User:User-12316399/Needed changes list


 * Commands/Internals:
 * Numerical IDs/meta data:
 * Leaves have a useless state:.
 * Should be changed into.
 * OR split into  and.
 * OR split into  and.
 * Enchantments and effects should use string 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 instead of 22.
 * Enderman should use string ids for  NBT tag.
 * Particle Parameters should use string ids.
 * Poppies have  on F3 but   in pot on F3.
 * (Zombie) Villagers, Horses, Llamas, Rabbits, Cats, wolf (collar/angry), sheep (wool), boats and parrots should not use NBT data to determine the texture used.
 * Split into separate entities but that will result in MANY entities for horses, sheep and wolves.
 * OR use the UUID for horses, cats, llamas, rabbits and parrots to have the skin; however this will get rid of the parental influence on the children.
 * JSON:
 * Remaining plain text should be updated to allow json strings:
 * Splashes.
 * End poem.
 * Credits.
 * Scoreboard teams.
 * Scoreboard teams.
 * Scoreboard teams.
 * Scoreboard objectives.
 * Item.
 * Remove.
 * Item.
 * Change to a single string, rather than a list.
 * Book.
 * Book.
 * Entity.
 * Block entity.
 * Subtitles.
 * Currently it's just a translation string rather than a json text component.
 * Resource pack.
 * Server.
 * Commands/NBT:
 * There should be a different error message when  is too long. (Should return something like "Failed to run command: command too long".)
 * filtering blocks should work if the replacing block is a block entity. (Changed in 1.13.)
 * should be replaced with . (Changed in 1.13.)
 * should tab-complete .  (Changed in 1.13.)
 * should tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams should be saved by UUID so they don't get lost upon name changing.
 * should not ignore  and gravity (like in 1.10).
 * Teleporting to unloaded chunks is horribly broken and should be fixed.
 * Worldborder moves based on real time instead of game time and should stop when game is paused.
 * A number of things are still hardcoded and should be controlable via a NBT tag:
 * Shield blocking damage percentage.
 * Shield, ender pearl, etc. cooldown timer.
 * Sword sweep attack.
 * Axe breaking shield.
 * A number of things are still hardcoded and should be controlled via attributes:
 * Mining speed.
 * Jump strength.
 * Damage reduction. (Resistance)
 * Swim speed.
 * Bow drawback speed.
 * Max passengers (on use/collision).
 * Fly speed (already exists but should be applied to dragons, bats, etc.).
 * Movement speed (already exists but should be applied to minecarts).
 * Redstone:
 * Quasi connectivity should be removed, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust should power blocks on the same height in the direction it is powered just like when it's connected to something on the other side.
 * Redstone dust unpowering is horribly laggy and should not be. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components should not give block updates to non-solid blocks.
 * Sticky pistons should not 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.)
 * Golden/iron pressure plates should be re-evaluated because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures files should be considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * A large hidden basement room to the woodland mansions should be added. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. should not snap to the mouse and then return to their slot. (Already done with "Curse of Binding")
 * Maps should 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.) should be remodelable.
 * Villagers can equip armor in survival, but armor is invisible, should either not be possible or render.
 * Textures:
 * World border, enchantment glint and particle texture should be changed to the animated texture standard.
 * Particles and paintings should be split into 1 file per texture.
 * Resource locations:
 * Particles should be changed to resource location.
 * Dimensions should be changed to resource location.
 * Generated structures should be changed to resource location
 * OR use the UUID for horses, cats, llamas, rabbits and parrots to have the skin; however this will get rid of the parental influence on the children.
 * JSON:
 * Remaining plain text should be updated to allow json strings:
 * Splashes.
 * End poem.
 * Credits.
 * Scoreboard teams.
 * Scoreboard teams.
 * Scoreboard teams.
 * Scoreboard objectives.
 * Item.
 * Remove.
 * Item.
 * Change to a single string, rather than a list.
 * Book.
 * Book.
 * Entity.
 * Block entity.
 * Subtitles.
 * Currently it's just a translation string rather than a json text component.
 * Resource pack.
 * Server.
 * Commands/NBT:
 * There should be a different error message when  is too long. (Should return something like "Failed to run command: command too long".)
 * filtering blocks should work if the replacing block is a block entity. (Changed in 1.13.)
