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    posted a message on New to modding, new to Java, can't import @Mod. Help please?

    I'm trying to learn how to make mods, but I literally can't. I've followed multiple tutorials, but nothing works. I set up everything with eclipse, everything is working, but then I can't import @Mod. I'm assuming if I can't import @Mod I can't import anything else, which is probably a problem. Can anybody help me with this, or should I just try making a mod for 1.12.2? (haven't tried 1.12.2 yet, figured if I'm going to learn I should learn for 1.13 since stuff was changed)

    Posted in: Modification Development
  • 1

    posted a message on So I made a datapack called SHIFT_c...

    A Short Note

    I made this datapack planning on using it for a puzzle map. Then, during the puzzle making portions of it, I realized I really can't design puzzles... but hey! I figured I might as well publicly release the datapack as someone out there might have a use for it! You just install the datapack and you're good to go! The items it uses are LIME DYE, RED DYE, and CYAN DYE. It also has some block interactions, passing through regular glass and glass panes, as well as not doing anything when hitting red terracotta.


    For more pictures, information, the download link, and more visit this link! It will take you to... well I guess its kind of like a wiki for it but it also has the download link at the top. If your going to use this datapack to make a map, I strongly suggest you read everything there!!

    Don't worry about using this datapack in your maps or giving me credit for it, you can do whatever you want with whatever I make!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on l

    l

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need some beta testers

    I'm currently making a map, and I need to have some people test each level as I make them.


    I'm mainly looking for mob spawn rates, mob drop rates, shop prices, and any advice on the builds, but any other advice is welcome. At the time of this post, I'm only looking for one person, but I'll use this post as a reference for future beta testers of this map (and perhaps future maps). I'll pm you if I want you to beta test, and it's preferable if you have a discord I can add you on (for easier communication). Just comment and you'll probably get a link to the map.

    Posted in: WIP Maps
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    posted a message on executing if player has potion effect?
    Quote from Qualthorn»



    /execute as @a[nbt={ActiveEffects:[{Id:8b}]}] run say hi


    This will make all players with the Jump boost effect say hi

    you can mess around with the Id, 8b is the ID for Jump boost

    not typing any ID:

    /execute as @a[nbt={ActiveEffects:[{}]}] run say hi

    will make everyone with any potion effect say hi



    Yea, that would work. I didn't know about the [nbt={}] and was trying to just do {}, so I thought they removed it. I figured it out tho, thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A way to execute based on a player ringing a bell?

    Is there a way? I can't find a way myself, unfortunately...


    EDIT: Once again I figured it out directly after posting... there's a scoreboard objective "minecraft.custom:minecraft.bell_ring" that counts up as you ring a bell.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on executing if player has potion effect?

    How can I do this? I want to use a command in a single command block to execute from a player with a specific potion effect. I think maybe /execute at @a as @s if data could work, but I don't know how to use it...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Stop players from discovering Recipes?
    Quote from eglaios»

    /gamerule doLimitedCrafting false does not work? It must be a bug, so...


    I don't think its bugged. I think it just doesn't prevent players from discovering recipes.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Stop players from discovering Recipes?

    the gamerule is /gamerule doLimitedCrafting and doesn't prevent players from learning recipes :(. What I ended up doing is spawning the player on a pressure plate that gives them all the advancements tied to recipes then removes all the recipes from the book, so they can't see them and can't unlock them.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Stop players from discovering Recipes?

    EDIT: So I had a typo in the title... I meant recipes.


    Hi, I think this is the right place for this even though it's for data packs.


    I really want a way to stop the player from discovering new crafting recipes, as I'm making a map with custom recipes that you have to buy/find and I don't want the player to discover vanilla recipes. I tried the doLimitedCrafting game rule but it didn't seem to work. Any help is much appreciated.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A fix for the new sign text
    Quote from darkmagi101»

    What I really like about this is that they added it to the latest snapshot already.




    I posted this before the snapshot. It just seemed obvious to me, and I guess to Mojang too.

    Posted in: Suggestions
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    posted a message on THE CRASH - OCEAN PLANET EXPLORATION (Map based on SUBNAUTICA)

    I think your doing too good of a job and this well get taken down, lmao.

    Posted in: WIP Maps
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    posted a message on 'Wrap' Minecraft Worlds

    I think this is a good suggestion, but with some modification. Maybe you can set the type of world border in the /worldborder to be "wrapping" and when you hit it it sends you to the exact opposite position of the world boarder.

    Posted in: Suggestions
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    posted a message on A fix for the new sign text

    It seems kind of obvious to me, and maybe Mojang is already going to do this, but I think this is a pretty easy fix for the new signs to satisfy everyone:

    DYE

    SIGNS


    We can already do this through commands:

    /give @p minecraft:sign{BlockEntityTag:{Text1:"",Text2:"{\"text\":\"THIS SIGN\",\"color\":\"dark_purple\"}",Text3:"{\"text\":\"IS DYED\",\"color\":\"dark_purple\"}"}}


    We just need to be able to right click on the sign with the dye of our choice in our hand!

    (I would also like to note I did not look this up before posting, so idk if its ever been mentioned by Mojang or anyone else before)

    Posted in: Suggestions
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    posted a message on Execute if AT LEAST certain amount of items in player's inventory
    Quote from Spiralio»

    Here's my solution to the problem.


    We will be using the /clear command to do this. The first concept that you need to understand is that using /clear @s glowstone 0 will not clear any items from the player's inventory, and will return with the amount of items in the players inventory. This is crucial to this working. Second, is that in 1.13, a new store feature was added to /execute, which allows the result of a command to be stored in a scoreboard. We can use this to our advantage.


    The first thing we need to do is to create a scoreboard objective (dummy) that will store the result.


    Second, we would use a command like this:

    /execute as @a store result score @s items run clear @s glowstone 0


    Hope this helps! ~Spiralio




    I came to this solution myself too. Thanks for the response though :)

    Posted in: Commands, Command Blocks and Functions
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