You don't click on "Upload an Image" you drag a picture from your file system over it and a box opens up beneath it with "Drop image to upload" in it, so you drop the picture in the box.
- Ziggzu
- Registered Member
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Member for 9 years and 2 days
Last active Tue, Oct, 2 2018 11:33:02
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- 89 Total Posts
- 19 Thanks
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CowsDaBestYT posted a message on Allow non-opped players to run a function and/or command?Posted in: Commands, Command Blocks and FunctionsYou can you /trigger in the tellraw. So when an no-op player clicks it, they are able to run the trigger command. All you have to do now is make the trigger command do something. Example:
Chat:
/scoreboard objectives add Trigger trigger
Command Block:
/execute @a[score_Trigger_min=1] ~ ~ ~ kill @e[type=zombie]
/scoreboard players reset @a[score_Trigger_min=1] Trigger
/scoreboard players enable @a Trigger
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Sorrzed posted a message on Conditional command blocks as functions? (and other advice wanted)Posted in: Commands, Command Blocks and FunctionsAs for performance:
check for pointless entities,
check for pointless light and chunk updates, generation of new world.
check for inperformant target selection - trim down second selector. "execute @a ... give @s ... "
- since all true entities from @a will execute the 2nd part anyways. -
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Sorrzed posted a message on Conditional command blocks as functions? (and other advice wanted)Posted in: Commands, Command Blocks and FunctionsHey,
It may help you to know, that the function command can be conditional:
"/function <namespace:path/to/function/file> (<if|unless> <selector>)"for example: /function othello:main if @e[type=armor_stand,tag="ready"]
will execute the function if there is at least one ArmorStand with the tag "ready".
2) 20 zombies should not be an issue. However you can try to replace Armorstands with AreaOfEffectClouds, since those have no model.
3) In Mincraft version 1.12 you can use /gamerule gameloopfunction NAME
That will allow you to handle the phases of your game - aka set the "running" function to be executed every tick if the player is currently fighting a wave.
Once the "running" rule triggers it's end, say all zombies are dead or whatever, you can then set the next phase as gameloop.
For an example of such looping functions, you may want to take a look at my map: https://github.com/Lars22Euw/Othello-MC-1.12 -
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C1ff posted a message on Chunk loaders (or similar)Posted in: SuggestionsI'm not sure about a chunk loader, but being able to temporarily load in chunks with /fill and /setblock seems useful.
Either that, or Minecraft has a queue of actions to be applied to unloaded chunks as soon as they are loaded. When using fill or setblock in a chunk that isn't loaded, Minecraft will put that action in it's queue, and will tell the player that an action has been added to the queue rather than done immediately. If the player leaves while the queue still has actions in it, the queue will be saved to the world file.
In order to prevent possible chaos, the queue will have a maximum number of future actions that can be assigned to it. That way, in the event that you have a command-block going crazy, you don't have to save a world with a queue that says to preform millions of actions on a chunk that isn't loaded.
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KingCrepeCooker posted a message on (Bug?) with custom recipes?Posted in: Recent Updates and SnapshotsSorry but datapacks can't remove recipes (yet) just pretend you can't use cobblestone
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Fabian42 posted a message on Small SuggestionsPosted in: Suggestions
@r[type=!player] -
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Bluberrypie478 posted a message on Texture Artists' UnionPosted in: Resource Pack DiscussionHey all, it's been a long while since I last posted here, and I hope to be able to get back into texturing soon. I've decided to continue working on this, which I'd started during the Simple Pack Showdown 3, but then stopped because of real life things.
Anyways, here are a couple things that I created recently/a while ago, but never actually shared:
Just a large mish-mash really (from upper left to bottom right): cobblestone, oak plank, jungle plank, mossy cobblestone, spruce plank, and jungle log. Thinking of naming it either Nautilus or Cinnamon Roll when (if) I'm done, but leaning towards Cinnamon Roll.
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Scibra posted a message on Add the primary function of an offhand item to the right clickPosted in: SuggestionsWith 1.9, the main hand didn't change how left and right clicks work. They added an off-hand and right clicking would activate it's secondary function, but what you can't do is use the offhand primary function, even if it doesn't have a secondary function, such as a sword. This primarily means that having two tools or weapons, or one of each, that have only primary functions can be used effectively. Like, I can keep my sword in my main hand for practical purposes in areas such as the Nether where mob spawning can't be completely, but I can offhand my pickaxe to mine some netherrack or Nether bricks, without needing to switch hands with "F" when a threat is around.
Simplified, when you right click, the game checks your main hand for a secondary function, then checks your offhand for a secondary function if there is none in your main hand, then finally checks your offhand for a primary function (other than mining) if there is no secondary function.
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Aderonius posted a message on Small SuggestionsPosted in: SuggestionsThe sword swipe attack shouldn't hurt your pets. It's just annoying.
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Well I built a very large village on my Bedrock Edition world, and I think it has about 90-100 villagers in it right now, (with 9 or 10 iron golems in it too)
however the villagers REALLY love to cram into each other which is a little annoying since only a couple of the houses get use, with about 80% of the villagers seeming to try to cram into a 4-door house at night!
(I don't know how to get a spoiler as a picture)
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Yeah I think it was fine, but for people who aren't familiar with changing/using resource packs etc it probably wasnt such a good idea to have no simple option to change it back. Let's hope nobody damaged their computers trying to "fix" them...
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In 4 points:
1. It's the same as just finding the recipes online, but much faster.
2. If you don't like it just don't click the book icon
3. It is very helpful for new or inexperienced players to Minecraft
4. Console editions have it, why not for PC?
No support
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I would love to see a way to set more always-loaded chunks, and also allow setblock, fill and other commands work in unloaded chunks by simply loading them up, placing the blocks or excecuting the commands, and then unloading them again. This would help mapmakers out incredibly.
EDIT: I'm pretty sure this feature is in the pocket edition, or is coming to it, so hopefully we can have this for PC soon.
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Thanks for the swift reply! I did get this function to run both my commands successfully on my server! I did change the @p to @s as you suggested, but I did leave the ~-0.1 and it seemed to work fine. The main issue was getting the function to work at all. With regards to the wiki page, I did actually look at it, and was able to run a similar function in a singleplayer world with relative ease, but It was doing it on a server that I couldn't figure out.
Anyways, thanks again for the help!
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Paths are always a good choice in my opinion, provided that it is a reasonable distance between the 2 (or more) buildings or towns you are connecting!
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If it worked the way it does in Terraria (that you can place as many down below you as you want until it hits something) then it will be even more useful than ladders
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Just an alternate ladder, but yes definitely would be cool, so;
Support.
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Quite possibly one of the weirdest things I've ever heard in my life.
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The (villager) at least, appears to indeed be outlined by either the {Glowing} tag or a spectral arrow, but of a neutral (white colored) team. But my assumption is that converting between PS3 and PC confused the save a bit.
I guess it wouldn't hurt to enable cheats and try these commands
/effect @e[type=!Player] glowing 0 0
That clears the glowing potion effect
Or
/entitydata @e {Glowing:0b}
to clear the glowing tag
Let me know if it helped!