Is it possible to test for a block within a world, I'm trying to test for fire so another command block replaces it with air. How can it be done, thanks
You could probably use an /execute command though to detect the fire and then have it use /setblock but It would need to be in relation to either a specific coordinate or maybe a radius of the player... Its easy to replace entities but im not sure how you would go about replacing fire...
Actually this.. as far as I know is a very hard concept. What u are trying to do is to stop fires from starting or stop people from starting fires? If so reply back and Ill try explaining possible solutions.
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LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
I am not really sure there is a real way to test for fire in his whole world... It would have to be either a specific area or a radius to an area or /testforblocks square area...
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If you'd only like to stop fire from spreading, you can type in:
/gamerule doFireTick false
However, if you just want to detect fire through the whole world and remove it...
Well, I'm not sure how to do that. I don't think it's possible, even, without maybe using /testforblocks to detect the fire block from the beginning to the end of the world.
If we wanted to clear fire in a world we could us a command like /execute @e ~ ~ ~ /fill ~10 ~10 ~10 ~-10 ~-10 ~-10 air 0 replace fire.
With that command we could cover a very large area. As long as an entity is anywhere withing that large radius all fire would be replaced. That is the best way I can think of!
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LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
If you'd only like to stop fire from spreading, you can type in:
However, if you just want to detect fire through the whole world and remove it...
Well, I'm not sure how to do that. I don't think it's possible, even, without maybe using /testforblocks to detect the fire block from the beginning to the end of the world.
Even at that I believe there is a limit to how many blocks can be tested for at once...
Edit: The number of blocks in the source region must not exceed 524,288
But the biggest problem will be the the limit to a fill region which is 32,768 (as in the area you would like to replace fire with air)
However if you make grids on your map and use these commands on a clock than it could work... alot of grids if your map is big though.. just make sure your grids dont exceed 32,768 blocks
If we wanted to clear fire in a world we could us a command like /execute @e ~ ~ ~ /fill ~10 ~10 ~10 ~-10 ~-10 ~-10 air 0 replace fire.
With that command we could cover a very large area. As long as an entity is anywhere withing that large radius all fire would be replaced. That is the best way I can think of!
This would probably be his best bet... run it on a fill clock...
You could purposely place entities that have no a.i. in your map as well to make sure it will always work.. Just place a bunch of invisible Armor stand markers in unimportant places..
In my world I want it possible to set fire, but I also want it to naturally extinguish. If I just used /gamerule doFireTick true, the fire wouldn't spread, and it also wont extinguish :/
In my world I want it possible to set fire, but I also want it to naturally extinguish. If I just used /gamerule doFireTick true, the fire wouldn't spread, and it also wont extinguish :/
It depends on the block that is set ablaze. Certain blocks burn longer than others... But eventually the fire will extinguish... See this page for the specifics http://minecraft.gamepedia.com/Fire
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Creator of The Doomed Series! My Newest Map Is: Castle of Doom! Link: Here
It depends on the block that is set ablaze. Certain blocks burn longer than others... But eventually the fire will extinguish... See this page for the specifics http://minecraft.gamepedia.com/Fire
Whenever I use "doFireTick" and a block is burning/starts to burn, it stays burning forever unless I manually extinguish it.
...Unless you mean something else.
Whenever I use "doFireTick" and a block is burning/starts to burn, it stays burning forever unless I manually extinguish it.
...Unless you mean something else.
This is not supposed to happen...
The Bug report on this says it was fixed....
Also I have doFireTick off on my world and I have been playing around with fireballs that set stuff on fire and when I leave and come back the fire is gone so I assumed it was not the case of them burning forever... I will do some more tests when I get home..
You could probably use an /execute command though to detect the fire and then have it use /setblock but It would need to be in relation to either a specific coordinate or maybe a radius of the player... Its easy to replace entities but im not sure how you would go about replacing fire...
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
However, if you just want to detect fire through the whole world and remove it...
Well, I'm not sure how to do that. I don't think it's possible, even, without maybe using /testforblocks to detect the fire block from the beginning to the end of the world.
With that command we could cover a very large area. As long as an entity is anywhere withing that large radius all fire would be replaced. That is the best way I can think of!
LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
Even at that I believe there is a limit to how many blocks can be tested for at once...
Edit: The number of blocks in the source region must not exceed 524,288
But the biggest problem will be the the limit to a fill region which is 32,768 (as in the area you would like to replace fire with air)
However if you make grids on your map and use these commands on a clock than it could work... alot of grids if your map is big though.. just make sure your grids dont exceed 32,768 blocks
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
This would probably be his best bet... run it on a fill clock...
You could purposely place entities that have no a.i. in your map as well to make sure it will always work.. Just place a bunch of invisible Armor stand markers in unimportant places..
/summon ArmorStand ~ ~1 ~ {Marker:1b,Invisible:1}
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
It depends on the block that is set ablaze. Certain blocks burn longer than others... But eventually the fire will extinguish... See this page for the specifics http://minecraft.gamepedia.com/Fire
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
Whenever I use "doFireTick" and a block is burning/starts to burn, it stays burning forever unless I manually extinguish it.
...Unless you mean something else.
This is not supposed to happen...
The Bug report on this says it was fixed....
Also I have doFireTick off on my world and I have been playing around with fireballs that set stuff on fire and when I leave and come back the fire is gone so I assumed it was not the case of them burning forever... I will do some more tests when I get home..
Check out Lets Play awesomeness www.youtube.com/AricaraGames
Subscribe to my youtube channel! www.youtube.com/Darkjgaming
Bro, you can do this:-
1. (Repeat and always active)/execute @p[name=your username] ~ ~ ~ detect ~ ~ ~ fire /fill ~ ~ ~ ~ ~ ~ air 0 replace fire
Bro, dont blame me on this, I only play bedrock edition, so i actually gave you bedrock command. You can use it on Minecraft Bedrock Edition. Enjoy!