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    posted a message on execute a command when player walks on a specific cordinates
    Quote from TNTQc»

    But in my case, it doesn't matter, since my setblock command sets a redstone block that triggers a fill clock to another system.



    🎓

    Indeed! At the risk of sounding pedantic , in CS we say such operation is idempotent: "[it] can be applied multiple times without changing the result beyond the initial application"






    More seriously, I assume your goal was to trigger other command blocks execution with that redstone block. Could you tell me a little bit more about that or share a screenshot of such design? As I said previously, I'm new to all of this, and I would be curious to see how we can handle control structures or alternate branches of execution with Minecraft commands and command block chains.


    Posted in: Commands, Command Blocks and Functions
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    posted a message on execute a command when player walks on a specific cordinates

    Thank you for having posted the solution!

    Amusingly enough, I was bitten myself by the `as`/`at` clause of the execute command yesterday. And despite that, I didn't pinpoint a similar issue in your command. I definitively need a lot more practice with Minecraft commands!

    Actually, in your case, I suspect the following commands would do the trick too:

    execute as @a[x=-160,y=75,z=164,distance=..1] run setblock -153 75 165 redstone_block
    execute if entity @a[x=-160,y=75,z=164,distance=..1] run setblock -153 75 165 redstone_block


    According to my (very recent) knowledge in that matter, I would favor the `if entity` version: I think the `as`/`at` versions may be less efficient, since they may potentially run the `setblock` command several times, once for each matching entity. Or am I wrong?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.14.4] /execute not working ?

    I'm new to Minecraft commands, so take my comment with a grain of salt. However, you are giving a diamond unless the `test` and `house` score values are identical. Since they both hold the value 3 you don't give the diamond. Shouldn't you use `if` instead of `unless`?


    /execute if score @p test = @p house run give @p minecraft:diamond

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to get only the first item matching an NBT path?

    I'm playing with the /data command for a while in MC14.2, but I can't find a way to access items by index when a NBT path selector matches several items.


    Let's say for example I want to know which slot of a chest containing pumpkins. I can write that:


    /data get block x y z Items[{id:"minecraft:pumpkin"}].Slot



    However, it will work only if pumpkins are found in one slot. If the chest has several slots filled with pumpkins, data get produces the error "only one NBT value accepted". So, is there a way to select only the first item (or at least only one item, being the first or not) matching an NBT path?

    FWIW, I tried several variations with no luck:

    Items[{id:"minecraft:pumpkin"}][0].Slot
    Items[{id:"minecraft:pumpkin"}].[0].Slot
    Items[{id:"minecraft:pumpkin"},0].Slot


    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Underground Exploration Update [v3.9]
    IMO, if you just have a bunch of small isolated cave systems there is no fun in caving; I want to be able to explore entirely underground, not have to look for new caves every hour or so



    I agree. An interconnected cave system would be more fun to explore than trying to find isolated caves by digging at random. Especially with the addition of rare/specialized chambers, it could give the impression of a rich underground ecosystem.

    Posted in: Suggestions
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    posted a message on Overhaul the Nether - Thoughts from a Veteran of 8 Years

    Thanks for having clarified that Toakralich.

    So your idea would be more like in the second example below:
    (in both cases, the "pure white" area is the Limbo--a unique biome generated at the first portal position and holding the world unique the Limbo's fortress)

    Posted in: Suggestions
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    posted a message on Weird redstone behaviour when using slabs
    [...] as though RSDa pointed at the block opposite the RS-torch even though it is shown as turning to make the connection.



    I remember having read somewhere the Redstone path display was a client-side thing and wasn't always reflecting the "reality" of powered blocks. It didn't really make sense for me at that time. But the use case displayed in the OP is a perfect example of such behavior.

    Thanks a lot, Scots for making that clear!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on We need a way to stop Illagers from spawning in some places

    According to the wiki:




    Illager patrols spawn around 200 blocks away from villages in plains, taiga,desert, savanna and snowy tundra biomes, as well as their variants on sand and grass block, or in snow with a block light level of 0–8 and a sky light level of 10–15.


    According to your description, Sacha, this seems outdated or plain wrong. Could someone confirm that?

    EDIT: it seems Bedrock Edition, illager can spawn at any light level depending the game difficulty settings: "On Easy difficulty, illager patrols can only spawn at light level 0–7 on the surface. On normal and hard difficulty, illager patrol can spawn in any light level." But only on "sand, grass block, podzol, coarse dirt or on snow."

    BTW, I like the idea of using banners to claim land!
    Posted in: Recent Updates and Snapshots
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    posted a message on Weird redstone behaviour when using slabs

    Sorry, @Sharfpang, I've missed your previous comment. Indeed, you're right: by doing a couple more tests, there is something related to slab I can't explain either.



    My guess would be in the "slab configuration", the block next to the redstone wire angle is strongly powered. Whereas in the "full block" configuration it is not. But why? And how? That's beyond my knowledge.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Weird redstone behaviour when using slabs

    Regarding the top-left example, I suspect it has something to do with known quirk in the redstone engine which only update blocks up to a given distance in response to a block change.

    When trying to reproduce it, I noticed some block are not deactivated as expected:


    Notice how the top-most activated block should be deactivated by the placement of the second redstone torch. But it was not updated because it is at 3 blocks (taxy cab distance) from the torch.

    From https://minecraft.gamepedia.com/Redstone_Dust#Placement

    When redstone wire is reconfigured after placement, it will not update
    other redstone components around it of the change unless that
    reconfiguration also includes a change in power level or another
    component provides an update. This can create situations where a
    mechanism component remains activated when it shouldn't, or vice versa,
    until it receives an update from something else – a "feature" of
    redstone wire that can be exploited to create a kind of block update detector.


    Placing any kind of block on top of it will update its state deactivating it as it should be:


    At least, this is how I understand it. But maybe someone more experienced with these things might explain it better.

    Posted in: Redstone Discussion and Mechanisms
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