Index
Generic info
1. Intro
2. Errors
3. JSON Structure
4. Unicode & escape sequences
In-game features
5. /tellraw
6. /title
7. Books
8. Signs
9. Advancements
Text component
10. Text input
11. Text styling
12. Event listeners
13. Adding text
Additional usage info
14. Inheritance
15. Senders & origins
16. /trigger
Conclusion
17. Q&A
18. External links
19. Conclusion
Generic info
Intro
The "Text Component" is Minecraft's text handling system, in which the text to parse is stored as JSON. It features basic text styling such as color and formatting (bold, italic, underline), parsing of anonymous data such as target selectors or playerscores, use of translations, as well as advanced options through clickEvents and hoverEvents to, for example, run a command when clicked or display more data when the mouse hovers over text.
This thread will cover how to use the text component with various in-game features, but not all component options are available for all features. Below is a key that will indicate what features a component option if available for.





Errors
If you have any issues running commands, please paste your commands here along with any error messages or unexpected behavior. If the command is long, please post them in a spoiler:
[spoiler]Insert command here[/spoiler]
You can check for valid JSON using a generic validator such as JSONLint.
JSON structure
The following is a list of all possible keys for the text component. The wiki will have an up-to-date version here if this is outdated.
{ "text": "", "translate": "", "with": [], "score": { "name": "", "objective": "", "value": "" }, "selector": "", "keybind": "", "color": "", "bold": false, "italic": false, "underlined": false, "strikethrough": false, "obfuscated": false, "insertion": "", "clickEvent": { "action": "", "value": "" }, "hoverEvent": { "action": "", "value": "" }, "extra": [] }
Unicode & escape sequences 



The text component supports the use of Java's escape sequences, which includes unicode support. Not all escape sequences are supported, and not all unicode characters may be visible.
\u0000 to \uFFFF




Specifies a unicode character, replacing 0000 with the hex value. See here for unicode characters. For example, the following produces the pilcrow/paragraph sign, being unicode character 00B6:
/tellraw @a {"text":"\u00B6"}
\n
"Newline" character, pushing text to the next line. While with signs it can be used, the text pushed to the next line will not be visible.
/tellraw @a ["Line 1\nLine 2"]
\" and \' and \\
Allows the usage of quotation marks nested within quotation marks, such as NBT data for various click/hover events, as well as backslashes as literal characters rather than as an escape sequence.
/tellraw @a ["This text is \"quoted\". Backslash: \\"]
Note that for nested quotes, deeper-nested quotation marks will need to be escaped further. The formula to obtain the number of backslashes needed is (2 * [current backslashes]) + 1. For example, if a quotation mark is needed as a literal value, but is already inside a set of quotes that has 1 backslash, 3 backslashes are needed in order to use the quotation marks:
/summon Creeper ~ ~1 ~ {CustomName:"the \"quoted\" text"} /tellraw @a {"text":"Click","clickEvent":{"action":"run_command","value":"/testfor @e[type=Creeper] {CustomName:\"the \\\"quoted\\\" text\"}"}}
The next depth would be 7, then 15, and so on.
\t and \b and \f and \r
None of these escape characters can be used with the text component.
In-game features
/tellraw
The /tellraw command adds a message to the chat for specific players. It has access to most features of the text component.
/tellraw [player] [text component] /tellraw @a {"text":"Hello","color":"red","italic":true}
Unavailable features:
1. "open_file" click event.
2. "change_page" click event.
/title
The /title command adds a message at the center of the screen for specific players. It has access to most basic features of the text component, but lacks support for event listeners. The wiki lists command syntax and general usage info for /title here.
/title [player] [title|subtitle] [text component] /title @a subtitle {"text":"The smaller subtitle","color":"red","italic":true} /title @a title {"text":"The larger title","color":"red","italic":true}
Unavailable features:
1. All event listeners.
Books
Currently only the pages list tag supports strings that contains a JSON object. The title and author string tags do not. In order for a book to be considered "valid", the title tag must be at maximum 32 characters long. Any higher and the book will only display "* Invalid book tag*".
Because the NBT data must be string data, quotation marks must be used as other characters would invalidate the JSON object. This also means that any nested quotation marks must be escaped.
While the JSON format for pages can be lenient (i.e. without required quotation marks around all key names and strings), it is not recommended. All other usage of the text component has switched to strict, and books will do so in the future.
Note that a bug currently causes inconsistencies with text styling between books and other features using the text component (see MC-62866).
/give @p minecraft:written_book 1 0 {title:"",author:"",pages:["{\"text\":\"Page 1\",\"italic\":true}"]}
Unavailable features:
1. insertion event listener.
2. open_file click event.
3. suggest_command click event.
Signs
Signs allow usage of the text component through the Text1, Text2, Text3, Text4 string tags. In order for any text on the sign to be valid and remain after reloading, all four tags must exist and must contain a valid text component.
Because the NBT data must be string data, quotation marks must be used as other characters would invalidate the JSON object. This also means that any nested quotation marks must be escaped.
/setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"[\"Top text\"]",Text2:"[\"\"]",Text3:"[\"\"]",Text4:"[\"Bottom text\"]"}
Unavailable features:
1. insertion event listener.
2. open_file click event.
3. open_url click event.
4. suggest_command click event.
5. change_page click event.
6. All hover events.
Advancements
Advancements can use the text component in their "title" and "description" keys. Since advancements themselves use the JSON format, there is no need to encase the entire text component in quotation marks.
{ "display": { "title": {"text":"This is the title.","color":"blue"}, "description": {"translate":"custom.locale.key","with":[{"keybind":"key.inventory"}]}, "icon": { "item": "minecraft:crafting_table" } }, "criteria": { "custom_test_name": { "trigger": "minecraft:impossible" } } }
Unavailable features:
1. Score text.
1. Selector text.
2. All event listeners.
Text component
Text input
The first step to creating a text component is to specify the text to be shown. There are various methods to display text, but only one may be used at a time.
The order of precedence is as follows, from highest to lowest: text, translate, score, selector, keybind.
For example, if translate and selector are both defined at the same depth, translate will be used. This means text supersedes all.
One of these keys must be defined for the text component to be valid, though does not need to contain text.
/tellraw @a {"text":""}
Alternatively, if within an array of text components (such as from instantiation or via extra), a lone string will act as text.
/tellraw @a ["String 1",{"text":"","extra":["String 2"]}]
"text" 




Basic text with no parsing other than escape sequence support. Target selectors are not parsed using this option.
/tellraw @a {"text":"String"}
If specifying a lone string within an array of text components (such as from instantiation or via extra), the input will be parsed as the text option.
/tellraw @a ["String 1","String 2"] /tellraw @a {"text":"String 1","extra":["String 2"]}
"translate" 




