• 1

    posted a message on Butler service - data merge entity does not work how i want it...

    You can add if block ^ ^ ^1 air to the tp command to only run if the block the Butler is facing towards is air. This won't work if blocks such as carpet or grass is placed, so keep it just air.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on filepath for server functions?

    https://minecraft.gamepedia.com/Tutorials/Creating_a_data_pack


    You probably have an error involving the pack.mcmeta, but could be many other things. Use these links for help with creating your datapack.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Alternative to invulnerability?

    I know how to detect if an entity has taken damage. Detect if they have {HurtTime:10}


    Alternatively, to gather the exact amount of damage that was taken, you will need two scoreboards. One that stores entities' max health and one that stores their current health. Subtract the max health by the current health and if it isn't 0, it will give you the exact number of damage the mob took. (If you are interested in this and don't understand it, ask me. I don't have much time right now.)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Alternative to invulnerability?

    Give it an nbt tag of: {AbsorptionAmount:2147483647f}

    That gives it over two billion health, making it impossible to kill.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Detect Someone Saying Something

    One easy alternative to this is by detecting if a player writes "tnt pls" in a book and quill. That would be detectable.

    First command goes in a repeat, always active command block, second one is chain, always active. Make sure the arrow for the first command block faces the second command block.

    /execute as @p[nbt={SelectedItem:{id:"minecraft:writable_book",Count:1b,tag:{pages:["tnt pls"]}}}] run give @s tnt 3600
    /execute as @p[nbt={SelectedItem:{id:"minecraft:writable_book",Count:1b,tag:{pages:["tnt pls"]}}}] run clear @s writable_book

    Tell me if you have any problems with this.

    Posted in: Commands, Command Blocks and Functions
  • 2

    posted a message on How do you stay entertained on Minecraft?

    I enjoy creating stuff. Playing maps and mods is one thing, but creating them is much better, in my opinion. I make datapacks and commands for maps. I enjoy watching my creations develop and become something. I aspire to many amazing people, and maybe, just maybe, I will become aspired to.


    Start creating stuff. Even if you aren't good at making maps, try. You'll get better. You know the saying, "practice makes perfect". It is quite true when it comes to creating stuff in Minecraft. If you don't like building maps, maybe try commanding them. Commanding is hard to start and understand, but if you study it and practice it (which is fun IMO), it will pay off. Maybe you're a good artist, make a resourcepack. Maybe try creating 3D models. If you are really technical, create a mod. It doesn't matter if nobody likes your creations because they will suck if you have no practice. But, if you try hard enough, dedicate enough time, and practice enough, you might create something people love.


    TL;DR: Create stuff, whether it's a map, a mod, a resourcepack, or something else. Practice it and you will get good at it.

    Posted in: Discussion
  • 0

    posted a message on Global Warming Simulator Mod

    Global Warming Simulator Mod


    The more you use redstone, furnaces, and remove wildlife and plants, it will set an increasing global pollution score. As pollution increases, plants grow slower, plants sometimes die (turn into dead bushes), trees may lose all their leaves, animals occasionally get wither effect, and, eventually, players cannot wonder around in natural air for too long without air purifiers or the breath (as used in vanilla in water) will go down. If it reaches 0, player gets weakness, slowness, and mining fatigue. Maybe grass could become browner and duller.


    Now, I only know the basics of Java and I know nothing about modding. This probably will be difficult, so if you want to attempt this, cherry pick the best ideas of mine for a global warming simulator mod.


    Perhaps machines from tech mods could increase pollution, but I see that being much more difficult.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on ↑↓The Anti-Gravity Survival Challenge↑↓

    Thank you for reminding me!

    Posted in: Survival Mode
  • 4

    posted a message on Player Kill Point System

    This system works if there are two seperate teams and no more than two.


    To setup the system, type all these commands in chat.

    /team add red

    /team add blue

    /team modify red color red

    /team modify blue color blue

    /scoreboard objectives add killedByRed killedByTeam.red

    /scoreboard objectives add killedByBlue killedByTeam.blue

    /scoreboard objectives add points


    Now put these commands in command blocks as repeat, unconditional, always active and make sure the chunk is always loaded by using /forceload add ~ ~


    /execute as @a[scores={killedByRed=1..}] run scoreboard players add Red points 30

    /execute as @a[scores={killedByRed=1..}] run tellraw @a [{"text":"Red added 30 points to their score, making Red's total ",{"score":{"name":"Red","objective":"points"}}}]

    /execute as @a[scores={killedByBlue=1..}] run scoreboard players add Blue points 30

    /execute as @a[scores={killedByBlue=1..}] run tellraw @a [{"text":"Blue added 30 points to their score, making Blue's total ",{"score":{"name":"Blue","objective":"points"}}}]

    /scoreboard players reset @a killedByRed

    /scoreboard players reset @a killedByBlue


    If you wanted something different, just tell me.
    I must also point out I cannot promise you a perfect system with this, as it would take me some more time of experimenting.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on ↑↓The Anti-Gravity Survival Challenge↑↓


    I haven't seen much new survival challenges out recently, so I thought I would make my own with a very simple concept: What if everything didn't have gravity? This can be easily achieved. In fact, it only uses one command block (not a "one command creation", it literally just uses 1 /execute command in a command block).




