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Elevator not working Commands Idk whyWhat should I write for condition I'm a beginner, Commands I'm trying to do if an entity is currently moving it will run a function. If it's not moving I want it to run another function. what should I put for condition to detect whether it's moving or not?death animation I'm a beginner hello i have a game where if a player dies id like to display an animation for them, its like in the game "buckshot roulette" that your screen goes full dark and then you wake up in the floor and get shocked to get revives. does anyone know any way i could kind of achieve this effect?? im out of ideas
also is it possible to do like murder mystery servers that they render a corpse of dead players like if they were sleeping??Custom mob I'm a beginner, Commands Hi, I created a custom mob using AJ in block bench and I use MC stacker to generate an invisible wither skeleton that be the AI for my custom mob. But what happened in my world is when the wither skeleton die the custom mob model is still there standing and I have to run a function to remove it. How do I make it when the wither skeleton die the model delete itself?datapack toggels with data storage I'm a beginner, Commands, NBT/Components I've seen datapacks have popups in chat where you can toggle some features
I've see them do it with
"category": "equipment",
"pattern": [
"GD",
"BG", "B "
],
"key": {
"B": "minecraft:blaze_rod",
"G": "minecraft:gold_ingot", "D": "minecraft:diamond" }, "result": {
"id": "minecraft:golden_axe", "count": 1,
"components": {
"minecraft:damage":31,
"minecraft:rarity": "uncommon",
"minecraft:item_name": ""削弱版秒人斧"",
"minecraft:enchantment_glint_override": true,
"minecraft:enchantments": {
"minecraft:sharpness": 10
}
}
} } please limit blaze_rod in only knockback enchant thanksStopping Items from getting destroyed when consumed Commands How can I make it so, when you use an item, it doesnt get destoyed, use_remainder exists but I can nopt place the same item as it needs to have same use_remainder which creates an infinite loop.Seems like using execute store you cant store strings. How do I make a macro w/o it? I'm a beginner, NBT/Components It seems pretty stupid, but I need to make a function that places a specific block at a... kinda fixed position. And I have the block in a string format. And I need to set the block to that block. But I... Dont know hot to set a block to another block from literally a minecraft tag in an entity. So... Any help would be appriciated. 😦Deathposition General, Commands, Other How do I implement a save/teleport of my deathposition?Smart way to code rolling item ? Commands, Optimisation Hi there, I coded a few months ago some rolling or bouncing features, like dices and balls, using Motion depending Rotation... But i'm not satisfied, it uses an armor_stand and it asks a heavy code. Plus, the head doesn't roll. How would you do it ?advancment does not advance I'm a beginner, Commands, Advancements i have a advancement that should be triggerd by tick, script below, but i cant get it to work. I cant get the achivement and a function does not get triggerd. Advancement:
execute if data storage
but i don't quite get how to use itDisabling Attacking I'm a beginner, Commands I'd like to be able to prevent the player from attacking mobs without having weapons overwrite it. If I change the player's base attributes, holding an item with an attack attribute allows the player to attack again. Is there a way around this, or a different way to prevent a player from hitting entities?Any way (without custom enchants) to run a function as the attacked entity in an advancement? Commands, Advancements I'm making a datapack that allows you to craft tipped swords by crafting a sword with a lingering potion, and attacking an entity should give that entity a small amount of that potion effect. I'm able to detect the player attacking with one of these swords via advancements, but I have no idea how to detect what entity is taking damage in order to apply the effect. Any suggestions?Need help with 2 things. But we can do one at a time Commands gimme a sec. this might take a minute to typeConditionally removing a recipe I'm a beginner, Commands, Advancements, Recipes Is it possible to remove a vanilla recipe after the player performs a certain task (for example, tying the condition to an advancement)? And not just removing from the book but preventing something from being craftedHiding the hotbar/drawing over it I'm a beginner, Other Hello, I'm new here! Was wondering if there's a way to temporarily hide the hotbar, gealth etc or draw something over it without putting the player into spectator mode?Tellraw editor for 1.21.5 Commands, NBT/Components Most of the editors I found had problems with click event and I know there have been changes in 1.21.5
