View Help Posts from our Discord server:
Join our Discord server to view them: Datapack Hub Discord
Advancemnt help I'm a beginner, General, AdvancementsI wanted the recipe for my custom weapon to be unlocked when obtained a flint, however it just doesnt work for some reason. I am very certain it works properly due to me being able to obtain both the recipe and the advancement manually by command.
How do i change how these advancements look? AdvancementsI want to make a custom advancment whcih activates when player goes 20 blocks underwater..
Item that provides interaction advancement on all blocks but doesn't trigger anything else? Advancements, NBT/Componentsi want all spawn eggs to go one lower in the menu so its centered but i'm not sure how i want them all to keep their parent advancement
concrete powder to stained glass I'm a beginner, RecipesI'm trying to see if there's an item that triggers the
item_used_on_blockadvancement on all/most blocks, but doesn't:
- place any blocks
- creates any new entities
- changes the block's state
- only allow interactions on a specific block state
So far I've got these items that match most rules the best: Command/Test/Jigsaw blocks (can't be placed in survival) Debug stick (doesn't provide advancement in survival) Brush (can't disable brushing animation afaik) Compass (can't disable recovery compass recipe w/o disabling gameplay)
Is the command block approach the best way to get block interaction to work even though it means my item won't work properly in creative?
i really like the librarian trade rebalance, BUT!! I'm a beginner, General, EnchantmentsIm not good with datapacks and was wondering how i would add custom smelting recipies specifically adding the ability to smelt concrete powder into the same color stained glass i had a datapack that did this but hasnt been updated ive used misodes recipie generator to get this but dont know what to do with it any help would be appreciated
how do i put an entity tag in this command Commandsi love the thing they tried to do at mojang, but i find it stupid how the masters dont give the maxed version of the enchant, i mean sure unb 2, fortune 2 and prot 3 i can live with that, but sharp and eff 3? so, it sounds like an easy change, yet i dont really know where to go about that, also i dont know if this is easier done through a mod or datapack or maybe even through a resource pack so pls help
abilities on new items added to minecraft I'm a beginneri've looked it up and ive checked the error i just dont know how to add an entity tag to this command
this is the command: execute as @a[nbt={RootVehicle:{Entity:{id:"#mounts_improved:all_mounts"}}}] run give @s minecraft:apple
it would work if i changed: "#mounts_improved:all_mounts" to: "minecraft:horse"
i want it so you get an apple (to test it) if you're on any animal with that entity tag
Terminator Genesis General, Optimisation, Updating, Otheranyone knows how to make abilities with datapacks? such as for example a staff that summons troops to help you in fight or other players (willing to do commissions)
achievement doesnt work and i dont know why AdvancementsSup guys! I want to make a datapack which adds the Terminator like in Dream videos , and the first problem arose that every datapack which made the Armor stand walk (+ walking animations) and jumping , how do I make my own , so here's my question
How do I make Armor stands walk like players and also have animation in the most lag free way
I might be asking for a lot but animations are optional and optimisation is the priority in my datapacks (not to end up like stellarity, lmao. I thought to use mannequins but it seems more harder so help me choose one
Snow Layer Properties Generali want it so if you breed a horse with a donkey you get the achievement, ive been using misode but the achievement just doesnt trigger in game and im not sure why, this is the code:
"parent": "mounts_improved:achievements/broncobuster_achievement", "criteria": { "bred": { "trigger": "minecraft:bred_animals", "conditions": { "parent": { "targeted_entity": { "type": [ "minecraft:horse" ] } }, "partner": { "targeted_entity": { "type": [ "minecraft:donkey" ] } } } } }, "display": { "description": { "text": "Breed a horse with a donkey to create a mule" }, "icon": { "count": 1, "id": "minecraft:mule_spawn_egg" }, "title": { "text": "Hybridization" } }, "requirements": [ [ "bred" ] ], "rewards": { "experience": 150 }, "sends_telemetry_event": true }```
Translating scores to letters CommandsDoes anyone know the snow layer properties/nbt tags/etc for all the layers of snow?
I want to have an entity(specifically a cow) to drop a layer of snow and if a layer of snow is already there,another layer will be added.
I’m guessing that it’s not as simple as just having another layer added, so I’ll have to detect how many layers are in a current block and then add a layer.
The idea is to retexture the snow layer as manure and wanting the manure to build up overtime if not harvested.
Change gold generation in bastion structures WorldgenSo i'm working on a system to input codes through interacting signs. I've made it work well with numbers by using scores, but I'm now trying to make the same system, with letters instead of numbers, and I was wondering if there was an easy way to translating score values to their corresponding letter (0 being A, 25 being Z). The way I've made it work is as follows :
In a sign :
{"score":{"name":"$sign_1","objective":"hb_red_forest"},"click_event":{"action":"run_command","command":"/function hb_redforest:red_forest/increment_digit {score:'$sign_1'}"}}Each sign of the code (there's 4 signs) has their own score within my scoreboard (here, the score is$sign_1. The sign displays its own score, and callsincrement_digit, precising a value for the macro in the functionIn the function :
$execute if score $(score) hb_red_forest matches 10.. run scoreboard players set $(score) hb_red_forest 0 $data modify block ~ ~ ~ front_text.messages[1] set value {"score":{"name":"$(score)","objective":"hb_red_forest"},"click_event":{"action":"run_command","command":"/function hb_redforest:red_forest/increment_digit {score:'$(score)'}"}}``` When the function is called, it adds one to the sign's score, until it reaches 9, after what it goes back to 0. Each time the function is called by the sign, its content is updated with the new score So I wanted to do something similar, but using letters, and the only way I'm seeing how to do that is to write something like ``execute if score $sign_letter1 hb_red_forest matches 0 run data modify block ~ ~ ~ front_text.message[1] set value {"text":"A"}`` and so on for all 26 letters, but I don't find that particularly aesthetic, and I'm not even sure it'd work well Does anyone have any idea how I could make this work?
