The purpose of the crash command was specifically to NOT crash smoothly. There needs to be a way for the developers to test how the game will handle a crash, and creating a /crash command is much easier than trying to perform a bug that crashes the game.
if these commands were on bedrock, then the commands that give information like fps and the biome make sense, bedrock doesn't have any of the F3 information other than coords
Maybe it's related to the Java programming thing where it's good to have a "getter" function for the privates variables in a specific class, so you can give a a controlled level of access to said variable's value (in case you don't want the value to be read only outside of the class's member function)
Fun little detail about coordinates. There is a second place to see it. It's currently a toggle in settings (Creator section) called Copy coordinates UI. A future update is going to remove the toggle and make it enabled permanently. The UI shows up at the top of chat. Two types of coordinates available: one is player position and block is the block you're looking at.
As a programmer: there's more than a thousand ways to the same thing, but with different code, /clearinventory might have been more "quiet", not executing any action related to inventory removal, unlike /clear, /stoptime and /timelock might do the time stopping in different ways, for example, one command can stop ticking, and the other doesn't, but instead, makes a tick do nothing. And lastly, nobody needs to be perfect, just let these developers add as many commands as they like.
I mean with how in depth they’re making datapack abilities, I think all of this is legit. They’re a bit behind now on what map makers and datapack devs can natively do since Hytale dropped 👀
Most games are in fact designed to crash as smoothly as possible - there's a reason your world doesn't corrupt every single time you get a game crash, and that reason is that there's a bunch of systems in place (typically collectively called the crash handler or something similar) that, if working, make sure a game crash causes as little collateral damage as possible. A command that initiates a hard crash, then, allows developers to test said systems. As for all those /get commands, yeah I'm pretty sure they're for logging, it might be really useful to have that information in a log around where it's relevant, and you wouldn't want it being printed there constantly and filling it up so having it be manually triggered is useful
@accrdn5 with execute and this symbol ^ thing you can actually do the same direction thing, but ig it wasn't there back then. But still for now ts would be kinda useless
Some of the seemingly redundant commands could have been meant for use through an API. Maybe they needed to automate testing repeatedly so they could check if the same thing happened every time.
thought this was one of those "Looking for a Minecraft world that never existed...." "Looking for a Minecraft player that doesn't exist" and people claim they are supposedly scared
for crash command i can see why it exists,sometimes when the game crashes it makes minecraft world corrupted and can't be opened again,so that one can have usage to test for what causes such a thing to happen
Clear inventory seems like a "just in case clause." This is coming from someone who makes text Adventures, so I have to add commands. A "just in case clause" is a command where someone is like "okay, what if they type this?" So, what we do is we'll type different versions & variations of that command so we'll add "clear inventory" & "clear" just in case the player makes an assumption & types "clear inventory" instead of "clear," but if "clear inventory" isn't added, so nothing happens, the player will ask "why is there no clear inventory option? How do I clear my inventory? I don't want to do it manually..." It's also possible "clear inventory" came before "clear" and so if they removed "clear inventory" and just replaced it with "clear" then many players who didn't get the status update would be very confused, think the game is broken and get frustrated, so they kept both commands.
i remember when this happened! they also added a prototype of /attribute that was much weaker and further puts into question why they didn’t add the finished version of the command to bedrock despite the fact that they had a prototype on bedrock and a functional version of the command on java!
As a software developer, a lot of these commands are probably for automated tests, even if there's a way to get certain information from the UI, it still requires someone to interact with the UI, the commands aren't for humans to use, they're for scripts to use in order to test features on-mass with minimal human input.
