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  • 2

    posted a message on How can i use 2 levers for my piston with redstone at same time ?
    Quote from raketenspeed»

    BAM try to beat that.


    In fact, if you check that wiki page you'll find a whole bunch of pre-existing logic circuits which can be used to make specific switches and toggles.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Will this server machine handle 300 players on PVP server? (32GB of DDR2 RAM)

    Probably. Try and find out?

    It's kind of impossible to answer because there's a whole lot more to this than just the number of players. For example: if the players are heavily spread out (and a lot of chunks are kept active) then that will require a lot more resources than if the players are all grouped together in one large area (so a more or less static amount of loaded chunks).

    Posted in: Discussion
  • 1

    posted a message on Stopping Peaceful mobs from running off when attacked.

    Update its entity data. The most obvious idea is to turn off its AI (NoAI:1) but that might be a bit too drastic because this will cause the pig from moving at all. It won't be doing anything. I'm not sure but perhaps an AI 'toggle' turning the AI off and then back on) is enough to stop the fleeing effort.

    Another idea, but I have no idea if this works, is to reset the HurtByTimestamp property. This indicates the last time a mob was hurt, which I assume is used to trigger the fleeing effect and also eventually stop it. This is a guess on my part, but I do wonder if switching this to 0 can also help.

    See the mobs NBT data for more info on that.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Why do we put letters after numbers?
    Quote from rabidgoodra27»

    You know what I'm talking about: "Invisible:1b". "damage:1s". "Heal:10f"

    I've done it for so long but never wondered why. Anyone have an idea?

    The reason for this is to ensure that Minecraft picks up the value as the correct type, but it's not always necessary. Sometimes people overdo it. Invisible for example isn't a byte but a boolean and can therefor be triggered with a simple 1 or 0 (true/false).

    Problems start when you use a value which Minecraft could pick up as the wrong type.

    For example, if you look at the Item structure overview (scroll down) you'll notice that 'Count' is a Byte value (hover the mouse over the icon in front and you'll notice TAG_Byte). Look at the NBT format page for the exact values. TAG_Byte can have a value ranging from -128 to 127. So far so good.

    But if you use Count=5 then how is Minecraft to know that you used a Byte and not, say, an Integer or Short instead? (TAG_Short, value ranges from -32768 to 32767).

    So to enforce that you use Count=5b, so that Minecraft will know you're passing a byte value and not something else.
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Data tags for advancements/ detecting when a person kills the dragon

    Just make the advancement execute a function and put all your commands in there. The function can even include a command to revoke the advancement again so that you can continue to check if a player killed yet another dragon.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on [SOLVED] My book command doesn't work

    With these things it is important to realize that you're working with individual parts which you combine together. Always cut up the problem into smaller pieces so that you can find out what's going wrong.

    So the villager sells 2 things. Start by testing each trade. First item:

    give @p written_book 1 0 {pages:["[\"\",{\"text\":\"Daytime \",\"color\":\"gold\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/time set 0\"}},{\"text\":\"Nighttime\",\"color\":\"blue\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/time set 14000\"}}]","[\"\",{\"text\":\"Health \",\"color\":\"dark_red\",\"bold\":true,\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/give @p potion 1 0 {CustomPotionEffects:[{Id:10,Amplifier:10,Duration:20},{Id:21,Amplifier:4,Duration:3600}],display:{Name:\\\"True Health Potion\\\"}}\"}},{\"text\":\"Death \",\"color\":\"dark_gray\",\"bold\":true,\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/give @p splash_potion 1 0 {CustomPotionEffects:[{Id:7,Amplifier:7,Duration:3600},{Id:20,Amplifier:5,Duration:3600}],display:{Name:\\\"Death Potion\\\"}}\"}},{\"text\":\"Freeze Splash \",\"color\":\"dark_aqua\",\"bold\":true,\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/give @p splash_potion 1 0 {CustomPotionEffects:[{Id:2,Amplifier:10,Duration:600},{Id:8,Amplifier:127,Duration:600}],display:{Name:\\\"Freeze Bomb\\\"}}\"}},{\"text\":\"AFK Fishing \",\"color\":\"dark_blue\",\"bold\":true,\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/give @p potion 1 0 {CustomPotionEffects:[{Id:26,Amplifier:4,Duration:72000},{Id:11,Amplifier:5,Duration:72000},{Id:2,Amplifier:7,Duration:72000}],display:{Name:\\\"AFK Fishing Potion\\\"}}\"}},{\"text\":\"???????????????\",\"color\":\"light_purple\",\"bold\":true,\"obfuscated\":true,\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/give @p splash_potion 1 0 {CustomPotionEffects:[{Id:9,Amplifier:3,Duration:1200},{Id:11,Amplifier:6,Duration:1200},{Id:15,Amplifier:0,Duration:1200},{Id:18,Amplifier:10,Duration:6000},{Id:19,Amplifier:10,Duration:6000},{Id:20,Amplifier:10,Duration:6000}]}\"}}]"],title:"Alchemy Book",author:"coolm5224",generation:3}

