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    posted a message on What do you think of 1.13?

    1.13 - even though not even being released yet - is a very controversial update like every other one was and will be. But instead of throwing our opinions everywhere and complaining about everything (And trust me, there will always be someone, somewhere complaining about a tweak or change), I thought it would be a great idea to let people vote on every change that is likely to be added in 1.13. So here I have got a changelog (taken from the Reddit) of every change.


    Remember not just to be angry because you have to fix your map. Instead, think about what 1.13 brings us!


    I have made the poll using Google Forms, it's just clearer for such a large poll.


    Poll

    https://docs.google.com/forms/d/e/1FAIpQLSdN9mElAnRAHQwvxY_kuLsQ9ycu-LS9_rp9bH2fieTKmOQt4A/viewform



    This is not official, so don't expect the game developers to react to it. This is rather a poll for the community, to see how the general opinion on 1.13 really is.


    Feel free to post your opinion on 1.13 down in the comments and share this poll. ;)


    Have a nice day!

    Posted in: Recent Updates and Snapshots
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    posted a message on Detect Command Help

    In case that your coordinates are all fixed in position:

    I would use the execute command instead of the /testforblock, just because I hate redstone in commands (and the stats command too).

    This would be then:

    execute @a[] ~ ~ ~ detect x1 y1 z1 minecraft:bed spawnpoint x2 y2 z2
    [Repeat | Unconditional | Always Active]
    
    execute @a[] ~ ~ ~ detect x1 y1 z1 minecraft:air spawnpoint x3 y3 z3
    [Chain | Unconditional | Always Active]


    (Keep in mind that this would not exactly test if there is no bed, but for air instead; If you wanted it to test for no bed instead, you could use a scoreboard tag for example)

    Where xyz1 would be the position of the bed xyz2 would be the spawnpoint when there is a bed and xyz3 when there isn't.


    You could also use the testfor command in combination with redstone:

    testforblock x y z minecraft:bed
    [Repeat | Unconditional | Always Active]


    just add a comparator and command blocks for the one and then, using a redstone torch, for the other spawnpoint.


    You could also use the testfor command in combination with the /stats command:

    testforblock x1 y1 z1 minecraft:bed
    [Repeat | Unconditional | Always Active]
    
    stats block ~ ~-1 ~ set SuccessCount @a spawnpoint
    [Chain | Unconditional | Always Active]
    
    scoreboard players add @a spawnpoint 0
    [Chain | Unconditional | Always Active]
    
    spawnpoint @a[score_spawnpoint_min=1] x2 y2 z2
    [Chain | Unconditional | Always Active]
    
    spawnpoint @a[score_spawnpoint=0] x3 y3 z3
    [Chain | Unconditional | Always Active]


    (On top of one another; facing up)

    Using the /stats command in that way should work, even though I would not recommend it because it's laggy.


    As for the current state of 1.13:

    Minecraft 1.13 is not released yet, we don't even have a snapshot at the time, but this should work:
    detect x1 y1 z1 minecraft:bed spawnpoint @a x2 y2 z2
    [Repeat | Unconditional | Always Active]
    
    detect x1 y1 z1 minecraft:air spawnpoint @a x3 y3 z3
    [Chain | Unconditional | Always Active]

    As I said, I would use the first way.

    Hope this helps.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Problems with executing a /blockdata command with an entity

    It worked for me, are you sure the relative position is right? (1 block gap between rabbit and chest)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Tower Defense Range

    You could possibly move the center a half block in each direction. So just build a circle of (presumably) armor stands. That is the simplest way I can think of at the moment.


    Or just wait for 1.13, that should include floating point radiuses if I'm not mistaken.


    Hope this helps ;)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Spawning silverfish

    First of all sorry for the late reply.

    Then, I would still recommend using stone blocks for spawning the silverfish, that is just a thing that is implemented into Minecraft and widely spread. But if you want to have other blocks spawn silverfish, there are a few ways you can do that. The simplest thing I can think of at the moment would be using armor stands


    execute @e[type=armor_stand,tag=summonSF] ~ ~ ~ detect ~ ~ ~ air 0 summon silverfish
    
    execute @e[type=armor_stand,tag=summonSF] ~ ~ ~ detect ~ ~ ~ air 0 kill @s

    Just set them up Repeat-Unconditional-Always Active and Chain-Unconditional-Always Active; You can summon the armor stand using

    /summon armor_stand ~ ~-1 ~ {Tags:["summonSF"]}


    For the random part of it: That is not so simple. So do you really need it to generate the silverfish for you, or would it be enough if you just once placed the silverfish and then be good? The only real 'randomizer in commands' Minecraft provides us with is the @r selector and /spreadplayers.


    Honestly, there are ways for doing that, such as summoning a bunch of armor stands, using spreadplayers on them and teleport them to their final location. There would also be a way to have a hole grid of armor stands and execute @r[..] on them a summon command command a couple of times. But I would not recommend any of that techniques. So let me know if it would be fine to just use a fixed position (which would most likely seem random to the player) or otherways I'll come back to you.


