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Bug
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Resolution: Unresolved
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None
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1.16.3, 1.16.4 Pre-release 1, 1.16.4 Pre-release 2, 1.16.4 Release Candidate 1, 1.16.4, 20w45a, 20w46a, 20w48a, 20w49a, 20w51a, 21w03a, 1.16.5, 21w05a, 21w05b, 21w06a, 21w07a, 21w08a, 21w10a, 21w11a, 21w13a, 21w14a, 21w15a, 21w16a, 21w17a, 21w18a, 21w19a, 21w20a, 1.17 Pre-release 1, 1.17 Pre-release 3, 1.17 Pre-release 4, 1.17 Pre-release 5, 1.17 Release Candidate 1, 1.17 Release Candidate 2, 1.17, 1.17.1 Pre-release 1, 1.17.1 Release Candidate 1, 1.17.1, 1.18, 1.18.1, 22w03a, 1.18.2, 1.19, 1.19.1, 1.19.3, 1.19.4
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None
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Community Consensus
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Commands
Custom entity names with translated components are not handled correctly in command selector arguments. It appears that the name selector argument checks if the entity in question has a resolved name equal to the parameter value, which doesn't make sense for translate components as this means commands may differently depending on client language.
To reproduce (singleplayer):
1. Set your language to "English (US)"
2. Run the following commands in a new superflat world free of entities:
/summon minecraft:armor_stand ~ ~ ~ {CustomName:'{"translate":"entity.minecraft.armor_stand"}'} /execute if entity @e[name="Armor Stand"]
The output should indicate that the test passed.
3. Now, change your language to "English (Canada)" and again run
/execute if entity @e[name="Armor Stand"]
The output should indicate that the test failed.
I would expect that commands would have the same execution results regardless of client language. On multiplayer servers, commands run as if the language is "English (US)" regardless of client language.