So are there any good ones?Help with Bow click detection General, Commands Ok, this could be very straight forward and easy, but I have know idea how to detect when a player right clicks a bow. I need to detect when a bow is right clicked then I can run a function.Advancement for walking Advancements Uh yea that's it. The title says it all. I want an advancement that triggers every time the player walks for optimization reasons. If possible, I'd REALLY LIKE to make the advancement only work if walking on a specific block. ThxRaytracing problems Commands Raytrace function
ansi [35mexecute [34mat [36m@s [34mrun [35mtp [36m@s [32m^ ^ ^1 [35mexecute [34munless block [32m~ ~ ~ [0mair [34mrun [35msummon [0mlightning_bolt [35mexecute [34munless block [32m~ ~ ~ [0mair [34mrun [35mkill [36m@s [35mexecute [34mat [36m@p[33m[[37mdistance[34m=[35m..[32m1[34m,[37mtag[34m=[32m!gale[33m] [34msummon [0mlightning_bolt [34mrun [35mkill [36m@n[33m[[37mtype[34m=[32mmarker[33m] [35mexecute [34mif block [32m~ ~ ~ [0mair [34munless entity [36m@p[33m[[37mdistance[34m=[35m..[32m1[34m,[37mtag[34m=[32m!gale[33m] [34mrun [35mfunction [33mabilities:air/pure/raytrace
What calls it
ansi [35mexecute [34mat [36m@p[33m[[37mtag[34m=[32mgale[33m] [34msummon [0mmarker [34mrun [35mfunction [33mabilities:air/pure/raytrace
Problem with effect predicate I'm a beginner, Predicates I want to make a predicate of having the conduct power effectRay trace not working General No descriptionFLOOD THE WORLD!! I'm a beginner, Worldgen I want to make a minecraft datapack that will change the sea level generation to y=92 or so, but I want the world gen to be the same as far as biomes, structures, etc goes. Basically I want it to have the vibe of the aftermath of a natural disaster. Im very much a beginner, so any help would be greatly appreciated!Dimentions and @a Commands Sorry for small question but if I do execute in dimention
will @a hit only peopl in that dimention?Custom sub folders Commands Right now I have a lot of sub folders and was looking for a way to create sub foldersHow do I access my Loot tables Commands, Loot Tables I have a lootable made but I cant access it with chestsModifying a datapack. The duration of the effect not go over 30 second despite I setting it to 50 I'm a beginner I set the duration of the effects to 50sec to make the regeneneration effect regenerate 20hp, but after testing it out in game. The duration is 30 second despite I setting it to 50. How do I make it go up to 50?
"minecraft:consumable": {
"consume_seconds": 1,
"animation": "none",
"sound": "minecraft:entity.slime.squish",
"on_consume_effects": [
{
"type": "apply_effects",
"effects": [
{
"id": "minecraft:regeneration",
"amplifier": 0,
"second": 50
}
,{
"id": "minecraft:slowness",
"amplifier": 3,
"second": 50
}
,{
"id": "minecraft:weakness",
"amplifier": 0,
"second": 50
}
]
}
]
}How does it know what text to display for each move number I'm a beginner hey so i have this command and i want to know where to look if i want to find where the move_num is stored. Like how do i know whwat text to display for each move number?
$data modify storage uzjjk:move output set from storage uzjjk:techniques list[{"id":$(technique)}].moves.$(stance)[$(move_num)]Camera Movements/Cutscenes? I'm a beginner Can someone help me make like a cutscene where every player is forced to look at one player for a certain amount of time?Detect if a player is inside a diagonal region I'm a beginner, Optimisation Most of my portals are flat, so to check if a player is inside, I just add a marker with dx, dy and dz, and if any player intersects, run code.
But now I need to do that to a non flat portal, the first thing I though was to add various markers, but that is probably neither efficient nor the best way to do that.Help with Bow General, Commands, Enchantments Hello, I need a way to detect what arrow the player is going to shoot next. My current idea is to detect what arrow the player is going to shoot next, and from that it will enchant the players bow with the coresponding enchantment the arrow needs to function.Help With Arrows I'm a beginner, Commands Hi, I've needed to make a arrow that when it hits an entity, it sets them on fire, or summons a lightning bolt. I know how to summon lightning bolts and stuff, but i need a way to detect when the arrow hits an entity, and runs the function at the entity that was shot. Im also wanting to make several custom arrows, so I want to filter the arrow by the item model. You'd think this should be very easy, but I've been at it all week and cant find a working solution. Any help would be very appreciated!Help With Advancements! I'm a beginner, General, Advancements, NBT/Components Hi, I'm trying to make a advancement that runs a function every time a player hurts an entity with a arrow(shoots an entity). I also want the advancement to check for the arrows item model component, so that this advancement will only run with my custom arrow. I have tried a million things and cannot get this to work. any help is appreciated! The problem is when hit an entity with a arrow, nothing happens. Ive reloaded the datapack several times.
