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  • 1

    posted a message on Problem with teleporting [Solved]

    However, when a mob stands on the pressure plate, it also teleports the nearest player to that spot. Ive tried setting it so that the executing entity gets telported to that spot, and not the nearest player, however that doesnt seem to work.


    The command(s) mentioned by the player above me also work, but you can make them a little more failproof... For example, in this scenario I placed the pressure plate on a concrete block, and the command block directly below that:


    execute @p[m=1,r=2] ~ ~ ~ detect ~ ~-1 ~ minecraft:concrete 13 tp @s 120 15 4 5 5


    Even if I were to be within range it still wouldn't teleport me unless I was standing on a (green) concrete block.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Calling a function from a book does not work

    Your pages section is a little messed up. Also make sure that the function actually works, so start by testing:


    /function herbapou:transport/teleportserverspawn


    If that works you can perform the next step.


    Anyway, I have a function in data\functions\catslair\tools\gettools:


    give @p minecraft:diamond_sword 1 0 {display:{Name:"§b§l§oMagical§r§a§l Sword",Lore:["§6§lUnbreakable"]},ench:[{id:16,lvl:1},{id:20,lvl:1},{id:21,lvl:3}],Unbreakable:1,HideFlags:4}
    give @p minecraft:diamond_pickaxe 1 0 {display:{Name:"§b§l§oMagical§r§a§l Pickaxe",Lore:["§6§lUnbreakable"]},ench:[{id:32,lvl:1},{id:35,lvl:3}],Unbreakable:1,HideFlags:4}
    give @p minecraft:diamond_shovel 1 0 {display:{Name:"§b§l§oMagical§r§a§l Shovel",Lore:["§6§lUnbreakable"]},ench:[{id:32,lvl:1},{id:35,lvl:3}],Unbreakable:1,HideFlags:4}
    give @p minecraft:diamond_axe 1 0 {display:{Name:"§b§l§oMagical§r§a§l Axe",Lore:["§6§lUnbreakable"]},ench:[{id:32,lvl:1},{id:35,lvl:3}],Unbreakable:1,HideFlags:4}
    give @p minecraft:shield 1 0 {display:{Name:"§b§l§oShell§r§b§l Shield"},ench:[{id:34,lvl:3},{id:70,lvl:1}]}
    give @p bow 1 0 {display:{Name:"§b§l§oMagical§r§a§l Bow",Lore:["§6§l§oUnbreakable"]},ench:[{id:21,lvl:3},{id:48,lvl:1},{id:49,lvl:1},{id:50,lvl:1},{id:51,lvl:1}],Unbreakable:1,HideFlags:4}
    give @p shears 1 0 {display:{Name:"§b§l§oMagical§r§a§l Shears",Lore:["§6§lUnbreakable"]},ench:[{id:32,lvl:1},{id:35,lvl:3}],Unbreakable:1,HideFlags:4}

    I then give myself a book using this command (and a command block but.. details :P):


    /give @p written_book 1 0 {generation:0,author:"Command block",title:"Function stuff",pages:["{\"text\":\"Get tools\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/function catslair:tools/gettools\"}}"]}


    And that's all she wrote.


    If you added or editing the function while you were already in the game then don't forget to use /reload, this will reload all the custom stuff (functions, loot tables and advancements).

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on [Help] Is it possible to give a player an already written book & quill through commands?
    Quote from SharkMonster»

    Say if a player went past coordinate X and I wanted to give the player a book about something through a command, would that be possible?



    Sure thing.

    You can do this in multiple ways; a command block which tests for the exact coordinates but I personally prefer a command block sitting in the region itself (makes it easier to find). So place a repeating command block in that region and use something like this:

    testfor @a[r=20,tag=!gotbook]

    This will test for players within a 20 block radius who weren't tagged with the "gotbook" tag. You can use tags, or you can use teams, I prefer tags for simply checks such as these, but using a team can be easier to check up on which players got the book. The only caveat is that you'd have to create the team up front whereas tags can be used "out of the blue" so to speak.

    Next add a conditional chain command block which contains:

    give @a[r=20,tag=!gotbook] written_book 1 0 {generation:0,author:"ShelLuser",title:"A guide",pages:["\"Welcome to the command region!\\n\\nYou just entered a special zone with a command block!\"","\"Page 2:\\n\\nA commandblock is a special thing on Minecraft which only ops can use.\""]}

    This will give the player the actual book. Everything between 'pages' is important: "" counts as a new page (separated by a ,), \n is a new line, \\ is a literal \ (which is why it's sometimes used that way) and \" is a literal ". The \ is a so called escape character, it tells the system that it should treat the next character literally. For example: in Minecraft you need to put text which contains spaces between "". But as you can see you also need to use "" as well inside the 'Pages' tag to define a new page. If I didn't use \" Minecraft would think that I had made a blank page.

    Finally you need one last conditional chain command block:

    scoreboard players tag @a[r=20,tag=!gotbook] add gotbook

    Now... theoretically you could turn this into a 2 block setup by simply putting the give command in the repeating command block and the 'scoreboard' command in the attached conditional chain command block, but using testfor is a little more elegant. But if you're short of space just use 2 command blocks.

