Affects Version/s: Minecraft 1.13.2
Fix Version/s: None
Windows 10, Minecraft Java Version
execute if block ~# ~# ~# minecraft:[Insert block here] issue
1st Level [Positive Up and Left]
1: Ch:Con:AA [Setblock ~-2 ~1 ~ mincraft:redstone_block
2: I:Unc:NR [execute if block ~-1 ~1 ~ minecraft:yellow_concrete]
3: Either Redstone_block or Yellow_Concrete
4: I:Unc:NR [execute if block ~1 ~1 ~ mincraft:redstone_block]
5: Ch:Con:AA [Setblock ~2 ~1 ~ minecraft:yellow_concrete]
6: I:Unc:NR [setblock ~ ~ ~1 minecraft:redstone_block]
7: I:Unc:NR [setblock ~ ~ ~-1 minecraft:yellow_concrete]
Add a button to command block 6 on the south side
1: Either Redstone_Block or Yellow_Concrete
Push the button to toggle block 3 to a redstone block and then back to yellow concrete (via blocks 6 and 7).
This activates blocks 2 and 4. Each block checks block 1 level 2 to see what kind of block it is.
Because of blocks 1 and 5, both command blocks at 2 and 4 pass the test. This should not happen.
Add a redstone lantern on top of block 1 level 2 and you'll see that it pulses after the button is pressed.
The only explanation I can come up with is that minecraft will run one command block and all of its chained commands before running the next command block triggered by the same signal. Given that I want to be able to toggle block 1 level 2 between a redstone block and yellow concrete, this creates a very aggravating circular programming issue that I can't see to be able to get around. I'm trying to make an 8-bit binary counter using only command blocks and either redstone blocks or yellow concrete and while I could do it on the previous version of minecraft (prior to 1.13) I can't seem to be able to replicate it in 1.13 no matter what configuration of command blocks and code I set up.