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Custom brewing recipe? Recipes I was looking through recipe types, but I couldn't find any for brewing. Is it possible to make custom brewing recipes or will I have to do something else?Player Animation I'm a beginner Im working on a datapack that will use magical combat and i want to use animations to make it more realistics. Is there a way to add player custom player animation like moving the hands legs.right click a 16 stack of emeralds with 1 iron ingot in the off hand to make a echo shard I'm a beginner, Predicates can i have some help on how to do this and also if someone as a stack of each item im looking for it to remove the correct amountCustom Feature generate only on Dirt Worldgen No descriptionFunction works but doesn't when one number on the UUID is changed. I'm a beginner, Commands, Predicates, NBT/Components Why does this one Work
execute run summon item_display ~ ~ ~ {UUID:[I;0,0,0,0]} execute at @e[tag=player1,tag=!l1,limit=1] positioned ^ ^0.78 ^1 run loot replace entity 0-0-0-0-0 contents loot blockstate:get data modify entity @e[tag=Props1,limit=1] block_state set from entity 0-0-0-0-0 item.components.minecraft:custom_data kill 0-0-0-0-0
But this one doesn't?
execute run summon item_display ~ ~ ~ {UUID:[I;0,0,0,10]} execute at @e[tag=player2,tag=!l2,limit=1] positioned ^ ^0.78 ^1 run loot replace entity 0-0-0-0-10 contents loot blockstate:get data modify entity @e[tag=Props2,limit=1] block_state set from entity 0-0-0-0-10 item.components.minecraft:custom_data kill 0-0-0-0-10
Each is a separate function running every tickMaking default value for arguments passed into function Commands I'm making a datapack that adds control structures like loops to the game, and I was wondering if theres a good way to set default values for some of the arguments so the user doesn't need to type them every time.
Example Syntax:
function control_lib:loop {"function":"[function path here]","min":"0","max":"10","step":"1"}
Using Blockstate and I'm confused on applying it to block displays. I'm a beginner, Commands, NBT/Components I'm trying Blockstate for the first time (Datapack) and I'm struggling to figure out apply the output to a block display. The nbt would be:
{"nbt":"item.components.minecraft:custom_data","entity":"0-0-0-0-0"} Sorry if my wording is difficult.Data pack recipes not showing up I'm a beginner, Recipes No descriptionCompat between lifesteal and combat log datapacks Other Hello, I have downloaded a lifesteal datapack where you only lose your heart when killed by a player, as well as one for combat logging for me and my friends' server. The combat log pack kills the player upon rejoining, but since they arent killed by a player, they dont lose a heart, and whoever they were in combat with don't get one. I wanted to figure out how to make it so that the attacker gets a heart and victim loses one, even when killed by the combat log pack. It should also work if the attacker isnt online when victim rejoins and gets killed? anyone know how I could do this? I have confirmed both packs work as intended so far. 1.21 btw, thank you!make my custom wolf variants spawn General I've created custom wolf variants, but I can't seem to get them to spawn naturally like regular wolves. How would I set up my datapack so these custom wolf variants spawn naturally in the world?Need guidance with a datapack that seems easy on the surface. I'm a beginner, Other I'm trying to make a datapack that executes a command under certain conditions. The command is responsible for spawning a mob but it's from a mod and not the default summon command.
The conditions I'm trying to achieve is to run this command in a random proximity from the player when at certain locations (for example at a biome or at a structure) to sort of mimic natural spawning.
I'd really appreciate some tips on what aspects do I need to learn to get such results. Currently image attached is what I managed to do lolthis might sound crazy but... I'm a beginner, Commands QUESTION: is it possible to create an image using particles or something else that would recreate the skin of a player.
CONTEXT: im currently making a sort of ARG-like minecraft map and i wanna add a part that can really catch the player off guard. I usually do that with all the maps i make and this one is no different
(sum up: i wanna create an in-game image showing the top part of the skin of the player looking at the image)Set lore component from data storage Commands, NBT/Components, Other I want to set the minecraft:lore
component of an item (in the players inventory so no data modify
) from a data storage.
