User:User-12316399/Needed changes list


 * Commands/Internals:
 * Numerical IDs/meta data:
 * Leaves have a useless state:.
 * Change into.
 * OR split into  and.
 * OR split into  and.
 * Enchantments and effects still use numeral ids in the NBT tags.
 * Many items use the Damage tag for non-damage values. (Changed in 1.13.)
 * There are 352 different flower pots.
 * Enderman uses numerical ids for  NBT tag.
 * Particle Parameters use numeral ids and don't support named ids.
 * Poppies  on F3 but   in pot on F3.
 * (Zombie) Villagers, Horses, Llamas, Rabbits, Cats, wolf (collar/angry), sheep (wool), boats and parrots use NBT data to determine the texture.
 * Split into separate entities but that will result in MANY entities for horses, sheep and wolves.
 * OR use the UUID for horses, cats, llamas and parrots to have the skin; however this will get rid of the parental influence on the children.
 * Commands:
 * Error message when  is too long. (Should return something like "Failed to run command: command too long".)
 * filtering blocks does not work if the replacing block is a block entity. (Changed in 1.13.)
 * Replace  with  . (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams are not saved by UUID and get lost upon name changing.
 * ignores  and gravity again (unlike in 1.10).
 * Teleporting to unloaded chunks is horribly broken.
 * Worldborder moves based on real time and does not stop when game is paused.
 * Redstone:
 * Quasi connectivity, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust doesn't power blocks on the same height in the direction it is powered from unless only connected to something on the other side.
 * Redstone dust unpowering is horribly laggy. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components give block updates to non-solid blocks.
 * Sticky pistons leave the block if depowered too quickly, to make it consistent across platforms. (|"Allows tricking sticky pistons into dropping blocks (note that this behavior is technically a bug and not future proof anyway)")
 * Piston should only try to push upon powering, non-extended powered pistons should have to get repowered to extend. (Add powered state to pistons.)
 * Re-evaluation of golden/iron pressure plates because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures are not considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * Add a large hidden basement room to the woodland mansions. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. snap to the mouse, then return to their slot. (Already done with "Curse of Binding")
 * Maps should save a UUID for the map's data, rather than use the data/damage value. (Allows for (basically) infinite maps too.)
 * Models:
 * Entity block models (chests, shulker boxes, skulls, etc.) can't be remodeled.
 * Villagers can equip armor in survival, but armor is invisible.
 * Textures:
 * Adapt world border, enchantment glint and particle texture to animated texture standard.
 * Split particles and paintings into 1 file per texture.
 * Resource locations:
 * Change particles to resource location.
 * Change dimensions to resource location.
 * OR use the UUID for horses, cats, llamas and parrots to have the skin; however this will get rid of the parental influence on the children.
 * Commands:
 * Error message when  is too long. (Should return something like "Failed to run command: command too long".)
 * filtering blocks does not work if the replacing block is a block entity. (Changed in 1.13.)
 * Replace  with  . (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams are not saved by UUID and get lost upon name changing.
 * ignores  and gravity again (unlike in 1.10).
 * Teleporting to unloaded chunks is horribly broken.
 * Worldborder moves based on real time and does not stop when game is paused.
 * Redstone:
 * Quasi connectivity, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust doesn't power blocks on the same height in the direction it is powered from unless only connected to something on the other side.
 * Redstone dust unpowering is horribly laggy. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components give block updates to non-solid blocks.
 * Sticky pistons leave the block if depowered too quickly, to make it consistent across platforms. (|"Allows tricking sticky pistons into dropping blocks (note that this behavior is technically a bug and not future proof anyway)")
 * Piston should only try to push upon powering, non-extended powered pistons should have to get repowered to extend. (Add powered state to pistons.)
 * Re-evaluation of golden/iron pressure plates because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures are not considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * Add a large hidden basement room to the woodland mansions. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. snap to the mouse, then return to their slot. (Already done with "Curse of Binding")
 * Maps should save a UUID for the map's data, rather than use the data/damage value. (Allows for (basically) infinite maps too.)