    You don't have to do anything, the command does it for you.
    All entities, other than players, have no gravity. If a pig walks off a mountain, it will just float. If you shoot an arrow, you won't have to worry about predicting gravity--because there is none. See how different one command can make minecraft. See what it would be like...if Minecraft mobs didn't have gravity!



    One annoying part of this challenge is collecting items. Items will float up a few blocks, then stop and float in air. Just get clever with collecting items. Another annoying part is mobs. If they walk off a block, they won't fall, they'll float. This makes the bow a highly useful weapon. Arrows don't have gravity so you will just need to get your crosshair on the enemies.

    Perhaps the most overpowered things for early game, even late game, are mounts. Mounts (horses, pigs, boats) are extremely powerful for one reason--they float. I would say the best mount is the boat. This is because it costs 5 wooden planks and can allow "flight". Pile up a few blocks or go on the top of a mountain, place a boat, and ride it. You can move the boat at a decent speed and you won't have to worry about terrain, and the only mob you need to worry about is the Phantom which should be easy to prevent.



    In the late game, mob farms won't be so easy to make. Neither will automatic farms because items float up a few blocks. Tridents are okay as melee weapons, but don't even dare throwing them. Sure, they won't have gravity...okay? Now throw it in the sky. Say goodbye to your trident, because even with the Loyalty enchantment it won't come back to you. Not so loyal after all.

    One thing I have had particularly fun experimenting with is TNT cannons in anti-gravity. You can't use the standard designs, you have to use a slightly more expensive design: the slime block TNT cannon.


    To start, do /gamerule commandBlockOutput false.

    Now do /give @s repeating_command_block
    Then place it down, and set it to repeat, unconditional, always active.
    Then copy and paste this command

    execute as @e run data merge entity @s {NoGravity:1}

    and you're set!



    Did you think of any other fun things about this challenge? Tell me :)

    -Ender

    Posted in: Survival Mode
  • 0

    posted a message on what does the different "paths" mean in /data command?

    It is difficult for me to explain everything.

    Here's an answer I copied from here.


    This answer not only describes /data modify, but also NBT paths, branching NBT paths and NBT in JSON, because these features are all linked and to understand any of them fully, you need to at least know a bit about the others.

    [header=r]

    The first big advantage of /data modify is that you can edit NBT without completely overwriting it. For example I used it in this answer to modify only one specific number of a trade of a villager (or actually all trades, because 1.14 also adds the ability to do things with multiple NBT paths at once):

    /data modify entity <selector> Offers.Recipes[].maxUses set value 1000000

    This command changes only the maxUses tag of the trade, unlike /data merge, which requires you to write the entire trade new.

    The second big advantage is that you can copy entire NBT compounds from one location to another. In this answer one of the steps is to copy item data from one chest to another:

    /data modify block 0 0 0 Items append from block 12 34 56 Items[{Slot:4b}]

    This command copies the NBT data from slot 4 of a chest at coordinates 12 34 56 to slot 4 of a chest at 0 0 0, including the count, all item tags and so on.

    The third big advantage is that you can do basic string manipulation, for example you can copy strings from one location in NBT to another. An example is at the end of this answer.

    [header=r]

    Now a more formal definition:

    /data modify block <pos>

    This modifies the NBT of a block at coordinates <pos>, for example 0 0 0.

    /data modify entity <target>

    This modifies the NBT of an entity selected with <target>, for example @e[type=item,sort=nearest,limit=1]. This selector only allows one entity for reasons I don't know. It's not enough that the selector happens to just match one entity, you have to explicitly use @p, @r, @s or limit=1. You can still use it for multiple entities with execute as <selector> run data modify entity @s.

    /data modify (block <pos>|entity <target>) <path>

    This <path> is an NBT path like Offers.Recipes[0].maxUses, which makes the command only operate on that path, without affecting anything above, like Offers.Recipes[1].rewardExp. The syntax is also not explained well in the wiki, so here's a quick summary. Skip to the next separator line if you already know everything about NBT paths, even in 1.14.

    [header=r]

    /data get block 0 0 0 without a path prints to chat all the NBT data of the block entity of a container at coordinates 0 0 0, for example:

    {x:0,y:0,z:0,id:"minecraft:chest",Items:[{Slot:0b,id:"minecraft:stone",Count:1b}]}

    data get block 0 0 0 Items prints only the NBT compound Items, if it exists (I won't list all the possible errors here):

    [{Slot:0b,id:"minecraft:stone",Count:1b}]

    The return value (used mainly in /execute store result) of this is the length of the compound or list, for example in this case it would be 1, because there is only 1 stack of items in the chest. This command returns 3 and prints the first element of the list of items to chat (because lists are 0-indexed, they count "0, 1, 2, 3, …"): /data get block 0 0 0 Items[0]

    {Slot:0b,id:"minecraft:stone",Count:1b}

    You can go deeper with periods: /data get block 0 0 0 Items[0].Count:

    1b

    In theory you could also put two list indices in a row, like foo.bar[0][0].lalala to get the lalala tag in the first element of the first element of the bar list in the foo tag, but as far as I know, no Vanilla entities or block entities use lists directly in lists.