Sends input through the translation parser, useful for multi-lingual support. The input is expected to be the language key (e.g. gui.toTitle), but if the key is invalid it will be parsed as though it were the key's value instead. The output shown will be dependent on the player's language setting, unless the key is invalid.
/tellraw @a {"translate":"gui.toTitle"}
Example, showing that invalid key results in input being parsed as output.
/tellraw @a {"translate":"Text inserted here"}
Conversion flags & "with"
Minecraft's language files support the usage of several conversion flags, which are placeholders for text. For example:
commands.generic.entity.invalidType=Entity type '%s' is invalid
%s is the placeholder, which is text to be inserted at a later point. While the language files support the use of a handful of different conversion flags, all flags are converted to %s or %#$s. See here for a more in-depth explanation of placeholders, but be aware that Minecraft implements them manually and thus not all are available.
The with array will hold the extra data to be inserted. Example, where the %s placeholder is replaced with "Creeper":
/tellraw @a {"translate":"commands.generic.entity.invalidType","with":["Creeper"]}
Conversion flags are also supported when specifying an invalid key, but be aware that the game is expecting only %s or %#$s. No other conversion flag will work for those cases.
/tellraw @a {"translate":"Insert a %s here.","with":["STRING"]}
Below is a list of conversion flags, how they are interpreted, and how they are intended to be used.
%s
The next string in the sequence inside with. For example, given the following:
custom.key = Insert %s and %s, followed by %s. /tellraw @a {"translate":"custom.key","with":["STRING1", "STRING2"]} Output = Insert STRING1 and STRING2, followed by .
The first %s will grab the first record within with, being "STRING1". The second %s will grab the second record, being "STRING2". The third will then grab the third record, but because there is none, will simply become blank.
%d
Intended to be an integer. Converted to %s upon reading the language files.
%f
Intended to be a float. Converted to %s upon reading the language files.
%#$s
A specific record inside with. The # is replaced by the incremental record number within the array. Note that this does not affect the sequence used by %s. For example, given the following:
custom.key = Insert %1$s and %2$s, followed by %1$s and %s. /tellraw @a {"translate":"custom.key","with":["STRING1", "STRING2"]} Output = Insert STRING1 and STRING2, followed by STRING1 and STRING1.
%1$s gets the first record, being "STRING1". %2$s grabs the second record, being "STRING2". The first record is then grabbed again. Finally, %s accesses the current string in its sequence, and since no other %s was used, it will grab the first record "STRING1".
%#$d
Intended to be a specific integer record. Converted to %#$s upon reading the language files.
%#$f
Intended to be a specific float record. Converted to %#$s upon reading the language files.
%.#f
Intended to be a float with a maximum number of decimal places. Converted to %s upon reading the language files.
%.#d
While technically possible with Minecraft's parser, does not represent anything. Converted to %s upon reading the language files.
"with" & text components
The records inside with may also be text components. Availability will vary between in-game features, as usual. For example, the following replaces %s with a parsed target selector:
/tellraw @a {"translate":"Nearest player: %s","with":[{"selector":"@p"}]}
"score" 



Displays the value of a score based on a playerscore on the scoreboard. The score object holds three keys: name, objective, and value.
A bug (see MC-56373) currently prevents full usage within hover events ("value" does work).
"name" is the name of the player stored on the scoreboard, which may be a "fake" player. It can also be a target selector that must resolve to 1 target, and may target non-player entities. With a book, /tellraw, or /title, using the wildcard * in place of a name/selector will cause all players will see their own score in the specified objective. Signs cannot use the wildcard.
"objective" is the objective to find the player's score from.
"value" stores the processed value so that the score does not need to be re-evaluated. If defined, this value is used instead of a processed score.
Example, where all players are shown the score of the nearest player in the "TEST" objective:
/tellraw @a {"score":{"name":"@p","objective":"TEST"}}
Example, where all players will see their own score in the "TEST" objective:
/tellraw @a {"score":{"name":"*","objective":"TEST"}}
Example, where a score is not processed due to value being present and will instead display "hello":
/tellraw @a {"score":{"name":"@p","objective":"TEST","value":"hello"}}
"selector" 



Processes a target selector into a pre-formatted set of discovered names, complete with event listeners where applicable. Multiple targets may be obtained, with commas separating each one and a final "and" for the last target.
The resulting formatting cannot be overwritten. This includes all styling from team prefixes, insertion event for entity & player names, clickEvents for player names, and hoverEvents for entity & player names.
A bug (see MC-56373) prevents it from working in hover events.
Example, assuming there are 3 creepers:
/tellraw @a {"selector":"@e[type=Creeper]"}
"keybind" 




Shows the player their corresponding key for a keybind. The following is a list of valid keybinds:
"key.forward"
"key.left"
"key.back"
"key.right"
"key.jump"
"key.sneak"
"key.sprint"
"key.inventory"
"key.swapHands"
"key.drop"
"key.use"
"key.attack"
"key.pickItem"
"key.chat"
"key.playerlist"
"key.command"
"key.screenshot"
"key.togglePerspective"
"key.smoothCamera"
"key.fullscreen"
"key.spectatorOutlines"
"key.hotbar.1"
"key.hotbar.2"
"key.hotbar.3"
"key.hotbar.4"
"key.hotbar.5"
"key.hotbar.6"
"key.hotbar.7"
"key.hotbar.8"
"key.hotbar.9"
"key.saveToolbarActivator"
"key.loadToolbarActivator"
Example, showing the player their key for dropping an item (defaulting to Q):
/tellraw @a {"keybind":"key.drop"}
Text styling
"color" 




Choose from a set of pre-determined colors that will be applied to the text. Defaults to "white". List of colors and their IDs:
Example, where the text is colored "red":
/tellraw @a {"text":"Hello","color":"red"}
"reset" may be used to reset the color to default.
/tellraw @a {"text":"Hello","color":"red","extra":[{"text":" there","color":"reset"}]}
The following is only meant to document technical details as they exist. You should not be using the following because it is deprecated. There are newer and more preferred features to use than the following, and the following may not exist forever.
Apart from colors, other styling options can be used as the value. Since you can only have one key of the same name, you'd be unable to specify a color at the same depth without relying on inheritance. The accepted values are:
1. "obfuscated"
2. "bold"
3. "italic"
4. "strikethrough"
5. "underline"
6. "reset"
"reset" will only reset styling options used in the color tag. It will not reset the standard styling options, such as from the underlined tag.
"bold" 




Boolean; increases text thickness. Defaults to "false".
/tellraw @a {"text":"Hello","bold":true}
"italic" 




Boolean; emphasises text. Defaults to "false".
/tellraw @a {"text":"Hello","italic":true}
"underlined" 




Boolean; underlines text. Defaults to "false".
/tellraw @a {"text":"Hello","underlined":true}
"strikethrough" 




Boolean; adds a strikethrough in the middle of text. Defaults to "false".
/tellraw @a {"text":"Hello","strikethrough":true}
"obfuscated" 




Boolean; causes text to cycle through random letters (example: ). Defaults to "false".
/tellraw @a {"text":"Hello","obfuscated":true}
Event listeners
"insertion" 
When the player holds SHIFT and left-clicks text, the insertion event listener will fire. This will append text to the player's current chat input, provided their chat is open. This is restricted to /tellraw only.
/tellraw @a {"text":"Shift-click","insertion":"/say Hello"}
"clickEvent" 