Having different commands for the same thing is like how Unix users have aliases to for the same command, i.e. they remember the command being named something different. In a hypothetical scenario, let's say `simlock` (possibly short for 'Simulation-Lock') was the original version, then they added an alias named `timelock` whilst new developers joined the team, obviously they cant just remove one alias because they renamed it, most debuggers and developers have hard coded scripts that rely on command names staying consistent, so, this aliasing keeps increasing, possibly with more features being added to it, and more and more developers using different versions of the alias. By the way, yeah "clearinventory" is completely ludicrous, whoever made that alias is NOT innovating at all
3:39 potentially in the case if items being rendered without data, making them immune to other actions, or other bugs. It's likely a more reliable, brute force method
Have you considered that some of these commands might require higher levels of operator status? Like how /clear requires OP2, /ban requires OP3, and /perf requires OP4? That might be why some users were missing more technical commands like /filldrive.
well, the crash command could help with hardlocks (where you can't do anything in game and you can't even close the game so this might help with these.) especially with them development the game they could accidentally break something that prevents you from closing the game or something
7:25 Could a command block do that? Like, a pressure plate to that? That could be useful if you want to crash the game if something happens to the player, like a troll map or something.
As a developer, you would have no idea how many random commands I have to add in my programs to debug the most obscure nonsense imaginable. Most of these were probably made for specific situations and have little use outside those situations.
since nbt data isn’t a thing on bedrock edition, getting things such as player position is impossible without those commands. But bedrock edition also doesn’t have execute store (especially with the old execute command), so you can’t even access this stuff to run commands with! What is the point?!
Finally a video that actually covers unknown stuff. Every other “obscure” Minecraft facts video is just the same thing, like border blocks, the camera block, this tho, this is actually unknown. Great video
a reason i can give to commands doing dumb or relatively easy/already implemented stuff is to test alternate codes or skip a few condition, or maybe even create a macro or testing when a condition is not present but might be sometime, making exploits possible, also these commands might have came earlier than certain functions or are old unoptimized functions that has been replaced by new one in the actual game
So most of this is for testing purposes. When more then one code function or command interacts theres usually a veriety of situational outcomes derived from the combinations of these systems/functions. From a blackbox whilse some commands appear to have the same outcome, what commands and functions that are actually called can be different (with which occurs being called on the back end for different situations that would need seperate ways for an outcome to occur without connecting systems together that were not meant to connect). So for dev/test there needs a command to test these combinations that simulate situations that while the outcome in a blackbox scenario looks the same, wouldnt be when called naturally through in game actions.
I always forget what /clear does and use it when I wanna purge my chat history... /clearinv would have actually been cool if they would have also changed /clear to do something more sensible
6:36 its for saying commands to people, like, u wanna say use /give to your friend, if u say /give, then it will pop up an invalid command, but if u use /say /give you will say /give in the chat.
The thing is, if you're using the clear command on yourself in creative just to clear your items once, you could do the same without typing by just shift-clicking the destroy item slot
6:15 as a developer, these are debugging commands, I myself use something similar whenever I program something, first thing is to verify the data, with these commands, second step is implementing the data. It's just helpful
i think the reason timelock and stoptime existed is because the devs didnt comunicate and there was maybe a dev who made timelock and later another dev figured there would be no command and just made there own since its not meant for the public there is literally no reason check for duplicates and it would just be unnecasarry work and also the reason you would have an getexperience command is just to check if it works to access it under certain conditions, programming is weird and there are sometimes the stupidest bugs and debuging solutions like this are what fixes them
I assume /clearinventory probably does something different internally (e.g. deletes the inventory object instead of setting each slot to be empty, calling .clear(), etc. etc.). It's likely intended to test something in a specific situation, and was never intended to be used outside that situation.
@PizzaBombz I really hope you see this, there are launchers for bedrock that let you play older versions of bedrock plus these commands COULD be on the realms server software itself and not on clients and maybe it was mojang's standard developer commands that they added support for it on all of their developer versions and when they updated the iOS version with their developer branch they could have also been updating realms at the same time to get that up to date and also forgot to remove developer features or a developer branch or whatever they used.
