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    posted a message on 1274 is not a valid number

    The screenshot is hardly enough to make out the full command.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Immovable Item From Inventory

    You could try using the curse of binding. When a player equips an item with that curse then they can no longer remove it.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on 1274 is not a valid number

    What is the whole command you're trying to use? Can't help but spot quite a few oddities in there.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft 1.13 datapacks on Realms?

    It should work, yes. Even now you can already add custom functions and such to a realm by downloading a world, adding the required files and then uploading it. Considering the whole idea with regards to datapacks I wouldn't be surprised if Mojang would eventually add an option to upload individual datapacks which you can then use within the realm. But... that's speculation on my part.


    Worst case scenario is to download the world, add the right files and folders and then re-upload it.

    Posted in: Recent Updates and Snapshots
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    posted a message on How do you enjoy landclaim servers?
    Quote from 0ct0ber»

    How do you enjoy these servers, or are able to not find them boring?


    Basically I don't focus on the stuff I don't have but more so focus on the stuff I do have, and work my way around it. I never treat any of it as a competition but instead as something to enjoy. I enjoy building, I enjoy mining and then building something more.

    And although you're right about others being able to gain quite a bunch of stuff, in the end that can also be profitable for newer players. Instead of having to go out and (try to) get all that stuff themselves they can most likely buy it from others.


    But if you try to look at this as one huge competition then I guess you might indeed end up disappointed.


    Quote from traso»
    op says he doesn't like these servers, you come and adverstise that very same kind of server...


    Correction: OP asked if (and how) other players enjoyed these servers, and thus Jackie responded.

    Posted in: Survival Mode
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    posted a message on How do you make your server more interesting?

    Impossible to say without knowing the server. I think this is a question you should be asking your players instead of us.


    Still.. I think it often boils down to the usual issue of basically being the same as dozens of others. For example.. I noticed plenty of servers using GriefPrevention to allow users to easily claim land for building, but many of those don't even bother to change the default settings which results in something you can experience pretty much everywhere. It helps setting something up which forces the players to become more active.


    For example.. On one server I played the game currency was gold. And the only way to expand your claim was to earn money and then buy extra blocks. This quickly created a demand and players had something to play for.

    Posted in: Discussion
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    posted a message on Quick question: Do ocelots spawn on Peaceful difficulty?

    Well, they might still spawn if you kill all other mobs. Although this bug is specifically about a flat world I can't help wonder what happens if you apply the same technique on a regular one: https://bugs.mojang.com/browse/MC-118464


    Of course this doesn't really help with a survival game.

    Posted in: Survival Mode
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    posted a message on Mobs not coming inside my house?

    I guess they don't feel like entering :D


    If you're having issues with mobs then you can also consider using a "clopen door" (this is what I call those). Basically you place a door against the side of the blocks instead of on the top (so near the edges) and as a result the door will be placed in an "open" state while it's actually closed. Mobs will walk up to that door and not pass it because the system deems the door closed.


    But in fact it's "open'ish" and you can easily walk past at any time:



    Here's how I did the placement:



    So as you can see I stood sideways and then placed it down, and the result is simply that you'll get a door which is physically open, while the system decrees that it's closed. The perfect way to keep your base safe.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on how to run commands from a mobs death

    You could also consider (ab)using an advancement for this. The advantage to that is that you'll be able to sort the whole thing out in a datapack without much extra effort.


    Basically you need to create an advancement which checks for a player killing that specific mob. Have the advancement hidden and don't make any announcements ("toasts"). As a result the advancement will run a function, in which you run your kill command and the command which revokes the advancement from the player (optionally). If you revoke the advancement then it can be used again, if you don't revoke then this command will run only once.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on I made A tutorial on powering with Redstone and strong and weak power.

    Fun tutorial, but the thing you're overlooking with the pistons is that pistons are buggy and sometimes react even if they're not supposed to (11:14). Other than that: nice tutorial I think!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Hopper Sorter Not Working On Server.

    Not much you can do other than contacting the admins. But then again, it also depends on your sorting mechanism.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on JSON help!

    Sign generators won't help if you don't know how to solve the problem first.


    So to break this down: you want to check for a players inventory and if a condition is met then you want to give them an item. The problem is that you need 2 things to happen: check for the inventory and if that matches it should then give permission to use the signs.


    Although it's perfectly possible to make a sign 'do' something you're also severely limiting your options if you do that. Because the command structure doesn't really allow for conditional checks. Functions come close, but even those can only check for selectors and selectors cannot check much more other than distance and such.


    Therefor I suggest you use a button and commandblocks instead. Let the sign tell players what they're buying, then they can click a button and the command blocks will do the rest.


    First command block could check if the player has the required items, and if so remove them (see /clear or /testfor), then the other (chain) command block can give them the items.


    Keep in mind that this could be tricky. /testfor has a Count property but that doesn't account for "at least x". So: if you test for 3 ingots and the system finds 4 then it will count as a fail.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Wheres the radius tag

    Don't forget that you can leave one of the values out. So: distance=..20 will test for a maximum distance of 20.

    Posted in: Recent Updates and Snapshots
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    posted a message on "Execute if" broken ?

    Happy to learn that this was a bug afterall.

    Posted in: Recent Updates and Snapshots
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    posted a message on Just teleport-permission for normal player?

    Some of the better known permission plugins provide versions for multiple platforms (Spigot / Curse). I suggest you start looking there. So: permissionsex and the likes.

    Posted in: Discussion
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