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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    this is beautiful, perfect and amazing! thank you so much for this!!!!

    Posted in: Maps
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    posted a message on MCDungeon v0.18.0

    Is there a way to change the path for the save? mcdungeon won't start because it can't find my saves, because I use a portable installation of minecraft...

    Posted in: Minecraft Tools
  • 0

    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more
    Quote from LoRaM100»

    @ Felina_Lain;

    I'm not very knowledgeable about your problem but maybe brush size has something to do with what you see. The /brush (2) in my link (4th column) has links to sk89q's explanation (again 2, read them both). You may find them helpful.

    Lou


    I went to check the links, but it didn't help much. I had looked up the wiki before to see if maybe I had forgotten some parameter, and I tried with different sizes, and even different brushes (cylinder, squares, size 1 to 6)

    They all do me the same thing, this weird "double-triple-click". I don't see how else to call it, and I'm almost sure the problem is how quickly WE take in clicks, because if I use the undo command, it will not undo the whole "brushing" I just did, but one sphere at a time, as if I did indeed multi-click myself.
    Except I didn't.

    Your pdf color coding for uses though, does seems to show the command as broken... so maybe it might be the reason?
    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more

    Hey guys, sorry to bother I got a bug? Problem? weird thing?

    When I bind a brush tool (like say, /br sphere grass 3) for example to an item (a shovel in this case), then right-click-use-it, I always end up painting waaay more than I want.

    It's like the tool is double, or even triple clicking.


    I tried doing lighter clicks, even going as quickly as I could to right click, thinking that maybe holding the button was making it keep brushing

    No change.


    Is there some way to solve this? Like I dunno, a delay between actions that I can configure or something?

    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    Are the mushrooms included in "flowers"? (I have them off but mushrooms still show on the map)

    If not, would you make them part of "flowers"? Or make a "mushroom OFF" button?


    Thanks a lot :)

    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more
    Quote from Geethebluesky»

    If I want to use WorldEdit to repopulate all chunks in order to have new Biomes o'Plenty flora in previously-generated chunks, which would I use... /regen, or /flora?


    I can't tell if /flora is for repop or if it just generates random flowers without taking the mod's biome flora settings into account.


    Thanks!


    Flora spawn flowers (I'm not sure about the biome thing)
    Regen reset the selected space back to seed, but it's terrain (or trees) only I think...
    Posted in: Minecraft Mods
  • 1

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    I love all the sneak peek for the future update!!! You guys do an amazing job! <3

    Posted in: Resource Packs
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    posted a message on Is there a way to detect a command-sign has been clicked?

    I think that isn't possible at the moment.

    Maybe later using 2 functions with "if" and "unless".


    Me too, i would like theses conditions "else" "or" "and" for execute several commands in one line !


    Alright, well crossing fingers that they'll put those in later, and until then, this will do :)
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is there a way to detect a command-sign has been clicked?


    It's pleasure to meet your needs !

    For "else" you can call him "unless"
    I propose you an simple and concrete example...

    If the block are oak_planks (and only this block), command work to put a flower_pot ... BUT ....
    Unless a flower_pot is already placed ^^, (see picture)

    /execute if block 1713 63 -884 minecraft:oak_planks unless block 1713 63 -884 minecraft:flower_pot run setblock 1713 64 -884 minecraft:flower_pot replace





    I didn't find how to use a logical "or"/"and" with execute / if / unless :(




    Ok this is definitely awesome!
    You're awesome, thank you so much for this!


    Last question (I'm experimenting on my side, but maybe it's not possible)

    Something like "if block is wood, execute command 1, unless it's stone then execute command 2"

    So for your exemple, if it's wood put a flower pot, and if it's stone put another stone on top?


    I'm trying but either I'm writing the wrong command or the wrong order.....
    Or it's not possible at all....

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Is there a way to detect a command-sign has been clicked?



    I'have understand ^^ i think ^^

    Look the picture n°1.
    You must type exactly all parameters of your door and change open=false by open=true.
    Like this:

    /execute if block 1741 64 -880 minecraft:dark_oak_door[open=false] run setblock 1741 64 -880 minecraft:dark_oak_door[facing=east,hinge=left,open=true,powered=false]





    Now make a command sign with this command...

    Put command in command_block with button to give it:

    /give @p minecraft:sign{BlockEntityTag:{Text1:"{\"text\":\"Click Me\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"execute if block 1741 64 -880 minecraft:dark_oak_door[open=false] run setblock 1741 64 -880 minecraft:dark_oak_door[facing=east,hinge=left,open=true,powered=false]\"}}"},display:{Name:"Open Me"}} 1

    Resulat, look picture n°2 & 3 ^^


    Want more with redstone, try any test with "powered "parameter ^^



    This is freaking awesome!!!!
    I didn't know you could use "if" with commands! Can you use "else" as well? This is completely new! I'm going to be able to do so many things! O.o


    (asking about the else because... toggable signs... that would be the dream)

    Thank you so much!

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Is there a way to detect a command-sign has been clicked?

    Maybe this way:


    Add a scoreboard & display:

    scoreboard objectives add cs_click dummy
    scoreboard objectives setdisplay sidebar


    Create a sign:

    /give @p minecraft:sign{BlockEntityTag:{Text1:"{\"text\":\"Click Me\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"execute as @p store result score @s cs_click run data get entity @s\"}}"},display:{Name:"Click Me"}} 1

    Finaly, the player who click on it are added in score cs_click.
    You catch the name of player.


    Also, what do you want excactly ?


    I was (still am to be honest) trying to do a sort of door that would open with a sign. I was hoping signs (or at least command ones) would output a small redstone signal, just for a second when clicked would have been enough
    But the scoreboard thing should do it, I think I can manage some system with this and a few more commandblocks to reset the scoreboard when done...
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Is there a way to detect a command-sign has been clicked?

    Hello, sorry if this been asked before, but I couldn't find much of anything. I also wasn't sure if this was more command or redstone


    Is there a way for the game to detect a command-sign has been clicked? (Not a normal sign, really a command sign, no matter the command though)

    I tried with a simple redstone trail, doesn't seems to output any signal.
    Comparator detect nothing (unlike with an item frame)

    And Observer doesn't either


    Is there a way to do this?


    If not, then I might make it a suggestion, 'cause it would be very useful...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)
    Quote from xaero96»

    It's the correct behavior. Without lighting the deeper caves are rendered darker so that you could distinguish between the caves. Like I said, I'm planning to improve this.

    Oh, my bad then, sorry ^^"
    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    I think cave mode went broken again in the last update (I didn't post sooner because I didn't update sooner ^^"). It won't make any lights with lighting off, which I believe is the broken behaviour?




    Lighting OFF


    Lighting ON


    Posted in: Minecraft Mods
  • 2

    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from ebennett365»

    please dont let magic launcher die....


    I do agree with this post, ML remains the best launcher out there IMO
    Posted in: Minecraft Tools
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