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    posted a message on NBT tag to prevent Undead from burning in daylight

    Self-explanatory - Undead mobs should have an NBT tag such as {BurnsInDaylight:1b} that determines whether they're set on fire during the day. For mobs that can't wear hats (like Phantoms) there is currently no equivalent workaround for this:

    - Having a command block constantly remove its fire is overkill, because it makes the mob completely immune to fire damage, whereas a mob with this NBT tag (or a zombie wearing a hat) is still vulnerable to things like Fire Aspect.

    - The Fire Resistance effect does the same thing, except the mob also visibly gets set on fire despite not taking any damage.

    - Disabling fire damage doesn't even affect mobs to begin with.

    Posted in: Suggestions
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    posted a message on Gamerule to disable hunger mechanics (for PVP maps)

    Like I said, it causes the super-fast regen that completely breaks PvP (and also adds the hassle of having to add 1 more command block)

    Posted in: Suggestions
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    posted a message on Gamerule to disable hunger mechanics (for PVP maps)

    I would like to suggest adding a gamerule (or something of that nature) to disable all hunger mechanics. This means the hunger bar never depletes, and natural health regeneration is treated as if the player is at 19/20 hunger - the slower regen, not that super-fast regen that comes from having your hunger and saturation at 100%.

    This would be useful for PVP maps so players wouldn't have to keep up with food, and also because the super-fast regen can make pvp a bit awkward (if you're going to allow regeneration like that, give the players potions or golden apples). For the same reasons, it may help with adventure maps as well, especially if the use of hostile mobs in the map prevents you from using Peaceful mode.

    Which brings me to my next point: yes, I'm fully aware that peaceful mode is a thing, but it has the player constantly regenerating at an extremely fast pace, and it has the side effect of preventing hostile mobs from even existing in the world. I would certainly make use of a gamerule like this (as opposed to peaceful mode) for the maps that I build.

    Posted in: Suggestions
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    posted a message on -- Thinking Of Starting Up A Multiplayer Youtube Server --

    Alright, that's totally fine with me. I hope your youtube expedition goes well. If you ever decide to do anything technical or adventure or pvp related in the future, feel free to let me know!

    Posted in: Let's Plays Help
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    posted a message on -- Thinking Of Starting Up A Multiplayer Youtube Server --
    Quote from Solespawn»

    I was thinking survival as it gives more opportunity for interesting content when it comes to videos. Although, I'm wondering if it would be an interesting idea if the realm were to have someone building stuff like obstacle courses/challenges/mini adventure maps? (This could be a possible way for you to fit in the way you want if this whole thing ends up being a thing.)


    But yeah, I've just recently started thinking this thing through seriously so there is most definitely room for new ideas and whatnot.

    I should also mention that as of now there is no group yet. All that exists of this idea is the realm I have and whats on this forum post.



    Adventure maps sounds like a lot of fun! I've never actually done adventure/puzzle maps but I would be happy to try it out with this group. What I've normally done in the past is create PvP minigame maps (I've done several of those) and how it usually works is, I program everything and lay out my ideas, and I get a few friends to help me actually build the terrain and whatnot. If you'd like to see some of my work before "recruiting" me so to speak, I'd be happy to open my dedicated server and let you test out some of my minigames - I actually have two of them on my current server world :)


    Also, we might wanna continue this conversation in a PM or even on discord or something. And if anyone else is interested we can invite them! My discord name is Conure512 if you want to add me.

    Posted in: Let's Plays Help
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    posted a message on -- Thinking Of Starting Up A Multiplayer Youtube Server --

    Question: would this be survival-only or is creative a viable option? I'm not so big on standard survival MC, but if creative was allowed, I'd be happy to join. I'm something of a mapmaker so if you guys needed a person with technical experience in minecraft (namely commands, redstone, etc) I'd gladly help out.


    Also, I'm not really a youtuber, but I'm fine with being in videos if you'd like. (Maybe if I can accumulate enough content to actually make viable youtube videos, I might start one day, but for now I'm laying low with that stuff.) I've just been searching for a place to apply my minecraft technical skills and helping out some youtubers kinda seemed like a perfect opportunity for me.


    If you don't need a command block guy, or you're not comfortable with bringing in a non-youtuber, that's ok with me. I'm just offering something here, no pressure :)


    FYI: I'm 18, I'm from the US, and I've been playing MC since 1.7 (started programming command blocks in 1.8). Just in case you needed info like that lol

    Posted in: Let's Plays Help
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    posted a message on Draw Speed Enchantment/Attribute for Bows

    Simple suggestion here. What if there were an enchantment for a bow that reduced the amount of time it would take to draw it back to full power? This would effectively increase the rate at which you could fire full-power shots.


    Even if an enchantment isn't feasible, I think there should at least be a way to maniuplate this using commands, like a new attribute or something. Or maybe it could be tied to the Attack Speed attribute. I'm just throwing out ideas. Anyway, what's your opinion?

    Posted in: Suggestions
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    posted a message on Soul sand and magma block additional function

    Good start, but how exactly would this work? How about an additional craftable block that allows you to place it in any diraction like a dispenser. Like maybe a "bubble jet" block that's crafted using both soul sand and magma (and probably some other ingredients), placeable in any orientation, and you can right-click it to toggle between pushing and pulling. Maybe it could even be activated with redstone. Idk, im just throwing out ideas. It is a very interesting concept.

