In my Survival Server, I would love to make an advanced NPC village with walls and new/advanced buildings. My only concern are Zombie Invasions. How often are they? Do they change from size of village? Do Golems actually help? Can I prevent it? And overall, how deadly are they? Thanks!
Alright, I think I've now got what I need! Thanks to all of you for your input into this project and I'll be sure to post some pictures when its complete to show you all! Thanks so much!
These are great ideas! They also help to solve a potential problem with merging it with the other preexisting village, height. I wanted to make it tall, but it seems if I merged it with the original it would have to be almost on the ground. Are you saying if I build it 70(I'd go 80 to be safe) blocks off the ground, I could build the normal iron farm up there? If that's the case then that'd be PERFECT! I then don't need to make the village semi-symmetrical and I can have a nice tall tower! Thank you!
And if this works I will definitely send you some pics !
Ok, so you've told me about finding the center, and how to keep it the center, and you told me where the have the "Y" coord for the trap. So does that mean if the village remains exactly the same the trap will be fine there on the little hill, or are you implying that I build the trap in the exact center of the village(which is what I'm assuming)?
If that means make the trap in the exact center, then can I shift/enlarge the current village(it was pre-existing btw) around the marked spot to make that the exact center? I understand that that would be extremely difficulty to align, but would it be as "simple" as strategically making "houses" around that point with "math/the mod" to make that the new center and breed enough villagers to make sure no doors are forgotten? Or will there be a problem with it creating multiple villages around?
If above is true, is there a height limit to the tower(top of the trap)? Also, will free roaming villagers in the village(as long as there are enough) work out?
I very much appreciate all that you've helped me with!
Hello all! I know how to build an Iron Golem farm, and I know that your supposed to keep it away from pre-existing villages, but is there a way I can build one in the middle of a village? I know, CRAZY, but I have this great idea. I wan tto make "Villager Towers" Sorta like a hotel for villagers, but its really a desguised farm. I just have this spot overlooking a village and thought this could look really good, attached is a high quality depiction of what im sorta going for. I want to place the tower there, and expand the village around it.
Do I need to have an open space around the farm inside the village(so that it is still far enough away from a "village") to have it centralized? Can I just build it very tall? If either of these are needed, how far? Any ideas at all are appreciated!
Makes since, but unfortunately thats not what is happening. I have another entitydata command similar to the skelton one that applies all monsters with the "all" tag and gives them all an effect. This activates first in the chain and for whatever reason they keep overwriting eachother. I tested this because with both on, the skeletons couldn't shoot, but when I removed one or the other the skeleton was able to shoot...
i do realize I could place that effect in the individual effecr of each mob but having it the way I stated would mean less code overall, if it can work.
Hello! Long time no see! In a project i'm working on, I require the need to "enhance" certain monsters to make the game a bit more challenging. So I'm using the /entitydata on the mobs to give them items, effects, etc. However, the system I've got running keeps applying the entitydata to each mob each tick. This causes lag when there's many mobs being edited, plus skeletons can't shoot since their getting a "new" bow 20 times a second...
Here's my command(for skeletons): /entitydata @e[type=Skeleton,tag=!sk] {Tags:["sk"],HandItems:[{id:bow,Count:1,tag:{Unbreakable:1,display:{Name:"Flaming Death"},ench:[{id:49,lvl:1},{id:50,lvl:1}]}},{}],HandDropChances:[0.0F,0.085F],Glowing:1b}
It is supposed to make skeletons glow and give them bows with flame 1, and punch 1 with 0% drop rate.
The reason I can't just summon the mobs with these effects is I wan't naturally spawned mobs to also get the enhancement... Any help would be appreciated! I just can't figure out why the tag check system doesn't work so I can then apply the changes to my other enhancements...
EDIT: I just realized that the mobs are getting overwritten with a different tag which causes the mob to keep switching between the two tags, constantly getting the effects of both, so I guess the question now is if I can give a mob 2 different tags from two different command blocks?
Assuming this is a one time said chat that you won't need said again, you could add another chain conditional block after the say block and have it setblock the say block to air(delete). Of course, if you want it said each time someone enters this won't work...
What if you keep it the way it is now, but have comparators coming out of both command blocks. They will go into aN AND-gate that will lock the say block on so it won't keep activating. I think that should work because when then when there isn't anyone left in range the detect will turn off re-enabling the say block...
Play Gamer, why are you using the setblock clock? With 1.9(that is now out) you can just use the repeat command block and not deal with the glitchyness or lag of the setblock clock...
Ok, I did some testing and the sweep attack will trigger the HurtTime. Problem is when I use this to /effect instant_health on the zombie, it gets hurt again, causing an infinite loop...
Yeah, I know how to do that (I made a warhammer that did AOE damage to the mob hit by the warhammer). But will the monster even get a HurtTime from the sweep attack even though they don't actually get damaged just knocked back?
I would like the actuall sweep to do damage instead of just knocking enemies back.
Currently, when you swing a fully charged sword, you can only damage one mob but knock back others nearby... I would like to make that actually deal damage so it can deal with several little enemies at once.
0
In my Survival Server, I would love to make an advanced NPC village with walls and new/advanced buildings. My only concern are Zombie Invasions. How often are they? Do they change from size of village? Do Golems actually help? Can I prevent it? And overall, how deadly are they? Thanks!
0
Alright, thanks for the advice!
0
Alright, I think I've now got what I need! Thanks to all of you for your input into this project and I'll be sure to post some pictures when its complete to show you all! Thanks so much!
