I was wondering if you needed to put /publish if you were going to give the map to people, and if so, where you would input it... Currently trying to make one, and am using your tutorial! Thanks
Theeaxe
Hey!
/publish is not required to give a map to someone. To best honest, the command isn't really needed at all. All it does is open your single-player world to LAN, so people on the same network can join. The reason I say its useless, is because you can just go pause, the click Open to LAN.
Using /summon:
Not too long ago, there was a time when mobs had to be summoned from dispensers of custom spawners made with MC-Edit. But that all changed with the addition with /summon in 1.7.2. Let's take a look at some code.
/summon <EntityName> [x] [y] [z] [dataTag]
This is the syntax for all /summon commands. Start with /summon followed by the name of the entity/mob you want to spawn E.g Pig, Sheep, PrimedTnt; for a full list of entities and their names, go HERE. After the entity's name are the coordinates of the spawn.
Following the coordinates is were some of the more complex command block functions come in; Data Tags. I'll be covering some of the more commonly used tags, but if you want to learn more you can go HERE or HERE.
So let's spawn a basic Pig:
/summon Pig ~ ~1 ~
Following this is where the data tag goes. Let's give the pig a saddle.
/summon Pig ~ ~1 ~ {Saddled:1}
See what happened there? It is very important when using tags that you open and close each tag respectively. The Saddle tag is a boolean value, meaning it is either 1 or 0. What happens if we want the pig to have a custom name as well?
/summon Pig ~ ~1 ~ {Saddled:1,CustomName:"Piggy"}
NOTE: We do not have to make a new set of brackets for every tag, simply separate each tag with a comma.
So there you go! Now you can use /summon to spawn entities with great ease. Before I finish, here is an example of the kind of things you can do with /summon.
Using /setblock:
As of 1.7.2, Mojang implemented a feature into mine craft that would forever change the way mapmakers view blocks, /setblock. The setblock command essentially allows a command block (or player) to remotely place blocks into the world. Here's the syntax:
Start your command with /setblock followed by the coordinates of where the block should be placed. After the coordinates goes the alphabetical ID of the block being placed (NOTE: Future versions of mine craft will not support numerical ID's, so for a full list of alphabetical ID's, go HERE.). Following the block ID is the block data. Most blocks will have a data of 0, but some block (like wool or logs) heavily depend on data values to change their appearance. The method of which the block is placed after the data value. There are three methods available: "keep" summons the block if the space is empty, "replace" will set the specified block no matter what it formally was, and "destroy" will set the block as well as display the particles of the block being destroyed.
Compared to other commands, /setblock doesn't much in the way of data tags, but here are some that are worthy to note:
The above will set the block above the command block to a skull with my skin on it, you can change the name to make it anyone else's.
For a full list of setblock data tags, go HERE.
Ta-Daa! You have now learn't how to use /setblock. As always, here is a command that shows the full extent of /setblock:
The Meaning of Life, the Universe, and Everything.
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Ok, here comes my stupid question:
Making custom mobs...I'm working on custom spawners, and I *think* I got most of the properties right...but, how do you change how much XP a mob can grant? I can change the health max with HealF, but not how much XP the mob will drop. Did I miss something somewhere? I'm looking here for more info atm: http://minecraft.gamepedia.com/Chunk_format#Mobs
The Meaning of Life, the Universe, and Everything.
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I'm trying to make a moving boat (I started with a cruise ship, then decided to just use a sailboat for now.) The boat should automatically go forwards when you lift the anchor and stop when you put it back down again, and the lever, when pulled back, should make the boat change direction and go backwards (while still pointing forwards) and the buttons should make the boat go left and right (but by only 1 block or so and again, while still staying in it's original orientation.
Is this possible to make? If it is, could you show me how to build it?
Is there a way to despawn mobs using commandblocks, not just killing them though? I am trying to make a whack a mole in minecraft and I want the mobs to despawn when they go down without being killed because when they are killed it will add to the score.
Is there a way to despawn mobs using commandblocks, not just killing them though? I am trying to make a whack a mole in minecraft and I want the mobs to despawn when they go down without being killed because when they are killed it will add to the score.
Short answer, no. But you can teleport the mobs out of the whack-a-mole area and place them all in a nice little cage. After the game is done you can kill all the mobs.
Making custom mobs...I'm working on custom spawners, and I *think* I got most of the properties right...but, how do you change how much XP a mob can grant? I can change the health max with HealF, but not how much XP the mob will drop. Did I miss something somewhere? I'm looking here for more info atm: http://minecraft.gam...unk_format#Mobs
Much thanks!
