I'd like to make blast-resistant glass. Since you cannot set the transparency of custom blocks in the current stable version, I wanted to edit the glass.json file in my behaviour pack. Adding all the necessary files for a custom block, but with the identifier minecraft:glass, I set the blast resistance to 999999 but it's still blown up. After some testing, the behaviour pack doesn't influence the block whatsoever. Changing the texture worked though. How can I make something like this work?
That should work! Check whether you have the correct coördinates. The command should be in a repeating, always active command block. That's the one you use when you want to test for something. You can use always active conditional chain command blocks to run any other commands that are necessary.
A good one to use in your case, is to have the repeating command block powered by a redstone block and having one of the chain blocks removing that redstone block. This would prevent the command chain from running more than once.
Hope this helps! Feel free to shoot a message if you need some more help.
All compartments (arms, legs, body, head) are based on 3 rotation vectors. I don't know the exact way to do such a thing, but here is a handy generator where you can adjust the position, then fiddle with it until it is upside down.
are you using a repeating, always active command block? It may be because after 1 time, the blocks are already aligned. Maybe try ```execute as @e[tag=eleBlock] at @s align xyz tp @s ~ ~ ~``` or, as a workaround, kill the blocks once the elevator stops and fill in the floor with blocks. You can then resummon them once the button is pressed
Sorry that it didn't work, I didn't have my pc at hand to test the commands out. I do now, so I'll create the datapack and add a link *as soon as I figure it out. The problem with picture 1 is that there is a space too many, so it selects an entity with an empty name. (does not exist)
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/execute @e[type=snowball] ~ ~ ~effect @p[tag=Hider,r=2] jump_boost 10 1 true
in 1.13 it would be:
/execute as @e[type=snowball] run effect give @p[tag=Hider,r=2] jump_boost 10 1 true
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I'd like to make blast-resistant glass. Since you cannot set the transparency of custom blocks in the current stable version, I wanted to edit the glass.json file in my behaviour pack. Adding all the necessary files for a custom block, but with the identifier minecraft:glass, I set the blast resistance to 999999 but it's still blown up. After some testing, the behaviour pack doesn't influence the block whatsoever. Changing the texture worked though. How can I make something like this work?
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Try setting has_gravity to false in minecraft:physics, this'll disable gravity alltogether
Second, changing the geometry to item_sprite may work, for the rotation issue.
No guarantees on that one though.
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You can always use the "/execute if" command.
In this case:
/execute if score @p win matches 1.. run summon firework_rocket ~ ~ ~
If this isn't what you want, you may need to explain what you do. Your post is a bit unclear
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Yes! With using hidden advancements. If you click here then search for "boat" at the "presets" button, you can see and/or adapt how minecraft did it.
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That should work! Check whether you have the correct coördinates. The command should be in a repeating, always active command block. That's the one you use when you want to test for something. You can use always active conditional chain command blocks to run any other commands that are necessary.
A good one to use in your case, is to have the repeating command block powered by a redstone block and having one of the chain blocks removing that redstone block. This would prevent the command chain from running more than once.
Hope this helps! Feel free to shoot a message if you need some more help.
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All compartments (arms, legs, body, head) are based on 3 rotation vectors. I don't know the exact way to do such a thing, but here is a handy generator where you can adjust the position, then fiddle with it until it is upside down.
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are you using a repeating, always active command block? It may be because after 1 time, the blocks are already aligned. Maybe try ```execute as @e[tag=eleBlock] at @s align xyz tp @s ~ ~ ~``` or, as a workaround, kill the blocks once the elevator stops and fill in the floor with blocks. You can then resummon them once the button is pressed
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The AI for the Giant was removed. However, if you look online there are multiple recreations of the Giant/ Giants with fake AI's
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Is this for single or for multiplayer?
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I'm terribly sorry, but that datapack didn't work because I failed to playtest it after I copied it. This version does work though!
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Sorry that it didn't work, I didn't have my pc at hand to test the commands out. I do now, so I'll create the datapack and add a link *as soon as I figure it out. The problem with picture 1 is that there is a space too many, so it selects an entity with an empty name. (does not exist)
Also -awesome idea and I love to help
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the command is executed from the command block, so the nearest person (to the command block) will get the effect.
Changing if to as and replacing @p with @s will solve the issue.
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It's the same command. Commands haven't (barely) changed since 1.13