When assigned to a mob, the "Team" tag will force the mob to join the specified scoreboard team. Note that "Team" is not saved onto the entity, so it cannot be tested for.
-----
So what is the point of it then?
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When assigned to a mob, the "Team" tag will force the mob to join the specified scoreboard team. Note that "Team" is not saved onto the entity, so it cannot be tested for.
-----
So what is the point of it then?
It's to create an entity that will already belong to a team. No need for a /scoreboard command to go along with it to add it to a team externally.
I mean the tag directly. There are two functions used for NBT data on an entity: reading and writing. The "Team" tag is only referenced when reading, so while we can do this (the game reads the NBT data we've provided, which includes "Team"):
/summon Creeper ~ ~1 ~ {Team:"TeamName"}
We cannot do this (the game does not write the "Team" tag back onto the entity):
/testfor @e[type=Creeper] {Team:"TeamName"}
They will still belong to the team of course, and team parameters will work:
/say @e[type=Creeper,team=TeamName]
EDIT: Added "conditional" to command blocks from the 15w34b snapshot.
I mean the tag directly. There are two functions used for NBT data on an entity: reading and writing. The "Team" tag is only referenced when reading, so while we can do this (the game reads the NBT data we've provided, which includes "Team"):
/summon Creeper ~ ~1 ~ {Team:"TeamName"}
We cannot do this (the game does not write the "Team" tag back onto the entity):
/testfor @e[type=Creeper] {Team:"TeamName"}
They will still belong to the team of course, and team parameters will work:
/say @e[type=Creeper,team=TeamName]
EDIT: Added "conditional" to command blocks from the 15w34b snapshot.
Oh ok thanks
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1. "VillagerProfession" (byte) for zombie villagers, used to determine what profession the zombie is represented as, as well as what profession it will become when cured (EDIT: as of writing this they don't become that profession when cured, but that's very likely a bug considering the existence of this tag in the first place).
2. "auto" (byte) for all command blocks, allowing them to activate their commands without the requirement of a redstone signal.
3. "Slot" (string) for attribute modifiers, allowing us to specify what slot the modifier is used for.
One tag removed:
1. "conditional" for all command blocks. Instead, blockstates are used to determine if it's conditional. /setblock or /fill will be needed, using Damage values.
After digging, the "Type" tag is no longer used. "Properties" was renamed to "Entity". To specify the entity to summon, you place the "id" tag inside of "Entity", just like you would with "SpawnData":
1.9 will bring a lot of flexibility to command blocks, do you know if they cause more lag than "normal" clocks, they don't update chunks do they? Also, is it weird that I'm lagging a ton in the snapshots?
The new Repeat blocks do not update chunks. They're much more efficient on lag as a result compared using clocks that place blocks. From 1.9 and onward, Repeat blocks should be used for clocks instead of the /fill or /setblock clocks.
I do have some lag in general for the snapshots, but that's just because they're not optimized. Optimization usually happens towards the end of the snapshots.
Added "conditionaMet" byte tag to command blocks. If the command block behind the conditional block was successful, this value is set to 1. Otherwise, it's set to 0. Always 1 for non-conditional blocks.
Just one new tag in 15w37a: "Enabled" byte tag for MinecartHopper entities. When set to 0, the minecart hopper will not pick up items into its inventory. It will still transfer items out of its inventory. When 1, it will pick up items normally. Note that it's only for the minecart variant, not the block.
15w38a introduced two new tags for the EntityHorse entity:
"SkeletonTrap" byte tag. When set to 1 and when a player is within 10 blocks of the horse, the horse is replaced by 4 undead horsemen.
"SkeletonTrapTime" integer tag. When "SkeletonTrap" is set to 1, this value increments once per tick. The horse will despawn when the value reaches 18000 or higher.
Wow I just realized I have a lot of work to do in updating my new map to 1.9...... Why did I have to make a map with well over 10'000 command blocks... I was having red stone freezing issues and now with the new command blocks I can alleviate that but wow the strict JSON now is a big change as well.. Now if only They would fix the bug that prevents custom names from showing up on Wither and Ender dragon boss bars I will be in business.. One step at a time I suppose..
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The new Repeat blocks do not update chunks. They're much more efficient on lag as a result compared using clocks that place blocks. From 1.9 and onward, Repeat blocks should be used for clocks instead of the /fill or /setblock clocks.