When the player left-clicks /tellraw or book text, or right-clicks on a sign, the clickEvent listener will fire.
For signs, all clickEvents must be at the root of inheritance. Clicking on a sign activates the listener for all of the Text1/Text2/Text3/Text4 tags, thus the maximum number of clickEvents on a sign is 4.
The event is stored within a clickEvent object, with an action string holding the type of event and a value holding the various relevant values that corresponds with the action.
List of clickEvents
The following is a list of all possible clickEvents that can be used.
1. open_url
2. open_file
3. run_command
4. suggest_command
5. change_page
open_url 

Opens a URL using Java's URI class. The only accepted protocols are "http" and "https", and one must be included. Web links must also be enabled./tellraw @a {"text":"Click","clickEvent":{"action":"open_url","value":"http://google.com"}}
open_file
Cannot be used with commands. Opens a file on the clicking player's hard-drive. It is used in-game when taking a screenshot and clicking on the link provided.run_command 


Runs a command with the clicking player set as the sender.For /tellraw and books, the clicking player is running the command as if they have typed the command themselves in the chat. This means they are subject to standard chat limitations, being a 256-character limit, required "/" for command usage, as well as the requirement of OP status to run OP-only commands. The player will also be kicked if using an illegal character, such as the section symbol (\u00A7) and the DEL control character (\u007F). If the command to run exceeds 256 characters, the remainder will be trimmed and the player will still attempt to run the command. The /trigger command was introduced to overcome these obstacles.
/tellraw @a {"text":"Click","clickEvent":{"action":"run_command","value":"/say Must be OP'd to run this command"}}
Signs will run commands themselves while setting the clicking player as the command sender, allowing players to run commands without standard chat limits as well as having sender bias apply to themselves. Note, however, that the coordinate origin of execution is still at the sign, so commands like /setblock will be run at the sign. This allows a player to modify the sign they click without having to know exactly where the sign is.
/setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"say Does not need to be OP'd to run this command. Sender bias: @e[c=1] .\"}}",Text2:"[\"\"]",Text3:"[\"\"]",Text4:"[\"\"]"}
In terms of CommandStats, signs will be the one receiving return values and not the player. The sign would need to run /execute, which will activate CommandStat triggers for both the sign and the player. Each event will run one at a time, obtaining the return value, and then moving onto the next event if there is one (starting at Text1 and ending at Text4). This can allow for some complex command handling based on the sign's success at running commands.
For example, given the following command:
/setblock ~ ~1 ~ minecraft:standing_sign 0 replace {CommandStats:{SuccessCountName:"@p",SuccessCountObjective:"OBJ"},Text1:"{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"testfor @e[r=3]\"}}",Text2:"[{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"execute @p[score_OBJ_min=3] ~ ~ ~ say 3 entities around the sign.\"}}]",Text3:"[\"\"]",Text4:"[\"\"]"}
When the sign runs commands, it will set the nearest player's "OBJ" score equal to the success of the command. In Text1, the sign will run /testfor at its coordinate location, looking for any entities within 3 blocks of itself. It will then set the nearest player's score equal to that amount. In Text2, the sign will cause the nearest player with an "OBJ" score of at least 3 to run a /say command. That player's score will only be 3+ if there were 3+ entities around the sign. It will then set the nearest player's score to either 1 if the sign successfully ran /execute, or 0 if it did not.
suggest_command 
Replaces the player's current chat input with the text in value. Unlike insertion, it completely replaces instead of appends./tellraw @a {"text":"Click","clickEvent":{"action":"suggest_command","value":"Text replaced"}}
change_page 
Used with books to switch to the page specified in value. If page number does not exist, nothing will happen./give @p minecraft:written_book 1 0 {title:"",author:"",pages:["{\"text\":\"Go to Page 2\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"2\"}}","[\"Page 2\"]","[\"Page 3\"]"]}
"hoverEvent" 

When the player hovers over /tellraw or book text with their mouse pointer, the hoverEvent listener will fire.
The event is stored within a hoverEvent object, with an action string holding the type of event and a value holding the various relevant values that corresponds with the action.
List of hoverEvents
The following is a list of all possible hoverEvents that can be used.
1. show_text
2. show_achievement
3. show_item
4. show_entity
show_text 

Shows a tooltip populated by a text component, though could also just be a simple string.Unavailable features:
1. All event listeners.
2. "score" text, though an explicit "value" will work.
3. "selector" text.
See MC-56373 for issues concerning "score" and "selector".
/tellraw @a {"text":"Hover","hoverEvent":{"action":"show_text","value":"Basic string"}} /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_text","value":["",{"text":"Text\n","color":"green","underlined":true},"component"]}}


show_achievement 

Displays a pre-formatted achievement tooltip. May also show pre-formatted statistics tooltips, though will only show the statistic name. The wiki has a list of valid achievement IDs here, as well as statistic IDs here.Achievements will be prefixed by "achievement." while statistics are prefixed by "stat.".
/tellraw @a {"text":"Hover","hoverEvent":{"action":"show_achievement","value":"achievement.openInventory"}} /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_achievement","value":"stat.walkOneCm"}}


The following shows the pre-formatted text template:

The first line will be the achievement or stat name, dependent on the string provided from "value".
The second line will either show "Achievement" or "Statistic" depending on the language setting, which is translated from the following keys in the language file:
stats.tooltip.type.achievement=Achievement stats.tooltip.type.statistic=Statistic
The third line will display a description, which is only used for achievements.
If the value is not a valid achievement or statistic, it will instead display "Invalid statistic/achievement!".

show_item 

Parses NBT input into an item and displays the result.The value is a string and must have nested quotation marks escaped. Must be valid NBT input starting with an unnamed compound. Note that if Advanced Tooltips is shown (F3 + H), extra data will be shown as it normally would.
/tellraw @a {"text":"Hover","hoverEvent":{"action":"show_item","value":"{id:\"minecraft:stone\",tag:{display:{Lore:[\"Lore line 1\",\"Lore line 2\"]}}}"}}


If either the item data is invalid (wrong item ID, "Count" tag not 1+) or the NBT data is syntactically incorrect, "Invalid Item!" is shown instead.

show_entity 

An advanced tooltip displaying an entity's name, type, and UUID. Advanced tooltips must be enabled to view (F3 + H). Note that this is not targeting any existing entities, but is instead just creating dummy text.The value is a string and must have nested quotation marks escaped. The value is NBT input of a specific structure, rather than entity data, but none of the following tags are required and can simply be blank:
{
name:"CustomName",
type:"ArmorStand",
id:"00000000-0000-0000-0000-000000000000"
}
None of the tags are required, but the game will render a line for both "name" and "id". "type" will only have a line dedicated to it if it's defined. The input does not need to be valid.
"name" is essentially the "CustomName" tag of the entity. "type" is the entity's savegame ID and will be appended by the corresponding numerical ID (90 (AKA Pig) if invalid). "id" is the UUID pair of the entity (determined by "UUIDLeast" and "UUIDMost" tags).
/tellraw @a {"text":"Hover","hoverEvent":{"action":"show_entity","value":"{name:\"Skylinerw\",type:\"Creeper\",id:\"00000000-0000-0000-0000-000000000000\"}"}}
/tellraw @a {"text":"Hover","hoverEvent":{"action":"show_entity","value":"{name:\"Skylinerw\",id:\"Not a valid UUID\"}"}}


If the NBT data is syntactically invalid, "Invalid Entity!" will be displayed instead.

