With this week's additions to the Advancement system, you can basically create command-block mods without command blocks.
Yep, I have heard of people doing things like that already (or at least theorizing that it can be done). I added what you said into the post, but also expanded on it myself so people have some idea of how exactly these "command-block" mods can be created.
I've also added the new advancements added in 17w18b (including the strangely named "Husbandry" tab).
On a side note, I'd like to say that I recently created a custom advancements pack that adds a lot more advancements to your Minecraft survival worlds. You can find out about it here.
Oh, and regarding your words about advancements and commands, there's more. First off, you're not limited to only one command as a "reward". Second, with the addition of the "tick" trigger this week, you have a straightforward means of applying a command continuously to anyone who meets whatever other conditions you set. (You just have to be sure to revoke the advancement in the rewarded command, so the player can get it again.)
What's strange about it? It's "the care, cultivation, and breeding of crops and animals" which is exactly right.
Mostly that I didn't know what it meant when I first heard the word. In fact, Dictionary.com lists this word under "Few English speakers likely know this word."
Oh, and regarding your words about advancements and commands, there's more. First off, you're not limited to only one command as a "reward". Second, with the addition of the "tick" trigger this week, you have a straightforward means of applying a command continuously to anyone who meets whatever other conditions you set. (You just have to be sure to revoke the advancement in the rewarded command, so the player can get it again.)
That's true. I was pretty surprised when I first read that on the 1.12 pre-release blog post. But it turned out they removed the command triggers and replaced them with function triggers, and functions can then trigger commands.
I haven't exactly gotten round to trying out functions yet, though, so currently I can't say much about them myself. But from the general gist of things, they are definitely going to be useful for cutting down on the number of command blocks needed in maps (rather than having chain command block after chain command block, all the command blocks in one chain can be condensed down into one text file), and thus will also likely increase performance.
Now that 1.12's out I've updated this thread a bit, explaining more about functions, and also adding the experience rewards to the list of advancements and correcting a few other things.
Your comment about quote usage (strict JSON) when you're using spaces in names isn't fully correct. It doesn't demand strict JSON but merely quotes around the full name.
So: /summon minecraft:zombie ~5 ~ ~ {CustomName: "The Steve slasher"} is also perfectly usable in 1.12.
After trying that out it turns out it worked. Not sure when it happened or if it was always like that.
I've updated the post.
Follow the instructions and they won't appear ever again.
For me, the reminders would keep reappearing on the same world again and again and again with each new snapshot release. That hopefully shouldn't happen anymore now that 1.12 is out.
I attempted to put a recipes folder in my resource pack along with a modified recipe for oak planks, just as it is in the jar, but no luck. The game is still using the old recipe. I kept the launcher open and didn't see any errors like it would with an invalid model so I assume recipes don't load from a resource pack... yet at least.
Really, I think custom recipes could be based on world save, like structures. That would easily make it server sided.
If resource packs can be placed in the world save (resources.zip), then there should be a way to put custom recipes in the save. Figure it out
Yep, I have heard of people doing things like that already (or at least theorizing that it can be done). I added what you said into the post, but also expanded on it myself so people have some idea of how exactly these "command-block" mods can be created.
I've also added the new advancements added in 17w18b (including the strangely named "Husbandry" tab).
On a side note, I'd like to say that I recently created a custom advancements pack that adds a lot more advancements to your Minecraft survival worlds. You can find out about it here.
What's strange about it? It's "the care, cultivation, and breeding of crops and animals" which is exactly right.
Oh, and regarding your words about advancements and commands, there's more. First off, you're not limited to only one command as a "reward". Second, with the addition of the "tick" trigger this week, you have a straightforward means of applying a command continuously to anyone who meets whatever other conditions you set. (You just have to be sure to revoke the advancement in the rewarded command, so the player can get it again.)
Mostly that I didn't know what it meant when I first heard the word. In fact, Dictionary.com lists this word under "Few English speakers likely know this word."
Added
Added the new advancements (or, rather, challenges) added in 1.12 pre1 and pre2.
Also, the command triggers for advancements was removed, if I'm not mistaken.
That's true. I was pretty surprised when I first read that on the 1.12 pre-release blog post. But it turned out they removed the command triggers and replaced them with function triggers, and functions can then trigger commands.
I haven't exactly gotten round to trying out functions yet, though, so currently I can't say much about them myself. But from the general gist of things, they are definitely going to be useful for cutting down on the number of command blocks needed in maps (rather than having chain command block after chain command block, all the command blocks in one chain can be condensed down into one text file), and thus will also likely increase performance.
Now that 1.12's out I've updated this thread a bit, explaining more about functions, and also adding the experience rewards to the list of advancements and correcting a few other things.
After trying that out it turns out it worked. Not sure when it happened or if it was always like that.
I've updated the post.
Follow the instructions and they won't appear ever again.
For me, the reminders would keep reappearing on the same world again and again and again with each new snapshot release. That hopefully shouldn't happen anymore now that 1.12 is out.
If resource packs can be placed in the world save (resources.zip), then there should be a way to put custom recipes in the save. Figure it out