 * Models:
 * Entity block models (chests, shulker boxes, skulls, etc.) can't be remodeled.
 * Villagers can equip armor in survival, but armor is invisible.
 * Textures:
 * Adapt world border, enchantment glint and particle texture to animated texture standard.
 * Split particles and paintings into 1 file per texture.
 * Resource locations:
 * Change particles to resource location.
 * Change dimensions to resource location.
 * OR use the UUID for horses, cats, llamas and parrots to have the skin; however this will get rid of the parental influence on the children.
 * Commands:
 * Error message when  is too long. (Should return something like "Failed to run command: command too long".)
 * filtering blocks does not work if the replacing block is a block entity. (Changed in 1.13.)
 * Replace  with  . (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams are not saved by UUID and get lost upon name changing.
 * ignores  and gravity again (unlike in 1.10).
 * Teleporting to unloaded chunks is horribly broken.
 * Worldborder moves based on real time and does not stop when game is paused.
 * Redstone:
 * Quasi connectivity, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust doesn't power blocks on the same height in the direction it is powered from unless only connected to something on the other side.
 * Redstone dust unpowering is horribly laggy. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components give block updates to non-solid blocks.
 * Sticky pistons leave the block if depowered too quickly, to make it consistent across platforms. (|"Allows tricking sticky pistons into dropping blocks (note that this behavior is technically a bug and not future proof anyway)")
 * Piston should only try to push upon powering, non-extended powered pistons should have to get repowered to extend. (Add powered state to pistons.)
 * Re-evaluation of golden/iron pressure plates because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures are not considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * Add a large hidden basement room to the woodland mansions. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. snap to the mouse, then return to their slot. (Already done with "Curse of Binding")
 * Maps should save a UUID for the map's data, rather than use the data/damage value. (Allows for (basically) infinite maps too.)
 * Models:
 * Entity block models (chests, shulker boxes, skulls, etc.) can't be remodeled.
 * Villagers can equip armor in survival, but armor is invisible.
 * Textures:
 * Adapt world border, enchantment glint and particle texture to animated texture standard.
 * Split particles and paintings into 1 file per texture.
 * Resource locations:
 * Change particles to resource location.
 * Change dimensions to resource location.
 * OR use the UUID for horses, cats, llamas and parrots to have the skin; however this will get rid of the parental influence on the children.
 * Commands:
 * Error message when  is too long. (Should return something like "Failed to run command: command too long".)
 * filtering blocks does not work if the replacing block is a block entity. (Changed in 1.13.)
 * Replace  with  . (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * does not tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams are not saved by UUID and get lost upon name changing.
 * ignores  and gravity again (unlike in 1.10).
 * Teleporting to unloaded chunks is horribly broken.
 * Worldborder moves based on real time and does not stop when game is paused.
 * Redstone:
 * Quasi connectivity, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust doesn't power blocks on the same height in the direction it is powered from unless only connected to something on the other side.
 * Redstone dust unpowering is horribly laggy. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components give block updates to non-solid blocks.
 * Sticky pistons leave the block if depowered too quickly, to make it consistent across platforms. (|"Allows tricking sticky pistons into dropping blocks (note that this behavior is technically a bug and not future proof anyway)")
 * Piston should only try to push upon powering, non-extended powered pistons should have to get repowered to extend. (Add powered state to pistons.)
 * Re-evaluation of golden/iron pressure plates because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures are not considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * Add a large hidden basement room to the woodland mansions. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. snap to the mouse, then return to their slot. (Already done with "Curse of Binding")
 * Maps should save a UUID for the map's data, rather than use the data/damage value. (Allows for (basically) infinite maps too.)
 * Models:
 * Entity block models (chests, shulker boxes, skulls, etc.) can't be remodeled.
 * Villagers can equip armor in survival, but armor is invisible.
 * Textures:
 * Adapt world border, enchantment glint and particle texture to animated texture standard.
 * Split particles and paintings into 1 file per texture.
 * Resource locations:
 * Change particles to resource location.
 * Change dimensions to resource location.
 * Change dimensions to resource location.