Adding text
"extra" 




The "extra" array will accept a list of text components and strings. This tag is used in order to create more text with their own options. Note that the text components here will inherit from a parent first, but each are their own separate child. See Inheritance for more info.
For example, the following results in the parent ("First") being red, while its children ("Second" and "Third") inherit that property and are also red. The first child ("Second") set itself to be bold, unlike its parent, while the second child ("Third") does not change any properties that it inherited.
/tellraw @a {"text":"First","color":"red","extra":[{"text":"Second","bold":true},"Third"]}
Array structure 




A text component can instead be instantiated as an array rather than an object. This essentially allows one to skip using the "extra" tag entirely, and can also save on characters as it becomes quicker to nullify a parent.
/tellraw @a ["First","Second","Third"]
Note that the first record defined will be marked as the parent, and all other records will inherit from that parent. For example, the following causes the first record ("Parent") to be the parent set to red, while the second record ("Child") inherits everything from the first record and will also be red.
/tellraw @a [{"text":"Parent","color":"red"},"Child"]
A quick way to skip over the first record as the parent to avoid any unwanted inheritance is to simply input an empty string.
/tellraw @a ["",{"text":"Child1","color":"red"},{"text":"Child2","underlined":true}]
Additional usage info
Inheritance 




Inheritance refers to component options that are transferred from a parent/root component to a child/nested component. This is revalent when dealing with the "extra" tag or array instantiation. A child will take on all options from a parent, including styling and event listeners.
When instantiating as an object, the initial text is the parent. For example, the following shows a parent with no children.
/tellraw @a {"text":"Parent"}
The following shows a parent, with absolutely everything inside the "extra" tag being a child (including any "grandchildren" and so on).
/tellraw @a {"text":"Parent","extra":["Child1","Child2"]}
When instantiating as an array, the first record will be the parent while all other records are the children.
/tellraw @a ["Parent","Child1","Child2"]
Each child can be a parent to their own children, and only their children will inherit their properties (as well as any properties inherited by a grandparent and so on). The following shows a parent that is bold, a child that inherits boldness and has the italic property, and a grandchild that is both bold, italic, and has its own property of being red.
/tellraw @a {"text":"First","bold":true,"extra":[{"text":"Second","italic":true,"extra":[{"text":"Third","color":"red"}]}]} /tellraw @a [{"text":"First","bold":true},{"text":"Second","italic":true,"extra":[{"text":"Third","color":"red"}]}] /tellraw @a [{"text":"First","bold":true},[{"text":"Second","italic":true},{"text":"Third","color":"red"}]]
The following demonstrates that siblings do not inherit from one another. While the parent is bold and causes both its children to be bold, the first child will be italic while the second child is underlined (and not italic).
/tellraw @a {"text":"Parent","bold":true,"extra":[{"text":"Child1","italic":true},{"text":"Child2","underlined":true}]} /tellraw @a [{"text":"Parent","bold":true},{"text":"Child1","italic":true},{"text":"Child2","underlined":true}]

Senders & origins 



Initial parsing 


When parsing the "selector" tag or the "name" tag in the "score" object, and if there is a command sender available, sender bias will apply, forcing them to always be the target.
This occurs when an entity runs a command (such as a player running the /tellraw or /title commands directly, or via the /execute command) or when the player opens a book for the first time.
For example, the following will cause all entities to say their own name no matter what:
/execute @e ~ ~ ~ /tellraw @a {"selector":"@e[c=1]"}
This functionality is not available for signs as they do not have a sender to work from, and instead their selectors will parse without a sender bias from the blockspace that they are placed at.
run_command clickEvents 


