Title is self-explanatory. I need to /summon a shield with certain enchantments and a skull and crossbones pattern. I've got the commands for everything I need except for the decoration. Anybody out here know how to achieve this inside of the /summon command?
I run a server that my buddies and I started years ago (beta actually). Currently I have no players on it at all (besides myself). I've been looking for people to populate it once more, namely people who are OK with a "mature" setting. I can accommodate imports of maps, images, etc. The server is completely vanilla, though I run Bukkit so that the dynmap can run. I will include a link to my dynmap for your perusal.
Hoping you'll consider joining - the scale of things to do is quite overwhelming. I can forsee great builds happening that absolutely flesh out existing, and future, zones within this map. HMU
For one thing I do recommend building a library of terrain inside a copy of mcedit. ( Alternatively you can use structure blocks in-game with no mods to gather 32x32x32 lumps of terrain )
Personally I really enjoy the challenge of rebuilding custom terrain block by block. I originally started by creating a pyramid-like slope down from the top grass layer, but that looked very much unnatural. If you then vary each layer a bit, it begins to look very natural. The occasional building along the edge looks fine but IMO the most accomplished fix looks like natural terrain.
What's happenin brug? I'm looking for folks who enjoy minecraft; somebody who'd enjoy adding to a massive world. I've got this server, you see... check out the map. If interested, shoot me a msg. I'm usually on there from about 12-4AM PST
I do not. It appears to be some issue with saving Capital letters in the structure names. For example, the structure that broke is under the name CleanupBank1
Original file name is CleanupBank1.nbt
After re-importing the same structure with mcedit, I saved it as a new structure (with the same name). Its filename is now cleanupbank1.nbt and it works.
Im working on a big project involving multiple structures. Since updating to 1.11, one of my structures seems to show up as not available. The file exists, but for some reason says not available. Just wondering if anyone else is having issues with the update breaking structures?
I think I can use MCEdit to import the structure and re-save it inside of 1.11, but this issue seems unpredictable at best. (if not isolated)
I've made a workaround that follows this order of operations:
Item frame is copied into machine using structures
Machine breaks item frame and loads items into hopper
Map item is filtered into chest
Chest is copied using structures into testforblock bank
This has allowed me to use the relative coordinates with the testfor function. This machine has to work in any world after all!
I've also built the screen on which the game will be played, as well as wired up the structure bank for the sprites. Slowly but surely this machine is coming together!
I'm working on a machine to allow players to play a certain card game (pokemon tcg) within vanilla minecraft. I've reached a point where I need to gather a few advanced functions from the community.
The game displays a "hand" based on a player's inventory. Furthermore, some functions in the game call cards(filled maps) as targets.
I'm in need of a way to sort player inventories, more specifically I need a function to move down items into lower numbered inventory slots as empty slots are created.
Perhaps some way to copy the player's inventory into an analogous chest, then sort the items down with a hopper and recopy the sorted inventory to the player.
Any suggestions are welcome, this function is needed to make this machine work properly. I've got to make this build in vanilla, so mods or plugins are not a viable option. Surely there's a workaround.
Update time! I've built a functioning pack assembly machine, complete in a structure form for easy importing into your world. Currently I am reformatting the /give machine for each and every card (see below for peeks at the color formatting). This project is slowly coming forward, as I am working by myself on the logic engine
Having a bit of trouble with fine-tuning the /testfor bank that checks for which pokemon is played. I need to find a way to testfor with relative coordinates, as radius testing has proven to be unreliable.
Definitely can use all the help offered in this undertaking.
I'm working on a project to play pokemon TCG inside of vanilla minecraft, and I'm slightly stumped on my current testfor progress. Specifically I'm working on a testfor chain to detect if a certain map ID # is present in an Item Frame and adjust scoreboard variables accordingly.
I'm having a little trouble making this work. I also cannot seem to find any answers as to how to tag this properly.
but I'd like to utilize the map's ID instead of custom names, as I have variants of the same map with different names. I can work around this issue, but it's going to add at least 150 command blocks to my project. I've been checking this problem for most of the day now, and this specific problem doesn't seem to be addressed.
TL;DR
If anyone out there knows how to find a specific map # in an item item frame with /testfor, I'd like to know
Cards are given with commands to have full functionality. For example:
/give @p minecraft:filled_map 1 32001 {display:{
Name:"Bulbasaur",
Lore:["> Basic Pokémon [ 40 ♥ ]",
"--------------------------------",
"* Leech Seed : { 20 Damage }",
" - Unless all damage from this",
"attack is prevented, you may remove",
"1 damage counter from Bulbasaur.",
" Cost : ( 2 Grass )",
"--------------------------------",
" 'A strange seed was planted on its",
" back at birth. Thus, a plant",
" sprouted and now grows with this",
" Pokémon.' #1"]
}}
I will be updating this project often, and in doing so will update the main post. If you wish to contribute, please respond here or through private message.
0
Title is self-explanatory. I need to /summon a shield with certain enchantments and a skull and crossbones pattern. I've got the commands for everything I need except for the decoration. Anybody out here know how to achieve this inside of the /summon command?
0
What's heppenin brother Flasch!
I run a server that my buddies and I started years ago (beta actually). Currently I have no players on it at all (besides myself). I've been looking for people to populate it once more, namely people who are OK with a "mature" setting. I can accommodate imports of maps, images, etc. The server is completely vanilla, though I run Bukkit so that the dynmap can run. I will include a link to my dynmap for your perusal.