{ "criteria": { "ancient_arrow_function": { "trigger": "minecraft:player_hurt_entity", "conditions": { "damage": { "type": { "direct_entity": { "type": "minecraft:arrow", "components": { "minecraft:item_model": "minecraft:ancient_arrow" } } } } } } }, "rewards": { "function": "pack:arrows/ancient_arrow/hit" } }
Above is the advancement file
below is the function that runs when the advancement is completed.
tellraw @a "works!! yay" advancement revoke @s only pack:ancient_arrow_hit
Help With command I'm a beginner, General execute as @e[type=arrow, distance=0..1] if items entity @s contents arrow[item_model="minecraft:ancient_arrow"] run kill @s
I want this command to - kill the arrow (It's self) when the arrow is 1 block away from a entityHow to summon an invisible entity with visible text? as if just making a flying text Commands I need helpHow to use data storage input of text Commands Im having a problem with a command that I want to use, its a macro and uses storage called "file". what I want to do is replace this with text from a command not pointing to an nbt source if possible.
$execute as @s[tag=small_room_north] at @s run place template dgen:level/$(file)/small_room_north
This is the macro code, and I wanted to replace the file with text from this command data modify storage file text set value "demo"
. This I was hoping to output a file path to dgen:level/demo/small_room_north
but instead got this error. This is another command calling on the macro function execute as @e[tag=main_room] as @n[sort=nearest,limit=1,tag=!main_room,tag=clear] run function dgen:generation/base_gen/v1/place with storage file
.make player not be hungry Commands is it possible to disable the hunger bar from depleting without the saturation effect?A datapack to lower the minimum build height I'm a beginner, General, Worldgen, Other world anyone be willing to make or tell me how to make a datapack to allow you to build underneath bedrock until like -96 in the overworld? and also I believe something like this would be compatable with geyser but I'm not surehttps://geysermc.org/wiki/geyser/current-limitations/An item tag or a way to check a held item on if it is a placeable item(block)/has a block form Predicates, Other Is there a way other than creating a tag that I would need to create manually to check if the held item has a block form?How to use /execute and /random to make a command? Commands I want to make a command that only activates when /random value equals a specific amount. Can anyone help me figure this out?Remove Crying obsidian and modify loot table General, Loot Tables, Worldgen Is there a way to remove crying obsidian from ruined portals via datapack? And can you standarize loot, like every ruined portal chest has at least 2 obsidian? I know you can modify the loot table, but I dont want there to be like 10 obsidian in one chest. And can you standarize piglin trades so that they are the same on every seed?Mine Treasure related question (1.21.1) I'm a beginner, Loot Tables I have been playing Frozytime's Mine Treasure for so long and i must say i enjoyed the datapack. However what i don't like from the datapack is that you need to mine lots of blocks to unlock better loot, and i wanted to change that.
After looking the insides of the datapack for a long time i discovered their blocks mined requirements are stored in mt\loot_table\chests(or at least related to the loot tables) but when i tried changing the numbers on one of the loot tables(e.g from 350000 to 3500, the treasure spawns the item regardless of me already mined 3500 blocks or not)
dp link: https://modrinth.com/datapack/mine-treasureIs it possible to detect if a specific item has been destroyed? I'm a beginner, Other So I was thinking about first how can an item be destroyed? Inside GUI? It cant. You have to drop it out. So if it disappears after dropped out you could check if its at any player's inventory but I have no idea how to do it and I'm 99% sure there is a better solution.
I would also like to know if its possible to print a text containing a variable.
