OK I admit - I'm a total newbie into Command blocks, Summoning etc so please bear with me
I have searched, google etc for an answer but most threads I've found seem to usually deal with Custom mob spawners with Mobs holding Items OR thrown potions and I've been struggling to really understand to required format of what 'chunk/item/player.dat' format should be entered
I'm basically using something like these to experiment with, trying to make a mash-up of the two (Bats/Falling sand coming from a Spawner created using a Command block - but changing 'bats' for gold/diamond/anvil etc)
/summon Bat ~ ~-3 ~ {Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat,Riding:{id:FallingSand,Riding:{id:Bat}}}}}}}}}}}}}}}}}
I suspect I have to get something like the '{riding{id:FallingSand,Riding{' stuff in the 2nd line inserted into the 'EntityID:SpawnData{' part of the first (although I DO like the idea of a Mob Spawner that randomly spawn either Diamond/Emerald/Gold each cycle instead of one of each each spawn which the falling sand method would have to do)
What I'm actually looking for (for a couple of ideas for minigames/maps/trap & rewards on a SMP server I play on) is the following...
1) I would like to have a Command Block able to Spawn a Custom Mob Spawner that will DROP items, such as Emeralds,Diamonds,Gold etc (in random amounts etc) on top of Hoppers - which will eventually be diverted into a chest/Dispensor.
I'm planning something like this as a 'simple' Time-related Reward system (i.e the longer you last the higher the prize).
I know I could use timers, command blocks, randomisers & /give @p etc.. but I'd like the idea of a single block to give 'random' prize outcomes rather than larger redstone circuits
I'm guessing that 'ThrownPotion' has to be changed to something like 'Falling sand', & I'm guessing I have to add my Diamond,Emerald etc to 'SpawnData', but - if I understand right - having 'SpawnPotential' will prevent the random outcome of item drop & over right the EntityID tag....
2) A command Block that will Summon a Custom Mob spawner that will spawn ANVILS in the air, so that they actually drop down (on top of players)
Basically it's the same thing as 1) above.. except for valuable items it just drops Anvils instead, which once I alter 'SpawnCount:1,SpawnRange:1' will cause numerous anvils to spawn in the air, at random places over a largish area. (I was thinking using something like this for an simple 'Anvil Drop' minigame)
There are some required conditions required though
MUST work on a SMP server
MUST Works for Minecraft version 1.7.4 (The server cannot update yet, until the existing plugins we use are updated)
MUST be able to be created using a Command Block
CANNOT use anything like NBT editor or MCEDIT to create - In other words, got to be done 'in-game'
Any help would be appreciated - ideally paste an actual working Command block line (I THINK I may be able to figure out how it works.. eventually)
Although to be honest I somehow doubt its even possible with 1.7.x. otherwise there would be more video/tutorials around, but I can always hope there's some experienced map-maker that done this & willing to pass on their secrets
command Block that will Summon a Custom Mob spawner that will spawn ANVILS in the air, so that they actually drop down (on top of players)
Basically it's the same thing as 1) above.. except for valuable items it just drops Anvils instead, which once I alter 'SpawnCount:1,SpawnRange:1' will cause numerous anvils to spawn in the air, at random places over a largish area. (I was thinking using something like this for an simple 'Anvil Drop' minigame)
There are some required conditions required though
MUST work on a SMP server
MUST Works for Minecraft version 1.7.4 (The server cannot update yet, until the existing plugins we use are updated)
MUST be able to be created using a Command Block
CANNOT use anything like NBT editor or MCEDIT to create - In other words, got to be done 'in-game'
I'm also interested in a spawner of anvils. Do you already found the solution?
2) and my idea for two is to have a testfor block test if a player is at a radius of bla bla or in the radius the command block once the command block finds the player it should then send a redstone pulse to a new command block the types in the following command. i have a image that shows how i set this up
commands:
testfor @a[r=10]
testfor @a[x,y,z,r]
/execute @p[r=10] ~ ~ ~ setblock ~ ~2 ~ minecraft:anvil
I was looking for this myself! HOPE I HELPED!
/setblock ~ ~ ~ minecraft:mob_spawner 0 replace {EntityId:Item,Delay:1,SpawnData:{Item:{id:"diamond",Count:1},PickupDelay:1}}
It's worth noting time is measured in ticks, which are 1/20th of a second, and you may not want the spawn count, range, or required player range I did. You also may not care by now, in which case someone else who stumbles upon this might. Researching this for you, I found HurtEntities is an NBT tag that is not exclusive to falling anvils, so now there's more than 1 way my silverfish block spawner can kill you. Hell yeah.
It's worth noting time is measured in ticks, which are 1/20th of a second, and you may not want the spawn count, range, or required player range I did. You also may not care by now, in which case someone else who stumbles upon this might. Researching this for you, I found HurtEntities is an NBT tag that is not exclusive to falling anvils, so now there's more than 1 way my silverfish block spawner can kill you. Hell yeah.
help please i want to make an item telaporter but i dont want to use mods but command blocks in it can you tell me how to do that?
