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    posted a message on [1.15.2] summoned item nbt changed when picked up

    Never mind...I'm a goof. I forgot I had changed the command in game to something similar that most certainly should not have worked and forgot to change it back. I does indeed work.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] summoned item nbt changed when picked up

    Good catch. Thanks. However, it's still not seeing it. Here's the give command that executes if the player drinks the milk:


    execute as @a at @s run summon minecraft:item ~ ~ ~ {NoGravity:1b,Age:-32768,Tags:["evilmilk"],Item:{id:"minecraft:milk_bucket",Count:1b,tag:{display:{Name:'{"text":"Warm Milk Of Chaotic Doom","color":"dark_red","bold":true,"italic":true}',Lore:['{"text":"Milk from the Udders of Evil.","color":"white","italic":true}']},HideFlags:63,evilmilk:1b,Enchantments:[{id:"minecraft:thorns",lvl:10s},{id:"minecraft:sharpness",lvl:10s},{id:"minecraft:smite",lvl:10s},{id:"minecraft:knockback",lvl:10s},{id:"minecraft:efficiency",lvl:10s},{id:"minecraft:unbreaking",lvl:10s},{id:"minecraft:power",lvl:10s},{id:"minecraft:punch",lvl:10s},{id:"minecraft:flame",lvl:10s}]}}}


    The item is detected in the player's inventory without issue with this command:


    execute as @a[nbt={Inventory:[{tag:{evilmilk:1b}}]}] run setblock -16 39 23 minecraft:redstone_block replace


    Before/if the player drinks the milk, the item is summoned on the map with this:


    summon minecraft:item -11 34 36 {NoGravity:1b,Age:-32768,Tags:["evilmilk"],Item:{id:"minecraft:milk_bucket",Count:1b,tag:{display:{Name:'{"text":"Warm Milk Of Chaotic Doom","color":"dark_red","bold":true,"italic":true}',Lore:['{"text":"Milk from the Udder of Evil.","color":"white","italic":true}']},HideFlags:63,evilmilk:1b,Enchantments:[{id:"minecraft:thorns",lvl:10s},{id:"minecraft:sharpness",lvl:10s},{id:"minecraft:smite",lvl:10s},{id:"minecraft:knockback",lvl:10s},{id:"minecraft:efficiency",lvl:10s},{id:"minecraft:unbreaking",lvl:10s},{id:"minecraft:power",lvl:10s},{id:"minecraft:punch",lvl:10s},{id:"minecraft:flame",lvl:10s}]}}}


    Neither the summon or give items are being detected with:


    execute as @e[type=minecraft:item,nbt={Item:{tag:{evilkmilk:1b}}}] at @s if block ~ ~-1 ~ minecraft:chiseled_stone_bricks run say hi


    Sorry for the book and thanks for helping out.

    Not sure why the b /b is in there...but ok. Just ignore those.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] summoned item nbt changed when picked up

    So I was wise then giving it a custom tag of evilmilk:1b. The issue came about because I want to have the player drop the item on a specific block and I was trying to execute a command as that item if the block was ~ ~-1 ~ and it wasn't working out. Which made me try detecting the evilmilk tag.


    I just tried this but it's doing nothing:


    execute as @e[type=minecraft:item,nbt={Item:{tag:{evilkmilk:1b}}}] at @s if block ~ ~-1 ~ minecraft:chiseled_stone_bricks run say hi

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] summoned item nbt changed when picked up

    Hey folks! So I summoned an item with a tag "evilmilk." If I don't pick it up and run kill @e[tag:evilmilk] the item is killed as expected. If I summon the item again and pick it up then drop it again; I run the kill command again and it doesn't get killed. How do I stop the item from losing it's "evilmilk" tag?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] bundled resources [SOLVED]

    Okay, so this may be a Mac OS thing, but I figured out what the problem was. The way I originally did it should work as intended for most PC users. I'm on Mac, though and I'm not sure if that is the real cause, but the fix is:


    When creating the resources.zip, instead of creating the folder then dropping the files in, go into the resource pack you want to bundle and highlight the assets folder and the mcmeta file. Right-click and compress the 2 items. Then, rename that zip file to "resources." Now, you can drop the resources.zip into your save file and it should work. Not sure why it has to be done that way, but hopefully this is useful to someone else.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] bundled resources [SOLVED]

    Not sure if this is the right place to ask this. I'm trying to include the resource pack I made with my map. I watched a tutorial (the only one apparently in existence) and I created a folder called "resources" and put the assets folder and the mcmeta file inside. I zipped the resources folder and dropped it directly into the save folder. Nothing happened. Can someone help me out?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] Problem with player detection going vertically

    Thanks for the suggestion. I ended up changing the value to 2 and that yielded the desired result. It's weird because minecraft has other weird positioning rules that I can't seem to figure out too. I've tried positioning invis slimes as door blockers with specific double or float values and it just seems to place the slime either smack dab in the center or half way. I can't seem to get any more precise than that and it's pretty annoying at times.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] Problem with player detection going vertically

    Hey guys! I've use the execute if command so much I thought I knew it but I just discovered something about it that doesn't seem to make sense to me. I have a command that is supposed to detect when a player reaches one block from a specific block.


    execute if @a[x=8,y=8,z=8,distance=..1] run setblock blah blah blah


    I've done this a million times, but never from the position of the player going vertically which is how I caught the problem. I've noticed that the command will only trigger if the player is one block to the west or one to the north. Standing one block away on the south, east, up, down sides of the block...nothing. This doesn't seem right. Anybody know what's up with that? I assume this has something to do with the micro coords of a block but I thought that you had to use whole values for x y z in the case of an "if" case and assumed it would choose the dead center of the block or each of it sides.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] Looking for game reliable testers for a horror map.

