All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
  • 1

    posted a message on I was not expecting this!

    The Mirai Botnet Was Part of a College Student Minecraft Scheme

    So the botnet that took out the internet was trying to destroy Minecraft servers... Wow.

    It sounds more likely to me that Minecraft was simply used as an excuse. Especially considering the comment about "trying to win the game" in combination with their attack targets: hosting companies.

    Or simply put: how exactly do you intent to win a game when you're taking the entire game server offline?
    Posted in: Discussion
  • 1

    posted a message on Are You Satisfied?
    Quote from Saiph2»

    I would love to play some of the Forge-based mods such as IndustrialCraft (and many, many others such as Carpenter's Blocks, WAILA, Not Enough Items) with the latest version of Java Minecraft.

    You make a good point but: you already can (somewhat). Industrialcraft is available for MC 1.12.2 and so are many more. WAILA seems to be stuck on 1.11 right now, but there are still tons of tech mods available for 1.12.2.

    Doesn't invalidate your point in any way, but I just wanted to bring this to your attention. Because I agree: IC is awesome to play with.
    Posted in: Discussion
  • 2

    posted a message on Are You Satisfied?


    I was already satisfied with Minecraft when I picked it up, which was 1.7.10. I don't buy games when I don't like them, nor do I buy games with any expectations of updates or newer features and such.

    If Mojang were to drop support right now then I'd still be playing for a long time to come.

    Posted in: Discussion
  • 1

    posted a message on need help in creating advancments

    I'm not sure if you can to be honest. This will be different in 1.13 which will allow for this, but even then it could be tricky because you'd have to override every existing vanilla advancement (or unload the default datapack, but that would also invalidate all vanilla recipes).

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Position-based inventory


    You can use: /clear @p, or /clear @a[r=20] to clear a players inventory. First clears the inventory of the nearest player, the second command clears the inventory of all players within a 20 block radius. Obviously I'd use a command block for this.

    As to giving players specific stuff... /replaceitem is a good command for that:

    /replaceitem entity @a[r=20] slot.armor.feet minecraft:diamond_boots

    This would automatically equip all nearby players (20 block radius) with diamond boots. Use:

    /replaceitem entity @a[r=20] slot.armor.

    ... and then press tab for tab completion which will show you the other options available (chest, legs and head).

    If you want to customize stuff (enchanted items for example) then be sure to specify an item amount and data number followed by your JSON:

    /replaceitem entity @a[r=20] slot.armor.feet minecraft:diamond_boots 1 0 {ench:[{id:34,lvl:3}]}

    This would give the player diamond boots which have the Unbreaking III enchant on them.

    To learn more about such commands I'd suggest taking a closer look at the commands page on the Minecraft wiki.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on need help in creating advancments

    First step is to check the wiki page on advancements, in specific you'll first need to find a specific trigger which does what you want. See this section.

    As you can see there isn't really a trigger which checks for a condition such as standing on a stone. However, you could consider using the location trigger and pinpointing the position the player needs to be in.

    A better approach could be to use the impossible trigger and give the advancement manually as soon as a check is made.For example...

    /execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:nether_wart_block advancement grant @s only <your advancement>.

    ... this could be run in a nearby commandblock.

    As to the advancement itself.. why not check existing ones in the Minecraft jarfile and then modify those to your needs? I grabbed the minecraft:root here.

     "display": {
     "icon": {
     "item": "minecraft:nether_wart_block"
     "title": "My advancement!",
    "description": "Stand on a nether wart block and see...",
    "background": "minecraft:textures/gui/advancements/backgrounds/stone.png",
     "criteria": {
     "crafting_table": {
      "trigger": "minecraft:impossible"

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Died and lost everything.

    I formally retire. I have given my 48 hours notice. I'm hanging up my minecraft jersey and putting my name in the rafters. I'm all done with it. I just lost 3 Diamond pick axes, 1 saddle, 1 enchanted horse armor, 64 iron ore, 1 iron pick axe, 64 glass panes, a bunch of dyed wool and a damn anvil in the nether.

    Welcome to the club. Trust me: we've all been there. It is frustrating now, maybe even annoying beyond heck, but it also means that Minecraft is still quite a challenge for you. Instead of running away why not try to overcome that challenge? Learn from your mistakes and go at it again.

    You know what's even worse? Having this happening to you on a multiplayer server so there's absolutely nothing you can do about it. Nothing at all but to restart and collect your stuff again. (and even worse than that is doing this while you have a shulker box filled with goodies on you :P ).

    See, in your example it's easy to get a fresh start again. Just hop into creative (use this command: /gamemode 1), grab the items you lost from your now endless inventory, and then hop back into the game (/gamemode 0).

    If at first you don't succeed...