Previously i would have done this using and item modifier and the copy nbt
function, but that no longer exists since we got components.
Is there a more efficient way of doing this other than copying the item into a container and then doing data modify
from there?Can you summon a fake player/npc with the summon command? I'm a beginner, Commands I was wondering if you can summon like a display of a player’s skin with a command or something. If it isnt possible i could just use Carpet mod i guess but if you can do this with vanilla it would be great.Is there a change of line of coding for custom recipes? Recipes Hi hi, I'm using VS Code with Spyglass extension so it will guide me to create a custom recipe.
But the thing is, I'm getting an error immediately, I'm just wondering why.how to make a recipe in 1.21.5 I'm a beginner, Recipes ?How to turn off aquifers Worldgen How to turn off aquifers in custom minecraft dimensionIs there a way to kill entities without a condition applied to all entities Commands I been having a problem with interactions that keep removing them when checking for the nearest "Bird entity" within .1 of a block. instead it somehow checks all bird entities and if one of those is not within the small margins it removes itself. I just want the command to run to all interactions and I want the interactions to stay if only one bird entity is near it, not all bird entities. here is my command!
/execute as @e[tag=interact] at @s if entity @e[tag=bird,distance=0.01..,limit=1,sort=nearest] as @s run kill @s
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.Structure NBT file not loadable NBT/Components Hi! I'm working on replacing one of the in game structures with a slightly modified variant of itself. However, I seem to be running into a bit of a snag -- having tried several NBT files from structures I created in game, when loaded in game, nothing appears. I can use /locate structure [name]
and be given coordinates for its location, but nothing is there (I checked underground and the surrounding area as well). I can use /place structure [name]
, and it recognizes the namespace I've created, but nothing is placed. The same occurs when using a structure block to load the structure.
I was working off this tutorial, following it to the letter, and the problem persists, so I'm either missing something, or this information isn't up to date? https://minecraft.wiki/w/Tutorial:Custom_structures#Structure_NBT
This is on the most recent snapshot, 1.26.6 pre-release 4.Is there a way to modify the rates zombies spawn with armor? I'm a beginner, Commands Ideally without having to redo the whole thing myself.How to detect what block something is. I'm a beginner, Commands, NBT/Components I'm working on a project, but I need to detect what block is in a spot. I need to do this to drastically speed up things, I'd place a block somewhere and it'd see what block it is then make a Block Display that block, not sure this is possible, but I saw it on a video. Sorry if the wording is difficult.ok why did my trigger stop working?? i didnt do anything to it I'm a beginner, Commands scoreboard players set @s farmoverworld 0 execute if entity @s[distance=..20] run execute as @s in quantum:farmoverworld run tp @s 112.50 75.00 -174.99 0.00 0.00 scoreboard players reset @s farmoverworld
and tick
# What makes this datapack tick scoreboard players enable @a farmoverworld execute as @a[scores={farmoverworld=1}] run function fm:trigger_overworld scoreboard players enable @a overworld execute as @a[scores={overworld=1}] run function fm:trigger_normalover
Datapack to increase world height, but mod changes it to -64 General, Worldgen I was wondering if it was possible to create a datapack that overrides a mods generation, I have a mod that is forcing the overworld back to -64, which is an issue. I've written datapacks before that have modified placed features of modded ore and deposits before, despite those being hard coded, could I potentially do the same, and if so how might I go about it?Need to stop two mods from preventing my custom world height extension I'm a beginner, Worldgen I'm using Larion and WWOO for custom terrain generation. One of the datapacks (could also be a mod; I'm not sure 100% sure because I'm helping someone else and it's mainly their work) which extends the world height limit to -128 and 316. We have some mods which add custom ores, such as Create, TFMG, New Age, etc. However, two of the mods which add custom ores are breaking the world height extension: Create: New Age and Create: Crafts and (more) Addons. The world height extension works perfectly fine without these two. The create crafts and addons isn't a huge deal if we can't get that one to work, but New Age is important. I've tried writing a couple datapacks which attempt to solve it but none have worked so far. Something else important is that these two mods also stop other datapack world generation modifications we have, like one which disables AE2's meteors.Execute if more than 2 entities within range, but not if 1 entity is within range Commands, Updating as it says on the tin, is it possible to do this, ideally without /execute store
Thanks in advance!What SFX does a Shulker make when you hit it? Commands It plays the entity.shulker.hurt, but what is that more generic hit sfx layered on top of it?
