It only changes players from survival to adventure or back, it won't affect players in creative. You can also create a separate scoreboard objective to define players that it shouldn't affect at all, and include that in the second set of commands.
For example
gamemode s @a[scores={adv=0, fixedmode=0}]
Now you can set a repeating block that does
scoreboard players add @a fixedmode 0
Anyone logging in will have the objective added of it isn't already, everyone else will have 0 added to their existing score. Anyone you want controlling their own mode or otherwise not being changed by the automatic system you give a score of fixedmode 1.
I've done this exact thing. Set up a simple hopper clock, just 2 hoppers facing into each other. Take a signal from each. From one comparator (point to a solid block with impulse next to it if you want the chains next to each other) put the following:
Note that the whole thing could be done in a single chain, but using the hopper clock allows you to easily add adventure areas later by simply adding to the first chain. If you do it all in one then the gamemode setting commands have to be moved every time you add a new location, because they have to execute after all the scoreboard changes.
This method will work with multiple players, is not broken by lag, allows for a new area added with a single additional command block, and can even manage complicated decisions like nested zones (survival zone inside adventure zone inside survival zone).
Possibly, if world spawn is far enough away to not be loaded. There is a bug in game right now that very occasionally causes one to spawn at world spawn, but really high up (high enough that feather falling+ protection+ jump boost+ resistance is not enough to save you). You fall to your death. Your death message does not reflect this, but some people are successfully preventing it by putting water down in spawn to break their fall. If you use commands you can also build a slow falling safety net without having to modify the terrain.
According to the wiki, it often appears tens of thousands of blocks away, but because it's a very rare structure rather than because that's a requirement.
The solution on console is most likely to be that most worlds simply won't contain one.
That would simplify the input, while complicating the interface. Which seems pretty much in line with the general trend for console versions. Personally I'd prefer the simpler text input style of ui, but I could certainly see an interface along these lines being implemented, and it would make it simpler to use.
Yeah, but it could be full of wheat, when what you want is for it to be full of seeds. You really should look up the mine cart version, it works very nicely. The villager does both harvesting and planting, but can only pick up the seeds. That means as wheat becomes ready it gets harvested and replanted fairly quickly. No plants sitting ready for long periods, no unripe plants harvested, and it'll just keep going pretty much forever with no input if you build it right. Oh, and you'll very soon have more wheat than you could use, even if you use it as your primary emerald and xp source, and you'll find yourself putting it in bales or throwing it away
1
Give your trusted builders a score that marks them as trusted
Scoreboard objectives add trusted dummy
Scoreboard players set theirname trusted 1
In the block that gives them creative
Gamemode c @p[scores={trusted=1}]
1
You can always use command blocks to use a tell command. You won't see the command block output, but you will see the resulting whisper.
1
It only changes players from survival to adventure or back, it won't affect players in creative. You can also create a separate scoreboard objective to define players that it shouldn't affect at all, and include that in the second set of commands.
For example
gamemode s @a[scores={adv=0, fixedmode=0}]
Now you can set a repeating block that does
scoreboard players add @a fixedmode 0
Anyone logging in will have the objective added of it isn't already, everyone else will have 0 added to their existing score. Anyone you want controlling their own mode or otherwise not being changed by the automatic system you give a score of fixedmode 1.
1
I've done this exact thing. Set up a simple hopper clock, just 2 hoppers facing into each other. Take a signal from each. From one comparator (point to a solid block with impulse next to it if you want the chains next to each other) put the following:
Impulse
Execute @a ~ ~ ~ scoreboard players set @s adv 0
Chain
Execute @a[x=, y=, z=, dx=, dy=, dz=] ~ ~ ~ scoreboard players set @s adv 1
Now from the second comparator
Impulse
gamemode a @a[scores={adv=1},m=s]
Chain unconditional
gamemode s @a[scores={adv=0}, m=a]
Note that the whole thing could be done in a single chain, but using the hopper clock allows you to easily add adventure areas later by simply adding to the first chain. If you do it all in one then the gamemode setting commands have to be moved every time you add a new location, because they have to execute after all the scoreboard changes.
This method will work with multiple players, is not broken by lag, allows for a new area added with a single additional command block, and can even manage complicated decisions like nested zones (survival zone inside adventure zone inside survival zone).
1
Possibly, if world spawn is far enough away to not be loaded. There is a bug in game right now that very occasionally causes one to spawn at world spawn, but really high up (high enough that feather falling+ protection+ jump boost+ resistance is not enough to save you). You fall to your death. Your death message does not reflect this, but some people are successfully preventing it by putting water down in spawn to break their fall. If you use commands you can also build a slow falling safety net without having to modify the terrain.
1
According to the wiki, it often appears tens of thousands of blocks away, but because it's a very rare structure rather than because that's a requirement.
The solution on console is most likely to be that most worlds simply won't contain one.
1
If you don't want to wait for the patch, you could always build yourself a gold farm.
1
That would simplify the input, while complicating the interface. Which seems pretty much in line with the general trend for console versions. Personally I'd prefer the simpler text input style of ui, but I could certainly see an interface along these lines being implemented, and it would make it simpler to use.
1
Yeah, but it could be full of wheat, when what you want is for it to be full of seeds. You really should look up the mine cart version, it works very nicely. The villager does both harvesting and planting, but can only pick up the seeds. That means as wheat becomes ready it gets harvested and replanted fairly quickly. No plants sitting ready for long periods, no unripe plants harvested, and it'll just keep going pretty much forever with no input if you build it right. Oh, and you'll very soon have more wheat than you could use, even if you use it as your primary emerald and xp source, and you'll find yourself putting it in bales or throwing it away
2
Agreed, if you want your ideas considered and discussed you'll need to fix the formatting, it's too hard to read in its current form