• 1

    posted a message on Command Block Variables

    Amen!

    Posted in: Suggestions
  • 0

    posted a message on How can I testfor a specific enchantment in a SelectedSlot?

    That command didn't work for me, but I don't need it anymore, so no worries. Thanks for the effort! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How can I testfor a specific enchantment in a SelectedSlot?

    Hello! I want to test to see if the item in the SelectedSlot has the Silk Touch 1 enchantment, and if it does give the player a score. I have "scoreboard players set @a silkHand 1 {SelectedItemSlot:0,Inventory:[{Slot:0b,tag:{display:{ench:[{id:33,lvl:1}]}}}]}" to test for silk touch in the first slot, but it's not working.

    Thanks in advance! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Stat objective for wither skeleton kills?

    Hello! I want to make a scoreboard objective for the total amount of wither skeletons killed. I know "/scoreboard objectives add kWither stat.killEntity.Skeleton" works, but that counts both regular and wither skeletons. Is there a way I can just count wither skeletons? Like "/scoreboard objectives add kWither stat.killEntity.Skeleton.type.1"? Or something like that?

    Any help is appreciated!

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Testfor nothing in the selected slot?
    Thank you so much!! Works like a charm.
    By the way, thank you so much for all your help in the Minecraft community. I always see your posts on here when I google Minecraft questions and it's a pleasure to have you answer one of mine. (:
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Testfor nothing in the selected slot?
    Hey! I want to testfor players who have nothing on their selected slot and give them an emptyHand score of 1. But when they do have an item in their hand it will return to 0. So far I have "/scoreboard players set @a emptyHand 1 {idk what to put here :D}"
    I'm wondering what dataTags to use to do this. And also how would I set it back to 0 when there is something in the players hand?
    Thanks in advance! :)
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How do I testfor a player not within a certain radius?
    AHH! Thank you so much! I feel like such a derp right now. XD I figured it was something simply like that. Thanks again!
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How to make players turn into mobs?
    Dragonoz did something similar to what you are saying... It is pretty advanced, but maybe you can use it or adapt it to what you want it to do. Here's a link to the video hope this helps!
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How do I testfor a player not within a certain radius?
    What I want to do is make a players score go up when they are standing near a certain ArmorStand, but if they get away from that certain ArmorStand then their score will reset back to 0. On a fill clock I have a command block running the command "/execute @e[name=Spawn] ~ ~ ~ scoreboard players add @a[r=1] spawnTimer 1" and on another I have "/execute @e[name=Spawn] ~ ~ ~ scoreboard players set @a[r=!1] spawnTimer 0". I thought that would do the trick, but it doesn't. I know that the ! works to invert a selector when doing "/kill @e[type=!Player]" to kill everything but the Players, so I thought it would work in this situation but I guess not. So how can I execute a command on everyone that is not in a radius of 1 from the ArmorStand? Or complete the objective I am trying to accomplish in some other way?

    Any thoughts or suggestions are appreciated. :) Thanks!
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Wither Boss riding an Ender Dragon?
    Quote from AtomUK

    Here is the command for summoning a Wither riding an Ender Dragon.
    /summon WitherBoss ~ ~ ~ {Riding:{id:"EnderDragon"}}


    Hope this helped!

    Thanks! But, I executed the code in my world, and the Wither Boss somehow got off the Ender Dragon and started shooting it! Is there a way to make them not fight each other and to stay together?
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Wither Boss riding an Ender Dragon?
    Hello everyone!
    I was wondering if someone could create a summon command to summon a Wither Boss riding an Ender Dragon! My idea is that the Ender Dragon would fly around and smash into people like normal, and the Wither would be on stationary on top of him shooting skulls. I hope to get a few of my friends together, go to the End and fight this insane beast!
    Thanks! :Pig:
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Skeleton Spawner Stops Spawning After 12
    Quote from IronMagus

    Spawners ignore the global mob cap. They do have their own sort of "cap" that only counts mobs of the type spawned by the spawner, only counts them in a very small area around the spawner, and only allows six to be in this area before they shut down. I imagine jpdude's "kill chamber" is too close to the spawner block, and this is what's causing his problem.

    A skeleton spawner, for example, only counts skeletons, and a spider spawner only counts spiders, etc. If there are six or more of these mobs within eight blocks of the spawner horizontally, and four blocks vertically (this describes a box-shaped area like the spawning zone itself, not a spherical one like where you must stand to keep it active), then it won't spawn any more mobs until this number goes back down. The reason you are getting 12 is probably because of something like:

    1: [Mobs spawn, go up the mobivator]
    2: [More mobs spawn, go up the mobivator; first group reaches the top]
    3: [More mobs spawn, go up the mobivator; second group reaches the top, first group falls down to kill zone]
    4: [More mobs spawn, go up the mobivator; third group reaches the top, second group falls down -- now there are six or more mobs inside the counting zone]
    5: [No more mobs spawn; fourth group reaches the top, third group falls down]
    6: [No more mobs spawn; fourth group falls down]
    7: [No more mobs spawn]
    8: [No more mobs spawn]
    9: [No more mobs spawn]
    10, 11, 12: [etc.]

    The solution, of course, is just to move your kill zone a few blocks further from the spawner.

    Ok! I moved it further away and it works now. Thanks to IronMagus for the detailed explanation and to everyone else who answered. :)
    Posted in: Survival Mode
  • 0

    posted a message on Skeleton Spawner Stops Spawning After 12
    Quote from Chefbarbie

    mob cap most likely.

    Do you know how I could fix that? Perhaps moving the collection point further away? I've been able to afk and get hundreds of mobs in the past with very similar grinders.
    Posted in: Survival Mode
  • 0

    posted a message on Skeleton Spawner Stops Spawning After 12
    I've made this design a bunch of times before and it has worked every time, but for some reason this one isn't working right. It is a 9x9 spawning room with water flowing to a central collection point where they will be brought down to a 1 shot kill with lava. After 12 skeletons spawn, no more spawn! Even if I kill all of them, no more spawn until after I go to the Nether and come back, then 12 more spawn. By the way, I am playing on a Vanilla Server from Minecraft.net Help would be greatly appreciated.

    Screenshots

    View from side of spawning room


    View from back of spawning room


    Only 12 skeletons
    Posted in: Survival Mode
  • To post a comment, please .