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    posted a message on Minecraft runs fine in windowed or maximized, but is very laggy in full screen

    Thank you so much! I unistalled Geforce Expirenence and that seems to fix the problem. Sorry I didn't reply sooner.

    Posted in: Java Edition Support
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    posted a message on Minecraft runs fine in windowed or maximized, but is very laggy in full screen

    Hi, I just decided to change the graphics card Minecraft uses from my Intel graphics card to my NVIDIA graphics card. Now, I get 12 fps in full screen. I get over 60 fps in windowed mode. With the Intel processor, I had no problems. I'm not really sure why this is a problem.

    Posted in: Java Edition Support
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    posted a message on (HELP ME) I need help making a wound/bleed out system into the game.

    Sorry I don't have the time to make this for you, but this is totally possible. To make the player fall down, you would have to make a scoreboard for their health, detect when it is low, and if it is, teleport them one block into the ground, give them blindness, a high level of slowness and give them a very high level of jump boost so they can't jump. Then play a message using /title, and effect them with instant health for 1 second, and give them wither. Give them a scoreboard tag when the are down so that the commands don't activate in an infinite loop. Give them a score for being revived, and use execute on other non-dead players to boost their score. When the score reaches a certain point, they are revived, and their effects are cleared. Hope this helps.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to easily place monster spawners and get them as an item!

    This has been very useful to me when making Minecraft maps. I always wondered if it was possivle to get a spawners as an item in Minecraft. It is now possible in Minecraft 1.10. I hope this is useful to you!


    Basic Spawners


    Zombie spawner: /give @p minecraft:command_block 1 0 {display:{Name:Zombie Spawner},BlockEntityTag:{auto:1,Command:/setblock ~ ~0 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Zombie"}}}}


    Skeleton spawner: /give @p minecraft:command_block 1 0 {display:{Name:Skeleton Spawner},BlockEntityTag:{auto:1,Command:/setblock ~ ~0 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Skeleton"}}}}


    Creeper spawner: /give @p minecraft:command_block 1 0 {display:{Name:Creeper Spawner},BlockEntityTag:{auto:1,Command:/setblock ~ ~0 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Creeper"}}}}


    Spider spawner: /give @p minecraft:command_block 1 0 {display:{Name:Spider Spawner},BlockEntityTag:{auto:1,Command:/setblock ~ ~0 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Spider"}}}}


    Custom Spawners


    To make any mob spawner, just use the following command, and replace MOB NAME with your monster, and MOB ID with the ID of that monster. Note: the mob ID and name are not always the same. For example, the ID of a mooshroom is "MushroomCow". The best way to find a mob's ID is to tab through the summon command.


    Custom spawner: /give @p minecraft:command_block 1 0 {display:{Name:MOB NAME Spawner},BlockEntityTag:{auto:1,Command:/setblock ~ ~0 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"MOB ID"}}}}


    Custom NBT Tags



    To give your spawner custom NBT tags, just add the tags after the spawn ID. For example, this will spawn a spider jockey:


    Spider jockey: /give @p minecraft:command_block 1 0 {display:{Name:Spider Jockey Spawner},BlockEntityTag:{auto:1,Command:/setblock ~ ~0 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Spider",Passengers:[{id:"Skeleton",HandItems:[{id:bow,Count:1},{}]}]}}}}


    Hope you enjoy!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to use testfor to give certain entities a tag?

    Thanks, I completely forgot about execute detect! This solves my current problem, but it would also be nice to know how to do this with normal testfor. Also, do people normally respond that fast?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to use testfor to give certain entities a tag?

    Hello! I'm trying to give entities that satisfy a testfor command a certain tag/scoreboard/make them execute a command. For example, say I wanted to give all entities a score of 1 that have a gold block below them. I simply see no way to do this. I can't use two seperate command blocks becuase the second one doesn't know which entities qualify. I have encoutered this problem many times before, and testfor is becoming useless to me. Does anyone know how to do this?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.9][Help] Scoreboard: dropped item by certain player

    Try these on a clock:


    /scoreboard players set @e[type=Item] (your scoreboard) 1 {(special item NBT)}

    /execute @e[type=Item,score_(your scoreboard)_min=1] ~ ~ ~ /tp @p (coordinates)

    /entitydata @e[type=Item,score_(your scoreboard)_min=1] {PickUpDelay:0}


    The item might not get picked up by the player before they teleport; I'm not sure how to fix that.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Better Way to Write this Command?

    As far as I know, there is no better way to write it.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Replacing items with named variations
    Quote from Onuku»

    I was hoping for something like the /replaceitem command that could search through the entire inventory and modify only one specific item, but I don't see any way to do that without a lot of command blocks.


    Throwing down the items works perfectly, and I might have to default to that if I can't figure this out.


    The original idea seems to work as long as only one item is used. After that, it starts to break. Fortunately, most of the crafted items can only be crafted once. But there's still one more I need to figure out. I think I'll try a modified version that keeps track of the number of items in a scoreboard.


    I think you misunderstood what I meant about one item at a time. If you had a slowish redstone clock, you could have a command block that clears the person of 1 of the items, and if it works (comparator), then give them the new one. It would slowishly convert all you items to the new ones.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    Hello, I am a "mapmaker" (who can't focus on one idea for a day without getting board:D), and I am very interested in you random chest loot! I have tried many times but can only get preset chests to be randomly chosen from, or with hoppers that don't put items in random slots. I have cheated you map to get to the command blocks, but I still can't understand what you did. HOW DID YOU DO IT!?!?!?!?!?!!??!?!?!?!?!?!??!?!?!??!?!?!?!?!?!?!??!?!?!?!?!?!?!?!?

    Posted in: Maps
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    posted a message on "The entity UUID provided is in an invalid format" Dealing with /execute @p[score_ etc.

    It just means the execute failed; the player had a score of 0 which is less than 1.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Change score if execute is sucessful

    There is a much more easy way to do this: /execute @a ~ ~ ~ /execute @e[type=Zombie,r=10] ~ ~ ~ /scoreboard...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Can I get a template for an item with enchantments?

    Here:

    {display:{Name:Super Sword,Lore:[Really cool.]},ench:[{id:16,lvl:5},{id:19,lvl:2},{id:20,lvl:2},{id:21,lvl:3},{id:34,lvl:3}]}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Replacing items with named variations
    Quote from Onuku»

    Okay, I got the system set up for everything and it works perfectly for any mined items. But I still have a few items that the player would need to craft. Are there any methods of replacing those? Is it possible to modify the tags of an item in the player's inventory?


    It's impossible to modify items in the inventory without replacing them. You could ask the player to throw and pick up their items to be able to place them. I haven't tested it, but I think you original idea would work if you took and gave the items one at a time.

    Posted in: Redstone Discussion and Mechanisms
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