    This works like a charm. So now onto the second item:

    give @p golden_boots 1 0 {display:{Name:"Running Shoes",Lore:["Wear them to go SANIC FAST"]},AttributeModifiers:[{AttributeName:"generic.movementSpeed",Name:"generic.movementSpeed",Amount:10,Operation:0,UUIDMost:28665,UUIDLeast:810666}],ench:[{id:48,lvl:10}],HideFlags:7}

    Also works. So the problem sits in the way you summon the villager. So the next step is to cut out all the clutter which I tested above and only try the summon itself:

    summon Villager ~ ~2 ~ {Profession:2,Career:1,CareerLevel:6,Silent:1,PersistenceRequired:1,Offers:{Recipes:[{rewardExp:false,maxUses:5,buy:{id:"minecraft:nether_star",Count:1},sell:{id:"minecraft:book",Count:1},{rewardExp:false,maxUses:1,buy{id:"minecraft:dragon_breath",Count:3},sell:{id:"minecraft:golden_boots",Count:1}]},CustomName:"Alchemist"}

    This gives me an error:

    [04:14:08] Data tag parsing failed: Expected non-empty key at: ...sell:{id:"minecraft:book",Count:1},<--[HERE]

    And now it all makes sense. You're not grouping the trades in the proper way. A recipe consists of one buy and one sell grouped together.

    How it should be: Recipes:[{buy:{},sell:{}},{buy:{},sell:{}}]

    But if you look closely behind the first sell section you'll notice only one closing tile while there should be two.

    What you have: Recipes:[{buy:{},sell:{},buy:{},sell:{}}]

    Fix that and you're all set.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Should using Silk Touch on a pickaxe be able to break a mob spawner?

    I don't fully agree but I still think you make a very good point, thanks! It is definitely true that a mob spawner doesn't require knowledge about commands such as a command block does, so within that context I think you're right that it does seem strange to keep it hidden like that.

    Posted in: Suggestions
  • 1

    posted a message on Set default skin to Steve instead of Alex?

    How do I do that? There's no executable anymore and the launcher refuses to load the launch game button without first accessing the banner data from the server. It has changed with the new launcher.

    Actually there's not much difference between the launchers on this part anymore. Version 2.0.934 easily starts Minecraft if you're offline, this includes modded versions such as OptiFine (I couldn't get that to work a few months ago).

    Note that the launch game button is not something which the launcher downloads.

    See here:

    Posted in: Discussion
  • 1

    posted a message on Need help with a command not working! (testfor)
    Quote from Cookieo54»

    Thanks, that worked. Is there a way to detect it with any item not specific ones? Also it seems to work when i put co-ordinates for the block the item frame is on and the block it's in. It still works so that's not a problem necessarily

    Omit the item id and only use the Count property: /testfor @e[r=5,type=item_frame] {Item:{Count:1b}}

    Also: the x,y,z coordinates only work when pointing at the block which the item frame is attached to, not the item frame itself. That's normal. If you want to specify one specific item frame (for example if a block has multiple item frames attached to it) then use the Facing property.
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Small Suggestions

    This one is obviously inspired by recent events but...

    I was playing Minecraft this evening when I realized once more that there are even moon phases in Minecraft. So if the Minecraft world can block the moon, why can't the moon block the sun every once in a while? ;)

    So.. on rare occasions the sun gets blocked out for a brief moment because of an eclipse. It would get darker and because of that hostile mobs can spawn for a while. Maybe they could even tie this into another specific event, comparable to the skeleton trap.

    As long as it is a (very) rare event, otherwise it would grow old really quick.

    Posted in: Suggestions
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