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    posted a message on Minecraft needs a better Commandblock-UI...

    Translating into python might be a stretch, but I support pretty much everything else. Generally, I will use the command block interface rather than writing a function because functions are written with a normal text editor and don't implement auto-complete features. You also cannot tell whether there is an error in your code until you reload the game. Command blocks aren't much better, though, since they are only one-line, take up a lot of space, and the error system is often unclear or incomplete.


    I would suggest that auto-complete features be added for nbt and selector data, as well as implementing everything shown here. Also, if the error is an invalid id it should suggest some valid ids for you. And this UI should be implemented into a stand-alone application for writing and parsing functions, allowing you to easily write code and detect errors without actually having Minecraft open.

    Posted in: Suggestions
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from Nephodopolus»

    Which is why you dig diagonally.




    You said "straight down", which is an objectively dangerous way to mine.

    Are we really going to pretend it's hard or time consuming to safely dig down to level 12?

    You also have a pretty great chance of hitting both iron and coal before you get to the bottom.



    Yet it won't necessarily happen, so it's not always going to be as easy as you say, it's just likely to.


    I literally just tested it out and confirmed that ancient debris is indeed that common. One stack of TNT is 64 explosions, which can easily cover a 128 block long tunnel, which will yield quite a lot of ancient debris. I was able to convert a complete set of diamond armor and some tools. Go try it.



    I actually did try it, and I was able to go at least 200 blocks without finding ancient debris of any kind. The wiki says that ancient debris only generates twice per chunk, one of them containing a maximum of 3 debris, while the other containing a maximum of 2. The first one generates low down in the chunk, while the second can generate at basically every level. Assuming that both spawn within the level that you're mining, a 128 block tunnel would yield a maximum of 40 ancient debris (8 chunks; max of 5 per chunk;). Yes, that is enough to upgrade a full set of armor and 4 tools, but it's maximum and assumes that both veins spawn nearby and that you get the maximum possible amount from each vein (they can generate a maximum of 3, but likely there will be 1 or 2). How likely is that?


    I mean, first of all, gunpowder literally "found" in temples and dungeons and chests all over the place, not to mention it's a completely renewable item which you can easily have limitless supplies of with one rudimentary mob farm.



    I will admit that I forgot about generated chests, but these chests do not at all spawn "all over the place". It's renewable, but not in an easy way unless you create a mob farm, which is considered an unintentional part of the game in the first place. Killing creepers is extremely tedious and annoying unless you have some fancy machine.


    Second of all, utilizing TNT is actually perfectly safe. Dig a tunnel at level 14 Nether about 100 blocks long, then back up, placing TNT, once you're at the end, you ignite the last bit of TNT and walk back, away from the tunnel. All the explosions will be moving away from you. It's perfectly safe. And fun.



    Make a mistake during even one of those steps, and you take damage, if not die. Digging with TNT also has a higher chance of unearthing lava, which you must deal with in a relatively careful manner.


    A simple mob farm yields more gunpowder for TNT than you'll ever need.



    Again, it's an unintentional part of the game and does not justify its relative rarity.


    Also, you can easily kill creepers melee. Run, hit, back up. Repeat three times.



    That takes about 3 times longer than killing any other mob, and it's about twice as difficult to do correctly.


    Gunpowder is 100% renewable, and sand is one of the most abundant materials in the game.



    This is simply false. I can think of 12 more abundant materials right now: stone, coal, netherrack, wood, water, dirt, gold (thanks to the new nether ore), iron, redstone (since one ore drops so much), sugar cane, wheat (just break some grass and start an intentional farm), carrots (if you find a village). I didn't even have to try.


    I'm not sure why we're pretending any of this is difficult. What's even more baffling is that anyone would resist the idea of mining with TNT, which is not only the obvious end game use of the item, but probably one of the most fun and satisfying activities you could be doing in the game.



    If mining is the end-game use of TNT, it's a horrible item, considering that stone itself is explosive resistant and almost no ores drop anything when they're blown up. TNT has the same use as bombs in real life - it's intended to cause damage. It's also not much more fun than strip mining, as it's just as repetitive and it produces irregular terrain that you have to traverse.