Lets say:
playerHead .. " has died permanently. ( Head Destroyed )"Change default villager trades General All the tutorials I find are just people using /data on villagers, which I'm not a big fan of. Is there another way to do it? TY!how can i create a data pack that enchants something in your inventory every second I'm a beginner the picture is just an old data pack i downloadedcarrot on a stick right click command Commands, NBT/Components how would I make it so if you rightclick a carrot on a stick with the item model string "toy_cube" it changes the item model string data to "toy_cube2"Is Debug Stick a Good "Dummy" item Commands, Advancements I am making a datapack that adds custom items that are usable, In survival debug stick do not have any use. I was using Jigsaw but found a bug where if the use consume timer is 0 and looking at a block the item disappears.Why it looks like if something were wrong? I'm a beginner help me plsIs there a way to give the player velocity in the direction they are looking at? Commands, Predicates, Enchantments I know you can give velocity up or down using explode effect of an enchant, but is there a way to do it in the direction you are looking?Datapack not working on an Aternos Paper server General There are no error logs, and when I run /datapack list it shows up. I'm not sure what's wrong, any help would be appreciatedMagma cream not dropping I'm a beginner, General, Loot Tables Hey I am playing on 1.21.5 with the more mob heads v2.15.0 datapack version and I was wondering how to fix magma cream not dropping any loot they dont drop their heads or magma cream and even the froglightsHelp with Item Modifiers I'm a beginner, Commands I am attempting to modify the custom_model_data of my item with a command.
My item json:
{ "model": { "type": "minecraft:model", "model": "custom:item/hat", "tints": [ { "type": "minecraft:dye", "default": -1902854 }, { "type": "minecraft:custom_model_data", "index": 0, "default": 16711718 } ] } }
My item modifier (generated with misode):
my_dp/data/custom/item_modifiers/hat_change.json
{ "function": "minecraft:modify_contents", "component": "minecraft:container", "modifier": { "function": "minecraft:set_custom_model_data", "colors": { "values": [ 5897984 ], "mode": "replace_section", "offset": 0 }, "conditions": [] }, "conditions": [] }
The command I'm using:
/item modify entity @s weapon.mainhand custom:hat_change
The result is in the attached image.
The item itself is working as expected, but I can't get the item modifier to work. Not sure what I'm doing wrong. I'm pretty sure everything is in the right place.
edit: I'm trying to change the custom_model_data color btw.Take damage in water but not in boats General I have an execute command that detects when players are in water and gives them debuffs, however this also happens when they're in a boat.
Is there a way to stop that from happening? I tried looking at making an advancement to detect players in water and not in boats but I really can't figure this out. Should I be using tags to clear effects when in boats? Is there a simpler way?Updating enchantments to 1.21.5 Enchantments, Updating I'm porting a datapack from 1.21.1 to 1.21.5, and for some reasons enchantments are just not being loaded, just like they weren't in the /enchantment/ folder, they just go undetected. Why? I've been looking at both the 1.21.4 and 1.21.5 changelog but I can't find anything about enchantments directory changed or whatever.custom music disc in 1.21.5 Recipes trying to get a custom crafting recipe to work but nothing is showing upCommand to set dye color Commands I have noticed that custom items can have multiple dye colors set, but of course, only one of those work with the vanilla dying system. Is it possible to set tint[1], tint[2], etc with commands?Right Click Enchantment Enchantments I want to make an enchantment that detects right clicking. Pretty simple, but idk how to do this.Jigsaw Inconsistency General, Worldgen 1.21.4
attached are images of 2 different jigsaw blocks, one of them generates as expected, the other doesn't
I cannot figure out what is going on hereHow can I limit enchant in 1.21.4 datapack recipe ingredients? Recipes I want to make a recipe for enchanted weapon, but it seems work in no enchanted, I don't kown how to limit enchant of ingredients
{
"type": "minecraft:crafting_shaped","category": "equipment",
"pattern": [
"GD",
"BG", "B "
],
"key": {
"B": "minecraft:blaze_rod",
"G": "minecraft:gold_ingot", "D": "minecraft:diamond" }, "result": {
"id": "minecraft:golden_axe", "count": 1,
"components": {
"minecraft:damage":31,
"minecraft:rarity": "uncommon",
