It's interesting how you're simultanously advocating for streamlining and simplyfying commands as much as possible for efficiency's sake but also keep suggesting unnecessary bloat like this that would only hamper and slow down the system for those people who can actually learn the commands regardless of case sensitivity. This suggestion was formed to simplify the current process by only requiring 1 conversion per command. It's much better than completely removing the feature, wich is something that should rarely ever be done in video games.
Or just use the Tab key and have Minecraft correct it for them, That only happens when you haven't already typed it in.but whatever what you're suggesting is totally and completely necessary The feature is already in the game. This is improving it. That isn't unnesesary.and not convoluted at all. I'm assuming this is sarcasm. This is not convoluted, as it isn't even that much different. Here is sample code for what it would be:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
I like the new changes. Sure, maps will break, but this is nothing new- it happened from 1.7 to 1.8, 1.8 to 1.9, and 1.10 to 1.11. These are just the next iteration in the command improvement saga.
'/gamemode 1' means nothing to a person who knows nothing about commands.
'/gamemode creative' immediatly tells you what's going on and what that command will do. It doesn't just streamline commands by losing a lot of the bulk the system has, it also makes commands more generalized and accesible to both new and veteran map creators.
I've gotta agree with you on this one; the command changes are ridiculous.
I have lots of problems when I mess with stuff in 1.13 with friends when I do things like executing entities, obtaining coordinates, giving items special data tags... Hell, I can't even switch damn gamemodes without having issues because I'm so used to just typing 0 and 1
But the truth is that everything is made of a bunch of 1s and 0s. It's just not visible all the time. The changes made to commands are huge and a great leap in what I can agree is the wrong direction; the new commands are going to be very complicated for veteran mapmakers to re-master and the insane specifications for everything is going to drive away new players from commands all together. Nonetheless its still the same system we've all used before, but just its focusing on a more experienced player base.
I don't think I'll ever see commands the same way again, but regardless what are you gonna do about it?
I've gotta agree with you on this one; the command changes are ridiculous.
I have lots of problems when I mess with stuff in 1.13 with friends when I do things like executing entities, obtaining coordinates, giving items special data tags... Hell, I can't even switch damn gamemodes without having issues because I'm so used to just typing 0 and 1
But the truth is that everything is made of a bunch of 1s and 0s. It's just not visible all the time. The changes made to commands are huge and a great leap in what I can agree is the wrong direction; the new commands are going to be very complicated for veteran mapmakers to re-master and the insane specifications for everything is going to drive away new players from commands all together. Nonetheless its still the same system we've all used before, but just its focusing on a more experienced player base.
I don't think I'll ever see commands the same way again, but regardless what are you gonna do about it?
Well that is a bit over dramatic... I may not be a super heavy command user but I do switch game modes all the time and within a few hours that is already relearned. And I have actually picked up more commands and knowledge because the game is actively telling me what things do and what I am doing wrong. You say this will hurt new people but as a new person I don't have to look up lengthy tutorials and can teach myself the system, I don't see how this hurts me
As a person who uses the numbers for /gamemode, this is infuriating
Same. Even if it was necessary for some commands to be modified, /gamemode has nothing to do with blocks and items. So I don't see why the numbers and letters for the mode argument had to be removed.
Also, it seems that /toggledownfall is gone as well.
Same. Even if it was necessary for some commands to be modified, /gamemode has nothing to do with blocks and items. So I don't see why the numbers and letters for the mode argument had to be removed.
Also, it seems that /toggledownfall is gone as well.
For now, those are my only complaints.
gamemode was changed becasue as someone new to the system what the heck does gamemode '1' mean? what does it do? gamemode creative is understandable and can be translated to any language, as for why they just didn't add creative and keep 1 it creates an inconsistent experience and also could potentially change if there was another gamemode added
as far as toggledownfall goes it was a redundant and almost useless command.
/toggledownfall
Removed. It was always used to stop the rain, then make you frustrated in a minute when it's raining again.
Well that is a bit over dramatic... I may not be a super heavy command user but I do switch game modes all the time and within a few hours that is already relearned. And I have actually picked up more commands and knowledge because the game is actively telling me what things do and what I am doing wrong. You say this will hurt new people but as a new person I don't have to look up lengthy tutorials and can teach myself the system, I don't see how this hurts me
If it works for you, you do you. I just think that when someone is given the option to learn a command system and do things past the limits of the basic game, they might just do it. If the entire thing predicts all their movement, pops up lists of commands, and they are restricted to only single keywords and not more than one way to do it, they might just give up entirely seeing it as too complicated.
I mean after learning it again, it hasn't bothered me much besides me having to continuously look up more tutorials because I need to know about data tag configurations for everything now. But nonetheless some people might be turned away.