    Every one of these conversations makes me feel like I'm back in 2010 and people are coming up with heated arguments against adding smooth lighting to the game because it would make it less "Minecrafty". :rolleyes: I've never seen people more blindly resistant to change than Minecraft player



    What arguments are reminding you of this because I don't see the connection...

    Posted in: Recent Updates and Snapshots
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    posted a message on Good time to start a new game with latest snapshot?

    Very stable. The only major changes (in my opinion) that would warrant waiting would be if they were to add a new biome or if they were to change the rarity of a certain structure. Currently, things are working quite well (though striders are still really buggy).

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from worfer27»

    A natural issue about this kind of thing is durability. You can break around 1300 blocks with a diamond pick, and ancient debris appears about every 1/650 blocks (in peak areas, according to your data). With you needing 4 scrap to get a new pick, it takes about 2 diamond picks durability to upgrade a tool. With netherite being only (approximately) 11% better, this doesn't seem like a worthwhile thing.


    Nether blocks can be broken at extremely high speeds using any pickaxe, and they can be collected using any pickaxe too. The only reason you'd be using diamond pickaxes to mine in the nether is if you had literally no access to anything else. Otherwise, even a wood pickaxe would do fine while mining (though I prefer iron for durability), and you only have to mine the actual ore with your diamond pickaxe. That's only 1-3 durability for each time you find netherrite.

    Posted in: Recent Updates and Snapshots
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    posted a message on Data Packs: Custom Enchantment with Crafting

    Unfortunately, custom nbt data is not supported in custom crafting recipes. The best you could do would be to automatically enchant all wooden pickaxes like so:


    execute as @a[nbt={SelectedItem:{id:"minecraft:wooden_pickaxe"}}] run enchant @s efficiency 2

    This command should run every tick.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Putting a username in tellraw function

    /tellraw @p [{"text":"Welcome, "},{"selector":"@p","color":"aqua"},{"text":", to the Server!"}]


    The part you asked about is "{"selector":"@p","color":"aqua"}"

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Making a custom named gold nugget, "Coins", into in-game currency for mini-game map.

    This is likely a data mismatch between the two items. To fix this, you could try a few things

    1. (recommended) You could stop trying to test for specific item data and instead add a custom tag to the coins dropped by the mobs. You could add a tag like "isCoin:1" Then, in the command, you could test for the item "gold_nugget{isCoin:1}" and that should work.
    2. You could put the coin (from the mob) into your hand and then run "/data get entity @p SelectedItem" to get the exact data of the item. If they don't match, you could edit the command accordingly.
    3. You could simplify the item you test for in the command. As far as I can tell, the only thing you really need to test for is the name of the item. You could remove the keys for the lore and custom model data in the command. If your error is in either of those keys, the command will work.

    I'm pasting the command that I used when doing something similar (I used sunflowers instead of gold nuggets):


    execute as @a store result score @s temp run clear @s minecraft:sunflower{isCoin:true}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Command Block perimiter problem
    Quote from aeuxdeus2019»

    i did, but it changed nothing, am i even writing it correctly


    What version of Minecraft are you using?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Command Block perimiter problem

    change @s to @a

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Making a custom named gold nugget, "Coins", into in-game currency for mini-game map.

    I did something similar recently. You will need a "temp" score as well as a coin score. First, run this command:

    /execute as @a store result score @s temp run clear @s gold_nugget{CustomDataHere}


    This will clear the players of all your custom nuggets and then store the number of items it found into the temp score. Next, run this command:

    /execute as @a[scores={temp=1..}] run scoreboard players operation @s coins += @s temp


    This will convert the temp score into actual coins that can be used as currency. To make the currency global, you simply have to use a fake player instead of a real one:

    /execute as @a[scores={temp=1..}] run scoreboard players operation global coins += @s temp


    If you want, you can broadcast a message using a command like this:

    /execute as @a[scores={temp=1..}] run tellraw @a [{"selector":"@s","color":"aqua","hoverEvent":{"action":"show_text","value":[{"text":"","color":"yellow"}]}},{"text":" Collected ","color":"white"},{"score":{"name":"@s","objective":"temp"},"color":"yellow"},{"text":" coins.","color":"white","hoverEvent":{"action":"show_text","value":[{"text":"","color":"yellow"}]}}]


    All of these commands should be run from within a command block chain or a data pack function in order.

    Posted in: Commands, Command Blocks and Functions
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