a new version of netherite is the last thing minecraft needs right now. right now it needs to add some sort of replayability to keep players playing longer than a few hours on each new world, like dungeons or special crafting recipes that arent unlocked right away which can dramatically change your experience (e.g. ships or a special smeltery or "skills").
Is it possible to write a command that will create a team with a team name that it doesn't know yet? For example: if I want to create a new team for each player that joins, and I have a scoreboard counter (represented as X) starting at 0, would I be able to give their newly-generated team the name "X"?
So it would go:
> there are 0 players. X=0
> new player joins
> X=1
> new team is created. its name is "1"
> the new player join team "1"
> new player joins
> X=2
> new team is created. its name is "2"
> etc.
Furthermore, is this possible with tags? So the exact same thing but I would store the value of X in an entity's tag data.
I'm relatively new to minecraft commands. I understand how to use scoreboards and timers and stuff like that but I've never gotten into the more advanced stuff like creating a sailable ship out of falling blocks. I found a datapack that does just that and it only allows for a single ship at any one time, since there's no built-in way to differentiate between multiple ships. Spawn a second ship and the first one despawns so that the ships don't tp onto each other.
My question is: is there any way to make it so that each player gets one of their own ships? I can't figure out a way to have all of the ship pieces (which are falling blocks attached to armorstands, I believe) have some sort of identity that designates them as belonging to a single player, so that if one player spawns or despawns a ship, every other player's ship remains unaffected.
This isn't specific to the sailable ship datapack. I also tried making a "transformation" datapack where mobs would tp to invisible players, making it seem like the player controlled the mob, but I couldn't figure out how to keep each mob attached to exactly one specific player. Players who ran into each other would inevitably lose their controlled mob because that mob would start teleporting to the "nearest" player... which wasn't the original player anymore.
Anyway I'm just trying to figure out how to link two or more entities together in a way that I can check later on.
I know I probably wasn't super clear but I'm not sure how better to explain what I'm trying to figure out. Any input is appreciated.
0
a new version of netherite is the last thing minecraft needs right now. right now it needs to add some sort of replayability to keep players playing longer than a few hours on each new world, like dungeons or special crafting recipes that arent unlocked right away which can dramatically change your experience (e.g. ships or a special smeltery or "skills").
0
hilarious that you call a single short sentence an "angry venty rant"
cope
0
just use java instead
0
Is it possible to write a command that will create a team with a team name that it doesn't know yet? For example: if I want to create a new team for each player that joins, and I have a scoreboard counter (represented as X) starting at 0, would I be able to give their newly-generated team the name "X"?
So it would go:
> there are 0 players. X=0
> new player joins
> X=1
> new team is created. its name is "1"
> the new player join team "1"
> new player joins
> X=2
> new team is created. its name is "2"
> etc.
Furthermore, is this possible with tags? So the exact same thing but I would store the value of X in an entity's tag data.
Any help is appreciated.
0
it'll never happen. mojang doesnt do interesting updates that actually improve the game
0
you can run a chunk auto-generator mod on the world in singleplayer and then open the world back up to vanilla multiplayer
0
Hi all,
I'm relatively new to minecraft commands. I understand how to use scoreboards and timers and stuff like that but I've never gotten into the more advanced stuff like creating a sailable ship out of falling blocks. I found a datapack that does just that and it only allows for a single ship at any one time, since there's no built-in way to differentiate between multiple ships. Spawn a second ship and the first one despawns so that the ships don't tp onto each other.
My question is: is there any way to make it so that each player gets one of their own ships? I can't figure out a way to have all of the ship pieces (which are falling blocks attached to armorstands, I believe) have some sort of identity that designates them as belonging to a single player, so that if one player spawns or despawns a ship, every other player's ship remains unaffected.
This isn't specific to the sailable ship datapack. I also tried making a "transformation" datapack where mobs would tp to invisible players, making it seem like the player controlled the mob, but I couldn't figure out how to keep each mob attached to exactly one specific player. Players who ran into each other would inevitably lose their controlled mob because that mob would start teleporting to the "nearest" player... which wasn't the original player anymore.
Anyway I'm just trying to figure out how to link two or more entities together in a way that I can check later on.
I know I probably wasn't super clear but I'm not sure how better to explain what I'm trying to figure out. Any input is appreciated.
0
just use a scoreboard. @s has always been a bit finnicky
/scoreboard objectives add inRange dummy
repeating command block to see if anyone is in range: execute as @e[tag=NexusTestWaystone] run scoreboard players set @a[distance=..1] inRange 1
repeating command block to reset anyone out of range: execute as @e[tag=NexusTestWaystone] run scoreboard players reset @a[distance=1..] inRange