Is it possible to use to command blocks to generate villages in other biomes, and so that the generated structures use the surrounding materials like this mod?
Only with some minor tweaks like nothing in a biome with an M or Hills, or even the Jungle (It's too messy and already has temples), the forge building should have nonflammable blocks around the lava pit, and mossy cobble for swamp buildings. I also wouldn't use regular ice as a path so it doesn't melt away from lighting.
Can it be done? I've seen command blocks used to make generated structures, so why not an entire MC village?
I'd be happy to try this out, just give me more info ^.^
Give me as much information as possible specifically/generally (less perferred) on the idea. Ex. how often it does Its action/s or what it can and cannot do. When you've thought of that, reply and I'll try for sure.
If you're talking about the chicken roomba, it's fairly simplistic to describe, not so much to execute. We want the chicken to:
Check if there are item entities lying on the ground within the bounds of the island, and/or within a certain radius of the chicken which can be adjusted to hopefully include a sizeable chunk of the island, whichever is less of an imposition on the generosity of the person trying to figure this out for us. I'm not sure how often it should make this check; maybe once a second? Something that's not going to be a huge load on the server, but often enough that the chicken is doing its job reasonably well.
When it detects an item entity, it goes over to it and picks it up. We were thinking into an actual, literal inventory, but couldn't figure out how to give one to the chicken.
Once it collects a few stacks of items, it carts them over to a specific location where it dumps them in a chest or a hopper to be sorted, in case something we want to keep gets mixed in with the eggs. Since we're anticipating this to be reasonably uncommon but not unheard of my thought was that it should unload its cargo when all its inventory slots are occupied rather than specifically full, since a roomba that just sits there full of eggs waiting for us to drop another 62 leads is counterproductive.
At this point it goes back to work checking for items and gathering them up.
We did figure out giving the chicken a name and making it persistent, but in the interest of completeness we are looking for one that's persistent and silent, and my friend likes the name "Chikie Groundskeeper".
This is a minor consideration and if it's too much trouble then don't fuss yourself about it overmuch, but we were also trying to give him a little hat of some kind, or other visual indicator to set him apart from the other chickens wandering around the island.
I think that's a fairly comprehensive description of what we're trying to get out of this little dude. Neither of us are really programmers, so we don't know for sure what we've missed that would help you make these things happen...thanks for your help either way though.
It would be more within the spirit of what we wanted if the chicken did physically walk over to the eggs and whatnot to collect them.
The hat is not in any way imperative, so if it's going to cause problems just forget it. There's no actual functional purpose to being able to see at a glance which one is the roomba, it's just for looking cute.
It doesn't need to be, but if you use more than one, we will need to be told how to actually set it up.
If I say "yes can they be absolute," can you tell us what we need to change to set up multiple roombas?
What I meant by it having inventory slots occupied is, our conception is that the chicken would pick up the eggs and things, but there are enough regular chickens wandering the island that if it just picked up a single egg and went back to the deposit point that would take forever and basically do nothing at all, so the chicken has multiple inventory slots (I think villagers get eight, kind of thing). But if it waits for its inventory to be FULL, then if it picks up something that's not an egg, it will just mill around until someone drops the rest of the stack of that not-an-egg thing. Would it be easier to just tell it to return to dropoff after a certain interval regardless of how full its inventory is? That would also be fine. I wasn't making any demands about how it got done, I was just trying to foresee problems that would need solving; as long as it does WHAT we need we're not going to look a gift horse in the mouth over how.
We got mob griefing sorted, by the way, we found a way to set creeper explosions to zero. Thanks though!
Instead of having the chicken actually pick them up, I'd recommend having them be teleported into a chest, that way you can make the chicken have a massive inventory (you could instead do a dropper or hopper if you wanted a smaller inventory). Then when the container is full call the chicken back. When it's back deposit all the items from the storage into the retrieval chest, then empty the chickens inventory storage.
Holy ****, thank you so much! We didn't expect you to finish so quickly; neither of us are really programmers so we weren't really sure WHAT we were expecting on time, or how much spare time you'd have to work on it. I can't wait to take this little guy for a spin!
