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    posted a message on [1.14.4] How do I change the direction / facing of a shooting Shulker Bullet?

    I don't believe you have to specify both the XYZ and the L/M. Do your "L" and "M" tags point to an actual entity, or are they just random values? If no entity exists with a UUID of that L/M, the shulker bullet will get confused as to what to target and just move down.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How can I add titles to people that enter an area? (With command blocks)

    You would probably have to add a scoreboard to store onto the player when the title runs. To save command block space, you could turn this command into an execute store success command.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.14.4] How do I change the direction / facing of a shooting Shulker Bullet?

    I believe you could change the target so that it will go toward a specific entity. If the target is unspecified, it just goes down.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How do I make a self refreshing container with randomized loot?

    The only way to create randomized loot is to create a loot table. They are implemented through a data pack, and they are quite complicated, so consider using a generator such as this one:


    https://minecraft.tools/en/loots.php


    To refresh chests, you could place an empty chest with your loot table specified in the loot table nbt tag. If you attach that command to a timer, you should be able to do it every certain amount of time.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on What's so special to a mushroom island?

    Giant mushrooms can also be useful for aesthetics (they generate in mushroom islands). Mining the blocks with shears or silk touch will allow you to take the block itself, while mining normally has a chance to drop more mushrooms.

    Posted in: Survival Mode
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    posted a message on What's so special to a mushroom island?
    Quote from Yu_Katsuragi»

    I rather eat Cooked potatoes,



    cause

    -Mushroom soup is not stack-able and hard to contain while you are mining.


    It has some disadvantages, just like any other item in minecraft. Potatoes are only obtainable initially from villages, and they don't give many hunger points.

    Posted in: Survival Mode
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    posted a message on What's so special to a mushroom island?

    I forgot to mention that mushrooms can grow in the sun when planted on mycelium. Otherwise, you would need to plant it in the dark for it to grow into a giant mushroom.

    Posted in: Survival Mode
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    posted a message on Is protection 2 good enough to beat the Ender dragon?

    It's possible with unenchanted diamond armor. As long as you bring a bow, plenty of arrows, and a ton of blocks for stacking up, you should be fine. Just avoid the fireballs and dragon breath. Blast protection may be better if you could get it.

    Posted in: Survival Mode
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    posted a message on What's so special to a mushroom island?
    Quote from Yu_Katsuragi»

    How is it similar to Golden apple?


    If I recall correctly, it gives slight regeneration when eaten. That may have been removed, though.


    At any rate, it is a very good food source as it gives a lot of hunger points with good saturation.

    Posted in: Survival Mode
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    posted a message on Death messages

    This thread might be better in the forum game section. You can request it to be moved by reporting it and selecting the correct option for the reason.

    Posted in: Creative Mode
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    posted a message on What's so special to a mushroom island?
    Quote from Yu_Katsuragi»


    I rather have hostile mobs tho, I like killing stuff. but About mushroom cows actually, all I want is the benefits like their milk and meat.


    wait do they drop mushrooms?


    You can shear mushrooms from them and they turn into regular cows. They may drop mushrooms, but I'm not sure.


    As for the original question, many people like them because of the giant mushrooms. They also may like the look of mycelium. And then there's the mooshroom thing.


    More mushrooms mean more mushroom stew, an item similar to a golden apple.

    Posted in: Survival Mode
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    posted a message on Remove AFK Fishing

    I have a couple of methods that this could happen:


    First of all, fix the AFK detection system to detect keystrokes instead of movement. I've seen AFK farms that cause infinite movement, so the game never kicks them because it thinks they are still pressing the keyboard. I wouldn't imagine this would require many changes in programming.


    Second, you shouldn't be able to hold the right-click button to put the fishing rod in and out at rapid paces. You should have to release the button first and then press down on the button again in order to switch the fishing pole state. This would break the AFK farms that simply remap the controls and then place an object on the key. Another solution for this would be to detect key releases only, in contrast to any keyboard input. So holding down a key wouldn't work to prevent being kicked. You would need an object that can press and release the key. These might be harder to program, but maybe worth the work.


    Of course, the AFK kicking system only exists on multiplayer in Minecraft Realms, so you would need to implement it as a universal minecraft feature to prevent all AFK fish farms.

    Posted in: Suggestions
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    posted a message on [Command Blocks] Add an "else" option for execute commands

    The conditional option in command blocks allows you to run a command only if the last command succeeded. This is very useful, but at times it may be desired to do the opposite. That is, run the command only if the last command didn't succeed. There are ways to do this, two popular ones being the reverse conditional and the "execute store" command.


    The "execute store" command works with data packs. It will allow you to save the success status for later use.


    Now, both of these solutions are good, but they have downsides. For one thing, they both require a second command (block) to run the reverse conditional. For another, the "execute store" command requires either a score, an entity, or a block with nbt to work. The last two are hard to obtain with data packs, and the first requires fairly advanced setup as well as increasing lag.


    The reverse conditional only works with command blocks (not data packs) and requires you to track the relative position of the last command block to the current one as well as edit the command based on the type of command block. For an impulse command block directly under the current command block, the command would be this:


    /execute if block ~ ~-1 ~ minecraft:command_block{SuccessCount:0} run ...


    My suggestion would be able to compact the reverse conditional into one command, would work on both command blocks and data packs, and would not require any additional measures to work. It is quite simple.


    Add the option to specify a command to run if the condition fails also.


    The execute command syntax would be changed to this:


    /execute <conditions> run <success command> else <fail command>


    The fail command would run if the condition fails or if an error occurs during execution of the success command. Of course, the previous solutions would still work, but this would be a simple alternative. Specifying the fail command would be completely optional.

    Posted in: Suggestions
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    posted a message on Creating an xp level store using command blocks in 1.14.4

    First of all, I would suggest that you use a scoreboard score instead of the in-game experience system, as it's less of a hassle to manage. If you would like the number to appear near the experience bar, you can run this command every tick:


    /title @a actionbar [{"text":"coins: "},{"score":{"name":"@p","objective":"coins"}}]


    Now onto your errors in your existing code...


    Both of your commands are not working for the same reason. Your selector "level=<number>" only runs if it is exactly that number. You need to use "level=<number>.." to specify greater than or equal to that number (use "..<number>" for less than or equal to). So your msg command should have "level=..39", and your give command should have "level=40..". Add that last one to your XP command also. You may also want to add a condition to your XP command for the player to have over 40 levels unless that command block is conditional.


    Now, on multiplayer, your commands will likely not work the way you expect them to, due to the way target selectors work in minecraft. Your target selectors won't necessarily be the same player every time. For example, if the player that pressed the button has 39 levels, they will be sent the error message. But if there are any other players with 40 levels or more, your other selectors will target the nearest one of those and perform the purchase on them. The "@p" selector won't necessarily target the nearest player, but the nearest player with those qualities. As a workaround, replace "@p" with "@s", remove the slashes in the commands, and put the following at the beginning of each command:


    /execute as @p run ...


    (command goes where "..." is). I have already suggested creating an easier solution to this problem, as well as some others. The thread is at the following link:


    https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2934627-a-new-target-selector-for-command-blocks

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Alternative to invulnerability?

    It turns out my problem was caused by the fact that the damage_taken statistic only works for player entities and no other types. Are there any other ways to track the damage a specific entity has taken?

    Posted in: Commands, Command Blocks and Functions
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