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    posted a message on How do you teleport a player relative to themselves using command blocks in 1.13?

    According to the wiki, this should work:

    execute <username> ~ ~ ~ teleport <usename> ~ ~4 ~

    That said, since I've never played on bedrock, I can't confirm whether this will work the way I intended it to.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Any way to remove hitboxes?

    No problem!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Any way to remove hitboxes?

    If you want to remove collision from an armor stand, you should use add the nbt data "Marker:1b" to your armor stand.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    I don't believe any of the code should be affected by the 1.14 update, so theoretically, this system should still work if you upgrade

    Posted in: Minecraft Mods
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    posted a message on Using Command Blocks To Get Rid of Hostile Mobs

    If it's simply the death animation that you don't like, you could replace the kill command with a teleport @e[distance=..500,type!=(Insert Mob Name)] ~ -50 ~

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft 1.14 Prevent Villagers from Refreshing Trades

    Ohh, I'm dumb. I should've figured you don't need one command for each of them.


    Thanks for the help!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft 1.14 Prevent Villagers from Refreshing Trades

    So one of the 1.14 snapshots changed Villagers to refresh trades twice a day regardless of whether they've been traded with.

    In the past, I could just lock villager trading by typing this into the summoning command:

    Offers:{Recipes:[]}

    However this line no longer prevents Villagers from refreshing (or in this case acquiring) their trades, is there any tag or method I can use to prevent this from happening?


    I know one solution would be the "data merge" command on a repeating command block, but I don't want to need a repeating command block for each Villager. Does anyone know a way around this?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Disable Advancements without Error Spam

    So for a custom map I'm working on I want to be able to see error messages in Minecraft's game output, but since I overwrote the root advancements for the base game I get spammed with messages like the following:

    22:43:03 m Server thread error
    Couldn't load advancement minecraft:recipes/decorations/lime_glazed_terracotta: Task Advancement{parentId=minecraft:recipes/root, display=null, rewards=AdvancementRewards{experience=0, loot=[], recipes=[minecraft:lime_glazed_terracotta], function=br$a@4b20fb1b}, criteria={has_lime_terracotta=q@21b60c44, has_the_recipe=q@16be513b}, requirements=[[has_lime_terracotta, has_the_recipe]]}

    Is there any way to disable advancements without getting errors like this?
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    If you see =! it's because that code is not meant to affect those entities, you want the opposite which is why you just want the equals sign

    As for the code [type=salmon,type=bat,etc...], for each entity, you will need a new line because Minecraft will interpret that you only want to affect an entity that is a salmon, bat, and cow. Since that's impossible, the code will just fail.


    Hope that makes sense

    -John

    Posted in: Minecraft Mods
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    Yup, however on the last line, there is a space missing before the coordinates.


    Fixed Version:

    execute at @e[type=minecraft:armor_stand,tag=Megatorch] run teleport @e[type=salmon,tag=new_passive_mob,distance=..64] ~ -100 ~

    Posted in: Minecraft Mods
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    So basically, the way the system works is that it assigns each mob a tag upon spawning that is replaced after one game tick, for passive mobs like salmon, pigs, and horses, this tag is new_passive_mob. The command that eliminates the hostile mobs is as follows:

    execute at @e[type=minecraft:armor_stand,tag=Megatorch] run execute at @e[type=!elder_guardian,type=!evoker,type=!guardian,type=!shulker,type=!silverfish,type=!vex,type=!vindicator,tag=new_hostile_mob,distance=..64] run particle minecraft:enchanted_hit ~ ~1 ~ 0.25 1 0.25 0 10 force


    execute at @e[type=minecraft:armor_stand,tag=Megatorch] run teleport @e[type=!elder_guardian,type=!evoker,type=!guardian,type=!shulker,type=!silverfish,type=!vex,type=!vindicator,tag=new_hostile_mob,distance=..64] ~ -100 ~

    If you want the system to also target salmon, pigs, and horses, you basically want to copy these two lines and replace

    @e[type=!elder_guardian,type=!evoker,type=!guardian,type=!shulker,type=!silverfish,type=!vex,type=!vindicator,tag=new_hostile_mob,distance=..64]


    with the following parameters

    @e[type=salmon,tag=new_passive_mob,distance=..64]

    and repeat for each mob that you'd like to prevent from spawning.


    That's basically a long way of saying that you just want to change the targeting to the appropriate mob type and tag.

    The tagging information can be found under mob_tagging.mcfunction.


    Let me know if you have any other questions!

    - John

    Posted in: Minecraft Mods
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    Not affected whatsoever!

    Though with some setting changes, it is possible to disable their spawning too.

    Posted in: Minecraft Mods
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    Correct, it stops all mob spawning, including from spawners within a 128x128x128 space

    Posted in: Minecraft Mods
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    posted a message on Megatorch [Spawn-Proofing Without Light] [MFF]

    Yes, the range of effect is 64 blocks in all directions forming a cubic area of effect.

    That said, the system does not actually add light to caves, it merely eliminates all mobs that try to spawn within its area of effect.


    Hope this clarifies things!

    Posted in: Minecraft Mods
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    posted a message on 1.13 NBT Tag Formatting (Solved)

    I'm trying to detect when the player is wearing a chestplate with the tag: TradePackArmor and tried doing that with the following command:

    /tag @p[nbt={Inventory:[{Slot:102b,Tags:["TradePackArmor"]}]}] add IsDeliveringPack

    I'm not sure why this isn't working. Can someone explain this?


    Edit:

    Of course I think of checking entity data right after this. In case you care to know the command, here you go:

    /tag @p[nbt={Inventory:[{Slot:102b,tag:{Tags:["TradePackArmor"]}}]}] add IsDeliveringPack
    Posted in: Commands, Command Blocks and Functions
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