When a player activates a run_command event, they will be marked as the command sender as they are naturally the ones running the command. However, there is a key difference with signs: while /tellraw and books will use the player's current coordinates as the origin, clickEvents in signs will instead use the sign's coordinates as the origin, while still setting the clicking player as the command sender for sender bias to apply.
For example, the following will cause the clicking player to set a block above the sign, rather than above themselves, and to always say their own name:
/setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"[{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"setblock ~ ~1 ~ minecraft:stone\"}}]",Text2:"[\"\"]",Text3:"[\"\"]",Text4:"[{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"say @e[c=1]\"}}]"}
This can be used very effectively in order to know exactly which sign the player had clicked while still being able to target the clicking player.
/trigger
The /trigger command was introduced as a way around the various chat restrictions when running commands from /tellraw and book clickEvents. /trigger can be used by non-OPs and will be shorter than the 256-character limit.
Syntax:
/trigger [trigger-objective] [add|set] [value]
Players that run this command will only be capable of targeting their own objective, noted by the lack of a target selector in the syntax.
In order for the command to modify a score, the objective itself must use the "trigger" objective-type. This objective-type has a special feature in that it will be 'locked' in order to prevent being modified. This occurs when the value is modified by the /trigger command, though do note that if a player is not tracked in the objective they will still be considered 'locked'. Example:
/scoreboard objectives add OBJECTIVE trigger /scoreboard players add @a OBJECTIVE 0
The player's "OBJECTIVE" score will be enabled by default in this case. Changing their score with /scoreboard does not unlock the objective for the player, but because the player had never run /trigger yet, it will be enabled.
The following will cause the player to change their score to 1, and thus locking the objective for that player. The player will not be able to run /trigger to modify that score until they are unlocked.
/trigger OBJECTIVE set 1
The /scoreboard command can be used to unlock the objective.
/scoreboard players enable @a OBJECTIVE
The /execute command can be used to forcibly change a player's score by causing them to run /trigger. This can be useful to automatically lock a player's objective without waiting for them to run the command themselves. For example, the following will not change their score but will lock it:
/execute @a ~ ~ ~ /trigger OBJECTIVE add 0
Example usage with /tellraw:
/tellraw @a {"text":"Click","clickEvent":{"action":"run_command","value":"/trigger OBJECTIVE set 1"}}
The clicking player will set their "OBJECTIVE" score to 1 if it is enabled for that player, and if so, will then become disabled.
Conclusion
Q&A
Q. Can multiple clickEvents be run at the same time?
A: Only signs have this capability, and only 4 can run at a time. Click events on signs must be the root parent to function.
Q. Does the player activating a "run_command" clickEvent need to be OP'd?
A: Only for /tellraw and books. Signs do not require being OP'd. This requirement is useful as it can be used to differentiate between OP'd and non-OP'd players.
Q. What is the character limit for "run_command" clickEvents in /tellraw and books?
A: 256; any extra text beyond will be trimmed off, which can also lead to errors in command syntax.
Q. Can I use target selectors as values?
A: Yes, you must use the "selector" tag, which replaces the "text" tag. The input can only be a target selector.
Q. Is JSON the same as NBT?
A: No, they are two different formats with different parsing rules.
External links
Bug reports
MC-62866 (JSON Inheritance in Books Different)
MC-56373 (hoverEvent limitations)
Other
Text component generator by Ezfe
Sign generator by CrushedPixel
Book generator by CrushedPixel
1.8 lenient to 1.9 strict conversion
Basic online tool
MCEdit filter by Al_T
Conclusion
If you have any questions, just ask. If there is outdated, missing, or incorrect information, please correct me by leaving a reply in this topic or sending me a private message. I will attempt to keep this topic up-to-date.
1
In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Twitter
https://twitter.com/theqmagnet
Diversity 3 Discord Server - where you can reach me personally
https://discord.gg/R7PmMXZ
Diversity 3 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-3/
Diversity 2 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-2-multi-genre-map/
Diversity on Planet Minecraft
https://www.planetminecraft.com/project/diversity-multi-genre-map/
QMAGNET's Test Map on Planet Minecraft
https://www.planetminecraft.com/project/qmagnets-texture-pack-test-map-13w03a/
Complex on Planet Minecraft
https://www.planetminecraft.com/project/complex-1845594/
_____________________________
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
26
DOWNLOAD
>>> August 21, 2017 (1.12.1) <<<
In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Twitter
https://twitter.com/theqmagnet
Diversity 3 Discord Server - where you can reach me personally
https://discord.gg/R7PmMXZ
Diversity 3 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-3/
Diversity 2 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-2-multi-genre-map/
Diversity on Planet Minecraft
https://www.planetminecraft.com/project/diversity-multi-genre-map/
QMAGNET's Test Map on Planet Minecraft
https://www.planetminecraft.com/project/qmagnets-texture-pack-test-map-13w03a/
Complex on Planet Minecraft
https://www.planetminecraft.com/project/complex-1845594/
_____________________________
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
DESCRIPTION
This is my Minecraft Test Map. It was specifically designed to showcase Resource Packs but has many features for Map Makers to use for their own projects. Feel free to download and use this for your own purpose. You may record or stream this map, but I please credit me in your video description so your viewers know where to get the map and who created it. For more info, please view the youtube video.
FEATURES
- Entire map is separated into dedicated rooms based on theme
- Every item clearly labelled for ease of viewing in odd resource packs
- All regular blocks, including Glazed Terracotta, Shulker Boxes, Frosted Ice
- All functional blocks such as coloured beds, cake, doors, ladder, etc
- All main biomes for grass, tree, vine appearance
- Area for common Structures such as End City, Ocean Monument, Woodland Mansion
- Time switching for sun, moon and star gazing
- Weather switching with rain and snow viewing areas
- Full particle effect displays including dripping water and lava, explosions, smoke, llama spit, totem, etc.
- Effect Testing Lab, experiment on mobs with multiple effects
- Status Effect Testing toggleable with Negative and Positive effects
- All particles displayed using Area Effect Clouds
- Dedicated section for viewing GUIs like backgrounds of chests, crafting table, hopper, etc.
- All plants, trees, huge mushrooms displayed with a greenhouse area including crop growth stages
- Water and Lava in various forms, moving, falling, stationary
- Nether, End Portals, and End Gateways
- All passive and hostile mobs easily viewable at close range, including Villager Parrots and Illagers
- Easily viewable weapon and tool display for all materials
- Inventory entities in Shulker Boxes clearly labelled
- Viewable armour on Armor Stands and Equipping Stations for the 5 armour types
- 100% complete Art Gallery, includes every painting in the game
- Separated redstone room with redstone related blocks, as well as command blocks and minecarts
- Full playsound section, every sound effect and song in Minecraft
ATTENTION
This current version of this map is NOT compatible with 1.10 or lower. You should run the map in 1.12! It may work in 1.11 but I have not tested that. In order to get the map working properly, you need to run this at the version is is made for.
OLDER VERSIONS
You can still download versions of the map since 1.7.4 by clicking on OTHER DOWNLOADS on the Curse.com page for the map.
Screenshots
For more screenshots, view the imgur album here
29
Trailer:
Download Link:
Single Player Version (Recommended) - Version 1.8 (December 15, 2013)
2 Player Version - 2P Version 1.8 (December 15, 2013)
In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Twitter
https://twitter.com/theqmagnet
Diversity 3 Discord Server - where you can reach me personally
https://discord.gg/R7PmMXZ
Diversity 3 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-3/
Diversity 2 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-2-multi-genre-map/
Diversity on Planet Minecraft
https://www.planetminecraft.com/project/diversity-multi-genre-map/
QMAGNET's Test Map on Planet Minecraft
https://www.planetminecraft.com/project/qmagnets-texture-pack-test-map-13w03a/
Complex on Planet Minecraft
https://www.planetminecraft.com/project/complex-1845594/
_____________________________
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
IMPORTANT:
This map is NOT compatible with Minecraft 1.8. 1.8 refers to the version of map update. Please downgrade your Minecraft version to 1.7.4
Description:
The dictionary defines the term "complex" as "consisting of interconnected or interwoven parts" and "composed of two or more units". Complex, the Minecraft map, is intended to be a single player adventure that sets the player in the midst of a large multi-dimensional maze, rooms are connected together from each of the four walls, as well as above and below. The player starts with intentionally very little direction. The game adjusts the settings as the player advances. The player must navigate throughout the Complex, room by room in search of the Answer.
Rules:
1. Difficulty - Easy
2. Mode - Adventure
3. Render Distance - Far (if possible)
4. Don't break anything
Multiplayer:
I have included a 2 player version. Complex is completely intended for single player. The 2 Player Version will work but it is not recommended. This map is not compatible with Bukkit. If you do desire to play Complex with a friend, you MUST read the READ ME file included in the download file.
Beginning Spawn point should be X 189, Y 61, Z -489
Known Bugs:
Please report bugs on this thread
Complex v1.7
Missing blocks in hidden ceiling area
Complex v1.6
TelepOREtation puzzle glitchy in 2 Player Version
Complex v1.5
Server command block text is getting cut off. This is a Minecraft bug that needs to be fixed by Mojang..
Broken piston joke dead end possibly inescapable
Finale detail mixed up
Complex v1.4
Possibility of no escape in "Make you feel blue?" and "Off Limits" dead ends
Multiplayer start area spawning mobs
Complex v1.3
Gap above TelepOREtation room from floor above
Complex v1.2
Blocks missing from wall of Recommended Spawn Set Room
Chest item in 5 Water Pillar room unattainable
Complex v1.1
"Patience" Puzzle not working
Clouds travel through Complex
Some blocks, pressure plates, ladders missing
Complex v1.0 (Original Release)
Sign in the room with the 4 lava pillars should read:
X -63
Y 161
Z -460
Screenshots:
Estimated Completion Time:
1 - 5 hours. Because Complex is a little more open than linear, it's possible to have a variety of time lengths. The player decides which paths to take and that will alter the end time. Reports have come back to me that the total time was around 4 to 5 hours, but if you are logical enough, it's possible to complete the map between 1 and 2 hours.