"minecraft:item_name": ""削弱版秒人斧"",
"minecraft:enchantment_glint_override": true,
"minecraft:enchantments": {
"minecraft:sharpness": 10
}
}
} } please limit blaze_rod in only knockback enchant thanksStopping Items from getting destroyed when consumed Commands How can I make it so, when you use an item, it doesnt get destoyed, use_remainder exists but I can nopt place the same item as it needs to have same use_remainder which creates an infinite loop.Seems like using execute store you cant store strings. How do I make a macro w/o it? I'm a beginner, NBT/Components It seems pretty stupid, but I need to make a function that places a specific block at a... kinda fixed position. And I have the block in a string format. And I need to set the block to that block. But I... Dont know hot to set a block to another block from literally a minecraft tag in an entity. So... Any help would be appriciated. 😦Deathposition General, Commands, Other How do I implement a save/teleport of my deathposition?Smart way to code rolling item ? Commands, Optimisation Hi there, I coded a few months ago some rolling or bouncing features, like dices and balls, using Motion depending Rotation... But i'm not satisfied, it uses an armor_stand and it asks a heavy code. Plus, the head doesn't roll. How would you do it ?advancment does not advance I'm a beginner, Commands, Advancements i have a advancement that should be triggerd by tick, script below, but i cant get it to work. I cant get the achivement and a function does not get triggerd. Advancement:
{ "display": { "icon": { "id": "minecraft:acacia_boat" }, "title": "", "description": "", "frame": "goal", "show_toast": true, "announce_to_chat": true, "hidden": false }, "parent": "minecraft:adventure/root", "criteria": { "on_join": { "trigger": "minecraft:tick" } }, "requirements": [], "rewards": { "function": "presets:scoreload", "loot": [] }, "sends_telemetry_event": false }
The presets:tick
or tick.mcfunction
file:
scoreboard players enable @a[scores={started=..0}] EASY scoreboard players enable @a[scores={started=..0}] NORMAL scoreboard players enable @a[scores={started=..0}] HARD scoreboard players enable @a[scores={started=..0}] UNTOUCHED scoreboard players enable @a[scores={started=..0}] started scoreboard players enable @a[scores={started=..0}] reset execute at @e[tag=ija-a4-block] run tag @e[type=item,distance=..3] add item
Why doesn't this block detection method work? I'm a beginner, Commands, NBT/Components tag @s remove New execute at @s run setblock ~ ~ ~ minecraft:shulker_box execute at @s run loot replace block ~ ~ ~ container.0 mine ~ ~-1 ~ shears[enchantments={silk_touch:1}] execute at @s run data modify entity @s Tags insert 0 string block ~ ~ ~ Items[0].id execute at @s run setblock ~ ~ ~ minecraft:beacon execute at @s run setblock ~ ~-1 ~ minecraft:bedrock execute at @s run playsound minecraft:block.enchantment_table.use block @a ~ ~ ~
They run on the same tick by an armor stand.
Theese commands are run by another command that runs every second:
execute as @e[tag=Revive_Beacon,tag=New] run function gssmp:revive/load
So @s should be itself.
Maybe too many block updates in 1 tick doesnt work? I'm not sure but it doesnt work.How do I get what block is under an entity? I'm a beginner, Commands I wanna store block's ID under an entity when it spawns and replace it with bedrock. But when he dies the block he replaced returns to its original block. I'm not sure if there is a better way but I tried:
data get block ~ ~-1 ~
But it only detects block entities and its not really... what I need.Questions I'm a beginner No descriptionOk so... After breaking a beacon at the exact position of an armor stand I wanna replace item drop. I'm a beginner, NBT/Components So basically:
You mine the beacon block that is ~ ~ ~ compared to the armor stand I need to check for.
It runs a function when that happens and I need to replace the dropped beacon item with this item:
minecraft:wither_spawn_egg[minecraft:entity_data={id:"armor_stand",NoGravity:1b,NoAI:1b,Invisible:1b,Invulnerable:1b,Tags:["Revive_Beacon","New"],Marker:1b},minecraft:rarity="epic",minecraft:item_name="Revive Beacon",minecraft:item_model="minecraft:beacon"]
Ik I'm dumb and I've tried my best but I cant even delete the dropped item.
I tried to use:
kill @e[type=item,name=beacon,distance=1,limit=1]
But as expected it did not work... yeah... so I'd appriciate help.Adding new archaeology? Loot Tables, Worldgen Is it possible to add suspicious sand and gravel to new structures? I'm a bit confused on how the loot tables for them work, as I know they differ by structure and yield nothing when brushed otherwise.