    Hope this helps for the moment

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Testfor item in inventory with custom data

    Use

    /testfor @p {Inventory:[{tag:{display:{Name:"WerraParcs Acces Key",Lore:["Krijg toegang tot WerraParcs gebouwen","Dit ding kan worden afgepakt!"]}}}]}

    What was missing was the syntax for the item tag (or part of it). I just inserted the information into a generator to generate a summon, instead of a give command. The result was following:

    /summon item ~ ~1 ~ {Item:{id:"minecraft:tripwire_hook",Count:1b,tag:{display:{Name:"WerraParcs Acces Key",Lore:["Krijg toegang tot WerraParcs gebouwen","Dit ding kan worden afgepakt!"]}}}}

    When you look at this you might realise the id tag. This is the same from your testfor command. Now we can start by eliminating everything unnecessary for our use-case (in this case we don't need to test for any item id, neither do we want to test for a specific Count. The only thing of interest is the tag tag, which contains all the information you posted above.

    Next, we can just add those two together (remembering where the part with the id from the testfor command formally used to be) and get the result.


    So that is a bit of Minecraft-JSON syntax for you, hope this helps.


    Have a nice day

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Executing a command from an entity if players within a radius are in a specific team

    There are multiple ways you can achieve this. Some more reliable, some less. So the simplest (yet less reliable) would be just adding a count selector modifier to your command. Another (possibly most reliable) way would be to add a tag to this and only this silverfish and add that to the selector; I would recommend this anyway because it's the best way to select one specific entity.

    So the command would be like:

    /execute @e[tag=sf3] ~ ~ ~ execute @a[team=Miner,r=3] ~ ~ ~ execute @e[tag=sf3,c=1] ~ ~ ~ ... something ...

    That is a lot of execute stacking and there maybe is a better way to do that, but that depends on your use-case.


    Hope this helps.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Spawning silverfish

    I would use structure blocks to do that.

    First, you would have to fill the area with monster_egg, then set up a structure block to save it. Then you would fill the area with stone and set the structure block up: set it to load on the previously saved structure and set the integrity to something like 0.1 and load it. Then there should be 10% Monster Egg Stone, whuh spawn silverfish when broken.

    You could also just place the silverfish blocks by hand, they are in the creative inventory.


    Hope this helps

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Glowing Torches with Commands for 1.12?

    Yes, there is a missing termination quote, shout be:

    /scoreboard players tag @a add Torch {SelectedItem:{id:"minecraft:torch"}}

    As far as I can see it at the moment

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Summon things after mob dies.

    You could have something like armor stands sunmonitored every mob and when the armor stand has no more mob close to it, it does something.

    A different approach would be to edit the loot tables of the mob to also include an item that is called "dead zombie" for example and then execute something on those items and then killing it.

    That would be the best ways I could think of at the moment.


    Hope this helps

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Help] /Setblock sign with Text on a block

    No Problem.

    Just want to add a quick thing:

    Depends whether you want to update the sign after its there (e.g. changing the text), in which case the /blockdata command would be the perfect solution. But if you just want to place the sign once, you could also just take the data tag from the /blockdata command and add it to the /setblock command:

    /setblock -1274 64 358 wall_sign 3 {Text1:"{\"text\":\"R.i.P.\",\"bold\":true}",Text2:"{\"text\":\"Name\"}"}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help With Executing Teleportations

    Are you sure the pig is being teleported? That sounds not quite right to me. So what the /tp command does is to teleport an entity relative to its previous position (/tp @e ~ ~5 ~ will teleport every entity 5 block into the air); /teleport, on the other hand, teleports an entity relative to the executors position (as you would expect it). So /teleport @e ~ ~5 ~ will teleport everything 5 blocks above you (or your previous position). (Btw. please don't try these commands since minecraft isn't especially happy about targeting every entity.)

    Back to your command: I would suggest this would teleport every armor stand independent from any pig.

    What I would assume to work as expected is:

    /execute @e[type=pig] ~ ~ ~ teleport @e[type=armor_stand] ~.6 ~-.9 ~


    Hope this helps 😉

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Help] /Setblock sign with Text on a block

    Yes,
    /setblock -1274 64 358 wall_sign 1 replace {Text1: "{\"text\":\"R.i.p\"}"}
    should work.
    Also Command Science has a nice tool to generate custom signs. You can just use blockdata, the data tag is the same.


    Hope this helps

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to make a player detection sistem.

    There are a few ways in which you can do that, but I'd recommend doing something like:

    /scoreboard players set Players playerCnt 0

    /execute @a[r=20 or dx=,dz= or tag=inGame or whatever] ~ ~ ~ scoreboard players add Players playerCnt 1

    You would just set selector to whatever fits your use case and get the number of players in the arena set to the playerCnt score of Player.

    Hope this helps

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Unbalanced Brackets?

    The error is what it says: Unbalanced brackets


    /scoreboard players set @e[type=Item] button 1 {Item:{id:"minecraft:wooden_button",Damage:0s}}


    Also, there was an error at the id and comma.

    That are all I can find at the moment.

    Hope this helps

    Posted in: Commands, Command Blocks and Functions
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