I'm trying to disable that sfx via a repeating command /execute as @a run stopsound @s master _ but I don't know which sound it is so I can stop it. I've tried all the entity.player.attack._ ones alreadysimple question: can functions run modded commands? I'm a beginner, General, Commands also what if the player whos using the /trigger command doesnt have perms to use the command? can he still use the /trigger and have the function still run?How would I "hide" a string? Commands, NBT/Components Hi there! I'm trying to grab a string i.e. from a storage and change all It's characters to " * ". Would this be possible?
I've started by grabbing the string's length using execute store result
, but I have no clue where to go from there.
Any help is much appreciated!Recipe datapack not loading recipes Recipes Hey people, trying to get a datapack to load recipes for using the alternate stone types for stone tools (I'm on custom worldgen with strata layers so finding regular stone only is a bit annoying) but for the life of me I can't get it to load. 1.21.5 of course. Am I missing something incredibly obvious here? Please help. Thanks!Float division Commands I want to divide a score and get a floatHow can I stop a specific player from being able to sleep? General, NBT/Components Thoughts I had so far:
- Loop command to constamtly set the "SleepTimer" data value to 0
I don't know if it is possible to edit playerdata
- Summoning an invisible unkillable mob with no AI to their location
I don't think this would work when travelling dimension or in a server with warps
Does anyone know of a way to do this? Any help is much appreciated!Check for "air" within a chest minecart Commands, NBT/Components im making a GUI for my data pack, though i am currently stuck trying to detect for air within the minecart chest i am using for said GUI.
how would i go about checking for any empty slots in the minecart chest, and additionally how would i detect the contents of specific slots?
Thanks in advance!display storage Commands preferrably using an actionbarIs it possible to add worldgen datapacks to an already existing world? Worldgen, Other I've started a server a couple weeks ago, and i thought i had added Amplified Nether and Nullscape from the start, but the nether and the end are vanilla.
Maybe i added them after generating the world, maybe not, but whatever happened, i didn't realise until a week in.
Now, i've decided to reset the nether and the end so they can generate with the mods, but apparently just deleting DIM1 and DIM-1 doesn't do anything, they generate vanilla with the same seed.
What is it I have to do?Trying to remove data from an array stored within a data storage Commands, NBT/Components So i have this idea for storing structure block file names within data somewhere, so this is my first idea. Currently im doing some tests to see if its theorhetically possible, so im storing placeholder names within this data storage and im trying to remove one at random but so far im running into the issue of not being able to remove a specific index from the array.
is it possible, without creating a function that runs through the entire array, 1 by 1, grabbing every index's data to then build a new array that is used with a /data merge
command and some macro shenanigans. (not that im opposed to this i just dont want to destroy peoples fps when they play the map i have in the works, since this particular function would be used anytime a player needs to create a new structure. which is often.)How do you scale multiple block displays at the same time? I'm a beginner, Commands I used Triton365's BlockState datapack to convert a build into a 1:1 scale block display replica. So all 50+ blocks are individual block display entities. I want them to be 1/10 of the size though not 1:1 scale, but when I modify their data to be 0.1 scale, they scale down relative to themselves and the blocks become separated.