Also, is it possible to make other blocks able to be brushed? I have an idea for suspicous soul sand.How do you make an item have cooldown Commands, NBT/Components I know use_cooldown component exists. I was curious if is there a way to make it so, you use an item, the item doesn’t get consumed, it executes a function, goes on a cooldown like ender pearl etcDetecting Player Death Commands, Advancements, Predicates, Optimisation How can I check if a player respawned, to give them instantly certain items and run functionsWhat should I use as a Dummy item as a basis for custom items? (1.21.5) Commands What are a few of the items that can be used as dummy items to add components and use as custom items. Stuff that can not be placed, used as crafting ingredient etc.tick does not tick I'm a beginner, Commands Im am trying to make a moificated oneblock-datapack but one of the functions I wrote in the tick.json
file does not work properly. In the picture you see the nemes of the files and the inside of the tick.mcfunction
file. None of the scores gets enabled in-game, but they does if I write the elabling-cammand ingame.
tick.json
inside
{ "replace": false, "values": [ "ija-one-block:loop", "presets:tick", "presets:double" ] }
Specific effect immunity I'm a beginner, General, Commands Is it possible to make an entity completely immune to a specific status effect, regardless of its source?Attack Direction Detection? General, Commands, Enchantments I wanna make an enchantment that deals more damage if you hit a mob from behind. I'm not very sure how to do this though.Enchantment Item Breaking Trigger Enchantments I want to make a curse enchantment that explodes when the item breaks. Is there a way to trigger the explosion action when the item breaks? :(How to get a player name? Commands I want to set a command block to a custom command but i need the player name for it
How can i store the playername into a storage variable?Not working Commands I dont even know why it dont workRun a once command when player have a item with thorns enchantment I'm a beginner, Commands I want to disable thorns enchantmentA way to send money to specific players? I'm a beginner, General, Commands, Other Currently working on an Economy Datapack. I've been stuck on making a way for players to send money to other players from there "bank scoreboard."
Since you can't specify the player, and amount through chat input, I've thought of another idea:
1. Run /trigger pay set/add {$}
2. Then chat pops up with list of players that are currently on the server.
player_1 player_2 player_3 ...
3. You can then click on one of these players and it will send the amount of money you set above, after a confirmation, to that player.
The problem I'm having:
I gone through many different variations, but they all have one problem. It requires to me to have a separate tell-raw, and pay function for each player or player_id I assigned. So I eihter have to have a limit on how many people use the datapack on the server, or have to make a specific function for each player thats using the datapack.
Questions:
- What would be a good way to implement a /pay feature?
- How would I go about making the /pay feature I thought of above?
Other Info:
- Java 1.20.1Is it possible to create a revive beacon? I'm a beginner, NBT/Components So in my dp when someone dies their scoreboard maxHealth is set to 0. When that happens they get kicked but their actual health stays at 2 cuz of minecraft.
And he drops his head when his health scoreboard gets set to 0. Is it possible to make a revive beacon?
Like either you use his head in the crafting recipe and the result stores the player's name and is not usuable with regular player heads only ones with actual special player name. Or you need to place down the beacon and on top the head. Or something else I just wanna make it work but I'm not sure if it would be feasable. I think it should be possible I'm guessing the placing the head on the revive beacon would be the easiest choice but yeah.
I'm kinda lost here. Feel free to ask any further questions.
Also I'm not even sure I can modify player's scoreboards that are not online...play LAN with cracked mc I'm a beginner, Other okay I have my project world on my premium mc account, but I need other accounts to connect to test out some stuff, so I downloaded tlauncher to open game instances in the same pc with cracked accounts but they can't connect to the world (which im hosting in the same pc) from the premium accountDatapack for a mod I'm a beginner, Other I was trying to implement some of my custom content into Brewin' and Chewin' mod keg recipes. But I stumbled upon a problem, that my custom item didn't display similar to the item on the left.
I searched inside mod's files, and found a .json file inside assets folder. And wrote this based on it:
{ "minecraft:water": { "id": "minecraft:potion", "tag": { "Potion": "minecraft:water" } }, "kubejs:torchflower_wine": "kubejs:torchflower_wine", "create:potion": { "id": "minecraft:potion", "tag": { "Potion": { "brewinandchewin:fluid_tag": "Potion" } }, "optional": true }, "create:tea": { "id": "create:builders_tea", "optional": true } }
Put it in datapack. It should theoretically work, but it doesn't, sadly. And I feel kinda stuck
The directory of .json file is
assets/brewinandchewin/brewinandchewin/fluid_item_displays/default_displays.json
um anyone know how i can remove comments from every file in a folder Optimisation my datapack is filled with comments which makes it not work on older versions. Going manually takes a while so idk maybe some thing where it just removes all comments //Loot table not working Commands, Loot Tables I have this loot tableHow do I hide feedback from a specific command? I'm a beginner, General, Commands I'd like to hide the messages from a /team join [...]
