Is Minecraft a hard game to learn?
In my opinion the game is very complicated and hard to learn
There are so many different things people who play it have to learn, at least in survival mode. farming, hunting, fishing, potion brewing, animal breeding, crafting, fighting monsters, writing in book items, using maps, dying armor, making fireworks, putting patterns on banners (which itself has a huge list of crafting recipes in order to allow people a lot of freedom in what they can put on their banners), mining, architecture in designing the building, knowledge of how to make simulated electronics with redstone, and the list goes on and on and on
I'm glad that there is at least a recipe book which makes it easier for new players.
1
If I'm not digging small pits, why do I need pits at all? Maybe I should just fence off a big field, name tag all the creepers in the field, and kill the other monsters. Eventually I should have so many creepers that all monsters stop spawning.
1
The command
works. You can also use this other command, which I'm pretty sure does the same thing but looks simpler.
1
"execute if entity @p[scores={score_deathcount_min=1}] run <whatever command>" lets you run whatever command when the nearest player dies. To destroys items, I think you can run "execute if entity @p[scores={score_deathcount_min=1}] run kill @e[type=item,distance=..4]".
1
Do you know how to find the ".minecraft" folder?
If yes, create a folder in ".minecraft" called "resourcepacks", create a folder in "resourcepacks", and name that the name of your resource pack. To make the resource pack work, the folder needs to contain a file called "pack.mcmeta" and a folder called "assets". The "pack.mcmeta" file needs to look like this.
{
"pack":{
"pack_format":4,
"description":"type whatever you want here"
}
}
I use Notepad++ to edit it. I don't know what other text editors can open a .mcmeta file.
Now that you have a "pack.mcmeta" file, Minecraft should be able to recognize your resource pack. If you want your resource pack to really do something, then you need to add files to the "assets" folder. To make sure you're naming stuff the right names and putting them in the right folders, go to ".minecraft" and then "versions". Open the folder whose name is the latest version ("1.13.2" at the time of writing). Somehow extract the .jar file. (I like using 7-Zip) You should get a folder called "assets" that's structured the exact same way that the "assets" folder of your resource pack should be structured. If you want to edit a file, copy the file (and all the folders in its pathway) from the extracted "assets" folder to the "assets" folder in your resource pack. For example, you can edit the stone texture by creating a file at "assets\minecraft\textures\block\stone.png" in your resource pack and editing that file.
1
If I run a command like
when multiple Mooshrooms are loaded, it always runs the command on one particular Mooshroom. What's special about that one?
1
If something sold 1 copy on day 1, 2 copies on day 2, and 3 copies on day 3, then its cumulative sales would be 1 on day 1, 3 on day 2, and 6 on day 3. If you graphed it, then it would curve up just like the exponential curve, but it's definitely not an exponential curve. So not everything that curves up is exponential.
The cumulative sales for Minecraft is linear, so it's selling about the same number of copies each year. I don't know how you guys define "growing", but selling the same amount each year doesn't look like "growing" to me.
When you've developed a game with over 24000000 players, come back and tell me that you can get to every email within 9 months.
Also why do you care what people are doing on Youtube when you can just play games by yourself?
1
Minecraft is a video game. Video games are played only when people want to play them, and they're only what players think they are. So if everyone thinks Minecraft is dead, then it's dead. How good or fun the game is doesn't matter. Based on Google Trends, Minecraft started dying in 2013, around official release version 1.6. Of course, this has nothing to do with my own opinion, which is that Minecraft is still getting better.
1
If username history was completely hidden from public, then trolls could troll, get banned, change their username, and immediately go back to trolling.
1
I think what you want is a repeating command block set to unconditional and always active. There needs to be a redstone comparator whose back end touches this repeating command block, and whatever TP command in a command block on the other end of the comparator. Inside the repeating command block, write, "execute @p ~ ~ ~ testforblock ~ ~ ~ snow_layer". Note that this won't always work on multiplayer.
2
I would like to be able to have command blocks do things in other dimensions. For example, /tp 0 0 0 teleports the player to (0, 0, 0) in the dimension that the player is currently in. Then, if 0, 1, or 2 are added to a specific place depending on the command, it uses the coordinate for the Overworld, Nether, or End, respectively. This would apply to any command that uses coordinates as arguments. Commands would then be able to interact with blocks and entities in other dimensions. The dimension would also be a target selector argument. Also, I'd like for the spawn chunks to load as long as any player in that world.
List of commands that would be affected
<required parameter> [optional parameter]
blockdata <x> <y> <z> [dimension] <dataTag>
clone <x1> <y1> <z1> <x2> <2y> <z2> <x> <y> <z> [dimension1] [dimension] [maskMode] [cloneMode] [tileName]
If two dimensions are entered, it clones blocks from one dimension to the other.
execute <entity> <x> <y> <z> [dimension] <command...>
execute <entity> <x> <y> <z> [dimension] detect <x1> <y1> <z1> [dimension1] <block> <data> <command...>
fill <x1> <y1> <z1> <x2> <y2> <z2> [dimension] <TileName> [dataValue] [oldBlockHandling] [dataTag]
particle <name> <x> <y> <z> <xd> <yd> <zd> <speed> [count] [dimension] [mode] [player] [params...]
playsound <sound> <source> <player> [x] [y] [z] [volume] [pitch] [minimumVolume] [dimension]
setblock <x> <y> <z> [dimension] <TileName> [dataValue] [oldBlockHandling] [dataTag]
spreadplayers <x> <z> <spreadDistance> <maxRange> [dimension] <respectTeams> < player...>
stats block <x> <y> <z> [dimension] clear <stat>
stats block <x> <y> <z> [dimension] set <stat> <selector> <objective>
summon <EntityName> [x] [y] [z] [dimension] [dataTag]
teleport <targetEntity> <x> <y> <z> [<yaw> <pitch>] [dimension]
testforblock <x> <y> <z> [dimension] <TileName> [dataValue] [dataTag]
testforblocks <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [dimension] [mode]
tp [targetPlayer] <x> <y> <z> [<yaw> <pitch>] [dimension]
worldborder center <x> <z> [dimension]
Would this be useful?