You don't need to start your command with a slash [/] if it's in a command block. The first pair of 3 numbers are the XYZ coordinates for the hopper moved (You can see the location of your feet by pressing F3.); The next is the destination's. Put the move argument at the end so you're teleporting it, not copying. Sorry for the late response.
Edit: Fixed example. Forgot clone cites a cube of blocks for its source, not 1. In addition, you need to put replace before move.
I have searched, google etc for an answer but most threads I've found seem to usually deal with Custom mob spawners with Mobs holding Items OR thrown potions and I've been struggling to really understand to required format of what 'chunk/item/player.dat' format should be entered
I'm basically using something like these to experiment with, trying to make a mash-up of the two (Bats/Falling sand coming from a Spawner created using a Command block - but changing 'bats' for gold/diamond/anvil etc)
I suspect I have to get something like the '{riding{id:FallingSand,Riding{' stuff in the 2nd line inserted into the 'EntityID:SpawnData{' part of the first (although I DO like the idea of a Mob Spawner that randomly spawn either Diamond/Emerald/Gold each cycle instead of one of each each spawn which the falling sand method would have to do)
What I'm actually looking for (for a couple of ideas for minigames/maps/trap & rewards on a SMP server I play on) is the following...
1) I would like to have a Command Block able to Spawn a Custom Mob Spawner that will DROP items, such as Emeralds,Diamonds,Gold etc (in random amounts etc) on top of Hoppers - which will eventually be diverted into a chest/Dispensor.
I'm planning something like this as a 'simple' Time-related Reward system (i.e the longer you last the higher the prize).
I know I could use timers, command blocks, randomisers & /give @p etc.. but I'd like the idea of a single block to give 'random' prize outcomes rather than larger redstone circuits
I'm guessing that 'ThrownPotion' has to be changed to something like 'Falling sand', & I'm guessing I have to add my Diamond,Emerald etc to 'SpawnData', but - if I understand right - having 'SpawnPotential' will prevent the random outcome of item drop & over right the EntityID tag....
2) A command Block that will Summon a Custom Mob spawner that will spawn ANVILS in the air, so that they actually drop down (on top of players)
Basically it's the same thing as 1) above.. except for valuable items it just drops Anvils instead, which once I alter 'SpawnCount:1,SpawnRange:1' will cause numerous anvils to spawn in the air, at random places over a largish area. (I was thinking using something like this for an simple 'Anvil Drop' minigame)
There are some required conditions required though
Although to be honest I somehow doubt its even possible with 1.7.x. otherwise there would be more video/tutorials around, but I can always hope there's some experienced map-maker that done this & willing to pass on their secrets
Thanks In Advance
Guess it can't be done
I'm also interested in a spawner of anvils. Do you already found the solution?
1) i can make it so you can spawn in a mob that will be harder to kill but will drop 5 diamonds when killed here is the command
/summon Zombie ~ ~1 ~ {CustomName:"Diamond droper",CustomNameVisible:1,CanBreakDoors:1,Equipment:[{id:diamond,Count:5},{},{},{},{}],DropChances:[2.0F,0.0F,0.0F,0.0F,0.0F],Attributes:[{Name:generic.maxHealth,Base:50},{Name:zombie.spawnReinforcements,Base:0.2F}]}
2) and my idea for two is to have a testfor block test if a player is at a radius of bla bla or in the radius the command block once the command block finds the player it should then send a redstone pulse to a new command block the types in the following command. i have a image that shows how i set this up
commands:
testfor @a[r=10]
testfor @a[x,y,z,r]
/execute @p[r=10] ~ ~ ~ setblock ~ ~2 ~ minecraft:anvil
PM or post back on here if nun of these work
1 (Kind of):
1.11 infinity bows:
2:
For Minecraft 1.7 and 1.8:
For Minecraft 1.9 & 1.10:
For Minecraft 1.11:
It's worth noting time is measured in ticks, which are 1/20th of a second, and you may not want the spawn count, range, or required player range I did. You also may not care by now, in which case someone else who stumbles upon this might. Researching this for you, I found HurtEntities is an NBT tag that is not exclusive to falling anvils, so now there's more than 1 way my silverfish block spawner can kill you. Hell yeah.
help please i want to make an item telaporter but i dont want to use mods but command blocks in it can you tell me how to do that?
Clone a hopper:
You don't need to start your command with a slash [/] if it's in a command block. The first pair of 3 numbers are the XYZ coordinates for the hopper moved (You can see the location of your feet by pressing F3.); The next is the destination's. Put the move argument at the end so you're teleporting it, not copying. Sorry for the late response.
Edit: Fixed example. Forgot clone cites a cube of blocks for its source, not 1. In addition, you need to put replace before move.