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    posted a message on Disable TNT in 1.9

    Is there a way to disable TNT in 1.9? When I say that(if the forum section wasn't enough of a give away), is can I do it via command blocks. I have been trying multiple ways, but I haven't found any I like. I want to disable it, but at the same time keep the damage that it does to mobs. Here are the commands I have been using:

    "/scoreboard players set @e[type=PrimedTnt] FEXPL 1 {Fuse:1b}" - Repeating command block

    "/execute @e[type=PrimedTnt,score_explode_min=1] ~ ~ ~ summon Creeper ~ ~ ~ {Fuse:1b,ignited:1,ExplosionRadius:4,ActiveEffects:[{Id:14,Duration:10,Amplifier:-1}]}" - Chain command block: conditional

    "/kill @e[type=PrimedTnt,score_FEXPL_min=1]" - Chain command block: conditional

    If possible, could we try and keep it as simple as can be? I don't want to cause a bunch of lag to do it.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on /testfor Help

    Thanks, that worked flawlessly!!! Now would it be the same way to clear that item from the players inventory, or would that be done differently? If so, what would the command be?

    EDIT: So I solved my other problem, but now a new one arises... It is not letting me test for an enchanted book that is over its default maximum level. It is just giving my the data structure error. The command I used:

    "/testfor @p {Inventory:[{id:"minecraft:enchanted_book",tag:{StoredEnchantments:[{id:32s,lvl:6s}]}}]}"

    Have no idea why it won't work, but it worked with the level 5 eff. book. Is there something I am doing wrong?

    RE:EDIT: OKAY! I think I have worked everything out! for books that are at the default levels you need to have the "s" after the ID and the level. for books that are above the default level, you remove the "s." If that is not how it works, then please let me know...(I am such an idiot sometimes... No idea why command blocks work like this...)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on /testfor Help

    Okay, so this is probably a simple fix, or problem with the /testfor command I am trying to run, but I am having trouble testing for an enchanted book in the players inventory. (I want it to be non slot specific.) This is the command I am using:


    "/testfor @a {Inventory:[{id:"enchanted_book",tag:{StoredEnchantments:[{id:32,lvl:5}]}}]}"


    Whenever I run it with that book in my hand, it says that I don't meet the required data structure. I am running this in Minecraft snapshot 1.9pre_3. I'm not sure if the structure for /testfor has changed since 1.8.x, but it works when I remove "{StoredEnchantments:[{id:32,lvl:5}]}." Just kinda weird to me...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from MrMadnessman

    this looks pretty cool but is it compatible with smart moving mod

    I agree it is pretty cool but some things I would like to see are a better running animation, a animation for swimming on the top of the water, a animation for flying, and maybe some animated mobs if you could do that? Oh also have the eyes blink every now and then. These are just suggestions you don't have to implement them.
    Posted in: Minecraft Mods
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    posted a message on Skeleton monster spawner ID?
    Quote from Villanelo

    I KNOW there is a mod that lets you place any mob spawner, but I can't remember which one it is. And I have used in my local server, so I know it works in SMP. Maybe NEI? I know that what this mod does is showing in the NEI gui a different spawner for every mob, so you can select the one you want and place it in the world. It even works with mobs from other mods. But I can't remember which mod it was... =(

    Yes NEI is the mod that lets you do that i had it for a while and i has all the mob spawners for each mob.
    Posted in: Survival Mode
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    posted a message on ChickenBones Mods
    Chicken Bones the download link isn't working for me it keeps saying that the server sent no data. Can you see if there is a problem?
    Posted in: Minecraft Mods
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    I honestly think the clay soldiers should be able to should be able to use stronger weapons and armor like :GoldBar: and :Iron: because all they really use is :|: and and :LA:
    Posted in: Minecraft Mods
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