About "clearinventory" the only thing I can think of is that the "clear" one was about to be redirected to clear another thing thats not the inventory in order to optimize their testing of other things since specific words are usually very important on what meaning they have to any/all devs in the team Same going for multiple commands to do the same thing, maybe 2 devs on a team may disagree on what theyre used to and both can be put in the testing phase. "Get" commands as far im concerned can be used in the game scripts and its primarily made for them, these ones could even be the actual parts of the game code running when you do these things, adding them to the in game usage could probably have served a specific purpose, with that you said "getting these information is already extremely easy" unfortunately only applies to us in the F3 screen, wich the game cant quite simply "go look for them" without the developer having a way to retrieve that number/place. even if the newer versions these are not "in the game" for us theyre still being used by the engine.
likely these commands are being ran every time you do an action; it seems that way because when I made my block game the function looked similar to some of those
I knew the /crash command existed and was light blue! I've used it when I was younger on my tablet Now I know why I could never crash my sister's game lol I wasn't crazy in the end
some of these commands (like /destroyblock and probably /clearinventory) were for datapacks or maps that use command blocks. in order to make the user break a block through a command instead of asking the user to do it manually, it would be "/execute as @p destroyblock" (i think)
You can still play old versions of bedrock edition if you download them off of the internet archive and use a jailbroken device or an emulator. I was able to find this version on one of the archives, though RUclips would probably get pissed if I put a link here so you’d have to find it yourself
I think most of these danger commands are client side. It wouldn't be possible to run them on others, because I don't think the ability to get their computer info would be something mojang would send through chat servers
Honestly, overall, I see many potential reasons for all of these commands, too many to write here. Although if you reply with a specific question about a certain command or 2, I can explain it. By ask a question I mean something like "what is the point of /clearinventory if /clear exists"
The purpose of the crash command was specifically to NOT crash smoothly. There needs to be a way for the developers to test how the game will handle a crash, and creating a /crash command is much easier than trying to perform a bug that crashes the game.
Kay. Thx for the information
It's just to make sure nothing _terrible_ happens after a crash (like the game being unable to restart).
Good for a creepypasta entity
if these commands were on bedrock, then the commands that give information like fps and the biome make sense, bedrock doesn't have any of the F3 information other than coords
Thank you. You just saved me 5 minutes of typing.
@Embrace-The-Enderman holy slow typer 😭😭
@Embrace-The-Enderman wtf is ur wpm
Maybe it's related to the Java programming thing where it's good to have a "getter" function for the privates variables in a specific class, so you can give a a controlled level of access to said variable's value (in case you don't want the value to be read only outside of the class's member function)
Fun little detail about coordinates. There is a second place to see it. It's currently a toggle in settings (Creator section) called Copy coordinates UI.
A future update is going to remove the toggle and make it enabled permanently. The UI shows up at the top of chat.
Two types of coordinates available: one is player position and block is the block you're looking at.
As a programmer: there's more than a thousand ways to the same thing, but with different code, /clearinventory might have been more "quiet", not executing any action related to inventory removal, unlike /clear, /stoptime and /timelock might do the time stopping in different ways, for example, one command can stop ticking, and the other doesn't, but instead, makes a tick do nothing. And lastly, nobody needs to be perfect, just let these developers add as many commands as they like.
"noooo you're supposed to obey me"
the 9 deadly commands:
the 9 deadly stoptimes
Salutations fellow undertale fan
Still to this day
@нуишо 9 SECONDS HAVE PASSED
seams like they accidentally updated the game with the dev build and not the production build
I mean with how in depth they’re making datapack abilities, I think all of this is legit. They’re a bit behind now on what map makers and datapack devs can natively do since Hytale dropped 👀
8:43 HE HAS RAM, GET HIM
I’m dying
Most games are in fact designed to crash as smoothly as possible - there's a reason your world doesn't corrupt every single time you get a game crash, and that reason is that there's a bunch of systems in place (typically collectively called the crash handler or something similar) that, if working, make sure a game crash causes as little collateral damage as possible. A command that initiates a hard crash, then, allows developers to test said systems.
As for all those /get commands, yeah I'm pretty sure they're for logging, it might be really useful to have that information in a log around where it's relevant, and you wouldn't want it being printed there constantly and filling it up so having it be manually triggered is useful
the purpose of the break/place is that it'll actually use the blocks you have or drop the block instead of just having nothing
Also I'm pretty sure it works in the direction you're looking instead of using coordinates so that's also different from setblock or fill
You can still do that using /setblock and /fill, using the "destroy" option instead of the default "replace" option.
