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    posted a message on Command Timer and PrimedTnt problem
    Quote from erik17cool»
    But I really think that the redstone clock is too fast so you should change the the command from

    /execute @e[type=ArmorStand,score_meow_min=8,score_meow=8] ~ ~ ~ summon PrimedTnt -667 55 -1966 {Fuse:127} to

    /execute @e[type=ArmorStand,score_meow_min=7,score_meow=8] ~ ~ ~ summon PrimedTnt -667 55 -1966 {Fuse:127}

    because when the score changes from 7 to 8, the Tnt summon command has already executed, making it unable to summon tnt in time. It could fix the problem because the score goes from 6 to 7 then the Tnt doesnt summon, then when it goes from 7 to 8, its still in the range of the needed score, allowing the PrimedTnt to summon

    I tried this and it still didn't work. To make sure that the commands did run in the first place I temporarily replaced the command to the ArmorStand executing a "say hi" command; the ArmorStand didn't say hi. I'm pretty sure that it should run because I've successfully ran per-tick commands before, often times several of them in one world. but I guess the ultimate solution would be to switch to a slower clock. Thank you so much for your help, though :)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Blocks that fly upwards
    The FallingSand entity seems to disappear in the air before even rising up, it only appears for a split second. I tried both commands that you guys gave me, in a fast clock connected to the command block. Is there something that I'm doing wrong?

    EDIT: I forgot the "Time" Data tag but there is only 1 problem left: After a while, the blocks fall back down, is there a method I could use to stop them from falling back?

    Try to do this:
    Set up a scoreboard. Let's name this scoreboard as "fall" and is type dummy
    Do these commands in a 20 t/s clock
    /scoreboard players set @e[type=FallingSand] fall 1 {Motion:[0.0,-0.05,0.0]}
    /entitydata @e[score_fall_min=1] {Motion:[0.0,0.0,0.0]}
    I'll try this myself to know if this works or not :D
    EDIT: For some reason the it doesn't detect when the sand is falling down.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Timer and PrimedTnt problem
    Quote from erik17cool»
    Have you done anything to the TnT? Something like so it wont destroy anything. Because you might not see it because the TnT goes invisible after around 5 second.

    Yes. The place where the tnt should be summoned is surrounded by a 3x3 bedrock floor followed by a 5x5 water periphery. I'm sure that no Tnt exploded because I tried trapping mobs there with breakable blocks but the mob didn't die nor did the blocks trapping the mob break
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on /Setblock Help
    Tamper with the damage values:
    /setblock x y z prismarine [damage_value]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Timer and PrimedTnt problem
    The reason I set it to 11 is because the scoreboard looks at the parameter like this:
    "Ok, the score is 11, which is the limit. So we add this by 1 and we're done."
    Not like this:
    "Ok, the score is 11, which is the limit. We won't add any score anymore."
    The 2nd command works correctly when I made the ticks longer, so there's no reason to correct it. Also, I think it should because it should activate in the 8th tick, not the 11th nor 12th.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Timer and PrimedTnt problem
    Hey guys! Recently I'm doing something that involves PrimedTnt. I've set these commands to do the job:
    Command runs once when certain player input is done
    /scoreboard players set @e[type=ArmorStand] meow 1 {CustomName:"Place a redstone block on top of me :3"}
    On a 20 t/s clock
    /scoreboard players set @e[type=ArmorStand,score_meow_min=3,score_meow=3] meow 0
    /scoreboard players add @e[type=ArmorStand,score_meow_min=1,score_meow=2] meow 1
    The command below is run by 10 command blocks on the same clock
    /execute @e[type=ArmorStand,score_meow_min=2,score_meow=2] ~ ~ ~ summon PrimedTnt -667 55 -1966 {Fuse:127}
    

    The 1st and 3rd command works fine, but the 4th command doesn't work because I didn't see any PrimedTnt. But even more astonishing is the 2nd command because not only does it not work, but it does in a very peculiar way. The score stops incrementing at 12, but it doesn't go back to 0. And from my knowledge, that's impossible given the commands above. I thought that my laptop (A 2010 Macbook Pro) is just too slow and can't cope with the very fast ticks (Which is still weird because it executed other per-tick commands on the same world fairly well), so I set the ticks longer:
    Command runs once when certain player input is done
    /scoreboard players set @e[type=ArmorStand] meow 1 {CustomName:"Place a redstone block on top of me :3"}
    On a 20 t/s clock
    /scoreboard players set @e[type=ArmorStand,score_meow_min=12,score_meow=12] meow 0
    /scoreboard players add @e[type=ArmorStand,score_meow_min=1,score_meow=11] meow 1
    The command below is run by 10 command blocks on the same clock
    /execute @e[type=ArmorStand,score_meow_min=8,score_meow=8] ~ ~ ~ summon PrimedTnt -667 55 -1966 {Fuse:127}
    

    The 2nd command now works but I still don't see any PrimedTnt. Can anyone help me?
    (Sorry for long post)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Question on a complicated command block idea
    We can put in a hopper system where you put the items into the hopper and the hopper will put them into a chest and when the chest gets to have enough items inside it the comparator signal will increase by 1, and when connected by a repeater the output in now free for you to use :)

