All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Command Idea (Mining Levels Concept)

    1000 stone for Haste II is too... hasty. XD


    better multiply all the numbers by 10, that should be reasonable.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Realm Crashes after a few ticks after a group of command blocks are turned on.

    I recommend you not to use this command. Cuz:

    1. It's 20 (+3?) repeating command blocks working 1 time per tick (not rly an issue)

    2. Your command only supports entities of integer value health, what if somebody crits and make it like 10.5 hp?

    3. It's not necessary to show mob health.

    4. 1.13 is almost out. Using /execute store and /data get can simplify the outcome you want A LOT. Better wait :)


    In conclusion, forget about this command.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Player voting by command blocks

    Well, I'll try to change your (uh... psuedocode?) to command...


    (Exclude everything inside brackets, they are just annotation)

    (Type these in chat before everything:)

    /scoreboard objectives add vote_1 dummy

    /scoreboard objectives add vote trigger

    /scoreboard objectives add vote_final dummy


    (Type/Activate these just before voting:)

    /scoreboard objectives add vote_3 stat.playOneMinute

    /scoreboard players enable @a vote

    (Now, if players need to vote, ask them to type /trigger vote set (well, 1 to 3, NOT 0 to 2) )


    (Repeating commands:)

    /execute @a[score_vote_min=1,score_vote=1] ~ ~ ~ scoreboard players remove (the host's ign name, I.E. your name) vote_1 1

    /execute @a[score_vote_min=2,score_vote=2] ~ ~ ~ scoreboard players add (the host's ign name, I.E. your name) vote_1 1

    /execute @a[score_vote_min=3,score_vote=3] ~ ~ ~ scoreboard players remove (the host's ign name, I.E. your name) vote_1 1

    /scoreboard players reset @a[score_vote_min=1,score_vote=3] vote

    /execute @p[score_vote_3_min=6] ~ ~ ~ scoreboard players operation (your name) vote_final = (your name) vote_1

    /execute @p[score_vote_3_min=6] ~ ~ ~ tellraw @a ["blah blah blah"]

    /scoreboard objectives remove vote_3



    Should be ok.

    For those who vote a negative value or greater than 3, they simply don't want to vote.


    I haven't tested it yet so it might not work. Tell us if there's any bug.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Need some advice about Guardian Farms
    Quote from ScotsMiser»

    quote=YMbrothers;

    Replies


    1. The 2 block spacing is fine. (You know, if the wall is positioned incorrectly, idk whether guardians will spawn outside the wall or not)

    Guardians will not spawn outside the monument footprint. So long as the only water within the monument volumn (58x58 & y=39-63) is in the guardian farm, the position of the exterior wall will affect only base design, not the farm.


    2. The farm doesn't need to be centered in the monument structure. Yet if I'm using Gnembon's design, the kill chamber must be near the center of the farm itself, while the whole farm (The 十 shaped farm) can be on the edge of the monument.

    "the kill chamber must be near the center of the farm itself" Only true for maximum rates, a farm (including gnembon's various designs) will work (albeit slower) with an off center kill chamber.

    Because mobs do not spawn centered in a block, I would place the edge of a farm 1 block in from the edge of the monument for 'safety', but I am aware of no information that the one covered water space within the monument is favored over any other.


    3. So the light level (only sunlight) does affect the spawn rate. (Does that mean I can use pistons to move the covering block, so it can control the spawn rate?)

    Sky view (as is used to determine village houses) matters, not light level. (In this context, "sky view" means the topmost water block in a column has nothing but transparent blocks above it.)

    [Adding an opaque block above a column will change the spawn rate for that column (removing the 95% fail constraint), but barely reduce the light level (from 15 to 14 when standing directly beneath a single solid block).]


    I've not seen a design using rate control pistons (oddly enough, pistons are considered transparent :blink: ), but this should work… [A similar mechanic is used in Tango Teks' self assembling village iron farm designs.]


    4. Well, Gnembon's design s the most efficient

    Correct, to the best of my knowledge.


    5. Spawners do affect the spawn rate, so it's best to not put it below the kill chamber of the guardian farm. (Sad :( )

    True.


    6. Y:39-63

    Correct, to the best of my knowledge.


    Thanks for the reply, that should answer all of my questions.
    Posted in: Survival Mode
  • 0

    posted a message on Need some advice about Guardian Farms

    Thanks for all the replies.

    Lemme try to recall what you guys are saying, just in case I made them wrong:

    1. The 2 block spacing is fine. (You know, if the wall is positioned incorrectly, idk whether guardians will spawn outside the wall or not)

    2. The farm doesn't need to be centered in the monument structure. Yet if I'm using Gnembon's design, the kill chamber must be near the center of the farm itself, while the whole farm (The 十 shaped farm) can be on the edge of the monument.

    3. So the light level (only sunlight) does affect the spawn rate. (Does that mean I can use pistons to move the covering block, so it can control the spawn rate?)