    And there ya go, this should do the trick for you.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Minecraft 1.12 Update Opinion Thread
    Quote from Dr_Collateral»

    This new update is great, I just don't like the new recipe book feature, because it's a bit nooby. And I don't like the way mojang changed the achievements to advancements, as I prefer a linear achievement set, or at least being able to see some of the achievements before completing any, so that I know what to work towards. It's a great update otherwise.


    I see where you're coming from but just wanted to share that this is still a think with advancements, see my attachment. Sorry if I come over as a little pushy but I like the new advancements a lot and I think way too many people get confused over them.

    As you can see in my screenshot.. The brown colored ones are the ones I got, the others I'm pursuing, and I know exactly what I need to do before I can claim this one. The main difference: I don't need to obtain diamonds before I can my enchantment badge, which I think is fitting. Especially for multi player when you might be able to borrow the enchantment table of a friend.

    Its my main gripe with advancements... (not aimed at you Collateral, just meant in general!): Way too many people are totally ignorant of what these can do, even some plugin devs. who claim their plugin "is 1.12 ready" and then it turns out they interfere with this stuff.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on COSTUM VILLAGER TRADE
    Quote from Fenixgalax»

    im trying to create villager that will sell me specific potion


    im using this command but its not working the way i would want it to work


    /summon Villager ~ ~1 ~ {Profession:1,CustomName:Brewer,CustomNameVisible:1,Offers:{Recipes:[{buy:{id:gold_nugget,Count:10},sell:{id:Potion,Count:1,Damage:0}}]}}


    it creates costum trade but instead of the potion i want it gives me "UNCRAFTABLE POTION" with no effects



    The key thing with these things is to start with breaking down your problem in smaller parts. And...Also excessively use the Minecraft wiki, This is not an "RTFM" on my part, but it's true.


    So... First things first: how to get a special potion? As you noticed: '/give @p potion 1 0', gives you pretty much junk. So, look up the Potion on the wiki, and since we're using commands look up the so called data values; when you're messing with something using commands you'll always want to know their data values. And here we learn that:





    Potions use an NBT "Potion" tag to indicate the potion type. The values of the tag (to be prefixed with minecraft:) are:




    It also gives us a useful list. Let's say we want a Luck potion.. Every potion can use 3 names to identify itself: One regular, one Level II and one Extended (= just brew the potion, use glowstone to make it stronger or use redstone to enhance it). Luck is just that. So...


    /give @p minecraft:potion 1 0 {Potion:"minecraft:luck"}


    Now, at first this may seem pretty useless... After all: we want villager trades and not give ourselves a potion. But trust me: it is. Because that part between brackets ("{}") is exactly what you need to make your trades work! Like I said: it's breaking down your problem in easier to manage & test parts.


    Of course now we have a new problem: how to specify all this? As with the potions: look up the data value section for a villager. If you expand the "sell" section in the trades (the "Tags common to all items") you'll notice that it has a 'tag' tag, I quote: "Additional information about the item", it's a so called TAG_Compound (the icon in front) which means that you need to use {} to specify this. Basically... It's exactly the stuff which we had in our /give command.


    SO (only showing the sell section to keep things manageable):


    sell:{id:"minecraft:potion",Count:1,tag:{Potion:"minecraft:luck"}}


    ... and presto, now your villager is offering a Luck potion. And you can use this same method for every other potion in the list.



    Just keep in mind to use the right name. So... for an extended underwater breathing potion I'd replace 'luck' with 'long_water_breathing'.



    Good luck!

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on "Terracotta"
    Quote from thbh88»

    You engrained the term "stained clay" into our minds for three years straight. We played your game every single day. We loved stained clay. It was the hottest thing in all of Minecraft.


    Then you freaking called it terracotta. o_o


    Yeah, the problem is: it was hot, but now it's even hotter. Ever tried to bake it in a furnace again? ;)

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on How to detect a custom named block in a command?

    Apologies for a double post, but this seemed like the better idea... Editing all the time gets confusing.

    So first of all...

    Quote from nigathan»
    However, in this scenario, item tags are useless as they are not retained once the item is used and it becomes a block.


    Correct, that is the one detail I completely missed up there and it's also where I goofed. Still, I also came across something a bit odd, because even though there are no tags attached to that block what so ever a "/testforblock ~ ~-1 ~ <id> 0 {tag:{test}}" will still give out a positive result. Basically you can add any kind of nonsense as the data tag and it'll just accept it and find the block. Technically it doesn't match, but because the block has no tag in the first place I suppose it does. However.. the command was still to test for a tag (or data value) which wasn't there. That definitely put me on the complete wrong track.

    I also looked deeper into Tags used on blocks. As mentioned; MCEdit showed me that it is stored in there, and I also discovered that you can test for this. So that part does work. Of course, not as mentioned above: {tag:oneblock}, that was plain out stupid. I focused on the positive result, and mistakenly picked it up as working, even though the reason why the test failed was that the rest of my world is sandstone and not cobble.