I do have some lag in general for the snapshots, but that's just because they're not optimized. Optimization usually happens towards the end of the snapshots.
But there is the possibility that they CAN break on servers when chunks unload or if the server crashes.
But there is the possibility that they CAN break on servers when chunks unload or if the server crashes.
Can you elaborate with reproduction steps or provide a world download where that occurs? 1.9 command blocks do not suffer from 1.8's unloading issues from what I've observed (even less so because Mojang has taken steps to ensure unloading chunks will not cause issues for numerous tiles/entities, as seen by the "powered" tag for command blocks and noteblocks and "Enabled" for hopper minecarts).
I just set a command block in repeat mode with the command /say hi. I unloaded the chunk, and the messages stopped coming. I went back to the chunk, and the messages did not start going again untill I powered it.
Basically the same issue that seems to happen with /setblock and /fill clocks.
I just set a command block in repeat mode with the command /say hi. I unloaded the chunk, and the messages stopped coming. I went back to the chunk, and the messages did not start going again untill I powered it.
Basically the same issue that seems to happen with /setblock and /fill clocks.
I just tried that and the command blocks still functioned perfectly, which includes using a redstone block to power it and setting it to "always active".
I just set a command block in repeat mode with the command /say hi. I unloaded the chunk, and the messages stopped coming. I went back to the chunk, and the messages did not start going again untill I powered it.
Basically the same issue that seems to happen with /setblock and /fill clocks.
As stated previously I have a map that I have been working on.. Let me start by saying in this map I have a constant running command block that runs an execute command replacing a thrown snowball with a fireball... Now prior to 1.9 I had to run this command on multiple chunks with a specified radius because when I unloaded the chunk it would stop working... Now in 1.9 I was able to remove all of my set command blocks in the various chunks and leave just one and no longer specify the radius. No matter how far I travel from the command block and no matter whether the chunk is unloaded or not it still works flawlessly.. You mentioned you are running minecraft on a server? Is there some sort of exclusive issue with unloading chunks on your server something? I'm not an expert when it comes to servers but I can verify that it is working as intended in 1.9 local play.
As stated previously I have a map that I have been working on.. Let me start by saying in this map I have a constant running command block that runs an execute command replacing a thrown snowball with a fireball... Now prior to 1.9 I had to run this command on multiple chunks with a specified radius because when I unloaded the chunk it would stop working... Now in 1.9 I was able to remove all of my set command blocks in the various chunks and leave just one and no longer specify the radius. No matter how far I travel from the command block and no matter whether the chunk is unloaded or not it still works flawlessly.. You mentioned you are running minecraft on a server? Is there some sort of exclusive issue with unloading chunks on your server something? I'm not an expert when it comes to servers but I can verify that it is working as intended in 1.9 local play.
What you're using is called the spawn chunks, which is a large set of chunks surrounding the default spawn point that will always be loaded (but if there are no players in the overworld, entities and tile entities will no longer be provided an update tick, which command blocks do not rely on). The spawn chunks have been present and usable in the game for a while, at least since 1.6.
"Team" (string)
When assigned to a mob, the "Team" tag will force the mob to join the specified scoreboard team. Note that "Team" is not saved onto the entity, so it cannot be tested for.
-----
So what is the point of it then?
Check out innovative redstone and command block concepts with The Redstone Scientist!
It's to create an entity that will already belong to a team. No need for a /scoreboard command to go along with it to add it to a team externally.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
I looked in this, and there is nothing about how AttribureEffects(Like Attack Damage and Total Health) changed or how to change them.
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I mean the tag directly. There are two functions used for NBT data on an entity: reading and writing. The "Team" tag is only referenced when reading, so while we can do this (the game reads the NBT data we've provided, which includes "Team"):
We cannot do this (the game does not write the "Team" tag back onto the entity):
They will still belong to the team of course, and team parameters will work:
EDIT: Added "conditional" to command blocks from the 15w34b snapshot.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Oh ok thanks
Check out innovative redstone and command block concepts with The Redstone Scientist!
Three new tags as of 15w35:
1. "VillagerProfession" (byte) for zombie villagers, used to determine what profession the zombie is represented as, as well as what profession it will become when cured (EDIT: as of writing this they don't become that profession when cured, but that's very likely a bug considering the existence of this tag in the first place).