    4. Well, Gnembon's design s the most efficient

    5. Spawners do affect the spawn rate, so it's best to not put it below the kill chamber of the guardian farm. (Sad :( )

    6. Y:39-63


    If there's any mistake, please correct me.

    Posted in: Survival Mode
  • 0

    posted a message on Spawn floating items that never despawn
    Quote from DarthRifter»

    the code I posted works, but only for the regular items and potions. When I substitute the player head code in for the item, it still spawns it, but it doesn't make it permanent. I can pick it up, which is weird. I don't know why it behaves a different way when I use the player head code.


    What's your player head code?
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Need some advice about Guardian Farms

    I'm trying to make the farm, but I want to more sure nothing goes wrong. So, here is what I want to ask:


    1. Is this correct? I mean the spacing. I don't know much about the ocean monument chunk.


    1.


    2. Does the grinding spot have to be centered in the ocean monument? I mean, can I build it on the edge of the ocean monument?

    3. Is there no way to prevent a guardian from spawning in water? (For example, high light level prevents zombies from spawning. Of course, removing all solid block is possible, but that's not what I wanted.)

    4. What's the MOST efficient design of the guardian farm? So far I think this one is the best, idk if somebody has a better one.

    5. If there's a spawner spawning mobs within the range, how will it affect the spawn rate?

    6. Is there a y-axis range for guardians to spawn? (I.E. Does guardian spawn only in about y:50 or sth or can they spawn in y:255?)


    Thanks if u can answer me. :)

    Posted in: Survival Mode
  • 0

    posted a message on How to detect break spesific block?

    I saw people using a grid of armor stands to scan the nearby blocks,

    but I guess you only need to know when you break a wood block.


    So, add these 2 scoreboards and detect it

    /scoreboard objectives add trash stat.mineBlock.minecraft.log

    /scoreboard objectives add trash2 stat.mineBlock.minecraft.log2


    /execute @a[score_trash_min=1] ...

    /execute @a[score_trash2_min=1] ...

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [Solved][Help] Keeping commands loaded in the nether

    Well, you do know that the world spawn chunk never unloads.

    Why not put the command block in the overworld instead?


    Dimension:-1 means that the entity is in the nether. (It's a data tag btw)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Spawn floating items that never despawn
    Quote from DarthRifter»

    The command block command doesn't seem to be working. I have this command from a while ago I used to actually get the potions and nether items to summon,


    /summon Item ~ ~1 ~ {Item:{id:splash_potion},Age:-32768,CustomNameVisible:1,CustomName:Display Name Here,Tags:["displayItem"]}


    I take out the display name here, and used quartz and nether_star for the id. This created a floating entity that won't despawn and wont be picked up.


    weird thing is, when I use the skull ID part to summon my head of choice, it doesn't quite work. It will summon the entity but I can pick it up. so Im not sure why it won't stay on the shelf where I put it like the normal items. I can't pick up the normal items I summoned, so why can I pick this head up?


    /summon Item ~ ~1 ~ {Item:{id:"splash_potion"},Age:-32768,CustomNameVisible:1,CustomName:"Display Name Here",Tags:["displayItem"]}

    Try this, a mistake that I immediately spotted. There can be other issues tho.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How to detect when mobs die when not killed by player

    Okay, so I figured it out.


    You need to go into the loot tables and modify the loot table for every mob that you're checking to this:


    You'll need to create a scoreboard value paper, and make it dummy. Then, run this command in a repeat command block:


    And chain these commands after it in chain command blocks:


    Honestly, it's a lot simpler than I thought it would be!


    Glad that you know.
    So is it done?
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How to detect when mobs die when not killed by player

    That's really smart, actually! However, I don't have access to the world file, as I am making this my on my friend's server. <_<


    Exactly what I was thinking. That's why I ask if you have access to the world file B)
    Now, looks like you need to either:
    1. Follow those instructions, ugh..
    2. Make the loot table in another single player world, then ask your friend to put it inside the world file.
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on [NEED HELP] - Trying to make a "password" using a writable_book.

    /testfor @a {Inventory:[{id:"minecraft:writable_book",tag:{pages:["You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armanda"]}}]}


    should work. I tested it myself.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Small & Silly Ideas For Commands

    A sandwich!

    (Yep, that's a challenge that somebody challenged me before (see bottom of my signature.))


    I hope to see sth better.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Disabling Jumping without Affecting Fall Damage

    A 3x3 barrier square on top of their head.

    Lags a bit, but won't affect their fall damage at least.


    Another ugly way is to use negative levitation effect instead of jump boost.

    You need an additional command to take away the negative levitation effect if they're in air tho.

    (Also, if they take damage while having negative levitation effect, they do fly very high. Make sure they won't be poisoned/withered/burnt or hit or 1+1=3 when they're not falling.)

    Posted in: Commands, Command Blocks and Functions
  • To post a comment, please or register a new account.