So how do I scale them down in a way that the blocks stick together? (without a ton of manual inputs) Or do I need to summon them in differently? Right now they are summoned in via individual command blocks in a different dimension in the same positions that summon a block display, and use the BlockState datapack to check the block state and change the block displays to right block.Making elytra fly faster Commands I want to make a datapack where when the player flies over cloud level, they fly faster with the elytra. I already have stuff in place to detect if the player is flying over cloud level, but how can I increase the flight speed of the player?Binary search Commands, Optimisation No descriptionJigsaw entity generation Worldgen Hey! I don't know much about worldgen, but I have used some template structures to reset my minigame. I wanted to make it easier to add new maps by using jigsaws to generate the marker entities, but I don't know if this even works with static template structures.Command not working as intender Commands execute positioned ~-7.5 ~-.6 ~-7.5 if entity @a[tag=xlib_target,dx=15,dy=-7,dz=15]
This is supposed to check if someone if slightly below. The problem is it's successful even if I'm on the same y-levelMy system works without the custom data but with this one it doesn't work, any ideas? My custom_data General, Commands My system works without the custom data but with this one it doesn't work, any ideas? My custom_data is not recognizedenderpearl dimension change Advancements, Predicates is it possible to make the advancement to detect the dimension change using the enderpearl tp?New to datapacks, interested in worldgen I'm a beginner, Worldgen I want to learn how to mess with worldgen like element X s video on amplified +++++++++ gen, but it might be mods. I'm assuming it's datapacks though, and I'm not sure where to start, I couldn't find any tutorials anywhere. My goal is to create some crazy worldgen like he encountered, layering floating islands, huge lava lakes, and such. It's for a server I'm making. Thank you!predicte to detect score and tag Predicates id like a predicate to trigger at players that meet this criteria
is it more or less eficient that the command?Why doesn't this take into account where I'm looking for my raycast? General, Commands Why doesn't this take into account where I'm looking for my raycast?Nether and End Void World I'm a beginner, Worldgen, Other When you select the void world it only make the overworld voin is there any way to make the nether and end void as well Is there any way totdo thisIssue with an advancement rewards Advancements I created an advancement that triggers when I eat plants. When I eat bread, I gain the advancement, but the rewards function doesn't activate. Using /function to invoke the rewards function works, and nothing is showing up in my logs. Help would be greatly appreciated.I need help 2 understand datapacks I'm a beginner, Other Hello, Im trying to make a map half rpg half lore-based. And with that map I want to make custom swords, but to make them I need datapacks. I dont understand how they work and how to create them. So im here to look for someone who will help me or teach me into datapacks ( or how to code. )
please add me or dm me if ur interested in helping me 😭Removing a specific line of lore Commands, NBT/Components Hello! As the title suggests, I'd like to use data remove to remove one specific line of lore from the array by format. I've tried data remove ... {item:{components:{"minecraft:lore":['{"color":"...","text":"..."}']}}}
but it just didn't work.
Any help would be appreciated!No clue why it hates me its not showing any errors Commands, Predicates will send codehow to use tags in recipes?? General, Recipes Why isn't it working?
