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    posted a message on Is there a way to forcefully set a player/mob health/food forcefully?

    I was wondering if there was a way to forcefully set something's current health via commands. I'm not interested in forcing the entity to hold or wear an item.


    I wanted to play around and make personal datapacks utilizing the new /attribute command, but it seems like modifying max health via this command does not update the current health, making it near-pointless if I wanted to lower a mobs health, and annoying when I'm changing a player's health. Inflicting instant damage/health is a very poor workaround.


    The "health" scoreboard is a read-only and cannot be modified via /scoreboard command. Being able to set current food would be interesting as well which I have seen done in command-based adventure maps.


    Working around the /attribute command has some nice fine-adjustments that plainly giving status effects doesn't have. The old way of forcing items on players ate a slot from the player.


    EDIT: I forgot the /data command was added in the past few full versions, I imagine this is what's used.

    I see health and food when viewing entity data, and a way to modify it.

    ..

    Seems like I get an "Unable to modify player data" if I'm trying to target my own health/food, but I know little to nothing about this command.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on New Attribute Command Limitations

    This command seems very fun to play with, but something that annoys me with it is that we can't select more than one thing at a time with it.

    If I'm playing in a private server where we want to modify our own stats, we'd have to do every player individually, every time every player respawns.

    if i wanted to mess with enemy mobs and play with their stats of random spawned mobs in the world.. I'm not really sure HOW i'd do that, if the command can only affect a single entity in a command, or it'll spit out an error.

    Does anyone have an actual clue why this is? Why does the attribute command exist if it's limited so hard? It sounds like it'd be so annoying to use in so many situations.

    Posted in: Recent Updates and Snapshots
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    posted a message on Jigsaw & Structure Blocks

    I wanted to look into these two things since I believe I heard it's possible to use them ourselves now, but I'm not entirely sure. I try to look it up and only see content on when the jigsaw block first came out- and people said we couldn't use them ourselves but they showed off that are used for village generation and possibly other structures.


    If it is true that we're able to use these..



    How do we prevent overlapping in complicated structures utilizing jigsaw blocks, or would this be a common problem?

    Structures like Ocean Ruins generate with Drowned mobs inside of them, is it possible to do this ourselves? (It occurs in-game, so I'd assume yes)

    Would I have to modify an existing chest loot table? Is there any way I'd make my own? (It occurs in-game, so I'd assume yes) Is it hard making a randomized chest spawn in these structures?




    I can probably actually figure out how to do some of this hands-on or if I look hard enough for actual content to show how to use these, but it's .. hard to keep my patience for it and things.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Official site won't let me change skin model

    I think it was just a visual thing when reopening the site and it says my selected model above my skin and it is currently Slim. I do not know why I had such a problem changing the model before. I'll see if it actually changed now.


    I was using a Slim skin for the longest time but at some point my model got changed back to being the Classic model for whatever reason, and the site will not let me swap back to the Slim model, every time I select it and choose my skin, the only "confirm" on the page that occurs is when you choose file and there's no confirm for when you select models, then clicking upload and it updates your skin, yet selecting the Slim model in this moment doesn't stick and when you log on to your account or reopen the minecraft.net site it'll be back on the Classic model rather than Slim.

    Is there any official email I can send a message to questioning this problem? It's always so hard trying to find one searching through their help information. I gave it another 5 seconds to look and found it instantly.


    Also, why is it so hard to find a template for the slim model? I've searched for so long trying to find a pixel by pixel template which is very easy for the Classic model but I can't find a single one for the Slim to help me make a skin. I do not want to use the extremely irritating and clunky skin creation sites, as well as I wouldn't be able to with some of the things I'd want to do.

    Posted in: Skins
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    posted a message on How Do I Detect Entity Co-ords?

    I want to figure a simple chain of commands that'll prevent my pets from falling out of the world, with how easy it is to happen in the Skylands Buffet generation.

    I don't have a single clue of how I would target entities that go below a certain y level. There isn't much else I need to know, the rest is straight forward from there.


    i forgot to post this in commands instead, oops

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Help] Disabling Unbalanced Villager Functionality in 1.14

    Is there a way to force villagers to keep their current trades? Would it be possible to set their XP up a bit to start with so things get locked up without preventing them to level up afterwards, so people can't spam break/place work blocks to change their trades.