 * should be replaced with . (Changed in 1.13.)
 * should tab-complete .  (Changed in 1.13.)
 * should tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams should be saved by UUID so they don't get lost upon name changing.
 * should not ignore  and gravity (like in 1.10).
 * Teleporting to unloaded chunks is horribly broken and should be fixed.
 * Worldborder moves based on real time instead of game time and should stop when game is paused.
 * A number of things are still hardcoded and should be controlable via a NBT tag:
 * Shield blocking damage percentage.
 * Shield, ender pearl, etc. cooldown timer.
 * Sword sweep attack.
 * Axe breaking shield.
 * A number of things are still hardcoded and should be controlled via attributes:
 * Mining speed.
 * Jump strength.
 * Damage reduction. (Resistance)
 * Swim speed.
 * Bow drawback speed.
 * Max passengers (on use/collision).
 * Fly speed (already exists but should be applied to dragons, bats, etc.).
 * Movement speed (already exists but should be applied to minecarts).
 * Redstone:
 * Quasi connectivity should be removed, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust should power blocks on the same height in the direction it is powered just like when it's connected to something on the other side.
 * Redstone dust unpowering is horribly laggy and should not be. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components should not give block updates to non-solid blocks.
 * Sticky pistons should not 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.)
 * Golden/iron pressure plates should be re-evaluated because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures files should be considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * A large hidden basement room to the woodland mansions should be added. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. should not snap to the mouse and then return to their slot. (Already done with "Curse of Binding")
 * Maps should 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.) should be remodelable.
 * Villagers can equip armor in survival, but armor is invisible, should either not be possible or render.
 * Textures:
 * World border, enchantment glint and particle texture should be changed to the animated texture standard.
 * Particles and paintings should be split into 1 file per texture.
 * Resource locations:
 * Particles should be changed to resource location.
 * Dimensions should be changed to resource location.
 * Generated structures should be changed to resource location
 * should tab-complete .  (Changed in 1.13.)
 * Scoreboard scores and teams should be saved by UUID so they don't get lost upon name changing.
 * should not ignore  and gravity (like in 1.10).
 * Teleporting to unloaded chunks is horribly broken and should be fixed.
 * Worldborder moves based on real time instead of game time and should stop when game is paused.
 * A number of things are still hardcoded and should be controlable via a NBT tag:
 * Shield blocking damage percentage.
 * Shield, ender pearl, etc. cooldown timer.
 * Sword sweep attack.
 * Axe breaking shield.
 * A number of things are still hardcoded and should be controlled via attributes:
 * Mining speed.
 * Jump strength.
 * Damage reduction. (Resistance)
 * Swim speed.
 * Bow drawback speed.
 * Max passengers (on use/collision).
 * Fly speed (already exists but should be applied to dragons, bats, etc.).
 * Movement speed (already exists but should be applied to minecarts).
 * Redstone:
 * Quasi connectivity should be removed, to make it consistent across platforms.
 * Redstone dust:
 * Top piece of staircase redstone dust should power blocks on the same height in the direction it is powered just like when it's connected to something on the other side.
 * Redstone dust unpowering is horribly laggy and should not be. (Maybe set the level to 2 if there are no neighbors that are higher and if there are, power again.)
 * Redstone components should not give block updates to non-solid blocks.
 * Sticky pistons should not 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.)
 * Golden/iron pressure plates should be re-evaluated because of entity cramming. (See this comment in .)
 * Structures:
 * Custom structures files should be considered resource location. (Custom structures have no namespace.)(Changed in 1.13.)
 * All old structures should be changed to structure files. (github)
 * A large hidden basement room to the woodland mansions should be added. (This is the only room type it currently does not have.) (Maybe with illusioners? :) )
 * Other:
 * Items in chests/inventories etc. should not snap to the mouse and then return to their slot. (Already done with "Curse of Binding")
 * Maps should 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.) should be remodelable.
 * Villagers can equip armor in survival, but armor is invisible, should either not be possible or render.
 * Textures:
 * World border, enchantment glint and particle texture should be changed to the animated texture standard.
 * Particles and paintings should be split into 1 file per texture.
 * Resource locations:
 * Particles should be changed to resource location.
 * Dimensions should be changed to resource location.
 * Generated structures should be changed to resource location