some_stuff/recipe/canned_food.json { "type": "minecraft:crafting_shaped", "category": "misc", "pattern": [ "###", "###", "@@@" ], "key": { "@": [ "minecraft:iron_nugget" ], "#": "#some_stuff:food" }, "result": { "id": "minecraft:poisonous_potato", "components": { "minecraft:consumable": {}, "minecraft:food": { "nutrition": 4, "saturation": 6 }, "minecraft:custom_model_data": { "strings": [ "canned_food" ] }, "minecraft:item_name": { "translate": "item.some_stuff.canned_food", "fallback": "Canned Food" } }, "count": 6 } }
some_stuff/tags/item/food.json { "values": [ "minecraft:apple", "minecraft:bread", "minecraft:cookie", "minecraft:melon_slice", "minecraft:pumpkin_pie", "minecraft:chorus_fruit", "minecraft:glow_berries", "minecraft:sweet_berries", "minecraft:beef", "minecraft:chicken", "minecraft:cod", "minecraft:mutton", "minecraft:porkchop", "minecraft:rabbit", "minecraft:salmon", "minecraft:cooked_beef", "minecraft:cooked_chicken", "minecraft:cooked_cod", "minecraft:cooked_mutton", "minecraft:cooked_porkchop", "minecraft:cooked_rabbit", "minecraft:cooked_salmon", "minecraft:tropical_fish", "minecraft:honey_bottle", "minecraft:cake" ] }
Is there a way to disable crafting for any item? I'm a beginner What I mean by this is if it is possible to disable the fact that an item is crafted with? For example making a stick which can't be used to make a sword. Is there like a component which is changeable or should I just take an existing item which can't be crafted with and give it another display?How to create a unique macro storage for each player? (Because I want to give an item with different General, Commands How to create a unique macro storage for each player? (Because I want to give an item with different custom data depending on the player's score)problem with a recipe file Recipes I've made recipes and they work and things are going well, but there are two recipes that don't work. I've tried them in several ways, but they didn't work. I don't know why, and this is strange because they are exact copies of the rest of the recipes, but modified so that the inputs and outputs are different.Help with dialogs Other Hi, I need help to do this example:
json { "type": "minecraft:dialog_list", "title": "Say My Name", "inputs": [ { "type": "minecraft:text", "key": "name", "width": 200, "label": "Name" } ], "external_title": { "text": "Say My Name", "click_event": { "action": "run_command", "command": "say $(name)" } }, "can_close_with_escape": false, "pause": false, "button_width": 200, "dialogs": "#minecraft:quick_actions" }
I don't know yet how dialogs works with macros and inputs :/
Thanks for readingWhat is the best practice while using /trigger Commands, Optimisation I am going to use trigger in dialogs, I was curious what is the best practice to execute a command using a trigger? A Tick function? something different?how to clear scoreboard data of a player when they leave I'm a beginner, Commands title is pretty explanatory; is there any way to clear scoreboard data of a player as they leave the game (no external plugins/libraries) if theres anything else like adding/removing a tag that could also help. (1.21.3)How to remove Vanilla advancements? I'm a beginner Making a datapack that revamps advancements, I don't know how to remove the vanilla advancements so I can replace them with the better ones.why when i go rlly far away and die do i start spawning at spawn? I'm a beginner, General, Commands heres tick
execute as @e[type=player,scores={deaths=1..},distance=..10] run function 404:tp_spawn with storage 404:spawnpoint args scoreboard players reset @e[type=player] deaths
and heres tp spawn tho i dont think it matters
$execute in $(dimension) run tp @s $(x) $(y) $(z) scoreboard players reset @s deaths
how to i make it tp to my bed/respawn anchor spawnpoint I'm a beginner, General, Commands and how would i make it multiplayer friendly
tp spawn
$execute in $(dimension) run tp @s $(x) $(y) $(z) scoreboard players reset @s deaths
trigger spawn
scoreboard players set @s setspawn 0 # copy player data to temp storage data modify storage 404:spawnpoint temp set from entity @s # copy relevant temp storage to args key data modify storage 404:spawnpoint args.x set from storage 404:spawnpoint temp.Pos[0] data modify storage 404:spawnpoint args.y set from storage 404:spawnpoint temp.Pos[1] data modify storage 404:spawnpoint args.z set from storage 404:spawnpoint temp.Pos[2] data modify storage 404:spawnpoint args.dimension set from storage 404:spawnpoint temp.Dimension execute store result score @s cry_newspwnX run data get entity @s Pos[0] 1 execute store result score @s cry_newspwnZ run data get entity @s Pos[2] 1 tellraw @s [{"color":"yellow","text":"Set the world spawn point to x: "},{"score":{"name":"*","objective":"cry_newspwnX"}},{"text":" z: "},{"score":{"name":"*","objective":"cry_newspwnZ"}}] scoreboard players reset @s cry_newspwnX scoreboard players reset @s cry_newspwnZ scoreboard players set @s usedsetspawn 1 scoreboard players set @s setspawn 0
Any way to check what block's just been mined? Predicates, Enchantments Trying to make an enchantment, which should only take effect when mining one of a list of "valid" blocks.
