know for sure this is true because putting {Items:[]} as the dataTag in a /testforblock command succeeds when the container in empty. Same with the Lore tag (which is also a list tag) in /give; I tried using curly brackets in a command with that tag (Lore:{}) and the command failed. It worked when I put the straight brackets back in (Lore:[]) BoxFigs (talk) 21:25, 6 December 2013 (UTC)


 * No, I mean you had {Blah:[Meh:val,Meh:val]} instead of {Blah:[{Meh:val,Meh:val}]} - notice the extra set of curly braces between the square brackets. The arrays/lists contain objects, not key-value pairs. This allows you to do this: {Blah:[{Meh:val,Meh:val},{Meh:val,Meh:val},{Meh:val,Meh:val}]}  LB ( T 18:07, 7 December 2013 (UTC)


 * OHHHHH, I see. But it still doesn't work the correct way ({Items:[{Count:1,Slot:0,Damage:0,id:1}]})? BoxFigs (talk) 21:49, 7 December 2013 (UTC)


 * Yeah, it doesn't work the correct way. I even tried with quotes just in case but Minecraft's modified JSON format count quotes as part of the names and not as identification for the start and end of strings like in the actual JSON format.  LB ( T 18:09, 8 December 2013 (UTC)