• 0

    posted a message on Check for mods?
    Quote from Yuzi1221»

    Hello, I need to make a command that test if the client has optifine installed if not disconnect them with a message saying its not installed. My server requires people have optifine because I noticed the big server boost on ticks with optifine installed on client. Less stress on the server loading the chunks.

    Is there anyway I can do this with a command block? I looked for a mod that will do this but to no luck. And please dont give me a command that breaks the server temporary...


    Running on minecraft: 1.16.4

    Forge 3.5.10




    The server can only detect a mod if the mod sends something to the server.

    Optifine mod, to my knowledge, does not send anything to the server. So you can't detect it.


    Moreover, by saying Optifine boosting the server tick isn't a valid argument as well, due to what I said above.

    There can be other causes (they might not, but I'm just speculating) that yield the performance difference, such as the player not installing Optifine holding a lot of shulker boxes, them making lag machines in their house and loading it, or the guy did something such that he's targeted by many command blocks or plugins on the server-side.


    If you're using the same device to host the server AND the client (e.g. Starting your Minecraft server on your PC, while playing Minecraft on it), more players can mean more lag as well.


    Unless there exists a mod to send the client's mod list to the server, there's rlly no way to tell if they install certain mods. Some mods like killaura and bhopping are easy to detect because they literally tell the server to move the player in an abnormal pattern.


    tl;dr Not possible.

    Hope you can accept this answer after 3 days of waiting.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on How can I teleport without having "locked vision"? (can't look anywhere but straight)

    Try

    /execute as (you) at (the mob, rmb to do limit=1) run teleport @s ~ ~ ~

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on How to make baby animals stay as babies forever
    Quote from vinny_afton»

    um, how do u make a Lamma a babby forever it's not working for me T^T


    It should work on llamas as well.

    What's the command you used?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on not working
    Quote from rekus1236»

    Why is this command not working:

    /tag @e[type=minecraft:arrow,nbt={InGrund:1}] add a



    Cuz it has typos:

    /tag @e[type=minecraft:arrow,nbt={inGround:1b}] add a

    Posted in: Commands, Command Blocks and Functions
  • 2

    posted a message on Minecraft 1.17 Update Opinion Thread

    How does archeology not fit with the game?


    It's probably that weird feeling which you're swiping a block till it breaks, instead of digging it.

    After all, you're not seeing cracks from the block, which, apart from insta-break blocks, always appears.


    I'm personally not against with the idea, but yeah... It sure feels like a Minecraft mod in a modpack.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from The_Shadow»

    I'm just going to gloat a bit about having called it. Sort of.



    Okay, I was one update off! Sue me. :) Looks like they decided to try it out in the Nether before the Overworld.


    The 1.17 reveal blew the socks off of me! So much coolness!


    Archeology looks like a fun thing that you don't have to do anything with at all. As such, I have no problem with it, and will probably enjoy it.


    My only complaint so far is that copper and the crystals could stand some more uses. But they may well be getting some before the update lands! They haven't revealed everything. (I don't think they even KNOW everything about it yet.) I'd also like to see some way to treat copper so it doesn't develop patina. Maybe alloying it with iron and/or gold, or maybe a wax coating from the bees. I also agree with the person who said that the telescope should give a square image rather than a round one.


    I also agree that the stalactites and stalagmites look a little too detailed. I think the spore flower is fine, though.


    The sculk detector block is going to revolutionize the redstone world, mark my words!



    I'm pretty sure that was Bedrock stuff. The "blockinator" clips definitely were. Basically, add-ons will be able to add blocks and items with all sorts of effects now - even foods. A major development that will allow Bedrock modding to really take off!


    EDIT: I took another look at that segment, and it was indeed entirely about Bedrock.


    Aw man...

    Java Edition's command system needs attention. Datapacks are useful, but it's still a long way before it can compare to a plugin or mod.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from Jancrash»

    I can't find anything about mapmaking features anywhere. What was revealed?


    There's that placing down golden skull reveals a cave, and there's zombies riding scorpions.

    And also that short map with some weird -inators


    They don't seem to be Bedrock stuff to me, or maybe I'm just too tired to differentiate between Bedrock and Java that time.

    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on Minecraft 1.17 Update Opinion Thread

    I'll start. Everyone's crazy about the new cave generations, new ores and new mobs.


    But as a map maker, did you see the new mapmaking mechanics shown in the livestream? I feel like another revolutionary era of mapmaking is on its way to 1.17.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on So 1.17 is the cave update
    Quote from The_Shadow»

    Ha! Called it! They added code for depth-dependent biomes in 1.14 and tried it out in 1.16... I predicted that they would bring it to the Overworld in 1.17.


    Just didn't expect it to be polished that early.

    They also went so far this update! Probably the most abundant one among all official release updates.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on So 1.17 is the cave update

    My view on 1.17 before Minecraft Live:

    Oh, it's mountains and goats.


    My view on 1.17 after Minecraft Live:

    CAVE UPDATEEEEEE

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Getting 2 zombies to be able to hit each other whilst being angry at armor stands which are tp'd into each of them

    It's been quite some time, but I hope what I said can help (but definitely can't solve) your problem.


    There isn't a command to manually make a zombie target a certain entity. The snowball method might be complicated when it involves 2+ zombies.

    So I suggest to just simulate the attack animation. So like, you define a way for both zombies to pathfind to each other, and use a scoreboard to store its hp and deduct it when it's time to attack. You can use /playsound to simulate the damage animation, hoping people won't complain.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Easy customizable pathfinding for entities?
    Quote from glasstudios»

    I'm trying to find a way for them to know that there is another villager in front of them and they should stop and wait for their turn. Any ideas?


    1. Use the caret relative coords to get the position approx 1 block in front of the villager

    2. Position approx 1.6 block below

    3. Use /execute if to check if there's a villager within distance=..0.1, maybe higher if you need a better tolerance.


    Overall it might look something like this:

    /execute as @e[tag=waiter] at @s rotated ~ 0 positioned ^ ^ ^1 positioned ~ ~-1.6 ~ if entity @e[tag=waiter,distance=..0.5] run <your command to stop it>

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [solved] objective1 = objective2 * 2
    Quote from gamesdonewr0ng»

    hi is it a way i can set a objective to a difrent objective but multiplied by 2


    You kinda need a constant. You can put it anywhere, cuz you're using a fake player, which usually doesn't get targeted.


    /execute as @a run scoreboard players operation @s objective2 = @s objective1

    /execute as @a run scoreboard players operation @s objective2 *= 2 const


    Remember, const is a dummy scoreboard, and it's not created by default.

    To make this constant 2, do

    /scoreboard players set 2 const 2


    And remember, the constant can be in any scoreboard.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Testing for a colored and named item on the ground with underlined text
    Quote from maturezombie»

    an old thread i know, but i am trying to get this command to work without success.

    execute if entity @e[type=item,nbt={Item:{id:"minecraft:diamond",tag:{display:{Name:"{\"text\":\"Shiny\",\"color\":\"blue\",\"underlined\":\"true\"}"}}}}]


    i get get a result when using just shiny as a tag, but i cannot get it to work when using more than one tag.


    this is on version = 1.16.1


    help please


    As I said first, it's better to use a custom tag. It's not a hassle, and it benefits you in the long run.

    Give it a try.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Enchantments and Scoreboards - Interconnecting Them [1.13.X]
    Quote from eglaios»

    Enchantments[[id:"minecraft:efficiency"}]"

    -------------------------

    Posted in: Commands, Command Blocks and Functions
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