I have already defined an enchantment with the minecraft:hit_block
effect component, which triggers a function to be run.
I have already created a tag that includes all blocks considered "valid".
To make this function run only when a valid block has been mined, I initially thought I would have to use a predicate, but if I'm understanding this right, there aren't any predicate conditions that will do what I need? The closest is block_state_property
but that seems to only check individual blocks by their IDs.Superflat End with Structures I'm a beginner, Worldgen Hey everyone! I'm working on a flat End dimension datapack, but I'm having trouble getting structures to generate properly. Here's my current situation:
End Cities aren't spawning: Likely due to the isIslandChunk requirement failing in a flat world. The default the_end biome is excluded from city generation.
End Spikes (dragon fight platform) aren't generating at all: This is especially confusing since they normally generate regardless of terrain.
This is the code, flat generation and dragon fight works correctly:
{
"type": "minecraft:the_end",
"generator": {
"type": "minecraft:flat",
"settings": {
"biome": "minecraft:the_end",
"layers": [
{
"block": "minecraft:air",
"height": 10
},
{
"block": "minecraft:end_stone",
"height": 56
}
],
"structure_overrides": [
"minecraft:end_spike",
"minecraft:end_city"
]
}
}
}
Thank you so much!
P.S.: This is my first datapack, and I've coded it using ChatGPT. I have already made the nether without any issues.Some datapacks decided to stop working for no reason I'm a beginner Literally changed nothing and datapacks such as coffee's double jump, and some others stopped workingwhy is my advancement not working? I'm a beginner, General, Advancements { "display": { "icon": { "id": "minecraft:stone_sword" }, "title": "Cave Mobs", "description": "Kill all types of cave mobs", "frame": "goal", "show_toast": true, "announce_to_chat": true, "hidden": false }, "parent": "404:root", "criteria": { "cave_mobs": { "trigger": "minecraft:player_killed_entity", "conditions": { "player": { "type": [ "minecraft:zombie", "minecraft:skeleton", "minecraft:spider", "minecraft:cave_spider", "minecraft:creeper", "minecraft:enderman", "minecraft:bat", "minecraft:zombie_villager" ] } } } } }
Dimension Structure Worldgen i made this custom dimension (based on the HBTC from Dragon Ball) but I wanted to know if it was possible to only place a single structure in the dimension, rather than generating a bunch of them
hope that make senseGenerate end cities with no terrain Are structure types ("type": "minecraft:end_city" in worldgen/structure) hard coded?
I'm trying to get end cities to generate without any terrain and hoping that I don't have to create a scuffed jigsaw recreation of the structure again XD.
If I do have to would I be able to find out what parameters the base game uses or will I have to try match them with trial and error?Is it possible to make goat horn with instrument with custom sound event? General, NBT/Components, Other I want to generate a block in the deepslate and the stone to create a custom ore, but I search witho General, Commands I want to generate a block in the deepslate and the stone to create a custom ore, but I search without finding anything, any idea? Knowing that we cannot scale the number of veins per chunk, it's quite rudimentary...Any way to fix this floating-point precision issue? General, Commands, NBT/Components, Other As you can see, I've tried scaling the double 35.3 by a factor of 100 to get an integer and in the end the scaled product is 3529-
I'm guessing this has something to do with how floating-point precision works with Minecraft rounding? Any way to fix this?
Thanks!Help with troubleshooting - unable to add an entity tag to a modded entity using datapack NBT/Components the bosses.json file is in the file path data/c/tags/entity_type/bosses.json filepath,
contents are:
{
"replace": false,
"values": [
"aquamirae:captain_cornelia"
]
}
But it is not being reflected in game, how do i diagnose this further?where can i find the .nbt files for the stronghold? I'm a beginner, Worldgen I need to get the stronghold to spawn in another dimension how can i find its nbt files to spawn it in?Adding modded entities into the Bosses tag in nbt data I'm a beginner, NBT/Components Hi, I'm trying to make some boss entities from mods compatible with a multiplayer HP scaling mod, but the scaling mod works off of the base minecraft bosses tag.