THIS IS MY DYNMAP LINK BRUV
Hoping you'll consider joining - the scale of things to do is quite overwhelming. I can forsee great builds happening that absolutely flesh out existing, and future, zones within this map. HMU
0
It's really awesome that someone else out there cares about improving thesee mistakes! I've got a small thread of examples of my work on these spots ( http://www.minecraftforum.net/forums/show-your-creation/screenshots/2752897-restoration-of-natural-landmass-by-melonco )
For one thing I do recommend building a library of terrain inside a copy of mcedit. ( Alternatively you can use structure blocks in-game with no mods to gather 32x32x32 lumps of terrain )
Personally I really enjoy the challenge of rebuilding custom terrain block by block. I originally started by creating a pyramid-like slope down from the top grass layer, but that looked very much unnatural. If you then vary each layer a bit, it begins to look very natural. The occasional building along the edge looks fine but IMO the most accomplished fix looks like natural terrain.
0
What's happenin brug? I'm looking for folks who enjoy minecraft; somebody who'd enjoy adding to a massive world. I've got this server, you see... check out the map. If interested, shoot me a msg. I'm usually on there from about 12-4AM PST
Dynmap
http://108.170.14.146:1987
0
I do not. It appears to be some issue with saving Capital letters in the structure names. For example, the structure that broke is under the name CleanupBank1
Original file name is CleanupBank1.nbt
After re-importing the same structure with mcedit, I saved it as a new structure (with the same name). Its filename is now cleanupbank1.nbt and it works.
Odd
0
Im working on a big project involving multiple structures. Since updating to 1.11, one of my structures seems to show up as not available. The file exists, but for some reason says not available. Just wondering if anyone else is having issues with the update breaking structures?
I think I can use MCEdit to import the structure and re-save it inside of 1.11, but this issue seems unpredictable at best. (if not isolated)
0
I've made a workaround that follows this order of operations:
This has allowed me to use the relative coordinates with the testfor function. This machine has to work in any world after all!
I've also built the screen on which the game will be played, as well as wired up the structure bank for the sprites. Slowly but surely this machine is coming together!
0
I'm working on a machine to allow players to play a certain card game (pokemon tcg) within vanilla minecraft. I've reached a point where I need to gather a few advanced functions from the community.
The game displays a "hand" based on a player's inventory. Furthermore, some functions in the game call cards(filled maps) as targets.
I'm in need of a way to sort player inventories, more specifically I need a function to move down items into lower numbered inventory slots as empty slots are created.
Perhaps some way to copy the player's inventory into an analogous chest, then sort the items down with a hopper and recopy the sorted inventory to the player.
Any suggestions are welcome, this function is needed to make this machine work properly. I've got to make this build in vanilla, so mods or plugins are not a viable option. Surely there's a workaround.
0
Fantastic. As long as there is a workaround that will truly help. I need to display 5 or so lines that show up on mouse over preferred.
0
Howdy again MCForum
I'm working on a project and I've had the idea of displaying information using nameplates.
What is the maximum length of a name for a summoned custom item?
Can you add multiple lines to a custom name?
If any of you folk know, I'd surely like to hear it.
0
Update time! I've built a functioning pack assembly machine, complete in a structure form for easy importing into your world. Currently I am reformatting the /give machine for each and every card (see below for peeks at the color formatting). This project is slowly coming forward, as I am working by myself on the logic engine
Having a bit of trouble with fine-tuning the /testfor bank that checks for which pokemon is played. I need to find a way to testfor with relative coordinates, as radius testing has proven to be unreliable.
Definitely can use all the help offered in this undertaking.
0
Confirmed. Thanks so much.
What exactly does the "s" on the end of the number signify?
0
Heyo there folks,
I'm working on a project to play pokemon TCG inside of vanilla minecraft, and I'm slightly stumped on my current testfor progress. Specifically I'm working on a testfor chain to detect if a certain map ID # is present in an Item Frame and adjust scoreboard variables accordingly.
I'm having a little trouble making this work. I also cannot seem to find any answers as to how to tag this properly.
I've had some luck with this format here:
/testfor @e[x=-1,y=3,z=1,type=ItemFrame] {Item:{id:"minecraft:filled_map",tag:{display:{Name:"Bulbasaur"}}}}
but I'd like to utilize the map's ID instead of custom names, as I have variants of the same map with different names. I can work around this issue, but it's going to add at least 150 command blocks to my project. I've been checking this problem for most of the day now, and this specific problem doesn't seem to be addressed.
TL;DR
If anyone out there knows how to find a specific map # in an item item frame with /testfor, I'd like to know
0
Thread bump due to updates above! Trainer and energy cards included!
Download is available now at:https://www.mediafire.com/?kjg5igg07u85pge
Cards are given with commands to have full functionality. For example:
/give @p minecraft:filled_map 1 32001 {display:{
Name:"Bulbasaur",
Lore:["> Basic Pokémon [ 40 ♥ ]",
"--------------------------------",
"* Leech Seed : { 20 Damage }",
" - Unless all damage from this",
"attack is prevented, you may remove",
"1 damage counter from Bulbasaur.",
" Cost : ( 2 Grass )",
"--------------------------------",
" 'A strange seed was planted on its",
" back at birth. Thus, a plant",
" sprouted and now grows with this",
" Pokémon.' #1"]
}}
0
I will be updating this project often, and in doing so will update the main post. If you wish to contribute, please respond here or through private message.