I could find a use of this but the real question is why?
Safe zones, no health regen zones, that kind of thing I imagine. Some of these like daylight cycle would not work, but some could.
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I could imagine this being really hard to code into the game, as a gamerule is simply a RULE that can be on or off in the world, so making it work for radius would probably require Mojang to completely re-write the code for the command, and really I don't think it's worth the effort on Mojang's part, and they should focus on other things. In my opinion anyway.
Plus, this doesn't really add much to the game, and for singleplayer purposes you could alway just run a commandblock contraption that detects when players are nearby a specific armorstand (or other entity) and then another command block that changes the gamerule if that command was successful. Shouldn't be too hard if you know what you're doing, however this would be problematic in multiplayer...
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/execute on an entitiy when @p is in a radius with a score that dictates the opposite objective, when in that radius keep inventory is on and switches the score. The radius parameters can be handled with r= and rm=. I just did something similar to this and this is super easy in 1.9
Uhm, HOW!?
Seriously, this isn't possible to do in Vanilla.
"I want to use the gamerule doMobGriefing false, but only in a small radius of 20 blocks!"
How would you do this, seeing as how you're convinced this is 'very easy to achieve'
Unless you want it to be player specific. Then no it doesn't work for multiplayer but in single player very easy. The gamerule would work on all players when in radius, but it's not a problem when alone. With chain conditional command blocks we can make if/else statements which makes this way easier than in 1.8 .
Gamerules can be executed in command blocks. So this is definitely un needed.
/execute on an entitiy when @p is in a radius with a score that dictates the opposite objective, when in that radius keep inventory is on and switches the score. The radius parameters can be handled with r= and rm=. I just did something similar to this and this is super easy in 1.9
Unless you want it to be player specific. Then no it doesn't work for multiplayer but in single player very easy. The gamerule would work on all players when in radius, but it's not a problem when alone. With chain conditional command blocks we can make if/else statements which makes this way easier than in 1.8 .
Gamerules can be executed in command blocks. So this is definitely un needed.
So...very easy to do for people who know everything about minecraft commands, but not for any kind of beginners?
Personally, even though this is possible (probably) I'd like a command that actually did this. However, it would be hard to code and you didn't give much detail.
Partial support.
/execute on an entitiy when @p is in a radius with a score that dictates the opposite objective, when in that radius keep inventory is on and switches the score. The radius parameters can be handled with r= and rm=. I just did something similar to this and this is super easy in 1.9
Unless you want it to be player specific. Then no it doesn't work for multiplayer but in single player very easy. The gamerule would work on all players when in radius, but it's not a problem when alone. With chain conditional command blocks we can make if/else statements which makes this way easier than in 1.8 .
Gamerules can be executed in command blocks. So this is definitely un needed.
Fill clocks were very easy to implement, and yet we got repeat and chain command blocks, having an engine side way of doing things is cleaner then work arounds,
Fill clocks were very easy to implement, and yet we got repeat and chain command blocks, having an engine side way of doing things is cleaner then work arounds,
Hey I'm a fan of less work arounds! But this doesn't seem like something they would add. The other blocks were to help organize mechanics, not solely to improve systems. Really conditional, always "no redstone" and chain functions were the only "new" mechanics. But hey Love the simplicity!
I think the /gamerule command should have an attachment with radiuses e.g /gamerule KeepInventory true {Radius:10}
I could find a use of this but the real question is why?
Safe zones, no health regen zones, that kind of thing I imagine. Some of these like daylight cycle would not work, but some could.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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Map making is what i'd use it for.
This is redundant because it is very easy to achieve this as it is. Also not enough detail to make much of a suggestion.
il if ppl had any questions, so? any question?
I could imagine this being really hard to code into the game, as a gamerule is simply a RULE that can be on or off in the world, so making it work for radius would probably require Mojang to completely re-write the code for the command, and really I don't think it's worth the effort on Mojang's part, and they should focus on other things. In my opinion anyway.
Plus, this doesn't really add much to the game, and for singleplayer purposes you could alway just run a commandblock contraption that detects when players are nearby a specific armorstand (or other entity) and then another command block that changes the gamerule if that command was successful. Shouldn't be too hard if you know what you're doing, however this would be problematic in multiplayer...
So basically, I'm stupid.
/execute on an entitiy when @p is in a radius with a score that dictates the opposite objective, when in that radius keep inventory is on and switches the score. The radius parameters can be handled with r= and rm=. I just did something similar to this and this is super easy in 1.9
Unless you want it to be player specific. Then no it doesn't work for multiplayer but in single player very easy. The gamerule would work on all players when in radius, but it's not a problem when alone. With chain conditional command blocks we can make if/else statements which makes this way easier than in 1.8 .
Gamerules can be executed in command blocks. So this is definitely un needed.
A suggestion that would be great is a "Playerrule" This would allow player specific game rules but would be very intensive and complicated to create.
Maybe the command should be
/gamerule ((<gamerule> [<value>]) | (region ((circle <x> <y> <z> <r>) | (cylinder <x> <z> <r>) | (cube <x0> <y0> <z0> <x1> <y1> <z1>)) <gamerule> <value>) | (remove <id>))
You would also need a command
/gamerules
To show all the non-default gamerules and all area-defined gamerules with their unique id (which is used to delete them).
System.out.err("Nope");
So...very easy to do for people who know everything about minecraft commands, but not for any kind of beginners?
Personally, even though this is possible (probably) I'd like a command that actually did this. However, it would be hard to code and you didn't give much detail.
Partial support.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
Fill clocks were very easy to implement, and yet we got repeat and chain command blocks, having an engine side way of doing things is cleaner then work arounds,
good idea
Hey I'm a fan of less work arounds! But this doesn't seem like something they would add. The other blocks were to help organize mechanics, not solely to improve systems. Really conditional, always "no redstone" and chain functions were the only "new" mechanics. But hey Love the simplicity!