If I disable daynight cycle, then set the time to 12550,and place a daylight sensor that is inverted, I can then do this command in a repeating command block.
/testforblock [x] [y] [z] daylight_detector_inverted 7 -this one will test for thunderstorms
or
/testforblock [x] [y] [z] daylight_detector_inverted 6 -this will test for normal rain
It will fail if the weather is clear, but will succeed if there is weather.
I can then put a dependent chain command block in front of the repeating command block, and make it run whatever command I want.
You cannot. Target selectors grab from the internal list of spawned entities, while lightning bolts are instead added to a list of weather effects.
The "LightningBolt" name via /summon is not its ID because it is not a savegame entity, and thus has no ID anyway. It's a special clause for /summon's auto-complete (which is why it appears at the end of the list, because it's appended after getting the actual list of savegame entities), and the /summon command class goes out of its way to find the input being "LightningBolt" and handle it separately, as otherwise the command would fail.
So it is completely impossible? Are there any scoreboard features I can use? Maybe a way to just test for rain?
Correct. As far as detecting rain, I believe you can use blaze, which take damage in the rain. You'd detect when their health drops by 1 and then set their health back to full. I haven't really messed around with detecting rain though.
Then attach this to redstone comparator then output signal.
That is beyond incorrect. Please refrain from posting knowingly false information. I had already told you in another thread that the root "id" tag is not saved on entities, and already here I've stated that lightning bolts are not detectable, nor is "LightningBolt" a valid entity ID.
Correct. As far as detecting rain, I believe you can use blaze, which take damage in the rain. You'd detect when their health drops by 1 and then set their health back to full. I haven't really messed around with detecting rain though.
Well, the problems with the blaze is that they produce some noise (nbt tags can fix that), they produce a crazy amount of particles even while invisible, and that they have to be under an unobstructed sky. This isn't really helpful in the case I'm trying to use it in.
Hopefully rain detection is added to the game at some point.
Maybe Mojang could add it in a snapshot.
Then place cauldrons, and comparators very high up! So that players cannot see them.
Not possible I'm afraid.
This is my currant setup. I have a row of cauldrons with comparators that are constantly getting block updates from a superfast fill-clock above it. This whole thing is also tucked directly under the world height limit. This system is big and clunky, and it still takes it a while for the rain to update it. And players can just swim up to it and hop around on it. I made bedrock super toxic because of this, but it is still is an ugly eyesore and barely works.
I just hopped on here to see if there was a better way.
Why would players see it if it's very high up? If not then place it far from where players can go.
It has to be in the spawn chunks so that is works all the time, and I want the player to be able to make iron farms or take advantage of the spawnchunks however they wish.
I think I have an Idea though. If I disable the day night cycle at a specific time, and then just place a daylight sensor somewhere, any rain will darken the sky a bit and deactivate the daylight sensor! This might work!
I just need a command to test for a change in the amount of power a daylight sensor is making.
Daylight sensors, can only detect time of day, not light level! (Unless in 1.9, daylight sensors, can now detect light level!). So you should use cauldrons, and place them far and high! .
If I disable daynight cycle, then set the time to 12500,and place a daylight sensor that is inverted, I can then do this command in a repeating command block.
/testforblock [x] [y] [z] daylight_detector_inverted 7 -this one will test for thunderstorms
or
/testforblock [x] [y] [z] daylight_detector_inverted 6 -this will test for normal rain
It will fail if the weather is clear, but will succeed if there is weather.
I can then put a dependent chain command block in front of the repeating command block, and make it run whatever command I want.
If I disable daynight cycle, then set the time to 12550,and place a daylight sensor that is inverted, I can then do this command in a repeating command block.
/testforblock [x] [y] [z] daylight_detector_inverted 7 -this one will test for thunderstorms
or
/testforblock [x] [y] [z] daylight_detector_inverted 6 -this will test for normal rain
It will fail if the weather is clear, but will succeed if there is weather.
I can then put a dependent chain command block in front of the repeating command block, and make it run whatever command I want.
You cannot. Target selectors grab from the internal list of spawned entities, while lightning bolts are instead added to a list of weather effects.
The "LightningBolt" name via /summon is not its ID because it is not a savegame entity, and thus has no ID anyway. It's a special clause for /summon's auto-complete (which is why it appears at the end of the list, because it's appended after getting the actual list of savegame entities), and the /summon command class goes out of its way to find the input being "LightningBolt" and handle it separately, as otherwise the command would fail.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
So can you have datatags, on lightning bolts? Since /summon allow datatags.
No, if the input is "LightningBolt", the /summon class ignores dataTag input.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
So is "LightningBolt" an actual entity? .
So it is completely impossible? Are there any scoreboard features I can use? Maybe a way to just test for rain?
Yes, it extends the Entity class.
Correct. As far as detecting rain, I believe you can use blaze, which take damage in the rain. You'd detect when their health drops by 1 and then set their health back to full. I haven't really messed around with detecting rain though.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
That is beyond incorrect. Please refrain from posting knowingly false information. I had already told you in another thread that the root "id" tag is not saved on entities, and already here I've stated that lightning bolts are not detectable, nor is "LightningBolt" a valid entity ID.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Well, the problems with the blaze is that they produce some noise (nbt tags can fix that), they produce a crazy amount of particles even while invisible, and that they have to be under an unobstructed sky. This isn't really helpful in the case I'm trying to use it in.
Hopefully rain detection is added to the game at some point.
Maybe Mojang could add it in a snapshot.
Then place cauldrons, and comparators very high up! So that players cannot see them.
Not possible I'm afraid.
This is my currant setup. I have a row of cauldrons with comparators that are constantly getting block updates from a superfast fill-clock above it. This whole thing is also tucked directly under the world height limit. This system is big and clunky, and it still takes it a while for the rain to update it. And players can just swim up to it and hop around on it. I made bedrock super toxic because of this, but it is still is an ugly eyesore and barely works.
I just hopped on here to see if there was a better way.
Why would players see it if it's very high up? If not then place it far from where players can go.
It has to be in the spawn chunks so that is works all the time, and I want the player to be able to make iron farms or take advantage of the spawnchunks however they wish.
I think I have an Idea though. If I disable the day night cycle at a specific time, and then just place a daylight sensor somewhere, any rain will darken the sky a bit and deactivate the daylight sensor! This might work!
I just need a command to test for a change in the amount of power a daylight sensor is making.
Daylight sensors.
Daylight sensors will adjust for raining and thunder. See the wiki: http://minecraft.gamepedia.com/Daylight_Detector#Daylight_detector
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
It works! And the command can tell the difference between normal rain and thunderstorms! This will work!
Why did it work? .
If I disable daynight cycle, then set the time to 12500,and place a daylight sensor that is inverted, I can then do this command in a repeating command block.
/testforblock [x] [y] [z] daylight_detector_inverted 7 -this one will test for thunderstorms
or
/testforblock [x] [y] [z] daylight_detector_inverted 6 -this will test for normal rain
It will fail if the weather is clear, but will succeed if there is weather.
I can then put a dependent chain command block in front of the repeating command block, and make it run whatever command I want.
YAY!!! Good thing you made it worked. (Using /testforblock inside repeating command block!).