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    posted a message on 1.12 pre2 broke /execute

    check out sliced limes latest video:

    tildas are broken or something.

    Posted in: Recent Updates and Snapshots
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    posted a message on advancements bug

    Hi.

    I tried that and it worked. It doesn't work when you are just putting commands into the chat but if they are in advancement json files it works.

    Posted in: Recent Updates and Snapshots
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    posted a message on advancements bug
    Quote from The_Shadowยป

    I'm not certain this will work, but in similar contexts the solution is to use an escape character, usually the backslash. Try putting a backslash in front of the quotes you don't want to "count".


    I did try this earlier like this:

    "/scoreboard players tag @e[type=item] add diamond_sword {Item:{id:\"diamond_sword\"}}"

    I will try it again but I'm not sure.

    Posted in: Recent Updates and Snapshots
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    posted a message on advancements bug

    Inside advancements to run commands you have to have them in double quotes but when tagging an item, to work out which type of item it is you have to do this:

    /scoreboard players tag @e[type=item] add diamond_sword {Item:{id:"minecraft:diamond_sword"}}

    this doesn't work when you are adding advancements as when you are trying to open the quotes it is actually closing them.

    "/scoreboard players tag @e[type=item] add diamond_sword {Item:{id:"minecraft:diamond_sword"}}"

    unless I'm doing something completely wrong you can't use single quotes.

    As far as I am aware from my tests it is impossible to tag items inside of advancements.


    Can someone help?

    Posted in: Recent Updates and Snapshots
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    posted a message on Any way to make falling_block less shaky?

    I don't quite understand but I know relogging can help with that.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft 1.12 Update Opinion Thread

    This is possibly the best update to minecraft ever.


    It helps all types of builders by adding powdered concrete which can be used in landscapes and other cool stuff. It also adds normal concrete which can be used in futuristic and pixel art.


    concrete powder can be used by redstoners and has cool survival based features. Still unsure if the updates to stairs and terracotta will help redstoners?


    command blockers are having an absolute field day with all the new advancements and stuff.


    Parrots are good for not much but they look cool and they make you happy.


    Basically everyone gets a cool new toy!

    Posted in: Recent Updates and Snapshots
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    posted a message on How much do advancements lag?

    Hi,


    You can use advancements to trigger commands but I want to know whether this will lag less than command blocks and if so by how much. you can basically transfer all command block contraptions into advancements with just a few tweaks and 1 repeating command block activating the advancement once per tick.


    - emes4

    Posted in: Recent Updates and Snapshots
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    posted a message on damaged bows texture help

    thanks so much geenium! I'll remember to use jasonlint next time!

    Posted in: Resource Pack Help
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    posted a message on damaged bows texture help

    Hi I'm creating titanium bows in minecraft but I am having problems getting the texture to show up only when the item has 1 damage and is unbreakable. I have this as my bow.json model:

    {
        "parent": "item/generated",
        "textures": {
            "layer0": "items/bow_standby"
        },
        "display": {
            "thirdperson_righthand": {
                "rotation": [ -80, 260, -40 ],
                "translation": [ -1, -2, 2.5 ],
                "scale": [ 0.9, 0.9, 0.9 ]
            },
            "thirdperson_lefthand": {
                "rotation": [ -80, -280, 40 ],
                "translation": [ -1, -2, 2.5 ],
                "scale": [ 0.9, 0.9, 0.9 ]
            },
            "firstperson_righthand": {
                "rotation": [ 0, -90, 25 ],
                "translation": [ 1.13, 3.2, 1.13],
                "scale": [ 0.68, 0.68, 0.68 ]
            },
            "firstperson_lefthand": {
                "rotation": [ 0, 90, -25 ],
                "translation": [ 1.13, 3.2, 1.13],
                "scale": [ 0.68, 0.68, 0.68 ]
            }
        },
        "overrides": [
            {
                "predicate": {"pulling": 1}, "model": "item/bow_pulling_0"
            },
            {
                "predicate": {"pulling": 1, "pull": 0.65}, "model": "item/bow_pulling_1"
            },
            {
                "predicate": {"pulling": 1, "pull": 0.9}, "model": "item/bow_pulling_2"
            },
    		{
    			"predicate": {"damaged": 0, "damage": 00260416666}, "model": "item/titanium_bow_standby"
    		},
    		{
                "predicate": {"pulling": 1, "damage": 00260416666}, "model": "item/titanium_bow_pulling_0"
            },
            {
                "predicate": {"pulling": 1, "pull": 0.65, "damaged": 0, "damage": 00260416666}, "model": "item/titanium_bow_pulling_1"
            },
            {
                "predicate": {"pulling": 1, "pull": 0.9, "damaged": 0, "damage": 00260416666}, "model": "item/titanium_bow_pulling_2"
            }
        ]
    }


    and I have something like this for each of my other bow models:

    {
    "parent": "item/bow",
    "textures": {
    "layer0": "items/titanium_bow_standby"
    }
    }

    all of the bow textures have turned to the no texture texture. can someone help please?


    thanks emes4

    Posted in: Resource Pack Help
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    posted a message on testfor y<0?

    just for future reference can you explain what dy, dx, dz, x, y, and z do?
    If you give a man a fish he will eat for a day if you teach him to fish he will eat forever

    Posted in: Commands, Command Blocks and Functions
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    posted a message on testfor y<0?

    is it possible to test for an entity that that is below a y level of 0 (In the void)?

    thanks

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.11] New and awesome but hidden features.

    cool post

    fyi you can get 7 iron trades with blacksmiths

    Posted in: Recent Updates and Snapshots
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    posted a message on help with hopper clock/comparator

    That wasn't actually the problem the problem I just found out was that the comparator was a powered_comparator which affected somehow

    to solve it I just had to do setblock unpowered_comparator instead

    idk why but it works

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Command help

    there is two problems:


    first you have 1 too many curly brackets after the 'No More Trades'


    second you can't use id's in 1.9 and I can't remember if you can use them in 1.8 but you can't in 1.9


    This is the command you're looking for:


    /summon Villager ~ ~1 ~ {CustomName:"TIMOTHY",CustomNameVisible:1,Profession:3,Offers:{Recipes:[{rewardExp:0b,maxUses:2147483647,uses:0,buy:{id:beef,Count:1},sell:{id:cooked_beef,Count:1}},{rewardExp:0b,maxUses:2147483647,uses:0,buy:{id:leather,Count:64,tag:{display:{Name:"Name:No More Trades"}}},buyB:{id:leather,Count:1},sell:{id:iron_sword,Count:1}}]}}



    I used mc stacker to generate this command

    Posted in: Commands, Command Blocks and Functions
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    posted a message on help with hopper clock/comparator

    Hi


    I am making a one command which runs on a hopper clock. But when I activate the following commands the comparator doesn't work although the hopper clock part does:


    /setblock ~1 ~ ~ hopper 5
    /setblock ~2 ~ ~ hopper 4 replace {Items:[0:{id:"minecraft:stone",Count:1b}]}
    /setblock ~3 ~ ~ powered_comparator 3

    I don't know why It doesn't work but I thing the comparator is the problem.


    -Thanks emes4

    Posted in: Commands, Command Blocks and Functions
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