command that is being ran from the server console, without disabling gamerule sendCommandFeedback. Is this possible?would it be possible to extract just the "diamond" part of this output? Commands titleBackporting a 1.21.5 structure datapack to 1.20.1 I'm a beginner, Worldgen Hello! I've been working on a modpack for a server with friends, and I've decided to go with several structures from "Dungeons and Taverns" to replace vanilla structures. However, some of the structures I'd like to use are only made for 1.21+. I've been able to figure out most of them, but I'm having trouble backporting the Nether Fortress Overhaul. Admittedly, I have very little experience with datapacks so I'm not sure what I actually need to look for in order to backport it. So far, I've figured out renaming /nova_structures/loot_table
and /nova_structures/structure
to /nova_structures/loot_tables
and /nova_structures/structures
respectively, but that isn't enough to have it validate when I want to add it to the modpack. Anyone have any pointers as to what I need to do in order for this to work? Thanks!How would I get a nbt path to custom_data? Commands, NBT/Components I was wondering how I would get to custom data when holding a item with "minecraft:custom_data":{Health:20b}}". Here is my command so far /data get entity @s SelectedItem{components:{}}
I would love to navigate to the number 20b inside the health data if thats possible. Any way to do this?How would I go about assigning unique ID's to each player? I'm a beginner, General, Commands, Optimisation I want to assign unique ID's for each player to be stored in a scoreboard. I'm using the ID's for reference later. I can't seem to figure out a way to go through each player, one by one, to assign a number in ascending order. For example: player_1 would be assigned to ID 1, player_2 would be assigned to ID 2, ... (Stored in ID scoreboard). How would I go about doing this?oneblock I'm a beginner, Commands I am currently modifying IJAminecrafts oneblock back whereas it will work with more than one block and some other fancy stuff. But there is some code and stuff i cant read and would like help with 🙂Execute if items entity not working? Commands execute as @a[tag=poppyheal] if score #timer 2min matches 10 run item replace entity @s hotbar.8 with minecraft:poppy[minecraft:custom_data={poppyheal:true}] execute as @a[tag=poppyheal] if items entity @s weapon.mainhand minecraft:poppy[custom_data={poppyheal:true}] if score #timer 5sec matches 10 run effect give @a[distance=..8] minecraft:regeneration 1 5 true
Add a random number to a scoreboard I'm a beginner Is there a way to add a random number to a scoreboard? Can I just add a random number to a scoreboard or do I have to make a separate scoreboard which handles randomness?Show Health of Mobs I'm a beginner, Commands, Optimisation Im developing a datapack where players can go into a dungeon and fight "custom" mobs. I would like to add something thats showing the mobs health right now and how much it had overall. The representation could be like this : [13/20] or when full hp [20/20]. Can anyone maybe tell me if this is possible and what i need for this?Version not match I'm a beginner Sorry I asked a similar question before but I forgot. I use AJ to create a custom mob but the latest version for AJ is 1.21.4 and I can't run it in my 1.21.5 world. Is there anyway to make it run?Error somewhere in my item data I'm a beginner, NBT/Components I have six item replace commands that all look similar to the two below, but for some reason these two aren't working, and I can't find the error. My error logs won't tell me which part is wrong.Advancement (1.20.1) Advancements {
"criteria": {
"lightning": {
"trigger": "minecraft:using_item",
"conditions": {
"item": {
"items": [
"minecraft:warped_fungus_on_a_stick"
],
"nbt": "{lightning:1b}"
}
}
}
},
"requirements": [],
"rewards": {
"function": "relicsmp:lightning"
}
}
Why is isn't workingI Need help with my DP for 1.21.5 Java I'm a beginner, General, Commands I am trying to get my Death Counter to work I got the Day Counter working but i don't know what I'm doing this is my first time adding a second function to get death counters working, Screenshots included along with my DP structure on VSCode.