Additional Notes:
"Yeah yeah, another Minecraft maze..."
Rest easy, my friends, this is not an ordinary "maze". Visually, it's quite unique. The end reveals an original, untold story in the world of Minecraft. But the mystery is vague. All that is told is:
And the only way to the key, is to enter the Complex."
This is my first adventure map. This project took me about 2 weeks to construct.
"COMPLEX" is a Puzzle/Maze/Adventure that will work in 1.7.4.
There are elements of Parkour, but do not worry if you hate jumping, all Parkour is OPTIONAL.
Complex is intended for single player only. But I have created a 2 player version that you can play with a friend if desired. Please read the READ ME file in the download file.
Hints (only look if absolutely necessary):
Okay, this trap is impossible!
Who is Jesper and why do I have no Code?
What does the TV/Computer code mean?
What do these giant letters and numbers mean?
What is "Ode to Emma"?
How do I get behind the cage wall?
I'm not understanding this XX-XX-XX thing.
What is the Spark for?
So what are these PsychOrbs for?
I found the Key. Now where do I go?
These hints are absolutely no help to me. I'm about to give up. Just tell me.
The Complex is essentially a 5x5x5 blocks of rooms, with some rooms missing.
You need to read all the books and keep them.
Once you find an exit doorway out of a corner room which leads to a tall ladder on some blue wool, take the ladder until you go into a room connected to it with a cage wall. In this section there is a redstone torch which I called "Spark".
There is a code here that has a number, letter and hyphen, three times - this indicates the book titles. There is some text in asterisks. When all the phrases are put together, it says "Place the SPARK above the PAIN in my personal HELL".
Now you have to go to the room that has fire and spells "HELL". It's one of the corners.
There is a book in here with the first page that reads "the PAIN". Also, if you open the chest, the chest inventory says "the PAIN". Place the redstone torch above the chest, just below the H.
You teleport behind the cage wall, where you can grab some ender pearls. Now go to the coordinates written in the book. They lead you to an alcove above the Zombie Pigman room. Whip an ender pearl into that alcove and now you can get the Emerald Key.
The clue says "From Whence You Came", and you are looking for an Emerald Block. There is ONLY one room in the entire map that has Emerald Blocks. It is at the very beginning room, with the 4 buttons, the one you drop through. Use an ender pearl is get back up there and place the Emerald Key on an emerald block (anywhere). Enjoy the end.
UID Scoreboard (Top 20):
-----------------------------------------------------------------------------------------------------
1. Raecchi - 64 UIDs
1. SnoShoe - 64 UIDs
3. StarScythe7 - 62 UIDs
4. Anistuffs - 60 UIDs
4. mrcamoturtle - 60 UIDs
6. jespertheend - 59 UIDs
6. Darkshape45 - 59 UIDs
8. Dragonmark - 58 UIDs
9. romibi - 57 UIDs
10. DualCitizen - 55 UIDs
11. Sklobington - 54 UIDs
12. Captainraddy - 53 UIDs
13. jackkennedy98 - 52 UIDs
14. Thalizar - 51 UIDs
14. Zackattack5796 - 51 UIDs
14. AGuyYouDoNotKnow - 51 UIDs
14. Deadly419 - 51 UIDs
18. Kyte314 - 50 UIDs
18. HurricaneDude7 - 50 UIDs
18. PinkyH - 50 UIDs
-----------------------------------------------------------------------------------------------------
Take a screenshot of your total UIDs when you reach the finale and post it here. I will keep the top scores posted.
Update Log:
- Missing blocks in hidden ceiling area filled
- Removed authors from books to incorporate mystery
- Command block text remade to display from Complex
05/26/13 - Released version 1.7 for Single Player and 2 Player Version
- Replaced all levers outside of Complex with Redstone Blocks to discourage griefing
- Biome layout redone Beach/Sky to possibly prevent squid spawning
- Added puzzle to diamond house
- TelepOREtation puzzle fixed for 2 Player Version
- Changed Emerald TelepOREtation to Lapis TelepOREtation
- Watermelons changed to apples
- Book titles changed to assist in final result
- Some puzzles made a bit easier to find UID
- Trapped chest hallway puzzle made harder
- Water columns made more difficult to stay on
- Better prize for successfully jumping Chest parkour
- Changed "The Wall" reference
- Various other minor tweaks and spelling fixes
05/11/13 - Released version 1.6 for Single Player and 2 Player Version
- Adjusted command block text to read properly in 2 Player Version
- Fixed "broken piston dead end" so player cannot get stuck
- Finale adjusted from mixed up visual
- Fixed some book text
04/27/13 - Released version 1.5 for Single Player and 2 Player Version
- Adjusted Multiplayer start area to remove mob spawning
- More TP commands altered to fit 2 player better
- Fixed 2 dead end areas that could possibly have no escape
- Fixed spelling of "Version" on 2 Player READ NOW book
04/21/13 - Released version 1.4 for Single Player and 2 Player Version
- Filled gap above TelepOREtation chest
- Some TP commands altered to fit 2 player better
- Added S.B.M.
04/20/13 - Released version 1.3 for Single Player and 2 Player Version
- 2 Player Spawn Point added
- fixed one room with Recommended Spawn button missing blocks.
- fixed chest in 5 water pillar room to open
04/19/13 - Release version 1.2
- fixed clouds issue
- fixed "Patience" puzzle
- placed various missing ladders, blocks, pressure plates
- Book E11 changed to Book 11E
- Book 3E - spelling mistake on "neglected" fixed. Some text altered.
- Lava Wading room made symmetrical.
04/18/13 - Released version 1.1
- fixed wrong coordinate in 4 pillar lava room
04/16/13 - Released version 1.0
Ratings:
minecraftmaps.org - 9/10
rsmalec - 18/20
VII - 16/20
Special Thanks:
A very huge thank you to Jesper the End and Jobexi for beta testing my map. Many changes were made based on their recommendations.
Featured Let's Play: Lost Connection - Complex v1.7
Other Let's Plays
VashTS240 - Complex v1.6
DualCitizen - Complex v1.5
Grim Panda - Complex v1.2
Anistuffs - Complex v1.2
rsmalec - Complex v1.1
VII - Complex v1.0
Thalizar - Complex v1.0
Jobexi - Complex BETA
Please report any bugs, missing blocks or even spelling mistakes you find by sending me a personal message. Thanks. I hope you enjoy the map!
71
TRAILER:
DOWNLOAD:
>>> Version 0.3.2 <<< (August 21, 2015)
In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Twitter
https://twitter.com/theqmagnet
Diversity 3 Discord Server - where you can reach me personally
https://discord.gg/R7PmMXZ
Diversity 3 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-3/
Diversity 2 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-2-multi-genre-map/
Diversity on Planet Minecraft
https://www.planetminecraft.com/project/diversity-multi-genre-map/
QMAGNET's Test Map on Planet Minecraft
https://www.planetminecraft.com/project/qmagnets-texture-pack-test-map-13w03a/
Complex on Planet Minecraft
https://www.planetminecraft.com/project/complex-1845594/
_____________________________
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
LEGAL PERMISSIONS:
In order to record Diversity 2, you must list the build team members by name and include the map link, https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/2200445 in your video description.
MINECRAFT VERSION:
This map has been updated to 1.8.8. Running this map in ANY other version of Minecraft is not recommended.
DESCRIPTION:
Return to the world of Diversity - an epic multi-genre challenge map for single or multiplayer! PC Gamer's #2 Minecraft Map of all time has spawned a sequel. With over 1 million downloads, Diversity 2 has quickly become Curse.com's #1 most downloaded map, overcoming the original Diversity map. Diversity 2 is a unique form of map. Similar to the CTM style, you are tasked to complete a monument. However, in the Diversity series, the monument blocks are obtained from completing different genre-specific levels.
This time, a team of builders were enlisted and the end product is really quite special. We hope you enjoy the map. Diversity 2 also proudly features custom skins from over 650 members of the Minecraft community!
We'd like to thank the community for the massive reception! In 2016, Diversity 2 achieved a Guinness World Record for being the most downloaded Minecraft project.
THE RULE:
Don't type commands.
Diversity 2 is a very complex map that works only if the map is unaltered from the command blocks placed.
Do not change your gamemode, unless absolutely necessary.
REQUIREMENTS:
- Minecraft 1.8.8
- Minimum 9 chunks Render Distance
- Vanilla Server (Multiplayer)
- Adjust server.properties (see below)
RECOMMENDATIONS:
- Default Texture/Resource Pack
- Brightness: Full/Bright
- Clouds: Off
- Particles: All
- 1-3 players
- Render Distance: 10-16 Chunks
- 4GB RAM or higher allocated to Minecraft
- 64-bit Java
SERVER:
For Multiplayer, you MUST have command blocks enabled.
In your server.properties file, make sure you have this:
enable-command-block=true
allow-nether=true
allow-flight=true
max-build-height=256
spawn-npcs=true
spawn-animals=true
spawn-monsters=true
We recommend you keep the game to 2 players, but 3 could work.
This map is NOT compatible with Bukkit. Our apologies.
HELP:
- 1 in the greenhouse, maybe check out those buttons?
- 1 in the kitchen. Did it say something about cooking food?
- 1 in the theatre. Those movie posters sure look creepy...
- 1 in the bedroom behind the 4th tower.
Step #1
SCREENSHOTS:
TESTERS:
Djimusic, wiskeyweasel, masterofpowah19, Nullspeaker, OhmicFoamy, tntgod321, NoahSAE00, zdoggz99, Swederell, J2006, Daarkomaps, Kneeckoh, Nerdboy64, officialnucky, krixxus, JonpotTeDragonSlayer, Joef2, Quantum64, NateT_Bird, saidanmaster
DIVERSITY 2 BUILD TEAM:
abrightmoore (Creator of MANY MCEdit filters)
>> youtube.com/abrightmoore || twitter @abrightmoore
ColdFusionGaming (Creator of Gloria)
>> youtube.com/ColdFusionGamingMC || twitter @CFGMC
goldenturkey97 (Creator of MindCrack Boss Battles)
>> youtube.com/goldenturkey97 || twitter @goldenturkey97
Jesper the End (Creator of the Code)
>> youtube.com/jespertheend2 || twitter @Jespertheend
qmagnet (Creator of Diversity)
>> youtube.com/theqmagnet || twitter @theqmagnet
qwertyuiopthepie (Creator of GSW)
>> youtube.com/Temporarily9 || twitter @qwertyuiopthepi
PRODUCTION VIDEOS:
PERMISSIONS:
A: No. Non-PC/MAC versions cannot handle the complexity of the commands used in the map and would degrade the experience we have worked hard to achieve if the map was altered. Any further work done by someone outside the Build Team breaks copyright law and is not allowed.
Q: May I host Diversity 2 on my server?
A: Obviously, private servers to play the map are encouraged, but you may not host Diversity 2 on a public server as an addition to a your mini-games.
Q: May I translate Diversity 2 into a foreign language for others who don't speak English?
A: No. Unfortunately, we cannot guarantee a pure translation and in turn, the map may have incorrect information.
Q: May I post Diversity 2 on my Minecraft website for people to download?
A: Yes you may, provided that any download links listed point back to this forum post. It is too dificult to manage updates in multple locations. All links MUST send users to the Minecraft Forums (Curse). Any outside sources who have otherwise, have done so against our explicit permission.
90
Trailer:
Download:

