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    posted a message on Help: Need to color the scores of an objective that are displayed in 'list'

    I am not asking for help coloring the name of an objective, but the numbers that are shown when pushing tab after using the command:


    /scoreboard objectives setdisplay list objectiveName

    The default color next to the player names are yellow and I would like to change them to light purple. How do I do this? I am running a vanilla 1.14.3 server.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Xilandre Respawned—Vanilla Survival Server 1.14.

    IP: 149.56.243.136:25606

    Vanilla server with some commands added in to spice things up. PvP is enabled, there are no land claims, and play tends more to the scale of anarchy. That said, hacking or spamming the chat will get you banned.

    Posted in: PC Servers
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    posted a message on User-Friendly Ability Activation

    Thank you so much! I'm not in the habit of texture packs, but I can rename them. :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on User-Friendly Ability Activation

    Thanks for responding. Unfortunately a carrot on a stick a. looks ugly and b. is only one item. I need 3, one for each ability they choose. I'd be fine with the looks, but I can't really work with the second problem. Is there a way to differentiate between named carrots on sticks or something?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on User-Friendly Ability Activation

    I have a bunch of abilities on my map that are activated with commands. For example, /scoreboard players set @p ability 3 turns on a fire trail. However, I don't have a user-friendly way for players to use these commands. Is there some way to detect right-clicking with random items or something? I don't like detecting when people throw an item because that tends to cause glitchy things to happen (such as the item being given to another player, being given back twice, or lost forever). If anyone can think of a way to do this that would be easy for players to use, I would be extremely grateful.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on The Epic Mushroom Cave Hunt (MITE)

    Wow, Avernite, roasted. :P


    Ouatcher, I think you may have read more into his post than he meant to say. With the goal being as it is, I think you had it right when you said the way to make it is to jump down ravines until mushroom caves are found. With that being the only challenge, you can afford to go around searching for an hour or two, dying every so often, until you find the goal.

    Posted in: Mods Discussion
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Is Chinese a language that always needs to be in haikus or something? That sentence structure is weird but kind of cool as well. Also, google translate isn't too accurate. :P @nanrensl2016

    Posted in: Minecraft Mods
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    posted a message on What mob do you hate the most and why? And what mob do you love the most and why? (include animals and monsters)

    Favourite: Ender Dragon. Least favourite: Ender Dragon.


    ...We have a love/hate relationship.

    Posted in: Survival Mode
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Can someone link me the changelog?

    Posted in: Minecraft Mods
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    posted a message on Button in Commandblock that disables that specific commandblocks output in chat

    I see what you're going for. This already exists, after a fashion.


    First, have your purple repeating every tick command block with its testing command...

    testfor @a[r=20]


    Next, have a chain conditional command block hooked up to it with a command that makes a redstone block 2 blocks away...

    setblock ~2 ~ ~ redstone_block


    Adjust coordinates depending on which direction you are facing.

    Now on top of that redstone block, put a regular command block with this command...

    setblock ~ ~-1 ~ wool 14


    The redstone block won't change until the testing command fires at least once.

    Now put the commands you want the tester command block to fire next to the redstone block. The first must be a regular one requiring redstone. The others in the chain must be chains requiring no redstone.

    Picture attached.

    Posted in: Suggestions
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    posted a message on Did they get rid of negative effects?

    Yes, some negative levels still work as described. But most do not! I want to know why I can't give negative health boost for my map anymore, and why I can't use negative resistance levels to make a map more challenging.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Did they get rid of negative effects?

    This is under Health Boost in the wiki, for example:

    Increases maximum health by 4 (Heart.svgHeart.svg) × level. Added hearts will initially appear as damaged until healed. Negative levels reduce base health, however the entity's actual health is not decreased to the new maximum until damaged or healed.


    But nooo, negative levels (128-256) do not reduce health. They increase it! And yes, I did take damage and heal myself to make sure. Didn't update. Same with the others, for example:


    Negative levels decrease jump height and increase fall damage (which also causes the player to start taking damage from short falls that would normally do no damage); extreme negative levels will eliminate all jumping ability and will cause damage even when stepping off a slab.


    Except, no, negative levels in fact make you invulnerable to fall damage, although they do eliminate the ability to jump.


    And for resistance: Negative levels increase damage taken.


    Nopedy nope-da nope. Negative levels make you immune to damage.


    Saturation: Negative levels decrease hunger and saturation.


    Nu-uh. Does the same as positive levels.


    Sowness: Negative levels increase speed.


    NOPE. Just makes you immobile.


    Speed: Negative levels decrease speed.


    Again, NOPE.


    Strength: Negative levels decrease melee damage, with attacks being ignored entirely if damage would be 0 or lower.


    Another nope.


    Weakness: Negative levels increase melee damage dealt.


    NO THEY DON'T. LIES LIES LIES.


    So what gives? I trawled through the update logs, and saw nothing of this. I searched the mighty google, and google says these negative levels should do as described. And I need these for a map. But IT'S ALL LIES!!! WHY?!?!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Looking over the recent changes, I'm thinking, is this Better Than Wolves all over again? The moral of that story was not to make a mod too hard, as everyone eventually abandoned it. Challenging is fine. Gruelling too, in small doses. Constant, unforgiving death? Not so fine. Maybe balance some of the changes (which, I noticed, pretty much all make the game harder) by adding things that help too.


    I'm saying this because I just tried the newest version, and it's harder. My ice shelters no longer work, my things keep disappearing in deserts, and the only way I can safely mine anymore is by using tnt. Also, when did anvils break?! That caught me sooo off-guard.

    Posted in: Minecraft Mods
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    posted a message on Need set up of dedicated server + Multicraft for ~$10

    I have done it myself before, but it took a lot of time. I do not want to relearn it, which is why I'm paying someone else to do it for me.

    Posted in: Server Recruitment
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