    Posted in: Suggestions
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    posted a message on Giving players on a certain team a certain item [READ DESC]

    The @s target selector should NEVER be used with a command block, unless you're doing /execute first; what @s does is target the player or entity that's running the command. So it says "entity not found" because there is no entity running the command, it's a command block.


    Anyway, you need to have 4 different command blocks all hooked up to the 30-second timer, and as CowsDaBest already said, the syntax is as follows:

    give @a[team=<teamname>] stained_glass 10 <damageval> (whatever the damage value is for the color you want). Each of the 4 blocks will operate for ONE of the teams (one block for red, one for blue, etc).

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on stat.useItem should be usable by more types of items.

    As it stands right now, the stat.useItem criteria for scoreboard objectives can be applied to countless items that do absolutely nothing. For example, I could create an objective called "diamond" that uses the criteria stat.useItem.minecraft.diamond, but diamonds have no right-click function, using them to break things is exactly like using your hand, and the only thing you can do with them is craft them into things. So basically, that scoreboard objective would never increase naturally; it would be exactly the same as if I had used the "dummy" criteria instead of stat.useItem.


    I often build command contraptions where I create custom items, and I almost always have to end up using a carrot on a stick for everything, because it's the only item in the whole game that has a right-click function that does nothing, and therefore the only item that it's convenient to track with stat.useItem (and in the rare case of a player riding a pig, there are NO items with this feature). Like I mentioned before, there are countless items that can be applied to stat.useItem that do nothing, so why not let the objective track whenever you right-click those items? So, my aforementioned "diamond" objective would tick up by 1 every time a player right-clicked with a diamond in their hand. Does that make any sense?


    If this were implemented, a whole world of new possibilities would open up for mapmakers. Imagine having a blaze rod that sets everything on fire within a 5-block radius whenever you right-click. Or a diamond that teleports you home whenever you want. Currently you can do these things with a carrot on a stick as I said earlier, but it doesn't make that much sense, and plus you can only have one of these actions at any one time. You get the idea.

    Posted in: Suggestions
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    posted a message on Some simple ideas for making mc terrain much more interesting

    Rather than making savannah m more common, could we just reinstate the ability to generate floating islands and overhangs? I LOVE those features, and I believe every biome deserves a chance at having them. And if it becomes some sort of problem (idk how it would, but still) they should just be made more rare, not completely removed from the game.

    Posted in: Suggestions
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    posted a message on Stop changing the command syntax!

    I'm a big-time redstone/command person. I've been programming stuff with vanilla commands for years now. Yet it seems like every time there's a big update, like with 1.13 coming out soon, there are always some big changes made to existing command syntax that makes it so I have to go back and "fix" my redstone creations every single time.


    Look, I love it when new commands/command abilities are added. The new target selector argument "nbt" is something I've been asking for for ages now. But there are other things that I have a slight issue with. The new /data command seems fine, but did you really have to remove /entiydata and /blockdata? I know /data might have made them obsolete, but mapmakers, programmers, etc will now have to go and change entire aspects of their redstone just so their creations don't completely fall apart once the update comes out. It's not just /data - the scoreboard target selectors were completely revamped, and with really big command creations, those target selectors are often present in at least half of the command blocks. And did you really have to change "c=" to "limit="? And "m=" to "gamemode="? That seems totally pointless imo.


    This isn't the first time, either - it gave me a total headache when the "Equipment" tag was changed to "HandItems" and "ArmorItems". But you get the idea. I guess what I'm asking here is that you try to eliminate this issue as much as possible, by letting previous command syntax still be viable. If you really must change it to something more "easy to work with", then go ahead, but still allow the previous method to still work. Like, sure, go ahead and add /data, but don't remove blockdata and entitydata because of it. I'm sure I speak for more than just myself when I say that it's frustrating to have to constantly update my creations to prevent them from breaking.

    Posted in: Suggestions
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    posted a message on Multi-Target Selectors (for commands)

    What do you mean "planned for 1.13"? That already exists. What I'm suggesting is a way to NOT have to do that.

    Posted in: Suggestions
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    posted a message on Multi-Target Selectors (for commands)

    Parameters for target selectors seem to be only capable of understanding "AND" statements. For instance, @e[type=Cow,r=10] targets all entities that are both a cow AND within 10 blocks. However, OR statements are a little more tricky. Say I wanted to target anything that was either cow OR a pig, but nothing else. I'd either have to to a crap ton of NOT statements (@e[type=!Player,type=!Creeper,...] literally anything that isn't a pig or a cow), or make two commands- one for cows and one for pigs (which seems to be what most people do).


    However, I think OR statements should be supported. It would increase efficiency in command creations by quite a bit, and it wouldn't have to interfere with already-existing creations. Here's how I think it should be done:

    @e[type=Cow][type=Pig]

    It's just a target selector with two parameter segments, each acting independently, and selected entities have to fulfill one or more of these parameters to be selected.


    Other examples could be like this: @e[type=Cow,r=5][type=Pig,r=10] would select cows within 5 blocks, or pigs within 10 blocks... you get the idea. Also, the amount of segments shouldn't be limited to two, just to clarify.


    That's really it. What do you think?

    Posted in: Suggestions
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    posted a message on Rotate Sunflowers

    To those of you who say we need some way to navigate in other dimensions: there's a simple solution called debug mode. Just press F3. Completely viable in survival.

    OT: this is a pretty good suggestion, I think every block that isn't even on all sides should be manipulable like this.

    Posted in: Suggestions
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