Adventure
Arena
Trivia
Parkour
Escape
Labyrinthian
Dropper
Survival
Puzzle
Boss Battle
>>> Version 1.3.4 <<< (August 21, 2015)
In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Twitter
https://twitter.com/theqmagnet
Diversity 3 Discord Server - where you can reach me personally
https://discord.gg/R7PmMXZ
Diversity 3 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-3/
Diversity 2 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-2-multi-genre-map/
Diversity on Planet Minecraft
https://www.planetminecraft.com/project/diversity-multi-genre-map/
QMAGNET's Test Map on Planet Minecraft
https://www.planetminecraft.com/project/qmagnets-texture-pack-test-map-13w03a/
Complex on Planet Minecraft
https://www.planetminecraft.com/project/complex-1845594/
_____________________________
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
Compatible with 1.7.4 only!
I will not be updating this map into versions newer than 1.7.4. Certain parts will be broken in other versions of Minecraft. Please load the 1.7.4 version of Minecraft through the launcher.
Is the map file missing from your saves when loading Minecraft?
Please follow the install directions. I have had countless reports on this and it is simply caused by people ignoring my directions. DO NOT place the entire folder into your saves or the map won't show up in Minecraft!! ONLY place the folder labeled "Diversity (v1.3.4)"!
Enjoy the map? Try the sequel!:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/2200445
Description:
Diversity is a unique take on the CTM genre. As usual, you have to complete the monument by collecting the coloured wool. However in Diversity, each wool is obtained by finishing a completely different Minecraft map genre.
Rules:
In an effort to weed out any forms of cheating, since I can't change the Minecraft code, please understand...
1. No breaking, placing or crafting ANY items unless instructed or implied.
2. No changing gamemodes or difficulty, for ANY reason whatsoever.
3. ABSOLUTELY no typing commands like TP, give, spawnpoint, etc. (ESPECIALLY for Multiplayer!)
When you cheat, we all lose
4. For Single Player, start on Easy. Avoid viewing the Options Screen if possible.
Recommendations:
- Resource Pack: Default
- Brightness: High
- Clouds: Off
- Render Distance: 16 Chunks
Single Player:
There is a Minecraft bug on single player that viewing the options screen will overwrite the command block difficulty. For this reason, I suggest you starting your game with Easy.
Multiplayer:
If you want to play Diversity as multiplayer, I recommend 2 players. 3 maximum.
This map is NOT compatible with Bukkit.
Diversity Genres:
Additional Notes:
This is my second Minecraft map and MUCH more ambitious than my first. This took me about 2 months to construct.
Diversity is possibly the first Minecraft map built around the purpose of completing multiple genres. Diversity must be played in Minecraft 1.7.4.
It's not required, but for those who have played my first map, Complex, there is something special for you.
Developer's Commentary (Spoilers):
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Escape Branch Help (Spoilers):
The "Return to Hub" Exit Button
Puzzle Branch Help (Spoilers):
1. Jukebox Puzzle
2. Water Stream Puzzle
3. First Carpet Puzzle
4. Soul Sand Puzzle
5. Sheep Puzzle
6. Second Carpet Puzzle
7. Multiple Doorways Puzzle
8. Life or Death Puzzle
9. Who Am I? Puzzle (Riddles)
ANSWER:
ANSWER:
ANSWER:
ANSWER:
ANSWER:
ANSWER:
#7 - "Name to the North" riddle:
ANSWER:
ANSWER:
ANSWER:
ANSWER:
10. Slider Puzzle
Youtube:
If you would like to record yourself playing Diversity and post it on youtube, you have my full permission, in fact I'd encourage it! But please include this forum page link in your video description. The Let's Play list has become very large. I will be pruning the list of those who have not finished the map. If you would like your video posted, you must post it on the thread.
Featured Let's Play by rsmalec:
Other Let's Plays:
Bdouble0 and generikb
Thinknoodles
Biggs87x and ZaiLetsPlay
SnoShoe
VII
BrandTanooki and Phinman25
LnDProductions, Doublepulse and Rewas514
Team Doctor Who
MehhGamez
VashTS240
josh307c
ThePickAxeOfDiamonds
elRubius (Spanish)
Fer0m0nas (Portuguese)
Changelog:
Special Thanks:
A very huge thank you to Jesper the End for all his advice and help on the creation of this project. Thanks to my awesome team of BETA testers Aura Cloud, kbcoolify, EpicGaming12321, JJPivotz, VeerZ, Owen, EpicCookie7, TheZperk!
Screenshots (Spoilers):
Production Videos:
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In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Twitter
https://twitter.com/theqmagnet
Diversity 3 Discord Server - where you can reach me personally
https://discord.gg/R7PmMXZ
Diversity 3 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-3/
Diversity 2 on Planet Minecraft
https://www.planetminecraft.com/project/diversity-2-multi-genre-map/
Diversity on Planet Minecraft
https://www.planetminecraft.com/project/diversity-multi-genre-map/
QMAGNET's Test Map on Planet Minecraft
https://www.planetminecraft.com/project/qmagnets-texture-pack-test-map-13w03a/
Complex on Planet Minecraft
https://www.planetminecraft.com/project/complex-1845594/
_____________________________
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
DESCRIPTION:
Nearly 5 years after the massive hit Diversity 2, the highly requested final installment to the popular Minecraft series arrives in this epic multi-genre conclusion. Merging a beautiful balance between fun and challenge, Diversity 3 is playable for 1-3 players. The world of Diversity has changed. It's become more open. But it's up to you to find your way, and once again Complete the Monument! And there are plenty of surprises along the way.
This massive passion project took over 21 months of hard work from builders spanning from 6 different countries. We are truly excited to leave you with one last Diverse adventure.
LEGAL STUFF:
Diversity 3 is property of qmagnet and protected under copyright law and may not be altered or reuploaded without direct permission from qmagnet. You may NOT reupload this to a map website.
Diversity 3 began creation in July 2017. The map took 21 months to make by people who do Minecraft as a hobby. This project is a gift to the community, meaning we won't make any money from this, so please do us a favour and gives us a shout out in your youtube or twitch videos and post our names in your video descriptions.
We worked very hard on this and offer it to you for free to enjoy. All we ask is you credit us. But if you'd like to donate to show support, that would be incredibly appreciated more than you know.
EXAMPLE OF HOW TO CREDIT:
NEED HELP?
Join fans from all around the world, make friends and talk to the build team. Get help on with the map and report bugs you find. Everyone is welcome. Come join us! https://discord.gg/R7PmMXZ
F3+A:
This is hugely helpful tip to remember. At times, Minecraft 1.13.2 gets big "lag" issues, especially during any respawn. By pressing F3+A (or FN+F3+A on Mac), you can immediately fix this annoyance. This also causes chunks that appear to be missing to magically become visible again.
OPTIFINE:
Certain portions of this map (which we won't spoil) include "too slow" chunk loading. The OptiFine mod is super easy to install and REALLY helps loading those chunks a lot quicker. You can get it free at https://optifine.net/downloads
SOLID WHITE MOBS?
With OptiFine installed, you may rarely encounter "solid white mobs". You can correct this issue by going into the settings and turning Fast Render OFF. However, you may want Fast Render ON for the rest of the map.
REGARDING HEARING IMPAIRED:
If you are hearing impaired and require captions to play Minecraft, be advised there is one very small portion that you will unfortunately not be able to complete. However, I've included a bypass within the map that you can activate. If you require captions, contact me after you download and I will help you set this up.
/OP YOUR FRIENDS
There is one bug that occurs on servers with books with players who are not op, so set all players to op
SERVER SETTINGS:
For Multiplayer, you MUST have command blocks enabled. There are a few other important items you need to allow for this map to work, notably allow flight due to a weird unwanted server kick.
In your server.properties file, make sure you have these:
Also, make sure your level-name is the SAME name as the world folder for Diversity 3!
We recommend you keep the game to 1-2 players, but 3 could work.
I don't know if this map is compatible with Bukkit. I've never tested it with Bukkit.
And it has been confirmed there are errors with Spigot.
SCREENSHOTS:
https://www.curseforge.com/minecraft/worlds/diversity-3/screenshots
DIVERSITY 3 BUILD TEAM:
abrightmoore, AdamDJM, ColdFusion, Jigarbov, Noodlor, qmagnet, qwertyuiopthepie, The1Kwa1Jsucsh, renderXR
TESTERS:
blade933, CooleyBrekka, adri2711, c4rl0s6, Huider, suso, lifeofchrome, Kunyth, Peacecat, Fangride, nerdboy64, SGraal, moldybread1, Sybillian, Trebb, DarkPermafrost, Poynting1, DharunJana, Naphthal, Ty, razlight789, 14er, Chipmunk, Omegaslime, junkerpiler, Chorizabra, Roberto
3
So... you only have 3 pages to this thread posted months ago.