"Still behaves as a normal chicken when not searching for items" is a fantastic touch, part of me hoped but I didn't actually think that would be possible, that's super cute.
at risk of repeating myself i feel posting here might prove more successful, you sir, PandawanFr (or should i now be addressing AbsentFuture?) really look like you know the command block stuff, so here it is:
is there a way that command blocks can be used to teleport a player a certain amount of blocks towards a specified object/location from any position?
i'm asking because i wish to set a "world border" so players are teleported 10 blocks in the direction of spawn ;)...
probably more precisely to tp them to the nearest block that resides within the specified range (range being distance from spawn).
also another version of this might be to tp them to the opposite side of the map so there is a "wrap around" effect going on once a player reached a predefined North/South or East/West?
so far i've seen you achieve the improbable, superskills
I'm not 100% sure what you mean, I think what you're saying is possible though, please explain more in detail. I'm stupid. Also I'd like to know if it's meant to be for a nap or for casual play.
thanks AbsentFuture, more information follows (as you will note when reading, i don't mind redundancies):
i've started a forge server using MC 1.7.10, in earlier versions i could use mods* to create a border whereby a player could not move beyond, limiting the world to a certain size (in this respect i'm writing about all worlds in the world folder, not just the regular "overworld")
if i wish to set the world to a certain size i would like to choose the radius or diameter that the world can grow/generate to (possibly have the world generate a little further than the border so there is no instant cut-off point). i'm thinking about a square or rectangular shape although having a circular one might work well with no extra land beyond the border (in this case perhaps "circumference" could also be a reference), just a void that cannot be entered due to this "border" function.
if i am to think about how to go about achieving this feat (which i have, though as explained my skill in this area is lacking), i would say that a command block that runs "testfor @a" coordinates where x or y=more than(could be bothered to search for the relevant symbol, would much rather write this explanation instead) 1000 or less than -1000, if this returns true then that player is teleported to the nearest block to them which has an x or y value that is within the range -1000 to +1000. so when someone at -1000,~,456 moves to -1001,~,456, they're top's back to -1000,~,456 (i've used the tilde here to denote any coordinate for the y value (vert?) though i'm probably way off here... maybe "*" would have been better for understanding ease.)...
this in the case of a square boundary, i'm quite happy to close the options to a square boundary or a circular one, which every is simplest for coding and/or requires a lesser amount of command blocks and generally other hassles:)
hope this helps to elucidate.
sorry about the multitude of parentheses, i did edit out a load for easy reading.
*indeed there is a mod that can do this, but i don't wish to add this for other reasons... them mostly being that it also adds a shiton of other other things that i'd have to manually remove to be happy. well thanks again of course i know that you'll at least take the time to read:)
wowser how absolutley mindbogglingly awesome is this, i'll not be able to get around to attempting implementation of this method myself for maybe a couple of daves, you state it's created with 1.8.8... would this make it significantly different to 1.7.10?
where's the "love" button i feel i have to give it a bash for you?
This was made for 1.8, I should probably have asked this beforehand. Why do you need 1.7? Mods? Chances are that they'll clash with the command blocks anyway...For 1.7, read the PM I sent you. If you were to take this contraption and magically paste it into 1.7, you'd most likely get crashes or contraption that simply doesn't work. This contraption relies heavily on features not yet implemented in 1.7. Terribly sorry T^T
that doesn't take anything away from the amount of awesome you've displayed, the thread states this is for vanilla so more thanks are offered your way for not giving me a verbal spanking. everything is awesome
i have a feeling you’re just the right person to help me with some other command block stuff i’ve tried to do as well as the simple tp to spawn:)
a brief of what i’m trying to achieve:
when a player enters an area* they’re given 1000 xp, no xp give upon re-entering the area;)
i’ve set it up by having a timer pulsing to a command block with “scoreboard objectives add PN1 dummy” and to a command block with “testfor @p[r=10,score_PN1=0], the first command block outputs to a comparator which inputs to 2 more command blocks, the first of which is set “xp [email protected][r=10]” and the second “scoreboard players set @p[r=10] PN1 1.