    I couldn't find my portal room no matter how bad I searched. I spent hours searching and even put it on peaceful hoping to find it. The never ending red brick and lack of waypoints. Long story short fell in lava from high heights. Lava Smelted my goods but I wouldn't have been able to find it anyway and it also had the nerve to spawn me half way across the other side of the world in a village I built miles away from my portal.

    And that's why you should use a bed more often ;)

    Also: once in creative you can fly and also use teleport commands, that should also help you to find your way.

    But yeah, I've also been there; where I had a nice build in singleplayer, got teleported elsewhere for whatever reason and I just couldn't find it anymore. For this reason I nowadays often make a screenshot on specific places while keeping the debug screen (F3) open. That way you'll always be able to find your way again.

    Either way: use a bed. It's not just to skip through the nights but also to set your /spawnpoint. Which, as hinted at here, can also be done manually.

    If you had fun in the past 2 days then I think you shouldn't let one setback set you back like this ;)

    Posted in: Discussion
  • 1

    posted a message on Need help creating custom traders selling custom stuffs
    Quote from Blitzbeast»

    create a function with @s like :

    give @s wooden_sword 1 0 {display:{Name:"CustomName"}}

    or @p

    give @p wooden_sword 1 0 {display:{Name:"CustomName"}}

    Is one of them better ?

    It depends on the situation and the commands you're going to use. If you have a function which targets a specific player then generally speaking it's better to use @s. That's because @s target's a specific entity (player or mob); the one which is 'using' the function. As a result of that it also helps you to keep your functions usable on multiplayer environments.

    But as said, it heavily depends on context. If your function consists of '/give @s stuff' and you run this from a commandblock then this obviously won't work anymore. The target selector is the one running the function, but in this case that's the command block. So then it might be easier to use @p.

    However... This is why a commonly used method is to use: /execute @p ~ ~ ~ function mycode:give_stuff (in the commandblock), and then use @s in the function itself. This way you always remain in full control over who gets to do what but without having to change your functions every time. And as a bonus your commands will be easily usable in multiplayer environments.

    Which is why I always use @s in my functions and use /execute to target a specific entity.

    Another benefit is that applying such a methodology you also make sure that your functions remain independent of your levels. Which makes it easier to re-use them, which will become more important when 1.13 comes out.

    Hope this helps!
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Need help creating custom traders selling custom stuffs

    Well, this is a perfect example why I never use generators. Generally speaking strict JSON means that everything needs to be inside quotes. Comparable to the title command which also uses that: /title title {"text":"Hello there!"}. Both 'text' (the property name) and its value need to be encased in quotes.

    The best way to get colored stuff in the game is to use functions, because there you can use § characters as long as you escape them with  (alt-0194), or use the 'UTF8 without BOM' file format. Which basically boils down to a regular textfile which follows the above concept.

    Best tip I can give you is to check the data value section on the villager wiki page. It's really not that difficult to set up your own villager trading, the main caveat is to make sure that you keep your formatting straight. Easily done if you constantly type both the opening and closing characters and enter your values between them.

    summon Villager ~ ~1 ~ {
    CustomName: "Villager #31",Profession:1,Career:1,CareerLevel:6,Offers:{

    That's how I always "write out" recipes. Then I just fill stuff in. Say I want it to sell "extra shiny" emeralds...

    [p]summon Villager ~ ~1 ~ {CustomName: "Villager #31",Profession:1,Career:1,CareerLevel:6,Offers:{Recipes:[{buy:{id:"coal",Count:1},sell:{id:emerald,Count:4,tag:{HideFlags:3,ench:[{id:1,lvl:1}],display:{Name:"A Shiny",Lore:["Something glittering"]}}}}]}}[/p]

    So now all I'd have to do is dump this command into a function, add color codes to the name and lore entries and you're pretty much done. For example...

    summon Villager ~ ~1 ~ {CustomName: "§a§lVillager #31",Profession:1,Career:1,CareerLevel:6,Offers:{Recipes:[{buy:{id:"coal",Count:1},sell:{id:emerald,Count:4,tag:{HideFlags:3,ench:[{id:1,lvl:1}],display:{Name:"§fA §a§oShiny",Lore:["§6§lSomething glittering"]}}}}]}}

    I run this by using /function catslair:villager, and the result can be seen in my screenshots.

    Easy enough, right?

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on T-Flip Flop in 17w49a -- It's broken.
    Quote from Ryan_Mak»

    It is confirmed to be re-added in the next snapshot. Check Grum's comment on

    Each to their own but I wouldn't call that a confirmation. Heck, even the mods and helpers (on Bugtrack) aren't even fully sure what Grum meant.
    Posted in: Recent Updates and Snapshots
  • To post a comment, please or register a new account.