command blocks should have there own space along with barrier blocks, command blocks in mine-cards, mob-spawner (perhaps 1 spawner for each type of mob / or way to change the type of mob it spawns, say - with a spawn egg) - and any other odd blocks that you can only set or summon - that tab could be opened (for muli-player) by the admin or single player (in creative mode) via "open advanced tab" button or something to that
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Feb 28, 2016Posted in: Redstone Discussion and Mechanisms
As DarklordFK said, you can use entity selectors. For example, let's say you have tile X at 18,63,18 and tile Y at 36,63,36, and each tile is ten blocks wide. Using the following command will teleport anything from tile X onto the centre of tile Y:
tp @e[18,60,18,4] 36 63 36
Unfortunately, there's a caveat to this. The radius selector selects entities in a spherical radius, not a cubic radius, so anything in the outer corners will not be teleported. The easiest way to fix this would be to create a chess board with circular cells and tell players to stay on the black/white as the example below. Alternatively, you could spam the teleport command with a comparator clock and teleport entities to Y=65 of the relevant cell. Use a testfor command looking for entities at Y=65 to turn off the teleport command, as only entities that have been teleported will be floating in the air.
Jul 15, 2015Posted in: Minecraft Tools
There's a really great utility out there to generate your armor stand pose, located
at http://haselkern.github.io/Minecraft-ArmorStand. But one of my brother's complaints
was that the preview didn't show how the head would be posed if the head was a
block... In other words, if you put a block on a armor stand and rotated the head,
how would that rotation look?
He was using armor stands to create interesting graphics, but constantly had to test
and retest to get the angle just right.
So I took the code I found at http://www.codeproject.com/Articles/27608/D-Graphics-Cube-with-Shading and modified it ... a LOT!
Now you have all six views of a 3D cube, rotatable in X, Y & Z axes, with a button to copy the result to the clipboard. I'm posting the .EXE, but if anyone wants the SourceCode, just let me know!
Edit: V3.0 has just been released! You can now change the cube to reflect your viewpoint in the Minecraft world - top down, bottom up, normal, facing north, south, east or west...
Here's the file: https://github.com/TheWebExpert1/3D_Cube/releases/latest
Jan 23, 2015I'll describe how to use CommandStats then, which can count how much sand is in an area.Posted in: Redstone Discussion and Mechanisms
Command blocks, signs, and entities can hold a set of different "success stats", that will set a player's score depending on the success of the command that is run through that initiator (be it the command block running the command or the entity).
For example: a command block has the command "/testfor @a" and has the "SuccessCount" or "AffectedEntities" CommandStat applied to it. If the /testfor command finds 4 players, the CommandStat will set a player's score to 4.
You can find the CommandStats NBT format here: http://minecraft.gamepedia.com/Chunk_format#Block_entity_format
The type of CommandStat you'll want is "AffectedBlocks". The /stats command allows you to apply different CommandStats to a target: http://minecraft.gamepedia.com/Commands#stats
First you'll need an objective to store a score in:
/scoreboard objectives add BLOCKS dummyA fake player is going to be used to store the score. In order for CommandStats to function, the target must already be tracked in the objective. A fake player called "SAND" will be used:
/scoreboard players set SAND BLOCKS 0Now for the main command block. The /clone command will be used to count the number of blocks. What it does is clones the blocks into the same exact position they were in. Visually it does absolutely nothing, but it provides us with the number of blocks cloned (which is equal to the number of sand blocks there are). You'll need to fill in the coordinates ("X1 Y1 Z1" needs to be identical to "x y z"), "masked" is used so it doesn't count air blocks, and "force" has to be used so it can overlap the clone:
/clone X1 Y1 Z1 X2 Y2 Z2 x y z masked forceAnd finally, the CommandStat to be used. Stand atop the command block and run the following /stats command:
/stats block ~ ~-1 ~ set AffectedBlocks SAND BLOCKSEvery time the command block is activated it's /clone command is run, finds the number of blocks cloned, and the CommandStat will set the "BLOCKS" score of fake player "SAND" equal to the number of blocks cloned.
I have an old video demonstration here (it uses /blockdata to apply the stats, as /stats hadn't been implemented during that time):
Oct 16, 2014Bongotezz posted a message on Scoreboard: testfor --- how do I test for NOT a number...?/testfor @p[score_Class_min=2]Posted in: Redstone Discussion and Mechanisms
In this example Class is a dummy objective. It will look for a score of 2 or higher.
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