New command that replaces /entitydata and /blockdata
Has the following subcommands:
merge <target> <nbt> acts the same as /entitydata//blockdata used to. Merges new NBT onto the target.
get <target> prints the full data for the target
get <target> <path> [scale] returns the numeric value of a tag at the specified <path>, after multiplying with [scale](default 1)
Data paths look like this: foo.bar[0]."A [crazy name]".baz
foo.bar means foo's child called bar
foo[0] means element 0 of foo
"quoted strings" may be used if a name of a key needs to be escaped
Except it's a broken substitute. I tried converting an existing /entitydata command to the new /data command, and it tells me "Only one entity is allowed, but the provided selector allows more than one". WHAT!?!
So as far as I can tell, you can't alter data on entity types any longer, which I could do with /entitydata. That means /data is no longer valid for what I need to do, and I'm going to have to figure out how to do it with some other command(s).
The biggest problem with Minecraft commands is the lack of clear documentation about what they do and how to use them. The stuff in the Wiki is woefully inadequate and lots of trial and error is often required to find the precise syntax and order to make something work. I had mostly gotten the hang of it, and now I have to go through this fresh hell all over again.
While I generally agree that the current system is a bit of a mess, the thing they really need to improve is their documentation!
The Meaning of Life, the Universe, and Everything.
Join Date:
7/1/2017
Posts:
130
Minecraft:
jjlr
Member Details
To target multiple entities with /data you simply need to wrap it in an execute command, for example /execute as @e[type=phantom] at @s run data merge entity @s {Size:7b} will cause all phantoms to change their own size tag to 7b.
While I generally agree that the current system is a bit of a mess, the thing they really need to improve is their documentation!
You mean other than the MASSIVE doccumentation sheet i linked earlier in this thread that dinnerbone posted? or the interpreter that gives you the sintax of most of its commands? or the /help menu?
You mean other than the MASSIVE doccumentation sheet i linked earlier in this thread that dinnerbone posted? or the interpreter that gives you the sintax of most of its commands? or the /help menu?
The syntax is useless if you don't know what the command does. This documentation might as well be non-existent to most players. It needs to be advertised more.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
The syntax is useless if you don't know what the command does. This documentation might as well be non-existent to most players. It needs to be advertised more.
why would they advertise information on an unfinished beta build to public users? that sounds bound to cause confusion if something changes
You mean other than the MASSIVE doccumentation sheet i linked earlier in this thread that dinnerbone posted? or the interpreter that gives you the sintax of most of its commands? or the /help menu?
That's not documentation. It's just a very basic list of commands, with no example code, no troubleshooting help, and no real syntax guide (like where you need punctuation characters like {} or [] or quotes). And then there's the new context dependent item naming. For example, if you /summon a cod you get a live one, but if you /give yourself a cod you get raw cod. However, there is no actual raw_cod item (even though the game calls it Raw Cod). They still have cooked_cod, so why not raw_cod, or why not just have cod, with item data differentiating states?
Sure, the game tries to help you as you type commands, and sometimes that's great, but other times it's no help at all. It took me hours of trial and error to convert a couple of command blocks I had in my older world (which took hours of trial and error to create previously for the same reasons). One thing that really threw me was getting different behavior in the chat commands and command blocks (due to the new ways execute/run and entityData vs data work).
I think what they're doing is a step in the right direction, and I realize this is still a work in progress, so hopefully when the 1.13 official release drops they'll take some time and work on much more detailed documentation for commands and command block programming.
Yeah, the changes I've seen have been to make command behavior more consistent, easier to have help-text with tab-completion, and in general have better flow. I'm very happy with the data-pack I've created, and we've been using barebones as a drop-in replacement for Spigot's EssentialsX plug-in while we are using Vanilla Snapshots and pre-releases. Other data-packs are doing some incredible things.
If this is someone's idea of "Commands are dead", I think I'd be grateful for a little more dead in my Minecraft.
Answers in red.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I found the changes in the command to be quite unnecessary. I mean seriously, what do we get from disabling numerical gamemode to letter.
Sometimes, i don't understand Mojang.
Infinite blocks and items? sign me up!
I like the new changes. Sure, maps will break, but this is nothing new- it happened from 1.7 to 1.8, 1.8 to 1.9, and 1.10 to 1.11. These are just the next iteration in the command improvement saga.
"/gamemode c" works as well.
I've gotta agree with you on this one; the command changes are ridiculous.
I have lots of problems when I mess with stuff in 1.13 with friends when I do things like executing entities, obtaining coordinates, giving items special data tags... Hell, I can't even switch damn gamemodes without having issues because I'm so used to just typing 0 and 1
But the truth is that everything is made of a bunch of 1s and 0s. It's just not visible all the time. The changes made to commands are huge and a great leap in what I can agree is the wrong direction; the new commands are going to be very complicated for veteran mapmakers to re-master and the insane specifications for everything is going to drive away new players from commands all together. Nonetheless its still the same system we've all used before, but just its focusing on a more experienced player base.