I am not sure how to add a modded entity into that tag using a datapack - all the reasources i have seen online have been for the creation of a new custom tag, not adding to an existing tagIf block not working Commands I have verified that it works in game just dont in the function?Food component for already clickables items Advancements Hi there 🙂
I've setup the classic food trick on some of my items, but i've a feeling it doesn't works well for some already clickables items like shield or water_bucket. I'm trying to detect when a player uses a (food) water_bucket in gamemode adventure, so i can't use the used scoreboard for it as they aren't allowed to place water (and i don't want it). Actually, my use advancement can't detect a player clicking with this item, why ?
Is this something i forget or a real issue ? I'm sure my advancement and consequence are corrects. The only other alternative i thought about is to replace the item by using the item_model of the water_bucket... But i just want to know if i'm wrong on this problem or not.Player killed by player detection I'm a beginner, Commands, Other I need a way to detect when a player is killed by another player, and then give a statistic; an advancement or a score or a tag or any identifier, to the player that was killed. I have already tried a scoreboard with the killByTeam.color objective and an advancement with the "entity killed player" trigger.lock camera General, Commands simple as that, just want to lock the camera via commands while allowing the player to move freelyHelp making a scaling score system. Then storing scale into potion level. Commands, NBT/Components Hey so this might seem complex, but I am trying to find a way to take a randomized scoreboard value, (so random value 1-10 then take that and modify the mobs scale based on that number.
Then once I change that, how can I then tell the mob, to inflict poison of that level, so if the Scorpion scale 5 bites me I get poison 5? technically it'd have to be 1 lower cause Poison 5 is Poison 6 thru /effect give, can anyone help and teach me how to do this?
I'm in 1.20.6 for my project.
my commands so far:
execute at @s store result score @s number run random value 1..10
Minecraft not recognizing Datapack I'm a beginner, Advancements I'm trying to make a Datapack that changes the In-game advancements, but the Datapack isn't showing up in the Datapack menu in world creation, or in /datapack list.
Advancements+\data\minecraft\advancement\minecraft
{
"pack": {
"pack_format": 71
"description": "Advancement test"
}
}
Is there anything obviously wrong with my Datapack?how would i make a advancement that when standing on a beacon at y 319 wearing full gold armor u get I'm a beginner, Advancements the advancement
for 1.21.1 btwChange command to give custom model data NBT/Components Im making a resourcepack and an item is using custom model data but i cant figure out the /give command to give me an item with custom model data 😅. Ive done this stuff in the past but i feel like they changed they way u /give something with custom model data.Tags not working Commands I ddont knwo whycan someone confirm that this is a 2.5% drop chance without looting and with looting 3 a 5.5% chance I'm a beginner, Loot Tables Any way to get rid of tree generation? I'm a beginner, Worldgen I'm trying to make a blank world where only the ground generates with biomes (through a 1.21.5 datapack). I will have custom structures generate on top of itWeird behavior with attributes Commands, NBT/Components I gave myself a netherite sword that would do exactly 11.5 point of damage. To do that, i used the attribute_moddfiers
component {"amount": 3.5, "id": "0","operation": "add_value","type": "generic.attack_damage", "slot": "mainhand"}
. Since a netherite sword has 8 attack damage by default, adding 3.5 should give 11.5, right? well not in this case since the sword only does 5. I consulted the wiki but it says it should work fine. Does anybody know why does this happen? Im on 1.21List of all items General, Other list of all items (that can be obtained through /give command) in minecraft? (1.21.4 or any other recent version)Slow Raycast Bug for my attribute General, Commands I am creating a secure chest system, but the lock option requires that the player has a specific item, however the items are shareable, I could make a kill system in the as an entity however, I can not check if the item is shared by shift click from a chest, so I thought of using a raycast that detects if there is a chest, if yes then lower block_interaction_range to 0. But there are certain bugs because my raycast is not fast enough or other. Do you have a solution?custom health not working. mob summons with default health despite command saying it'll work Commands Say death position I'm a beginner Hi, I try to make a datapack that print the X Y Z when a person dies.