@accrdn5 with execute and this symbol ^ thing you can actually do the same direction thing, but ig it wasn't there back then. But still for now ts would be kinda useless
Some of the seemingly redundant commands could have been meant for use through an API. Maybe they needed to automate testing repeatedly so they could check if the same thing happened every time.
thought this was one of those "Looking for a Minecraft world that never existed...." "Looking for a Minecraft player that doesn't exist"
and people claim they are supposedly scared
do you know what an arg is??
@sera-vim there's so many of them i get what he means
An arg but the protagonist is a nerd and just fully explains it as if it was something mildly interesting.
@dinonuggieincorporated would pay to see that
@sera-vim they probably do at this point, it gets so annoying and repetitive with 8485309 args flying around
Placehand could be used for animating an npc to place blocks?
or it could possibly be used to detect what the player is holding (since you can make them place it anywhere)
You do know that all of these commands and more exist in newer hidden developer builds of bedrock edition?
Literally any mod developer will understand everything that you were confused by.
for crash command i can see why it exists,sometimes when the game crashes it makes minecraft world corrupted and can't be opened again,so that one can have usage to test for what causes such a thing to happen
0:47 log4j but built in?
Clear inventory seems like a "just in case clause."
This is coming from someone who makes text Adventures, so I have to add commands. A "just in case clause" is a command where someone is like "okay, what if they type this?" So, what we do is we'll type different versions & variations of that command so we'll add "clear inventory" & "clear" just in case the player makes an assumption & types "clear inventory" instead of "clear," but if "clear inventory" isn't added, so nothing happens, the player will ask "why is there no clear inventory option? How do I clear my inventory? I don't want to do it manually..."
It's also possible "clear inventory" came before "clear" and so if they removed "clear inventory" and just replaced it with "clear" then many players who didn't get the status update would be very confused, think the game is broken and get frustrated, so they kept both commands.
2:06 wdym aternos has buttons to remove/add all hunger points and damage/heal all hearts. so with attributes there has to be a way
Clearslot actually kinda exists
"Replaceitem"
i remember when this happened! they also added a prototype of /attribute that was much weaker and further puts into question why they didn’t add the finished version of the command to bedrock despite the fact that they had a prototype on bedrock and a functional version of the command on java!
5:44 it's to then use a comparator to make a function when the player is doing something or is somewhere.
Anything but /fillbiome
/attribute:
@ItsPulsarYT /fillbiome first. It's easier to implement
As a software developer, a lot of these commands are probably for automated tests, even if there's a way to get certain information from the UI, it still requires someone to interact with the UI, the commands aren't for humans to use, they're for scripts to use in order to test features on-mass with minimal human input.
most of these would be sooooo good for mapmaking
4:00 sometimes foreshadowing is relatively obvious
this sure was a weird route huh
3:40 imagine they removed /clear because they kept accidentally doing /clear instead of /clearslot
Interesting video
5:19 only the highlighted chest, or any chest ?
Having different commands for the same thing is like how Unix users have aliases to for the same command, i.e. they remember the command being named something different.
In a hypothetical scenario, let's say `simlock` (possibly short for 'Simulation-Lock') was the original version, then they added an alias named `timelock` whilst new developers joined the team, obviously they cant just remove one alias because they renamed it, most debuggers and developers have hard coded scripts that rely on command names staying consistent, so, this aliasing keeps increasing, possibly with more features being added to it, and more and more developers using different versions of the alias. By the way, yeah "clearinventory" is completely ludicrous, whoever made that alias is NOT innovating at all
3:39 potentially in the case if items being rendered without data, making them immune to other actions, or other bugs. It's likely a more reliable, brute force method
The 9 deadly commands.
i saw these commands once, never saw them again, thought i had some sort of mandala effect later
Have you considered that some of these commands might require higher levels of operator status? Like how /clear requires OP2, /ban requires OP3, and /perf requires OP4? That might be why some users were missing more technical commands like /filldrive.
well, the crash command could help with hardlocks (where you can't do anything in game and you can't even close the game so this might help with these.) especially with them development the game they could accidentally break something that prevents you from closing the game or something
Ah yes, when the game is so broken that you can't do anything in the game and can't even close it, yet you can somehow run commands in chat.