2. "auto" (byte) for all command blocks, allowing them to activate their commands without the requirement of a redstone signal.
3. "Slot" (string) for attribute modifiers, allowing us to specify what slot the modifier is used for.
One tag removed:
1. "conditional" for all command blocks. Instead, blockstates are used to determine if it's conditional. /setblock or /fill will be needed, using Damage values.
Unconditional facing downwards:
Conditional facing downwards:
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
I'm having some problems getting SpawnPotentials to work. I can get the first Spider to spawn. But after that a pig will appear in the Spawner.
/setblock ~ ~1 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"CaveSpider",CustomName:"Jack",CustomNameVisible:1},SpawnPotentials:[{Type:CaveSpider,Weight:1,Properties:{CustomName:"Jack",CustomNameVisible:1}},{Type:CaveSpider,Weight:1,Properties:{CustomName:"Jill",CustomNameVisible:1}}]}
Thanks
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After digging, the "Type" tag is no longer used. "Properties" was renamed to "Entity". To specify the entity to summon, you place the "id" tag inside of "Entity", just like you would with "SpawnData":
I'll add these changes to the OP.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
The new Repeat blocks do not update chunks. They're much more efficient on lag as a result compared using clocks that place blocks. From 1.9 and onward, Repeat blocks should be used for clocks instead of the /fill or /setblock clocks.
I do have some lag in general for the snapshots, but that's just because they're not optimized. Optimization usually happens towards the end of the snapshots.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Added "conditionaMet" byte tag to command blocks. If the command block behind the conditional block was successful, this value is set to 1. Otherwise, it's set to 0. Always 1 for non-conditional blocks.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Just one new tag in 15w37a: "Enabled" byte tag for MinecartHopper entities. When set to 0, the minecart hopper will not pick up items into its inventory. It will still transfer items out of its inventory. When 1, it will pick up items normally. Note that it's only for the minecart variant, not the block.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
15w38a introduced two new tags for the EntityHorse entity:
"SkeletonTrap" byte tag. When set to 1 and when a player is within 10 blocks of the horse, the horse is replaced by 4 undead horsemen.
"SkeletonTrapTime" integer tag. When "SkeletonTrap" is set to 1, this value increments once per tick. The horse will despawn when the value reaches 18000 or higher.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Wow I just realized I have a lot of work to do in updating my new map to 1.9...... Why did I have to make a map with well over 10'000 command blocks... I was having red stone freezing issues and now with the new command blocks I can alleviate that but wow the strict JSON now is a big change as well.. Now if only They would fix the bug that prevents custom names from showing up on Wither and Ender dragon boss bars I will be in business.. One step at a time I suppose..
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But there is the possibility that they CAN break on servers when chunks unload or if the server crashes.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.Can you elaborate with reproduction steps or provide a world download where that occurs? 1.9 command blocks do not suffer from 1.8's unloading issues from what I've observed (even less so because Mojang has taken steps to ensure unloading chunks will not cause issues for numerous tiles/entities, as seen by the "powered" tag for command blocks and noteblocks and "Enabled" for hopper minecarts).
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
I just set a command block in repeat mode with the command /say hi. I unloaded the chunk, and the messages stopped coming. I went back to the chunk, and the messages did not start going again untill I powered it.
Basically the same issue that seems to happen with /setblock and /fill clocks.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.I just tried that and the command blocks still functioned perfectly, which includes using a redstone block to power it and setting it to "always active".
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
As stated previously I have a map that I have been working on.. Let me start by saying in this map I have a constant running command block that runs an execute command replacing a thrown snowball with a fireball... Now prior to 1.9 I had to run this command on multiple chunks with a specified radius because when I unloaded the chunk it would stop working... Now in 1.9 I was able to remove all of my set command blocks in the various chunks and leave just one and no longer specify the radius. No matter how far I travel from the command block and no matter whether the chunk is unloaded or not it still works flawlessly.. You mentioned you are running minecraft on a server? Is there some sort of exclusive issue with unloading chunks on your server something? I'm not an expert when it comes to servers but I can verify that it is working as intended in 1.9 local play.
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
What you're using is called the spawn chunks, which is a large set of chunks surrounding the default spawn point that will always be loaded (but if there are no players in the overworld, entities and tile entities will no longer be provided an update tick, which command blocks do not rely on). The spawn chunks have been present and usable in the game for a while, at least since 1.6.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/