    By the way, to prevent the player from putting junk into the chest and will still work, I recommend putting in 60-x (Where x is the number of items needed) of the item you want deposited to all slots of the chest and putting the remainder into the first slot. In that way no other items can go in because there's no space.
    Sorry if I explain horribly. I can't play MC and it's really hard to explain without pictures
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecraft broke
    Wrong section, but I would say that you remove Optifine and see if MC will work. If it does, then unfortunately Optifine is your problem. Also, check for other mods if they cause the problem.
    Posted in: Java Edition Support
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    posted a message on Need Help with Tellraw!
    /tellraw @p [{text:"Who are you?"},{text:"A friend",color:light_green,bold:true,clickEvent:{action:"run_command",value:"/setblock -1598 5 1121 redstone_block"}},{text:"[An Enemy]",color:dark_red,bold:true,clickEvent:{action:"run_command",value:"/setblock -1598 5 1121 redstone_block"}},{text:"[You don't have to know.]",color:dark_blue,bold:true,clickEvent:{action:"run_command",value:"/setblock -1596 5 1121 redstone_block}}]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Disabling mobgreifing wrecks villager breeders, any work arounds?
    Quote from Kahless61»
    In order for villagers to breed, they need food, and farmers are one of the only automated ways to get them food. Unfortunately, as you've noticed, farmers tending crops is considered mob griefing, meaning that when mob griefing is turned off, the farmers can't gather food. This means that you would need some other way to feed your villagers.

    Let's look at the mechanics behind it. Villagers have internal inventories - one slot for each type of food. Each of those slots can hold a stack (I think). If any of those slots have more than a certain amount X of food (X is 3 for bread, 12 for potatoes, 12 for carrots), they become willing, and seem to remain willing as long as there's enough food in that slot. I think each breed uses up X of that food, which is why they need to keep getting more food.

    So really, all you have to do is find some way to keep throwing them food - effectively replacing the need for the Farmer villager. Obviously you could manually throw them a ton of food until they don't take anymore. They'll distribute it amongst themselves. You could also put some automation in with a dispenser filled with food - maybe a potato farm that feeds into the dispenser. If they're full, the food will probably just fall to the ground and despawn (if you want, you could hook something up to pick up the food before then).

    A couple notes:
    You are replacing the farmer villager with something else, so the farmer villager is not necessary. Also, neither is the potato field that they usually stand on - although you could keep it or move it somewhere else so you still have a steady supply of potatoes. Point is, the villagers don't necessarily need to be standing on a potato field anymore.

    Given that zombies will not pick up equipment when mobgriefing is set to false, I think that the villagers will just be equally incapable of picking up food.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Okay so..... I have some ideas but I dont think they are currently possible but.... if the are let me know
    Oh, sorry, my bad. I didn't tell the whole story. Thing is, you can only modify general attributes (Attributes shared by all mobs)

    There are AttributeModifiers for certain mobs, but not players. Here's a list of the generic attributes

    generic.attackDamage, generic.maxHealth, generic.knockbackResistance, generic.maxSpeed, and generic.followRange (Mobs only)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Okay so..... I have some ideas but I dont think they are currently possible but.... if the are let me know
    Actually, yes. There's something that can mess with at least the player's attributes. If you guve a player a certain item with AttributeModifiers, the Modifiers are able to Add, Multiply or Divide a certain Attribute of a player who's holding it.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Okay so..... I have some ideas but I dont think they are currently possible but.... if the are let me know
    For the invulnerablility

    /effect <player> resistance 32767 4 true


    For the flySpeed

    /effect <player> speed 32767 x true


    x= intensity of effect to reach flyspeed speed

    <player>= well, the player
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Faster than a hopper?
    While this might not be the most effective solution, the first thing to come up to my mind are minecarts. And for minecarts to travel safely in unloaded chunks, we'll load the chunks using hopper clocks.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on minecraft 1.8 clickable signs [command block]
    Quote from _ANGRYBIRDS_»
    hi cypher i dont know if this one is working because i tried copy them in my command block,but i have some picture with me and tell me which one i should put or add to the code you gave me plus i dont know the x,y,z

    first sign block in the picture has a Clear Biome on the sign and i want any players click this sign to clear all entity dropped on the ground except players with this command /kill @e[Type=!Players] plus /say World has been cleared! with a red color text on the sentence.

    second sign block in the picture has Disposal on the sign and i want players once they clcik the sign it clears theyre inventories with this command /clear @p also has a color text sentence in dark aqua or any color i want to choose,and a /say Your Inventories has been cleared! plus a color dark aqua on the sentence.

    please help!

    The x y z are the coordinates where the block should be placed. They can be seen by pressing F3 (fn+F3 on Macs). Also, can you kindly give me the command that you are currently running? It looks like you are trying to execute to commands at the same time on a sign. Unfortunately, this is not yet possible. A workaround this problem is setting up a trigger objective and an execute command in which will only be run by players who have the trigger score.
    Posted in: Redstone Discussion and Mechanisms
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