If the player is using a pc/laptop they could use the task manager to get out.
I mean. If it really was in that occasion, it would be a CONSOLE command, not a in game command, no?
7:25 Could a command block do that? Like, a pressure plate to that? That could be useful if you want to crash the game if something happens to the player, like a troll map or something.
you can display a large number of particles to crash someones game, or a few other crashes.
That would be an awful game design, even for a troll map.
As a developer, you would have no idea how many random commands I have to add in my programs to debug the most obscure nonsense imaginable. Most of these were probably made for specific situations and have little use outside those situations.
since nbt data isn’t a thing on bedrock edition, getting things such as player position is impossible without those commands. But bedrock edition also doesn’t have execute store (especially with the old execute command), so you can’t even access this stuff to run commands with! What is the point?!
if i hated someone for killing me in minecraft id invite them to join me in 1.2.13 on my world and you /filldrive of them
4:29 im having nostalgia
that's Minecraft Developer Edition commands, they still exist in Minecraft Dev Edition 1.20.11
underrated channel =D
The /notifyprofiler command notifys the profiler
Finally a video that actually covers unknown stuff. Every other “obscure” Minecraft facts video is just the same thing, like border blocks, the camera block, this tho, this is actually unknown. Great video
The reason for clearinventory i believe was because doing /clear also removed effects
/place- and /destroyblock could be for adventure mode because you only can breathe and look in adventure mode you know
Cool video!
A lot of these sound like alternatives for if something else fails or won't work for certain purposes/tests.
These commands could be used for a command-based watchdog of sorts
Honestly with how dramatic this video got by the end, I thought you'd reveal the /murder command or something
a reason i can give to commands doing dumb or relatively easy/already implemented stuff is to test alternate codes or skip a few condition, or maybe even create a macro or testing when a condition is not present but might be sometime, making exploits possible, also these commands might have came earlier than certain functions or are old unoptimized functions that has been replaced by new one in the actual game
most of these functions are likely client side, meaning /execute wont work for them as it only runs server side commands
Don't forget you can also turn daylight cycle on and off in settings
so that's why when I join trexmine my drive from 6 GB turns to 1 free GB
The 9 deadly commands
So most of this is for testing purposes. When more then one code function or command interacts theres usually a veriety of situational outcomes derived from the combinations of these systems/functions.
From a blackbox whilse some commands appear to have the same outcome, what commands and functions that are actually called can be different (with which occurs being called on the back end for different situations that would need seperate ways for an outcome to occur without connecting systems together that were not meant to connect). So for dev/test there needs a command to test these combinations that simulate situations that while the outcome in a blackbox scenario looks the same, wouldnt be when called naturally through in game actions.
I always forget what /clear does and use it when I wanna purge my chat history... /clearinv would have actually been cool if they would have also changed /clear to do something more sensible
You should try to find the version on an archive website
/clearslot already exists, on java at least. i think its something like
/item replace entity @s hotbar.0 with minecraft:air
/clear @s [item and components, both optional]
@Subzeroditto /clear doesnt target a specific slot like /item does though
@wytte_.e true
Ah yes, a loyalty III iron sword.
6:36 its for saying commands to people, like, u wanna say use /give to your friend, if u say /give, then it will pop up an invalid command, but if u use /say /give you will say /give in the chat.
2:02 I mean there is technically a work around, the following keeps the player's hunger at a value:
/scoreboard objectives add Hunger food
The thing is, if you're using the clear command on yourself in creative just to clear your items once, you could do the same without typing by just shift-clicking the destroy item slot
6:15 as a developer, these are debugging commands, I myself use something similar whenever I program something, first thing is to verify the data, with these commands, second step is implementing the data.