    The constructive criticism is kinda important, but seeing as your the first to reply...sure why not. First time calling for testers (first time passing off a map file) so not really sure of proper procedures. Whats the best way for you to receive a save file? Email? Discord? Smoke signals? Carrier pigeon? Email would be easiest for me. Also, if your comp isn't super fast, I suggest running optifine. Not necessary, but helpful. Plus, you get the added bonus of ambient light from held items, which adds a creepier tone to the map. The map is 98-99% done. The plot lines are finished (not my best story and not my worst but I wrote it as I went to fit it to the commands I wanted to test), but there are a few known bugs that I'm already working to fix. I'll give you details on the known bugs so you know what to watch out for and how to safely bypass them.

    Posted in: Maps Discussion
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    posted a message on [1.15.2] Looking for game reliable testers for a horror map.

    First time adventure/horror map maker and I wanted to scare some folks for no good reason. I got a bit carried away and ended up making a pretty expansive/long horror map called Anomaly (learned a lot though). Roughly 1-4 hours of game play, multiple endings, numerous different paths, and has the pace and feel of a horror movie (a very cubic horror movie). Considering the size of the game, I would appreciate the help from some reliable testers who can try to break my game while following the rules and then give me feedback on bugs, constructive criticism, design, or literally anything that you feel would be helpful (the more info the better). Extra points to a redstone/command buff who can give me feedback on better and less resource demanding command structure ideas (probably won't change it for this map but would be good info for future maps). If you're interested, reply here and I'll hook you up with the save file and some contact info to send feedback. Never done this before and I'm not 100% how these things go, so please, serious offers of help from those who will "leave no stone unturned" with finding bugs and game breaks and be able to describe the issue well enough for me to fix it. Also, the content and dialogue of the game are fairly "adult", so I would prefer the testers be of an appropriate age (don't want any angry letters from parents who don't pay attention to what their kids are doing). Of course the help will be greatly appreciated and I will give credited thanks and/or an easter egg of your choice somewhere in the game. Thank you.

    Posted in: Maps Discussion
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    posted a message on [1.15.2] Looking for someone who can make a trailer for my horror map

    The title says it all. Just about finished with my horror map, ANOMALY, with anywhere in between 1 and 4 hours of game play. Looking for someone trustworthy with the "know-how" and creative eye to make a 20-30 sec trailer. This is my first map and I want to do it right with good trailer to get the word out. Anyone with the chops willing to help me out?

    Posted in: Maps Discussion
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    posted a message on Q:Is there a way to use Endgateway to TP to another dimension ?

    I have done something similar before. I made and end gateway and used a repeating command block to TP the player when they were a block or two from said gateway. Use /execute in <overworld|the_nether|the_end> if entity @a[x=#,y=#,z=#,distance=..#] run tp <target> <location>.


    @a[x=#,y=#,z=#,distance=..#] this should be the rough coords of the gateway and your distance can be however far from that point you want the command to trigger. The final <location> should obviously be the coords within that realm that you want to go. Doing it this way requires only one repeating command block. Hope this is helpful.

    Posted in: Maps Discussion
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    posted a message on [1.15.2] Item detection problem
    Quote from Megacrafter107»

    You will need a scoreboard objective:

    /scoreboard objectives add count dummy


    then, paste this command into a repeating command block (set to always active):

    /execute as @a store result score @s count run clear @s minecraft:prismarine_shard 0


    attach a chain command block to the repeating one (also set to always active) and paste this command in it:

    /clear @a[scores={count=13..}] minecraft:prismarine_shard


    This worked great for the first part of my idea but now I'm confused again. I want to take this concept and apply it to a hopper but having a hard time wrapping my head around it. The player throws13 or more shards into a hopper and it triggers an event which would include clearing the hopper (which I can work that bit out). Still very new to playing with scoreboards and i'm not having a good time finding clear answers elsewhere and you guys always have solid advice.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] Item detection problem

    scratch that. I figured it out. For anyone else with a similar problem, no "tag:"


    execute as @a store result score @s count run clear
    @s minecraft:prismarine_shard{display:{Name:"{\"text\":\"Tesseract
    Shard\"}"}} 0[/b]


    thanks again guys.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.15.2] Item detection problem
    Quote from Megacrafter107»



    then, paste this command into a repeating command block (set to always active):

    /execute as @a store result score @s count run clear @s minecraft:prismarine_shard 0




    What would this look like if the shard has a custom name? I tried:


    execute as @a store result score @s count run clear @s minecraft:prismarine_shard{tag:{display:{Name:"{\"text\":\"Tesseract Shard\"}"}}} 0


    but that didn't work. What did I miss?

    Posted in: Commands, Command Blocks and Functions
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