    Anyway:

    /give @p minecraft:cobblestone 1 0 {Tags:["cold"]}

    Then:

    /testfor @p {Inventory:[{id:"minecraft:cobblestone",tag:{Tags:["hot"]}}]}

    This won't match, but change 'hot' into 'cold' and presto.

    Of course your method is a bit easier :)

    And thanks for your comments by the way!

    Posted in: Commands, Command Blocks and Functions
  • 3

    posted a message on The current state of Minecraft
    Quote from Pannoniae»

    Let's get straight to the point: the current state of Minecraft is getting worse.

    Now, with all the unnecessary fluff that Mojang added, I am getting the feeling that it will lose the modding community and the creativity in it.


    I think Minecraft is reaching it's peak. The vanilla game itself has never been more customizable as it is now. And if the rumors are correct things will get even more flexible in 1.13 where we'll be able to customize our own crafting recipes as well as smelting procedures as well.


    As to your modding community... Now, I only play modded Minecraft quite casually so my experiences are obviously a little limited. Still.. When 1.12 came out I was pretty surprised to see how fast mods got updated for 1.12 support. Stuff like JEI, RFTools (and the rest of the family), Iron Chest and even mods which some people proclaimed to be half-dead like Extra Utilities.




    Have you ever wondered why are mods staying 1.7 or 1.6? Simple, updating is hell because obfuscation is changed every SINGLE update and modders have to adapt if they are not using 'official' Forge API-s (reflection, NMS, etc.)



    So why do other high-end mods like RFTools, RFDimensions, ... heck, know what => Curse Forge mod list for MC 1.12. 55 pages of mods. Out of a total of 412 pages (for all versions). There are also plenty of mods which do upgrade.




    And also, I was like: "What a nice update, 1.12 will probably bring some interesting additions! Okay, let's check the changelog. Retextured clay blocks called as terracotta/concrete, a JSON achievement system? Don't be kidding...."


    They are getting obsessed with JSON, but in reality, it heavily restricts modding as we can do that they allow specifically.



    You're highly underestimating the advancement system. And you also forgot mentioning of functions, as well as the (visible) preparations for custom recipes in 1.13. Just look at the Minecraft 1.12 jarfile itself, you'll find 400+ recipe files in there.



    1. A vanilla 'fork' based on an older version, with more useful additions, and more balanced content, maybe possibly integrating mods in the long run.



    I seriously fail to see the need. And pardon me for playing the devils advocate here, but didn't you just mention a while ago that Minecraft was getting worse and they only added unnecessary fluff? Now, I could be picking up your comment in the wrong way here, but it almost sounds to me as if you're proposing that they add the "fluff" into older versions of Minecraft.


    If you didn't mean this then: what more useful additions do you mean? Because useful is quite in the eye of the beholder.



    2. Rewrite the whole thing. That would be more painful, but that way we can get rid of the wrong design decisions made by Notch.



    They're somewhat doing that. Now, this is a little bit of speculation on my part but... When I look at how they're planning to take the /execute command apart on 1.13 I'm convinced that part of that process is code optimizing. In other words: rewriting of certain routines to make them better.


    See, there's something I'm missing in your post... You tell us how it's all bad and how it can be better, but you don't give much details. As mentioned earlier: "add better stuff" is much to broad for me: be specific. What better stuff?

    Posted in: Suggestions
  • 1

    posted a message on My minecraft account is hacked

    For this to get solved you really need to contact Mojang and ask them about it, just use this link here:


    https://help.mojang.com/customer/portal/emails/new?ref=footer


    Also: make sure that you really can't log into your account (on the Mojang website) and if you still can then immediately change your password and your security questions. If that doesn't work... Then you should really contact Mojang directly. There's nothing anyone of us can do here.

    Posted in: Discussion
  • 1

    posted a message on What have you done recently?

    I'm becoming seriously addicted to custom advancements... I think those can seriously spice up a survival session even though support for them in Spigot is a bit experimental at best for now...


    Server control room @ World spawn area

    This area is basically for technical stuff (command block routines) which should help enhance the game a little bit, but to make it a little bit more interesting for regular players I added an advancement which gives visitors a mob spawner. It's a little bit of a joke for now, but eventually I'll probably swap out the spawner for a block of farmland or something similar.


    Public Netherportal

    When I discovered that you could turn a nether portal on/off in a survival game I figured that a public Nether portal could be fun, so here it is. When turned on for the first time you get an advancement and a special fire resist potion (it's basically a regular potion, but has some colored lore attached to it). If you decide to drink this potion it'll trigger yet another advancement which triggers a nether fortress loot table (so that players end up with a bit of loot no matter what).


    Public cow grinder...

    Friend and me were in a funny mood so we made a public cow grinder. Fun to get easy beef & leather, and to try put some extra attention to all this I also added an advancement which can alert players to its existence.



    And finally a rough overview of the current custom advancements. As you can see you're not even limited to the default backgrounds and can just use whatever you want, something else might even be more suiting to set your setup apart from the rest.

    Posted in: Survival Mode
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