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    posted a message on how to create a scoreboard that only counts for kills on specific mobs
    No, what you'd have to do it set it up for each hostile mob, and then whenever one of the mob scores becomes one, you can increment a dummy score by one, and then set the mob score back to 0.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on What's the most complex redstone device YOU'VE made?
    This:



    I recreated a mod (lucky blocks), which took about 2 days of playing.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Wanna send a redstone signal staight down a 1x1? Here is how.
    pretty cool! you can also always use hoppers, and comparators, but still cool!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Summoning mobs with no loot and others with loot
    Thats not that easy, though you can check if a player has recently killed an iron golem, and then kill all iron ingot and rose entities in an small radius around them.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecraft's Eyelander
    Yes, I assumed he would know that..., I was just giving him a way to test for it.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Summoning mobs with no loot and others with loot
    So depending on what you want to put on the entity replace <item> with minecraft:item (whatever you want it to be)

    So what you would do, is execute at a random entity, and give it a dummy score of 1.

    /scoreboard objectives add loot dummy loot

    Then you would randomly set a entity (a zombie say) to that scoreboard value

    /scoreboard players set @r[type=Zombie] loot 1

    Then you give it the loot

    /replaceitem entity @r[type=Zombie,score_loot_min=1] slot.armor.chest minecraft:<item> (say you wanted zombies to randomly drop gold, you would use minecraft:gold_ingot)

    Then you have to make it always drop that with the drop chances tag. In that tag, the '1.0F' is the chest slot

    /entitydata @e[type=Zombie,score_loot_min=1] {DropChances:[0.0F,1.0F,0.0F,0.0F]}

    Then you would just set it back to 0.

    /scoreboard players set @a[type=Zombie] loot 0

    This would give a random zombie gold ingot, and make sure it drops it.

    You would have to make this type of schematic for each entity, so for skeletons and stuff, and make more for each item you want it to randomly drop.

    You'd want to do this periodically, maybe every minute or so, and you'd just have it on repeaters so do the first command, then go into a repeater into the next command, and then the next one, since when you power a command block with a repeater, you can get a signal out of it from the other side.

    I hoped this helped, and if you need more help, you can ask!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on HELP- replacing dropped items
    You could actually compact this more, replacing the last 2 commands with -

    /entitydata @e[type=Item,score_isFlesh_min=1] {Item:{id:"minecraft:leather"})}
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecraft's Eyelander
    I think this is the easiest way, if not someone please correct me.. but, you have to test if a player is holding an item, and if its in that slot, so you have to test every couple seconds for this command -

    /testfor @p {Inventory:[{id:minecraft:golden_sword,Slot:0b,display:{Name:"Eyelander"}}],SelectedItemSlot:0}

    /testfor @p {Inventory:[{id:minecraft:golden_sword,Slot:1b,display:{Name:"Eyelander"}}],SelectedItemSlot:1}

    /testfor @p {Inventory:[{id:minecraft:golden_sword,Slot:2b,display:{Name:"Eyelander"}}],SelectedItemSlot:2}

    and so on... till 8, replacing the 'slot' and 'selecteditemslot', but leaving the 'b' there after '2b' and so on.

    then you can use comparators on that, and then cause an output, like /say :D or /particle commands
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.8.0 /setblock help!
    maybe try replacing with air and then replacing with the block after 1 tick?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.8.0 /setblock help!
    you could try using a fill command on just one block, maybe that will work better. So for example.

    fill 25 4 25 25 4 25 minecraft:stonebrick
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.8.0 /setblock help!
    Is it only stonebricks that arent getting "setblocked" or all blocks?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silencing Spanwed Mobs
    Ah ok, thanks.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silencing Spanwed Mobs
    So I know you can summon silent mobs with the silent tag, but can you use entitydata or is there some other way to make already summoned mobs silent?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Nestled executes?
    So I've heard this idea before, but I dont know if it really works. So here is what I want to do. In a 10x3x10 cube around you, test for a lit redstone lamp.

    If it finds it, it spawns a NOAI armor stand at the location.

    And then it sets the nearest player value for a scoreboard to 1.

    Then it executes a random command based on a randomizer done by setting the scoreboard to 1.

    I know all of this is not able to be done in 1 command, but at this rate it takes somewhere near 1000 command blocks, so if any of these can be combined using execute, that would be good. Or if anyone just has a better idea to test for a block in a radius and do something at that location.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Flamethrower
    That works pretty well, but there are 3 flaws. One, it may light the thrower on fire, Second it may pass by too fast to light the other person on fire, and thirdly it doesn't light people in air on fire. So someone could just repeatedly jump to stop from getting hurt by it.
    Posted in: Redstone Discussion and Mechanisms
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