0
These are great ideas! They also help to solve a potential problem with merging it with the other preexisting village, height. I wanted to make it tall, but it seems if I merged it with the original it would have to be almost on the ground. Are you saying if I build it 70(I'd go 80 to be safe) blocks off the ground, I could build the normal iron farm up there? If that's the case then that'd be PERFECT! I then don't need to make the village semi-symmetrical and I can have a nice tall tower! Thank you!
And if this works I will definitely send you some pics !
0
Ok, so you've told me about finding the center, and how to keep it the center, and you told me where the have the "Y" coord for the trap. So does that mean if the village remains exactly the same the trap will be fine there on the little hill, or are you implying that I build the trap in the exact center of the village(which is what I'm assuming)?
If that means make the trap in the exact center, then can I shift/enlarge the current village(it was pre-existing btw) around the marked spot to make that the exact center? I understand that that would be extremely difficulty to align, but would it be as "simple" as strategically making "houses" around that point with "math/the mod" to make that the new center and breed enough villagers to make sure no doors are forgotten? Or will there be a problem with it creating multiple villages around?
If above is true, is there a height limit to the tower(top of the trap)? Also, will free roaming villagers in the village(as long as there are enough) work out?
I very much appreciate all that you've helped me with!
0
Hello all! I know how to build an Iron Golem farm, and I know that your supposed to keep it away from pre-existing villages, but is there a way I can build one in the middle of a village? I know, CRAZY, but I have this great idea. I wan tto make "Villager Towers" Sorta like a hotel for villagers, but its really a desguised farm. I just have this spot overlooking a village and thought this could look really good, attached is a high quality depiction of what im sorta going for. I want to place the tower there, and expand the village around it.
http://imgur.com/a/IBh3i
Do I need to have an open space around the farm inside the village(so that it is still far enough away from a "village") to have it centralized? Can I just build it very tall? If either of these are needed, how far? Any ideas at all are appreciated!
0
Makes since, but unfortunately thats not what is happening. I have another entitydata command similar to the skelton one that applies all monsters with the "all" tag and gives them all an effect. This activates first in the chain and for whatever reason they keep overwriting eachother. I tested this because with both on, the skeletons couldn't shoot, but when I removed one or the other the skeleton was able to shoot...
i do realize I could place that effect in the individual effecr of each mob but having it the way I stated would mean less code overall, if it can work.
0
Here's an easy way to make this using only command blocks. For setup do these commands:
/scoreboard objectives add timer dummy
/summon ArmorStand ~ ~ ~ {CustomName:"Announcement",NoGravity:1b,Small:1,Invisible:1,Invulnerable:1,NoBasePlate:1}
Do the second command in a location a player won't be.
Then, in a repeating command block set to always active:
/scoreboard players add @e[type=ArmorStand,name=Announcement] timer 1
Chain command block off of repeating command block(always active):
/execute @e[name=Announcement,type=ArmorStand,score_min=12000] ~ ~ ~ /say MESSAGE_HERE
Chain command block off of chain command block(always active):
/scoreboard players set @e[@e[name=Announcement,type=ArmorStand,score_min=12000] timer 0
Thats it! Hope this helps
0
Place this command in a repeating command block set to always active:
/entitydata @e[type=Boat,tag=!a] {NoGravity:1b,Tags:["a"]}
the tag part of it is to prevent the command from activating 20 times a second(AKA preventing lag :P)
0
SEE EDIT
Hello! Long time no see! In a project i'm working on, I require the need to "enhance" certain monsters to make the game a bit more challenging. So I'm using the /entitydata on the mobs to give them items, effects, etc. However, the system I've got running keeps applying the entitydata to each mob each tick. This causes lag when there's many mobs being edited, plus skeletons can't shoot since their getting a "new" bow 20 times a second...Here's my command(for skeletons): /entitydata @e[type=Skeleton,tag=!sk] {Tags:["sk"],HandItems:[{id:bow,Count:1,tag:{Unbreakable:1,display:{Name:"Flaming Death"},ench:[{id:49,lvl:1},{id:50,lvl:1}]}},{}],HandDropChances:[0.0F,0.085F],Glowing:1b}It is supposed to make skeletons glow and give them bows with flame 1, and punch 1 with 0% drop rate.The reason I can't just summon the mobs with these effects is I wan't naturally spawned mobs to also get the enhancement... Any help would be appreciated! I just can't figure out why the tag check system doesn't work so I can then apply the changes to my other enhancements...EDIT: I just realized that the mobs are getting overwritten with a different tag which causes the mob to keep switching between the two tags, constantly getting the effects of both, so I guess the question now is if I can give a mob 2 different tags from two different command blocks?
0
Assuming this is a one time said chat that you won't need said again, you could add another chain conditional block after the say block and have it setblock the say block to air(delete). Of course, if you want it said each time someone enters this won't work...
What if you keep it the way it is now, but have comparators coming out of both command blocks. They will go into aN AND-gate that will lock the say block on so it won't keep activating. I think that should work because when then when there isn't anyone left in range the detect will turn off re-enabling the say block...
1
Play Gamer, why are you using the setblock clock? With 1.9(that is now out) you can just use the repeat command block and not deal with the glitchyness or lag of the setblock clock...
0
Ok, I did some testing and the sweep attack will trigger the HurtTime. Problem is when I use this to /effect instant_health on the zombie, it gets hurt again, causing an infinite loop...
0
Yeah, I know how to do that (I made a warhammer that did AOE damage to the mob hit by the warhammer). But will the monster even get a HurtTime from the sweep attack even though they don't actually get damaged just knocked back?
0
I would like the actuall sweep to do damage instead of just knocking enemies back.
Currently, when you swing a fully charged sword, you can only damage one mob but knock back others nearby... I would like to make that actually deal damage so it can deal with several little enemies at once.