I don't think I'll ever see commands the same way again, but regardless what are you gonna do about it?
Well that is a bit over dramatic... I may not be a super heavy command user but I do switch game modes all the time and within a few hours that is already relearned. And I have actually picked up more commands and knowledge because the game is actively telling me what things do and what I am doing wrong. You say this will hurt new people but as a new person I don't have to look up lengthy tutorials and can teach myself the system, I don't see how this hurts me
Seems like "/entitydata" is no longer in the game. =|
it was replaced and is now more powerful
/data
Same. Even if it was necessary for some commands to be modified, /gamemode has nothing to do with blocks and items. So I don't see why the numbers and letters for the mode argument had to be removed.
Also, it seems that /toggledownfall is gone as well.
For now, those are my only complaints.
https://www.youtube.com/watch?v=E5_xb522jEo
gamemode was changed becasue as someone new to the system what the heck does gamemode '1' mean? what does it do? gamemode creative is understandable and can be translated to any language, as for why they just didn't add creative and keep 1 it creates an inconsistent experience and also could potentially change if there was another gamemode added
as far as toggledownfall goes it was a redundant and almost useless command.
/toggledownfall
If it works for you, you do you. I just think that when someone is given the option to learn a command system and do things past the limits of the basic game, they might just do it. If the entire thing predicts all their movement, pops up lists of commands, and they are restricted to only single keywords and not more than one way to do it, they might just give up entirely seeing it as too complicated.
I mean after learning it again, it hasn't bothered me much besides me having to continuously look up more tutorials because I need to know about data tag configurations for everything now. But nonetheless some people might be turned away.
And yes I'm being VERY over dramatic.
Oh, I get it. The old /data was moved into an execute subcommand and /entitydata and /blockdata replaced it.
Except it's a broken substitute. I tried converting an existing /entitydata command to the new /data command, and it tells me "Only one entity is allowed, but the provided selector allows more than one". WHAT!?!
So as far as I can tell, you can't alter data on entity types any longer, which I could do with /entitydata. That means /data is no longer valid for what I need to do, and I'm going to have to figure out how to do it with some other command(s).
The biggest problem with Minecraft commands is the lack of clear documentation about what they do and how to use them. The stuff in the Wiki is woefully inadequate and lots of trial and error is often required to find the precise syntax and order to make something work. I had mostly gotten the hang of it, and now I have to go through this fresh hell all over again.
While I generally agree that the current system is a bit of a mess, the thing they really need to improve is their documentation!
To target multiple entities with /data you simply need to wrap it in an execute command, for example /execute as @e[type=phantom] at @s run data merge entity @s {Size:7b} will cause all phantoms to change their own size tag to 7b.
You mean other than the MASSIVE doccumentation sheet i linked earlier in this thread that dinnerbone posted? or the interpreter that gives you the sintax of most of its commands? or the /help menu?
just incase you missed it that is here
The syntax is useless if you don't know what the command does. This documentation might as well be non-existent to most players. It needs to be advertised more.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
why would they advertise information on an unfinished beta build to public users? that sounds bound to cause confusion if something changes
That's not documentation. It's just a very basic list of commands, with no example code, no troubleshooting help, and no real syntax guide (like where you need punctuation characters like {} or [] or quotes). And then there's the new context dependent item naming. For example, if you /summon a cod you get a live one, but if you /give yourself a cod you get raw cod. However, there is no actual raw_cod item (even though the game calls it Raw Cod). They still have cooked_cod, so why not raw_cod, or why not just have cod, with item data differentiating states?
Sure, the game tries to help you as you type commands, and sometimes that's great, but other times it's no help at all. It took me hours of trial and error to convert a couple of command blocks I had in my older world (which took hours of trial and error to create previously for the same reasons). One thing that really threw me was getting different behavior in the chat commands and command blocks (due to the new ways execute/run and entityData vs data work).
I think what they're doing is a step in the right direction, and I realize this is still a work in progress, so hopefully when the 1.13 official release drops they'll take some time and work on much more detailed documentation for commands and command block programming.
Note to self: follow flanigomik, up-vote posts.
Yeah, the changes I've seen have been to make command behavior more consistent, easier to have help-text with tab-completion, and in general have better flow. I'm very happy with the data-pack I've created, and we've been using barebones as a drop-in replacement for Spigot's EssentialsX plug-in while we are using Vanilla Snapshots and pre-releases. Other data-packs are doing some incredible things.
If this is someone's idea of "Commands are dead", I think I'd be grateful for a little more dead in my Minecraft.