I'm not sure you can do that as of yet. But with a bit of trickery, you can produce a similar effect. You pretty much want to create a scoreboard objective using the stat.kill??? (what ever entity you want), and give the player a certain amount of xp for every mob that they kill.
I will no longer be updating this thread. Anyone is welcome to use this information, or copy it and continue it in their own thread. I do not need to be credited, but if you want to credit me, feel free, I don't mind.
I will request a lock on this thread, so if you have any queries about why I'm closing it, or anything about copying the info, feel free to send me a pm. If you do use this information in your own thread, and someone accuses you of plagiarism, tell them to inbox me and I will deal with it. To avoid that, copy the first paragraph of this post and put it on your thread with an explanation.
Hey!
/publish is not required to give a map to someone. To best honest, the command isn't really needed at all. All it does is open your single-player world to LAN, so people on the same network can join. The reason I say its useless, is because you can just go pause, the click Open to LAN.
But no, you need not worry of this command.
~Feare
Using /summon:
Not too long ago, there was a time when mobs had to be summoned from dispensers of custom spawners made with MC-Edit. But that all changed with the addition with /summon in 1.7.2. Let's take a look at some code.
This is the syntax for all /summon commands. Start with /summon followed by the name of the entity/mob you want to spawn E.g Pig, Sheep, PrimedTnt; for a full list of entities and their names, go HERE. After the entity's name are the coordinates of the spawn.
Following the coordinates is were some of the more complex command block functions come in; Data Tags. I'll be covering some of the more commonly used tags, but if you want to learn more you can go HERE or HERE.
So let's spawn a basic Pig:
Following this is where the data tag goes. Let's give the pig a saddle.
See what happened there? It is very important when using tags that you open and close each tag respectively. The Saddle tag is a boolean value, meaning it is either 1 or 0. What happens if we want the pig to have a custom name as well?
NOTE: We do not have to make a new set of brackets for every tag, simply separate each tag with a comma.
So there you go! Now you can use /summon to spawn entities with great ease. Before I finish, here is an example of the kind of things you can do with /summon.
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Using /setblock:
As of 1.7.2, Mojang implemented a feature into mine craft that would forever change the way mapmakers view blocks, /setblock. The setblock command essentially allows a command block (or player) to remotely place blocks into the world. Here's the syntax:
Start your command with /setblock followed by the coordinates of where the block should be placed. After the coordinates goes the alphabetical ID of the block being placed (NOTE: Future versions of mine craft will not support numerical ID's, so for a full list of alphabetical ID's, go HERE.). Following the block ID is the block data. Most blocks will have a data of 0, but some block (like wool or logs) heavily depend on data values to change their appearance. The method of which the block is placed after the data value. There are three methods available: "keep" summons the block if the space is empty, "replace" will set the specified block no matter what it formally was, and "destroy" will set the block as well as display the particles of the block being destroyed.
Compared to other commands, /setblock doesn't much in the way of data tags, but here are some that are worthy to note:
The above will set the block above the command block to a skull with my skin on it, you can change the name to make it anyone else's.
For a full list of setblock data tags, go HERE.
Ta-Daa! You have now learn't how to use /setblock. As always, here is a command that shows the full extent of /setblock:
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Thanks Flaze. I saw that after I posted it, but for some reason it was bugging up and wouldn't let me fix it. I'll add your additions to the OP!
~Feare
/give @p potion 1 16417 {CustomPotionEffects:[{Id:10,Amplifier:2,Duration:300}]}
This splash potion will give Regeneration III for 15 seconds and look like a splash potion of regeneration.
If you enter 1 instead of 16417 you always get a regular potion.
Making custom mobs...I'm working on custom spawners, and I *think* I got most of the properties right...but, how do you change how much XP a mob can grant? I can change the health max with HealF, but not how much XP the mob will drop. Did I miss something somewhere? I'm looking here for more info atm: http://minecraft.gamepedia.com/Chunk_format#Mobs
Much thanks!
Is this possible to make? If it is, could you show me how to build it?
Short answer, no. But you can teleport the mobs out of the whack-a-mole area and place them all in a nice little cage. After the game is done you can kill all the mobs.
I'm not sure you can do that as of yet. But with a bit of trickery, you can produce a similar effect. You pretty much want to create a scoreboard objective using the stat.kill??? (what ever entity you want), and give the player a certain amount of xp for every mob that they kill.
Link Removed
Link Removed
~Feare
I will request a lock on this thread, so if you have any queries about why I'm closing it, or anything about copying the info, feel free to send me a pm. If you do use this information in your own thread, and someone accuses you of plagiarism, tell them to inbox me and I will deal with it. To avoid that, copy the first paragraph of this post and put it on your thread with an explanation.
Thanks
~Feare