NOTE: I AM AWAY FROM MY PC, AND CANNOT RUN MINECRAFT ON THIS ONE. I SHOULD HOPEFULLY BE ABLE TO GET BACK TO IT SOON, OR A SYSTEM THAT WORKS PROPERLY
...and because of this, I cannot really add anymore tutorials until I can test them in-game. Don't worry, this shouldn't last any-longer than 2 days
Thanks for your patience
OH GOD GUISE PLS STAAAHHHPPP!!1!!!1
Well, this thread is already starting to explode - I'm very glad you all appreciate the thread's existence, as my hopes were to make finding all the use dataTag features compiled neatly into one place.
There's been a LOT of questions already, and neat findings, I have little choice but to put them in the spoiler below:
Correction: Time=length of time the falling sand entity exists (correct me if I'm wrong)
I think you may actually be right...the reason I was confused was b/c the Time: function, when 0/unspecified, makes the blocks chosen disappear. I can't go in-game yet to double-check, but I speculate that, if ONLY spawning the sand-entity itself, the sand would in fact stay in-place.
However, I don't see a use of this, since as long as it's set to 1, a block WILL stay there...
In the right Command Block, we want to add the code that will be the starting block (the block already existing):
Remember that Time must be 0. This replaces the block with a falling sand entity for just a split second. ID 4 is Cobblestone, and I want to replace this with Stone Brick, for instance. Here is where I placed the Cobblestone (specific to coordinates):
Now, in the first Command Block, you want to put the command of the block you want the Cobblestone to turn into:
In this command, we change time to 1, because this creates a block that exists. Also, we change our id to whatever block we want to change it to, for my example I used Stone Brick.
And that's it. Just press the button. But there are a couple notes. First, I know this sounds a little backwards, but it's the only way it works. Second, that repeater can be replaced with one redstone if desired. Third, you can hook up several of these "units" to change one block many times, or many blocks one time! Another thing you could do is have that block change back into the original block, so you won't have to replace it every time.
Nice tutorial - I was pondering before how removal/replacement o blocks could be possible, and this seems like a good solution. Again, I cannot test this out yet, though...will do ASAP!
Make it ride an invisible bat, riding an invisible bat, riding the giant. That should fix it.
If you have trouble coding it I can do that for you, don't understand it fully yet though so have to read a bit for that
@minihilly i'm testing the summon stuff etc. as well. Love this thread idea. Does anybody now if you can spawn relative to a player?
I've spent a few hours on it myself and am stuck, so I am passing the challenge to you. I've created a boos monster spawn code, and I'm trying to make it spawn with a minecart chest on the top for loot, but time and time again all i get is an empty minecart chest. How do i get it to have items in it? I don't need to much help, just get me started with a working example please.
I'd assume it'd be similar to adding items to a regular chest?
I glanced over the tags for it before, but I'll be sure to try in-game when I'm next at my main system (this PC annoyingly cannot run minecraft)
Now it's dropping all the extra data I coded onto the magma cream and just giving me the normal stuff. (And yes, i know those are armour echants, it's a test)
You'd have to ask another user right now.
I really wish I could help - I have a lot of fun working out how to get these tags work.
But, like I said, I don't have a system fit to even run minecraft right now :S
@minihilly, sorry i was unclear. Can a command block make it spawn relative to a player? So by pressing a button a tnt spawns in the player and blows up (bwahaha)
No, I don't think you can do that.
There may be some exceptions with certain tags; otherwise, it doesn't appear to work this way :S
I suspect they'll slightly change the command syntax to support this in future.
Thanks, but someone already sent me a guide yesterday via PM - I'm just yet to add it to the OP, I have a specific structure to laying-out my tutorials to make sure they're clear-enough, but cover what's needed.