    Is there a way to instantly revert + or - item costs from defeating a raid, punching a villager, ect. I'd imagine everything is done with the NBT data or whichever else stuff might be called, but I'm not sure of the limitations we can do with anything, or if we can even edit data of living villagers


    I absolutely hate these villager and pillager changes, I can easily change the drops from Pillagers so grinding them doesn't grant infinite emeralds and totems. It's so dull watching Youtubers sit around placing and breaking job blocks for 10 episodes straight, and that isn't the type of gameplay I'd want in my private Vanilla servers.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Villagers Abusing Jobs to Change Their Trades

    Would it be hard to create a datapack to stop players from being able to place/take away blocks to make Villagers change their trades repeatedly, as players do to get a specific overpowered trade before a single trade is done with the Villager?


    This seems like incredibly broken functionality in the game and can be widely abused to get specific/cheap trades, and if I'm hosting a semi-public vanilla server with others, I'd really not want something like this be available for players and ruins the flow and balance of gameplay.


    I go through many videos and read a lot of things, it seems like this sort of abusive functionality has been accepted by many users and Youtubers, but it's clearly, entirely broken on top of the already insanely cheap trades players get later on in higher leveled Villagers.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Detecting Players Above a Y Value

    Decided to give it a look right now,

    seems like there's a problem with this command, mostly everything after "double" in the 2nd given command isn't proper syntax/whatever other problems. (in both 1.13 and 1.14)

    I don't want to be too much of a nag so if you're still willing to help, take as long as you'd care to.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Detecting Players Above a Y Value
    Quote from Megacrafter107»

    1.13 and 1.14 command syntax is the same.

    You can detect a player above a specific y level like this:



    Must've been thinking about the move from 1.12 to 1.13 or prior, I knew there was some recent update that gave some amount of changes.


    Thanks, I'll give it a shot soon and see what happens.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Detecting Players Above a Y Value

    I plan on hosting a private server in a Caves generated world once 1.14 comes out. (because why would I do it now when 1.14 is soon™?)

    I'd like to give players a debuff when they go above bedrock, possibly only hunger since some structures spawn above bedrock but we'd still want to have them available, but have no possible way for players to live above bedrock.

    Searching on my own I've only seen very old posts from 2015/16 which wouldn't specifically work now but still could be something to work off from.

    I don't imagine commands are going to change too much more throughout the production of 1.14, and i'm unsure how different they are compared to 1.13.


    I'm clueless to if there is even a way to detect generalized coordinates for any player across the world, or if I'd only be able to detect one Y level layer at a time (which can be worked with) rather than all coords y=128+. I'm sure this type of thing would involve scoreboards and detecting points as well.

    Detecting if a user has "a bedrock block below them" wouldn't feel so great since they'd be able to just bridge across above which would indefinitely be abused regardless of what higher powers say, and would cause problems deep underground at the lower limits of the world.


    I'm a little iffy with working with Datapacks but they (mostly) can be interchangeable between packs (with basic repeating checks and other simpler things) and command blocks since this may just be a repeating check to see if a user hits a certain y level. Walkthroughs on how to make datapacks varies between users and it just leaves me confused so I don't want to put too much effort in attempting at the chance of frustration.


    Unrelated information, you're able to use an NBT editor to enable all biomes in a skylands/caves buffet world generation, look it up and you'll find it somewhere, this means they're possibly more viable and interesting to play survival on. (other than the inevitable floating water "cave" generations in oceans occasionally but from my look with my poor computer it didn't preform that bad at all)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft Launcher not correctly accessing directory

    ohh, thanks, it's been a long time so i've been a little unsure of it and it put me off a bit when I noticed what was going on and I was hesitant to try to install more versions or try to run new things incase it might clutter or mess up my .minecraft folder.

    I'll check things out to see how it works out.

    Posted in: Java Edition Support
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    posted a message on Minecraft Launcher not correctly accessing directory

    Please read the entire post and understand at the best before attempting to comment, I do not want rushed posts made poorly or wrongly written compared to what I'm attempting to ask help for.