    And now the fancy 1.14 bits:

    You can use NBT in JSON now, like this:

    /tellraw @s {"nbt":"Inventory","entity":"@s"}

    This tells yourself your own inventory.

    You can then also get a JSON list of all individual slots:

    /tellraw @s {"nbt":"Inventory[]","entity":"@s"}

    So far this is pretty useless, because it's just differently formatted, but there are useful examples for this (one is my villager answer) and you can also filter, like this:

    /tellraw @s {"nbt":"Inventory[{id:\"minecraft:stone\"}]","entity":"@s"}

    This prints a list of all slots that contain stones.

    [header=r]

    Back to /data modify:

    /data modify (block <pos>|entity <target>) <path> set

    The simplest case, similar to /data merge, except that it only operates on the specified path.

    /data modify (block <pos>|entity <target>) <path> merge

    Very similar to set, except that it does not delete things that you don't specify. Example:

    /data modify block <pos> Items[0] merge value {tag:{display:{Name:"{\"text\":\"Test\"}"}}}

    This renames the first item in the container at those coordinates to "Test", without affecting its type, count or position in the container. set would try to replace the first item entirely with one that only has a tag tag, which doesn't work, so it deletes it. I'm sure there are good uses for set as well.

    /data modify (block <pos>|entity <target>) <path> append

    This one adds an element to an existing list, for example you could give a villager an additional trade. Specifically, this adds it to the end of the list, which matters for villager trades, the arrangement of passengers, banner patterns, lore lines, book pages and probably more.

    /data modify (block <pos>|entity <target>) <path> prepend

    Same as append, but it adds to the beginning of the list.

    /data modify (block <pos>|entity <target>) <path> insert <index>

    This inserts an additional element into a list at a specified index. All items that had this or a higher index before will get shifted to have an index that is 1 higher. So for example insert 2 value 42 would change a list like "0,1,2,3,4,5" to "0,1,42,2,3,4,5", because you added 42 in position 2 (again 0-indexed) and moved everything else to the right.

    /data modify (block <pos>|entity <target>) <path> (set|merge|append|prepend|insert <index>) value <value>

    Here you can specify exact NBT, for example to set the maxUses tag of a villager's first trade to 1000, you would use this command:

    /data modify entity @e[type=villager,sort=nearest,limit=1] Offers.Recipes[0].maxUses set value 1000

    Or to overwrite the entire first trade, you do this:

    /data modify entity @e[type=villager,sort=nearest,limit=1] Offers.Recipes[0] set value {buy:{id:"stone",Count:1},sell:{id:"diamond_block",Count:64},maxUses:1000}

    And now the second big advantage, copying NBT:

    /data modify (block <pos1>|entity <target>) <path> (set|merge|append|prepend|insert <index>) from (block <pos2>|entity <target>) <path>

    This copies the selected NBT element to the other location. Example:

    /data modify block <pos1> Items set from block <pos2> Items

    This makes one container a copy of another. Another example, these this command copies the custom name from the closest villager to the closest cow:

    /data modify entity @e[type=cow,sort=nearest,limit=1] CustomName set from entity @e[type=villager,sort=nearest,limit=1] CustomName

    This basic string manipulation was previously impossible, because you couldn't do anything with strings other than setting it or checking for exact values. Now you can also compare two strings, by first copying one of them somewhere, then trying to copy the other to the same target. If the success value of the second command is 1, then the second command wrote something different to the target than the first one, so the two strings are not the same.

    [header=r]

    Thanks to the Minecraft developers Slicedlime on YouTube and Boq on Discord who cleared up the difference between /data modify … set and /data modify … merge! Minecraft wiki user Liachmodded has created a first draft of a new wiki page layout for the /data command based on this answer, so you can see it in a tree view: https://minecraft.gamepedia.com/User:Liachmodded/TreeCommandWIP

    P.S.: Did you know that negative list indices work now? /data get entity @s Inventory[-1] prints the item in the last filled slot from your inventory to chat and /data modify entity @e[type=villager,sort=nearest,limit=1] Offers.Recipes insert -3 value {buy:{id:"stone",Count:1},sell:{id:"diamond_block",Count:64},maxUses:1000} adds an additional villager trade before the last two existing ones.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [Can't be SOLVED] Detect when creeper is about to explode

    You can detect at every creeper if there is a player nearby for a certain amount of time, but comes with flaws such as:

    • If a player is within a few blocks' range from any creeper, even seperated by a wall, it would be detected.
    • Tricky to do
    • Overall glitchy
    • More untested bugs

    Tell me if you'd like to know the commands.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Need commands for One Player Sleep on Realms 1.14

    You don't need to reset. Download your world as a backup, then add the datapacks to the backup, then import it.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Items that look like other things

    Empty map as paper

    Posted in: Discussion
  • 0

    posted a message on New Creative Realm! Build Anything! JAVA

    IGN: EnderTheLord

    Discord: Ender#2867

    Posted in: Minecraft Realms
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