It didn't work at all, I surely forgot something.
I'm in 1.21.6 pre2
Here is my structure:
- datapacks
- death_coordinates
- pack.mcmeta
- data
- minecraft/tags/functions/tick.json
- death_coordinates/functions/log_death.mcfunction
tick.json:
json { "values": [ "death_coordinates:log_death" ] }
log_death.mcfunction:
mcfunction # Check if the player is dead (health is 0 or less) execute if entity @s[scores={health=..0}] run tellraw @a {"text":"[Death Coords] ","color":"dark_red","extra":[{"selector":"@s","color":"gold"},{"text":" died at X: ","color":"gray"},{"score":{"name":"@s","objective":"x_coord"},"color":"aqua"},{"text":", Y: ","color":"gray"},{"score":{"name":"@s","objective":"y_coord"},"color":"aqua"},{"text":", Z: ","color":"gray"},{"score":{"name":"@s","objective":"z_coord"},"color":"aqua"}]} # Store player coordinates into scoreboard objectives execute store result score @s x_coord run data get entity @s Pos[0] 1 execute store result score @s y_coord run data get entity @s Pos[1] 1 execute store result score @s z_coord run data get entity @s Pos[2] 1
pack.mcmeta:
mcmeta { "pack": { "pack_format": 79, "description": "Affiche les coordonnées de mort des joueurs" } }
I also create manualy :
/scoreboard objectives add health health /scoreboard objectives add x_coord dummy "Death X" /scoreboard objectives add y_coord dummy "Death Y" /scoreboard objectives add z_coord dummy "Death Z"
And when I died I want to know where I died but nothing happend.I lost my forum where I was asking and I had managed to create a custom data model. Anyone can help General I lost my forum where I was asking and I had managed to create a custom data model. Anyone can help me?How to turn this json into a datapack for 1.21.5 General, Commands, Other No descriptionplaysound Commands why does the playsound command depending on the audio play it like globally (i play it as a player. and no matter the distance the audio dosents lose volume or anything) but on other audio tracks even if you slightly turn the camera it loses like 50% of volume? how does the cmd really workWhy is my syntax not good for custom data in components, please? General, Commands Why is my syntax not good for custom data in components, please?Customs Advancements parameters Advancements Hi there!
Which parameter could allow me to make all customs advancements i created visible even we didn't unlock advancements around them ? Maybe there's one on Misode that i don't understand cauz english isn't my native language..how to check if player is in combat Predicates, NBT/Components id prefer if it doesn't rely on tick functionsWhat is wrong with this datapack I'm a beginner, General When a player dies the effects are not given so I don't know what is wrong with it.how to send a datapack General my datapacks are files and everyone wants zip how do I do that without needing to extract after downloadMacro that 'iterates' over a range of values I'm a beginner, General, Commands i'm not sure exactly how to express this in words, but this psuedocode expresses what i'm trying to do
macros silently failing makes it very difficult to figure out what happened with my version (nothing is logged)
for i in l..h { run some macro with the i value passed in 'wait' some number of ticks before continuing }
Minecraft Lava-trust I'm a beginner, General, Commands, NBT/Components Can some help me recreate the lava trust like this https://www.youtube.com/shorts/5nsqeNp31gA i have the structure but i dont know how to do it i am not a expert and i cant find any videos can someone help me make itCreating an advancement to detect when a player is in water I'm a beginner, Advancements I'd like to create an advancement that activates when a player is in water - but I want it to activate both for water and for kelp/seagrass/submerged blocks. How can I do this?Loading more...