Nothing to update? Nothing to share?
What happened to you? You post nothing. Have a look at the news and it's nothing but Java update blurbs regurgitated from Mojang. We already know about that stuff. I skimmed the newsfeed and found you haven't had an interesting original news post since pre-1.12, seems nothing since March 2017 . You used to showcase community projects. You used to have little featured links posted on the top of the forums bar you could click from any area. Then the redesign. Then the forced twitch integration (despite Google+ / youtube being an utter failure), then the mass deletion.
Seriously. What happened to these things?
https://www.minecraftforum.net/news/60550-community-maps-titan-city
And then there's stuff like this:
Really? 2017? Not even the last one? Guys what is going on?
Your twitter account of 50 thousand followers hasn't posted a thing since July 2018 - to a game that isn't even part of the minecraft forum?! Was it hacked?
Glancing today, traffic is dead, links don't work, prefixes are not up to date, posting is still broken as it was in 2014. So much history lost. For what? Text on a webpage that doesn't belong to any country. I simply do not understand why posts can't be resurrected if a user gives their consent. Aside from this, I'm not even sure you can accurately determine who is "covered under this law", considering the vast majority of accounts are anonymous. I'd recommend auto-linking "removed" posts to this thread. Legalities aside, the entire forum is a graveyard. Interestingly, my posts haven't even been deleted, but the links connecting them from all over youtube are broken, because you changed again. I used to be incredibly active here. The death of the forum isn't just about deleting 1 million users. With even fewer users than ever, you're just not connecting with the community. When is the last mod or map or resource pack you shared?
What an sad waste of a once great place. SMH
1
Lot of activity around here. Could barely get this reply in...
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COMING 2019...
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COMING 2019...