    A while back I had a few directories for personal modpacks I had, I didn't want to clutter my .minecraft folder with so many other folders and different versions of stuff since it gets pretty bad after months and years of using a single folder. Playing with mods or creating modpacks in other directories has no effect on how the Minecraft launcher would run, or work how it does, or any effect with how the launcher after installation is supposed to work.

    So I had these working directories, launcher accessed them fine but my original .minecraft folder was so cluttered and terrible so I decided to completely wipe everything from the folder and start from scratch. Reinstalled the launcher, everything running smoothly in .minecraft, installing vanilla minecraft versions just fine. No modifications to any files are present at the time.

    After clearing and redoing my .minecraft folder, my Minecraft Launcher refuses to put files in other directories or install new versions regardless of where I set the directory in the advance launch option settings. Every time I try to install a version with a correctly copied/browsed directory outside of .minecraft, it still only accesses .minecraft's version folders and everything else that's in .minecraft rather than using any new directory I put in it.

    As I said I've had this working perfectly fine in the past prior to my reinstallation to clean up my original .minecraft folder, so I don't understand what the problem could be that isn't letting me change the directory.

    Installing new vanilla versions of the game are still putting them in the .minecraft folder rather than a new directory I have in my documents folder. and the profiles still only show the versions that I have saved in my .minecraft folder rather than my new directory.


    I had no fancy files or anything else outside the launcher that let this work previously, and I would like to keep it that way rather than creating some strange script or file to launch other directories. All the information on this I've tried searching up has only been outdated or unsolved issues and I have not been led to anything that helps this problem.

    Posted in: Java Edition Support
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    posted a message on IDs of Biomes/Enchants/Dimenions

    Heyo, I'm trying to fix up a modpack but I'm getting problems with ID conflicts, and I wish to fix these manually.

    Usually I use anti-id conflict mod to show me all the taken, conflicted, an available IDs but this mod seems to be unable to work in my current modpack so it is harder than usual to be able to fix the conflicted IDs.


    I want to know the range limits of Biomes, Enchantment and Dimension IDs so I don't mistakenly set an ID out of bounds. My short time attempting to find this information has not let me anywhere.

    I'm running in 1.7.10, but I doubt there's been any limit changes throughout the games development.

    Posted in: Mods Discussion
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    posted a message on Click Events running commands and /tellraw

    So I wanted an easy and out-of-the-way way to access commands without needing to type them out fully and go through the process of such for a mild multiplayer server, and without having to hold or use items or blocks to activate any such things.


    The context of creating this command is that so players can easily give/take off glowing effect off themselves (so they can show their position to other players easily if they so wanted)



    /tellraw @p ["",{"text":"Glowing "},{"text":"+","color":"dark_green","clickEvent":{"action":"run_command","value":"/effect give @p minecraft:glowing 99999 0 true"}},{"text":" ","color":"dark_green"},{"text":"-","color":"dark_red","clickEvent":{"action":"run_command","value":"/effect clear @p minecraft:glowing"}}]

    /team modify pink prefix {"text":"Click this!","clickEvent":{"action":"run_command","value":"/say Hello!"}}


    So this (above) is the command that works fine when it's used on it's own, it sends the simple message of Glowing +- and lets me click either button to give or remove glowing. The problem I'm having is trying to get this implimented in a team preffix to have a simple little button ingame give off a private /tellraw that gives even more options for commands


    /team modify pink prefix {"text":"Click this!","clickEvent":{"action":"run_command","value":"/say Hello!"}}

    This basic command works fine on it's own, it sends "Hello!" using /say for whoever clicks it for all to see it exclaimed. but when i replace /say Hello! with the /tellraw command in the first spoiler, the command breaks for some reason.


    With further testing, I'm completely unable myself to slap /tellraw as a click event run command entirely, I do not understand what the problem is, I don't have understanding of recent command changes and I did not have all that much prior knowledge of json or commands regardless. Can some one help figure out how to get /tellraw to work with click event>run commands?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Datapacks - Making commands/functions run every tick

    figured out why my function itself wasn't working and I'm able to execute it on it's own with /function, but still haven't managed to get what I asked working

    Posted in: Redstone Discussion and Mechanisms
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