the dummy objective set so this can be reproduce over many different locations.
i figure this is the cleanest or most compact way of doing things, cleanest because it’s not necessarily going to give the right player the xp if someone else is hanging around and compact because it uses 4 command blocks
when a player moves too far from “spawn” (including other dimensions) teleport them back to spawn and give them a sandwich with the achievement “adder sandwich”.
not a clue how to go about this but my efforts just got so far as having a block testfor rm=1000 outputting to a comparator going to another command block with the tp back to spawn command (tested as 0 5 0 on a flatworld).
“stop a dimension from being entered”
this doesn’t actually stop players from entering a dimension but does teleport them to a point in the nether where a “jail” can be built from bedrock, so the only option is to go back through to the “overworld”.
this is placed in the dimension to “ban”
a timer pulses to a command block with “testfor @a[x,y,z,rm=1]
this outputs to a comparator that inputs to a command block with “tp @p x y z(or “tp @a, i forget)
a nether portal portal block is place at the coordinates x,y,z
i’m sure all of this is much too messy, sorry if it’s offensive
as for roomba chicken, i've not spent the time to research but think both sound good... possibly together;)
*i’m not using vanilla and just mention this because i’m thinking about have 6 dimensions “banned” and xp awards for finding areas specific to about 30 other dimensions;)
Well, you got the first one right already... So why are you requesting it? Also, instead of using the r= you could us x y z dx dy dz which would allow you to do in an area between the two points (which is easier to manage).
As of the second one, It's not very clear but I'm guessing you want to do a specific action when a player gets out of a certain zone? Well did you see Absent future's World Borders creation (which is on this thread btw), it searches when a player is too far away and tps back to the spawn. You could use that and modify some of the command blocks.
And lastly, I see one solution to prevent players from going to the nether, but it will also prevent players that need to go to to your jail. It would be to execute detect a nether portal block and replace it with air, maybe you could add a team called banned and so you would execute to anyone that doesn't have the team banned with this selector @a[team=!banned] (not tested). And because you want that to work with any portals even from mods that lead to other dimensions, well you could just copy the same command (the execute detect one) but replace the nether portal block by the id of the portal block of the mods.
Anyways, hoped that helped, I hope you are able to do this by yourself, if you need any help, we'll (as in everyone on this thread I hope) be glad to help you!
oh dear, i'm afraid i've not been explaining things very well at all:/
the first one, i thought this might not be the best way to do it, as you're saying i've got it i'm thinking this is best though i thought perhaps there might be a way to achieve the same result with a smaller setup. so that's cool.
thought maybe something like
the second one was supposed to be me responding to the post from AbsentFuture about the World Border thing you mention they have messaged me, i think i'll need to reread my inbox and the rest. thought maybe something like /testfor @a[rm=1000] tp 0 60 0
but, but with some sort of "execute" provisor? i'm quite useless as is now abundantly obvious. edit here, in reading the first spoiler from AbsentFuture i think i found the answer... lawks
lastly, i'm not trying to prevent people from entering the nether, just using the nether as a stop-off point between dimensions after entering a "blacklisted" dimension (i think i should have use the End for better example of of a blacklisted dimension), i did it this way because teleporting directly to another dimension doesn't appear to be supported by the command block...
interesting idea there though about stopping people from creating portals, i may very well use this anyway:)
The Meaning of Life, the Universe, and Everything.
Hey so i was hoping you could help me i wanted to make a "blood moon" mode (yes i know it already exists) but with a few modifications, for example when its a blood moon Horses will turn into zombie horses/ skeletal horses, bunnies will become killer bunnies, cows and sheep will be upside down (dinner bone) and villagers will become zombies, skeleton or witches (depending on what type of villager they are Ex. Blacksmith = zombie, alchemist = witch) i had other ideas too, like warewolfs (a whole other can of worms) and replace the rain with blood (redstone affect)