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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
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    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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    posted a message on axe pick or swrod

    a hoe

    Posted in: Survival Mode
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    posted a message on Totem or Shield?

    I prefer to have food am not a pvp player so neither a shield or totem is something i need to have all the times in my offhand. The only time i use shield is when i hund shulkers and the totems i find no use in them.

    Posted in: Survival Mode
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    posted a message on What dedicated server should i pick for a few minecraft servers?

    I have used before Nitrous Networks to host a server their suport is good, they have options for vanilla, spigot/buckit and moddet servers and their prices are very good. Another site that we currently use in our server is Withernode it is another good choice but their web panel is a bit tricky to learn how to use(I learned that the hard way). I do not know their prices since i do not know what tier the owner uses atm but i as a server host i can tell that it is really good. One last option you can check out is Server.pro. I have not bought a server using that site as of now since i only use the site's free server option when i want to test some plugins but so another one worth checking out. Also i do not know how good this one is but i've been seeing lots of adds about Apex Host but i never checked out their site so maybe you wanna take a look on that one too.

    Posted in: Server Support and Administration
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    posted a message on AFK farm and tool durability
    Quote from Frunobulax»

    I'm not sure that this gives enough XP. A bottle drops 7 XP on average, which repair 14 durability. Considering that I need about 3 diamond pickaxes per hour, I would need about 300 bottles per hour (if my math is correct). The same problem occurs with mob farms, I'm not sure how much XP they drop but I think killing a zombie gives roughly the same as a bottle.


    There is a very interesting mechanic buried in from gnembon. He uses an auto clicker to hold right and left mouse button at the same time, so he also eats when hungry (food in one hand and the pickaxe in the other). He places an item frame in one corner of the farm, and the tool will be placed there if he passes by. Then a dropper gives him a fresh tool, and I think he uses a snowball to get the item out of the frame and into a second chest. This a great, great idea, even though I haven't tried to build it myself so I'm not sure if it still works in the latest Java version. Partially damaged tools end up in a chest and you can simply have a large scale cactus/bamboo farm distributing XP over a decent number of furnaces and repair all tools after you come back.



    I have seen this video before it is i believe the best ice farm you could make if you want lots of ice and i believe it does work in the latest versions too. Your idea about repairing the pickaxe instead of using a new one is very smart but could be tricky to pull of. First of for this farm there is no need for an auto clicker, you can simply hold down both buttons and put something heavy on top of the mouse to keep them on or press both buttons and press f3+t to reload the resource packs and while the game has the mojang screen release the mouse buttons and it will get stuck like you are still pressing them. Now the thing that you need to keep in mind for this farm is how often will you use it and is it worth to either have multiple pickaxes to be thrown at you before the one you hold breaks and repair them later or make some kind of automatic way to get exp to give your character in order to repair the pickaxe. Personaly i believe that unless your building style uses tons of ice you will not use this farm that often even if you do tons of redstone like i do you only use ice for item transport and even then you can only use ice when you put a new water source block since after 1.13 water mechanics were changed and ice isn't needed to be under the water to make the items travel fast. So if you do not use that much ice but you want to have tons in reserve then maki this farm as gnembon shows and you will be ok. If you do not want to repair the pickaxes or you really want to make it so you only use one pickaxe and it auto repairs then there is only one reliable option i believe and that is as i sujested xp bottles. You could make use of wolfes and a skeleton spawner but you would need to make a very long timer in order for your character to stop in one spot, get more than enough xp to repair the pickaxe and then release him from that spot. This could be a solution but you need to find a spawner inside an ice biome and making the character move with water will be a pain, also if you are on hard witch i asume you are skeletons can have thorn so the wolf will die eventuallly unless you heal him. My idea about using xp bottles would be to have the player stop at the spot where gnembon has the pickaxe switch mechanism and have multiple dispensers throwing the exact number of bottles required to repair the pickaxe. It shouldn't be to dificult to make that all it needs is an etho clock being activated as soon as the player come in that spot then an observer clock or a hopper clock if you want something slower activates the dispensers and the player gets the xp. After that when the timer ends the player gets pushed back in the farm to mine ice again. Most people think that it is not easy to get a large amount of xp bottles but it is actually quite easy all you need is to get multiple clerics at one location and trade with them for the bottles. As for emerald supply make a raid farm there very powerfull to have in your world only the emeralds you get are good enough for you to never sell to villagers again+ hero of the village is quite good to take advantage in that farm. In the end it all comes to what you preffer, you want to repair pickaxes at the end of every afk session, be lucky and find a skeleton spawner in an ice biome and use the wolfs to repair or use the xp bottles to repair and trade enough xp bottles that will last for a very long time.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on AFK farm and tool durability

