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    posted a message on Can I have ideas for redstone builds?

    1-2 years ago i build a tic-tac-toe game it was part of a redstone challenge that was happening in the forums the challenge was to make a player vs ai tic-tac-toe but i could not figure out a way to make an ai. I made an extremely basic one where it would pick random spots but i did not liked it so i removed it and turned the machine do player vs player instead. I remember the other people's challenge had large parts of redston wires for their ai so i wonded if you can try and make a compact tic-tac-toe game that has an ai to play against.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Sheep spawn in pens

    This actually happened to me once i had made a pen with sheep in a forest biome and a wolf spawned in the pen and killed my sheep. The size i believe was around 7x7 but i also only had 5-6 sheep in it.

    Posted in: Survival Mode
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    posted a message on Using beds to de facto teleport

    When you get up from a bed it will always try to place you at a block next to the bed so by blocking the spots around it except one you can make it so the player always gets up in that block. If you put the bed in a corner you can use this trick to make the player get up behind the wall in the other room.

    Posted in: Survival Mode
  • 0

    posted a message on Is there a way to set game startup parameters

    Without having to create a mod the only way to edit these settings is when you create the world.

    Posted in: Discussion
  • 0

    posted a message on Is there a way to restore blocks using commands?

    There isn't a way to restore the bedrock via commands normally but there are still some ways. You can make a new world using the same seed and then go at the location where you broke the bedrock. Now if you broke only a few blocks you can go in creative and place them back again if not you can make schematics of the location using structure blocks or using world edit if you aren't good with structure blocks. If you choose structure blocks you need to take the schematic you made from the copy of the world and put it in the original world in order for you to use it.

    Posted in: Creative Mode
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    posted a message on finnaly

    Back when i starter minecraft i used to build statues of my skin a lot in creative trying to make the perfect replica. Once i even made a house of one of them.

    Posted in: Creative Mode
  • 0

    posted a message on Using creative mode to recreate The End.

    I have some ideas that can help. I assume you want to recreate the main void island so you can have the obsidian pillars reach all the way to the void like they normally do and you can add bubble elevators to each one so in case anyone falls they have a way to go up again. Another way if this is some kind of creative lobby area you can add teleportation command blocks again inside the pillars to teleport players at specific location. Another idea is to hide exits in the walls using black concrete so that they won't be showing up from afar with bubble elevators that take the players up and then through hidden tunnels they end up falling down to the main island maybe at a carpet that has under it powder snow so that they don't take damage.

    Posted in: Creative Mode
  • 0

    posted a message on mob spawning

    If you do not want to try and edit tags in the game with datapacks you can simply put a command block in the world with this command in it:


    /tp @e[type=minecraft:creeper] ~ ~-1000 ~


    This command will teleport all creepers at the void instantly despawning them. So depending on the location of the map you have you can add the mobs that spawn in the area in other command blocks until you only have the mobs that you want to spawn.


    There is also an alternative you can also choose to replace all the mobs with the mob you want to. For example any creeper that spawns will be changed to a zombie. I've done this in the past in a world to replace certain mobs with others i don't remember why though. If you choose this though this will probably make the mobs you want to keep be a lot more. If you need help with this method let me know and i can make a command creation for this one.

    Posted in: Creative Mode
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    posted a message on What happened to this modpack i loved so much? Xbox 360 for java.

    These aren't modpacks but worlds. I am pretty sure that you can find all of them in the internet by searching their names.

    Posted in: Discussion
  • 0

    posted a message on What Host should i get?

    Server.Pro is a good host that does have free host option and paid it's the very first server hosting site i used back when i could not afford to pay for a host. Before that site i also used Aternos it's a free host site but it has some limits so i stopped using it once i found Server.pro. If you want to know about a good server host that isn't free though the one i use right now is Nitrous Networks.

    Posted in: Server Support and Administration
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    posted a message on How to spawn a structure bounding box?

    I've seen in a lot of survival maps like for example the Skyblock map from DrTrog vanilla structures that have been spawned in and spawn he mobs that there meant to i know how to get the schematic of the structure from the files of the game and using world edit i can spawn it in but how do i add the bounding box of that structure to it so that it can spawn in the mobs?

    Posted in: Maps Discussion
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    posted a message on Random mob textures not working along side renamed mob textures.

    I put all the textures in the mob folder and put all the properties files in to one file witch is this:

    textures.1=2-17
    skins.18=18
    name.18=alex
    skins.19=19
    name.19=squid

    Now the slimes have again the 16 random textures they used to but the renamed textures no longer work. I then added all the files in the random folder instead and the same problem exists still.

    Posted in: Resource Pack Help
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    posted a message on Random mob textures not working along side renamed mob textures.

    I've recently created a small fun resource pack that adds more slimes that spawn randomly in the world so i decided to add some textures that apear when you rename the slimes but when i added the random folder and all the sub files the slimes no longer spawn with the textures i put but the new textures that i added that need naming work as they should.


    Here is how i have the folders setup:
    assets ->minecraft->optifine->mob->slime->slime.properties file and 16 slime textures named slime2.png up until slime17.png

    ->random->entity->slime->slime.properties file and two textures for the renamed slimes


    The slime.properties file in the mob folder has this text in it: textures.1=2-17

    The one in the random->entity->slime folder has this text in it:

    skins.2=2
    name.2=alex
    skins.3=3
    name.3=squid


    As i said above the issue am having is that when i added the renaming skins the slimes no longer use the skins from the mob->slime folder but the skins from the random->entity->slime folder that use naming work as intented.

    Posted in: Resource Pack Help
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    posted a message on Witch farm not working
    Quote from FawesDaWombat»

    What I meant is the skeletons could kill the witches they would STILL sometimes drop discs.


    So you say put a creeper farm on the witch farm for more gunpowder, that would make sence since then you could get a disk as another drop if you use skeletons but still witches do not drop disks if killed by skeletons only creepers have the ability to drop disks when killed by a skeleton.

    Posted in: Survival Mode
  • 0

    posted a message on Witch farm not working
    Quote from FawesDaWombat»

    Grab yourself a netherite sword and kill them yourself.Or just put them in with skeletons and you'll get a music disc farm.


    Creepers drop discs when killed by skeletons not witches and yes a sword is probably the best way to farm witches especially with looting.

    Posted in: Survival Mode
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