It's just helpful
2:20 Probably for end gateways
i think the reason timelock and stoptime existed is because the devs didnt comunicate and there was maybe a dev who made timelock and later another dev figured there would be no command and just made there own since its not meant for the public there is literally no reason check for duplicates and it would just be unnecasarry work
and also the reason you would have an getexperience command is just to check if it works to access it under certain conditions, programming is weird and there are sometimes the stupidest bugs and debuging solutions like this are what fixes them
maybe they are testing same feature with different algorithm to optimize the game, but need different name to test it
You could enter a crash message also
3:35 maybe it was for maps
"/execute as @e run execute as @e run execute as @e run execute as @e run summon any_entity at @p" goes hard🔥🔥🔥🔥
wait its the create room escape room person
hi
i think /filldrive only fills the save file after i read the rest:
filldrive - fills the user save and keeps a certain ?????? o?
I assume /clearinventory probably does something different internally (e.g. deletes the inventory object instead of setting each slot to be empty, calling .clear(), etc. etc.). It's likely intended to test something in a specific situation, and was never intended to be used outside that situation.
Maybe you could use the bedrock launcher, which allows you to play older versions of pocket edition to test these commands.
I so wish the command to get blockname was in java. That is such an annoying issue to so many possible uses to it.
@PizzaBombz I really hope you see this, there are launchers for bedrock that let you play older versions of bedrock plus these commands COULD be on the realms server software itself and not on clients and maybe it was mojang's standard developer commands that they added support for it on all of their developer versions and when they updated the iOS version with their developer branch they could have also been updating realms at the same time to get that up to date and also forgot to remove developer features or a developer branch or whatever they used.
Din't know there was an older ver of mc on mobile
those commands are useful for map making.
About "clearinventory" the only thing I can think of is that the "clear" one was about to be redirected to clear another thing thats not the inventory in order to optimize their testing of other things since specific words are usually very important on what meaning they have to any/all devs in the team
Same going for multiple commands to do the same thing, maybe 2 devs on a team may disagree on what theyre used to and both can be put in the testing phase.
"Get" commands as far im concerned can be used in the game scripts and its primarily made for them, these ones could even be the actual parts of the game code running when you do these things, adding them to the in game usage could probably have served a specific purpose, with that you said "getting these information is already extremely easy" unfortunately only applies to us in the F3 screen, wich the game cant quite simply "go look for them" without the developer having a way to retrieve that number/place. even if the newer versions these are not "in the game" for us theyre still being used by the engine.
likely these commands are being ran every time you do an action; it seems that way because when I made my block game the function looked similar to some of those
Great video ther is maybe an archive of this version but idk
I knew the /crash command existed and was light blue!
I've used it when I was younger on my tablet
Now I know why I could never crash my sister's game lol
I wasn't crazy in the end
Maybe some of these were for making maps?
2k hype points from a single person?! How thats crazy
5:47 can you see what fps does another person have or what block hes holding and looking at?
I'm guessing /crash runs client-side so executing it as someone else would either do nothing or still crash your game... but I have no idea.
Good job
PizzaBombz when he discovers debugging...
some of these commands (like /destroyblock and probably /clearinventory) were for datapacks or maps that use command blocks. in order to make the user break a block through a command instead of asking the user to do it manually, it would be "/execute as @p destroyblock" (i think)
pretty sure theres ways to play these old versions, you could try out these commands yourself
3:34 WHYy... yYy?!
You can still play old versions of bedrock edition if you download them off of the internet archive and use a jailbroken device or an emulator. I was able to find this version on one of the archives, though RUclips would probably get pissed if I put a link here so you’d have to find it yourself
I think most of these danger commands are client side. It wouldn't be possible to run them on others, because I don't think the ability to get their computer info would be something mojang would send through chat servers
Oh, our own bday heh
/clearslot is insanely useful for maps, though
Honestly, overall, I see many potential reasons for all of these commands, too many to write here. Although if you reply with a specific question about a certain command or 2, I can explain it. By ask a question I mean something like "what is the point of /clearinventory if /clear exists"
Ngl goated vid
RUclips bit-crunched the whole video lmfao 😭
THE SPEC MOCK-UP NAMES LMFAO-
8:10 just find an old bedrock apk/ipa and install it on 2 phones and test it
*fire vid* 🔥
nice