    You could use bottles of experience to automatically repair your pickaxe you just need to see how many bottles are needed for 1 pickaxe and then make a mechanism that dispenses the xp to the player at the end.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Activating a command in a function only once.

    i already use the load function to say that the pack has been reloaded and i do not see that message when i join the world only when i enable the pack and i do not think it would be a good idea to have a summon command everytime you use /reload also i thought of a different way to make what i needed since the entities i need to summon are for an optional thing in my pack i made a function that the player must run if they want to enable that feature and i put the summon command in that file

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Activating a command in a function only once.

    I thought that the load function is only activating when you use reload

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Activating a command in a function only once.

    Is it possible to activate a command in a function file only once or activate the command once when the datapack is installed? I need to summon 3 armorstands at a certain location but the "summon armor_stand ~ ~ ~" command inside a function file would be activating all the time.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to make this work?

    I somehow missed the first reply and only saw the tag health boost one i tested it and it works perfectly. I had no idea about the attribute command i thought you could give more health to players via custom armor items. Thank you for your help.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to make this work?

    Am having trouble with the commands in my function file. This is how it works. The file checks for any player that has levels from 100-199 and gives him health boost 0. If the player has 200-299 levels it gives health boost 2. Finaly if the player has 300+ levels it gives health boost 3. The issue i have is that i cannot make it work backwards. I added a command that removes the effect when it goes from a higher level lets say from 301 to 298 and i hoped that the file would first remove the effect and then add the lower effect back but it seems that it does the oposite or both at the same time. So is there a way to make this work backwards?

    execute if entity @a[tag=!heart,level=100..199] run effect give @a[tag=!heart,level=100..199] minecraft:health_boost 999999 0 true
    execute if entity @a[tag=!heart,level=..99] run effect clear @a[tag=!heart,level=..99] minecraft:health_boost
    tag @a[level=100..199] add heart
    tag @a[level=..99] remove heart
    #
    execute if entity @a[tag=!heart2,level=200..299] run effect give @a[tag=!heart2,level=200..299] minecraft:health_boost 999999 2 true
    tag @a[level=200..299] add heart2
    tag @a[level=..199] remove heart2
    #
    execute if entity @a[tag=!heart3,level=300..] run effect give @a[tag=!heart3,level=300..] minecraft:health_boost 999999 4 true
    tag @a[level=300..] add heart3
    tag @a[level=..299] remove heart3
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Can't summon my villager

    I remade your villager using Mcstacker it should work now.

    /summon villager ~ ~ ~ {NoAI:1b,VillagerData:
    {profession:"minecraft:cleric",type:"minecraft:jungle"},Offers:
    {Recipes:[{rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:deepslate",Count:1b},sell:
    {id:"minecraft:end_stone",Count:1b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:creeper_head",Count:1b},buyB:
    {id:"minecraft:cake",Count:1b},sell:
    {id:"minecraft:player_head",Count:1b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:blaze_rod",Count:1b},sell:
    {id:"minecraft:end_rod",Count:1b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:sweet_berries",Count:1b},buyB:
    {id:"minecraft:glowstone_dust",Count:1b},sell:
    {id:"minecraft:glow_berries",Count:1b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:bucket",Count:1b},buyB:
    {id:"minecraft:snow_block",Count:1b},sell:
    {id:"minecraft:powder_snow_bucket",Count:1b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:redstone_block",Count:64b},sell:
    {id:"minecraft:sculk_sensor",Count:1b}},{rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:golden_carrot",Count:32b},buyB:
    {id:"minecraft:ender_pearl",Count:5b},sell:
    {id:"minecraft:chorus_fruit",Count:7b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:flowering_azalea",Count:1b},buyB:
    {id:"minecraft:amethyst_shard",Count:5b},sell:
    {id:"minecraft:spore_blossom",Count:2b}},
    {rewardExp:0b,maxUses:2147483647,buy:
    {id:"minecraft:netherite_block",Count:1b},buyB:
    {id:"minecraft:bundle",Count:1b},sell:
    {id:"minecraft:shulker_shell",Count:2b}}]}}

    Random Note: A netherite block and a bundle for 1 shulker box is the worst trade i have seen in a very long time remove the netherite block and the bundle and add some diamonds in their place i would say maybe 8-16 diamonds would be an ideal price for 1-2 shells. Also why did you disable the end dimension?

    Posted in: Commands, Command Blocks and Functions
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