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    posted a message on Stopping Player Movement With Attribute Modifiers

    I've been trying to find a way to essentially disable player movement without the nausea-inducing slowness effect. I've gotten as far as the command below, which gives boots with the -100% speed attribute when on feet, yet when worn, nothing happens.

    /give @a minecraft:leather_boots 1 0 {AttributeModifiers:[{AttributeName:"generic.movementSpeed",Name:"speedDebuff",Slot:"feet",UUIDMost:1314134,UUIDLeast:5345,Operation:1,Amount:-1}]}
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Persistent Shulker Head
    Quote from Alvoria»

    Anyway, taking a educated guess, I'd say you probably have the file name wrong. You're most likely using a template that you got for an older version and didn't update it. Once Sulker Boxes were added, they changed it so that the normal Shulker was the purple variant rather than a unique texture. So if the file name doesn't end in "_purple.png" you're editing the wrong file and need to check out This Wiki Page to get the proper location and file name.

    I hope that helps you.

    I found this was the solution around the time you replied! I was looking through 1.11 assets to see if I missed anything and saw the new naming system for the recolored shulkers; changing the filename to white_shulker.png fixed the problem. (endergolem.png was a relic from 1.8 or 9, before shulker boxes)
    Thanks!
    Posted in: Resource Pack Help
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    posted a message on Persistent Shulker Head

    I've been trying to find ways to render a shulker completely invisible, as the invisibility potion effect does not affect their head.

    Most recently, I've made a custom texture pack in which the textures for shulkers' heads have been completely erased from endergolem.png and replaced with transparent pixels.

    (The very bottom few pixels would normally be the head texture)

    Yet despite there seemingly being physically no way for the game to get a head texture for the shulker, all shulkers spawned with the pack enabled still have heads with the default texture.


    EDIT: It appears shulkers can't be retextured at all, even smearing red pixels on the texture file has no effect.

    Posted in: Resource Pack Help
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    posted a message on "Docile" NBT Tag

    I will have to check, but I don't believe the scoreboard team method allows the sort of functionality given to passive mobs. Will zombies not attack a villager on their team?

    Posted in: Suggestions
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    posted a message on "Docile" NBT Tag

    The Docile tag would be a Boolean tag (An NBT tag that can be either true or false) affecting how mobs interact with one another, with the main purpose of the tag to allow mapmakers a wider variety of uses for all types of mobs.


    The tag's main function would be to stop aggressiveness in hostile or neutral mobs, specifically:


    - Zombies and all their variants ignore the player and villagers, even if attacked, but will still walk about, puck up equipment, and run for shade in daylight.

    - Skeletons ignore the player, but will still run for shade in daylight.

    - Ghasts will not shoot.

    - Zombie pigmen will not attack, even if provoked, nor will they make the aggressive grunting associated with attacking.

    - All illagers will ignore the player and other villagers, and Evokers will summon neither vexes or fangs.

    - Johnny Vindicators will not attack either.

    - Endermen will not attack, even if looked at.

    - The Wither will not shoot either type of skulls at anything.

    - The Ender Dragon will not perch or fire, but will simply circle endlessly.

    - Ocelots will not attack chickens.

    - Wild wolves will not attack sheep or the player if provoked, and will never enter the 'angered' state.

    - Creepers will never detonate unless forced to do so by the player.

    - Polar bears will not attack the player, even if their cubs are threatened.

    - Magma Cubes and Slimes will ignore the player.

    - Blazes will never fire.

    - Both guardian variants will not attack the player or any other mob, or inflict mining fatigue on the player.

    - No mobs will attack one another, even if attacked by a non-docile mob.


    Passive mobs will also be affected by the presence of the tag:


    - Vllagers will be ignored by both zombies and illagers, and will not attempt to run from either.

    - Chickens will be ignored by ocelots.

    - Sheep will be ignored by wild wolves.

    - Llamas will not spit if attacked.

    - Squid will be ignored by guardians.

    - Endermites will be ignored by Endermen.

    Posted in: Suggestions
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    posted a message on Command Block Catastrophe

    You're right, I should figure out how to mess with the scoreboard someday, though I still would like at least like to know how to fix this issue and prevent it from occurring in the future.

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

    I've been having a very persistent and violent issue with a command block circuit, and it has resisted several attempts to fix it.