Please any help would be Great!custom advancement trigger not working I'm a beginner, Advancements { "display": { "icon": { "item": "minecraft:stone" }, "title": { "text": "CheyTac M200 Black Gold Camouflage" }, "description": { "text": "Progress +1" }, "frame": "task", "show_toast": true, "announce_to_chat": true, "hidden": false }, "criteria": { "camo_m200_killcount": { "trigger": "minecraft:player_killed_entity", "conditions": { "entity": { "type": "minecraft:player" }, "killing_blow": { "type": "minecraft:damage_source", "direct_entity": { "equipment": { "mainhand": { "item": "tacz:modern_kinetic_gun", "nbt": "{GunId:\"suffuse_m200\"}" } } } } } } }, "rewards": { "function": "codmc:camo_m200_scorecount" } }
Adding custom biome to vanilla Overworld generation. I'm a beginner, Worldgen Is there any easy way to do this? The closest I have gotten is by creating a datapack with a path to data/minecraft/worldgen/world_preset/normal.json, (to override normal behavior of the normal world preset), copying+pasting the exact normal.json file contents from the actual game files, and replacing the preset tag under "minecraft:overworld" with a "biomes" tag.
Problem is that if I want to use this approach, I would have to add in every single biome with presets to emulate vanilla generation, which wouldn't be an issue if there was a file that I could just copy which contained all of that info. However, I cannot find such a file in the game files, since the vanilla normal.json in world_preset uses a hardcoded preset as opposed to listing the biomes out in the file.
Is there anywhere that I can find json file that contains all of the vanilla biome info for the normal world preset?
Is there an easier solution that I am over looking? (apart from just creating another dimension, I specifically want a biome that generates amongst vanilla overworld generation)
Thanks for any help 🙂
(Attached file contains my datapack's data/minecraft/worldgen/world_preset/normal.json that succussfully makes cherry biomes the only surface biome to spawn in the overworld. )Help With Enchantments (again..) I'm a beginner { "description": "hi", "supported_items": "#minecraft:arrows", "weight": 1, "max_level": 1, "min_cost": { "base": 0, "per_level_above_first": 0 }, "max_cost": { "base": 0, "per_level_above_first": 0 }, "anvil_cost": 0, "slots": [ "any" ], "effects": { "minecraft:post_attack": [ { "effect": { "type": "minecraft:run_function", "function": "pack:arrows/ancient_arrow/hit" }, "enchanted": "attacker", "affected": "attacker" } ] } }
hello.. again :} litteraly why dosent this run a function when an arrow hits the entity.. there is nothing in the logs.. the file isnt capitolized.Help With Enchantments I'm a beginner, Recipes, Other {
"description": "hi",
"supported_items": "#minecraft:arrows",
"weight": 1,
"max_level": 1,
"min_cost": {
"base": 0,
"per_level_above_first": 0
},
"max_cost": {
"base": 0,
"per_level_above_first": 0
}, "anvil_cost": 0, "slots": [ "any" ], "effects": { "minecraft:post_attack": [ { "effect": { "type": "minecraft:run_function", "function": "pack:arrows/ancient_arrow/hit" }, "enchanted": "attacker", "affected": "attacker" } ] } }
This is my enchantment, but when i add it to my arrows crafting recipe, it dosent work..? why?
This is my Recipe
"type": "minecraft:crafting_shaped", "pattern": [ " ", " $#", " " ], "key": { "#": "minecraft:diamond", "$": "minecraft:arrow" }, "result": { "id": "minecraft:arrow", "components": { "item_model": "minecraft:ancient_arrow", "custom_name": "{\"text\": \"Ancient Arrow\", \"color\": \"dark_aqua\", \"italic\": false}", "enchantments": { "pack:ancientarrow": 1 } }, "count": 1 } }
im struggling with a crafting recipe I'm a beginner, Recipes, NBT/Components im working on a datapack and i cant figure out how to make a crafting recipe where you smelt a stone sword with [item_model="toomanyswords:slimeball_sword"] and it gives you an iron sword with the item model toomanyswords:cooked_slimeball_sword. i already know how to make the product of a crafting recipe have an item model, but how do i make the ingredients of a crafting recipe require a specific item model?How to prevent worldgen from messing with the structures stone blocks I'm a beginner, Worldgen how to I prevent world gen from messing up my structures blocksWhy isnt the slime rspawning? I'm a beginner, General execute unless entity @e[tag=player.slime] as @a[tag=player,tag=size.big] run summon slime ~ ~ ~ {Size:2,Tags:["player.slime"],NoAI:true,Team:"b"} execute unless entity @e[tag=player.slime] as @a[tag=player,tag=size.small] run summon slime ~ ~ ~ {Size:0,Tags:["player.slime"],NoAI:true,Team:"b"}
Prevent a crop from being bonemeal-ed General Is it possible with a datapack to make a specific plant, in this case wheat, from being able to be bonemealed? I'm struggling to find documentation on what makes it work.Loading more...