    Specifically, two long chains of command blocks are made to trigger when a repeating /testfor command block finds no player (the only way it does this is if the player is dead, the command is /testfor @p). The first chain sets about twenty rows of repeaters to air, and the second replaces these repeaters with their unpowered variants.

    When triggered manually by removing the comparator attached to the testfor block and then replacing it, the system works fine, resetting the repeaters as intended, yet when this is triggered by the death of a player, the repeaters all trigger as though powered, setting off command blocks in a frenzy.


    Images

    The circuit in question, just after the player respawned. (Time has been paused via MCEdit). Note random powered repeaters.

    A similar, though simpler, circuit that uses the same resetting mechanism as the circuit in question, though it actually works.


    Miscellaneous Information

    - The circuit is for an adventure map being made in version 1.10.2, and as such updating is not an option, as 1.11 breaks the redstone of previous versions. (and a load of other circuitry)

    - The repeaters are first set to air and then back to themselves using command blocks, with a repeater set to a 4-tick delay in between the clearing and placing.

    - This was originally done with structure blocks, but those failed in the exact same fashion.

    - The only mods present are singleplayer WorldEdit and Schematica.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on What's the type of Minecraft video you hate?

    I absolutely despise those dime-a-dozen mini-youtubers with generic dubstep intros.


    Though my least favorite is anything made in Mineimator. That stuff looks so ugly and stiff I think I may break my spine from cringing.


    I actually do like the Steve model with the moving mouth, eyes, and eyebrows.

    Though he should not have a nose, and he should not be rounded.

    Posted in: Discussion
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    posted a message on 1.11 - the broken equipment update

    Having this same issue in 1.10.2.

    /summon Zombie ~ ~ ~ {ArmorItems:[{id:diamond_helmet,Count:1}],IsVillager:1b,Silent:1b,CanPickUpLoot:0b,HandItems:[{},{id:"iron_sword",Damage:0,Count:1}],ActiveEffects:[{Id:12,Amplifier:1,Duration:9999,ShowParticles:0b,Ambient:0b}]}

    The zombie consistently spawns holding the sword, but never spawns with the helmet.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Summoning Rotated Mobs

    Is it possible to summon a mob so that it spawns already facing a predetermined direction? The wiki is rather unhelpful regarding more complex data tags.

    I am attempting to summon an mob with {NoAI:1} and want it to not be facing a wall.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Three Tools to Make Items Move (Or Stay)
    I admit I had to read this twice to get what you where talking about, but I love it. The one thing is making the locked hopper should take more than a single nugget. If the gold plate takes 4 nuggets to craft and hoppers have 5 slots, than you have 1 nugget doing the work of 20. I'd go with a full Ingot to craft the Locked Hopper, because 55% resource savings is fair but 95% savings is overboard.]



    Ehh, maybe you're right about the gold ingot in the lock hopper recipe.

    I think I'll actually make a gold ingot an an existing hopper the recipe; I think the functionality justifies the cost, and no one really has much more of a use for gold.



    If I may, I'd like to request an updated recipe from a certain kawaii lizard.

    Posted in: Suggestions
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    posted a message on New Enchantment: Stalker

    "Wind Walker"

    Wait, no, that's a DND thing.


    "Feather's Flight"

    The running flight, not actual flying.


    "Silent Step"


    "Tiptoe"

    Posted in: Suggestions
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    posted a message on Three Tools to Make Items Move (Or Stay)
    Quote from Shachar2like»

    you don't have to have a different recipe, all mojang have to do is edit the GUI and enable a little lock icon or "simply" change how it behaves.


    Actually, that isn't a bad idea, and means its easier to implement; after all, command blocks are covered in buttons that alter their functionality.
    Thanks!
    Posted in: Suggestions
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    posted a message on Three Tools to Make Items Move (Or Stay)
    Quote from Shaddura»



    Whoops, I accidentally made it into a not-so-subtle suggestion for an alternate crafting recipe.

    Thanks! The gif has been added to the original post, and I've put up a poll between the two crafting recipes.
    Posted in: Suggestions
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    posted a message on Three Tools to Make Items Move (Or Stay)

    Finally got around to making a sprite for the lock hopper! I realized that only being visually different in name and GUI was inadequate for a block with a very different functionality.

    Posted in: Suggestions
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