Custom Mobs I'm a beginner, CommandsHi, I would like to make each gold block in bastions less likely to appear, how could I do this? I was thinking that I could replace vanilla structure using the same folders than in the vanilla datapack, but I don't know exactly how to make the gold block less likely.
Custom advancements not working in my Miku beam project I'm a beginner, AdvancementsJust trying to increase stats on mobs and damage works but nothing else does (making mobs have increased max hp)
enable experimental features on an existing server I'm a beginner, NBT/ComponentsI'm trying to make a function run when player uses a bamboo stick, so i looked up some tutorials and told me to make a custom advancement in order to tell if the bamboo is being used but minecraft simply refuses to detect it, I need help.
Sorry for bad English
Marking arrow problem General, Advancementsas the title. I guess its not a datapack in the traditional sense, but i dont know where else i would seek help. I needto enable it using the NBT data in level.dat, i know, but i add enabled features, and move the datapack from disabled to enabled, yet nothing... It says i cant enable it because
Pack 'minecart_improvements' cannot be enabled, since required flags are not enabled in this world: minecraft:minecart_improvements!
Making cows grow grass I'm a beginnerHi there So I'm making a datapack with different sorts of classes, with one of them being archer. There is tier 1, 2 and 3 for each class, and specifically for archer, i chose for the class to apply abilities to the current bow they're holding, by whenever they're holding down right click and shifting at the same time (with a bow in hand) it will make you choose the current ability for the bow. One of the abilities are shooting a gravity arrow, but I have this one issue, I could imagine would become very annoying. So first, I'll describe what I need/what I've tried to do thus far; to make the arrow have that special gravity effect, I first need to tag it (is what I've atleast thought of so far). So I'm doing that by having an advancement roll when you have the specific scoreboard objective "archerAbility" set between 40 and 59, it will tag the nearest arrow with the tag "gravityArrow", and the gravity arrow will have the properties it needs. But if another players shoots within the vicinity/at the player, and that player too hasthe archerAbility between 40 and 59, it will also make their arrow the gravity arrow.
Is there any way to fix this???
Wolf Cannon I'm a beginner, CommandsHi! I don't know if this is possible, but I want to have cows use the bone meal effect to grow grass, simulating that their manure fertilizes the ground. Is this possible?
drawing from wrong registry, how to fix? I'm a beginner, General, WorldgenHello i need help on making a datapack that can summon 100 maxed wolves(i got the needed command) whenever i pull the rod but i dont really have experience (Version 1.21)
how come this doesn't work? I'm a beginner, Commands Fall Damage Cancellation CommandsThis is an issue I've encountered a few times:
Under certain circumstances which I'm having trouble characterizing fully, while processing a datapack, the game attempts to draw from the minecraft: registry even though as far as I can tell it is indicated that it should be looking in some other registry. If someone needs a more explicit pointer to when this happens, it seems to be associated with processing structures.
I've encountered this once before when setting biome tags that a structure generated in, and eventually worked around it by the terrible method of hardcoding an enormous list of biomes into the file rather than creating a custom biome tag.
This time it seems to have manifested while trying to find a structure:
java.lang.IllegalStateException: Unbound values in registry ResourceKey[minecraft:root / minecraft:worldgen/structure]: [torment:obsid_dungeon] Probably I'm being stupid and there's a syntax error I didn't see. Anyone know how to actually fix this issue?
I will provide the pack to help reproduce momentarily.
End rod particle removal Commands, NBT/ComponentsHow can I quickly cancel any fall damage that has accumulated during a player's fall? This would be useful for multiple spells and mechanics in my datapack, but most notably for a teleport spell that currently still deals fall damage if you teleport to the ground while falling.
Is there anyway to get rid of the copy command prompt when using chat buttons now? I'm a beginner, GeneralIs it possible to remove the end rod particles from spawning?
Custom biomes in vanilla dimensions WorldgenCurrently I am building a mini game where I am the host and control how players move I was planning on using buttons in chat based on there platform but if the prompt pops up every time that would ruin the video I plan I making this for is there anyway to disable this
loading chunks help I'm a beginner, General, Commands, OtherHello! I have been trying to add a custom biome to the game, and the biome works fine, but I can't get it to generate. I know there is a file which contains all of the biomes and how they generate, but how can I get this file? I can't seem to find it in the data folder for the vanilla datapack
Cant get it to run kick on datapacks mc I'm a beginneri have cmd blocks running constantly that have the particle cmd in them, and i /forceloaded the chunks so they would work, but when i leave the area the particles dont work, apparently this is because particles are client side not server side, how tf do i fix this? thank you
Storing coordinates for later use? I'm a beginner, General# Copy total deaths into currentHP scoreboard players operation @a currentHP = @a deathHP # Set max health based on deaths (1 death = lose 1 HP = half heart) execute as @a[scores={currentHP=7}] run attribute @s minecraft:max_health base set 13 execute as @a[scores={currentHP=8}] run attribute @s minecraft:max_health base set 12 execute as @a[scores={currentHP=9}] run attribute @s minecraft:max_health base set 11 execute as @a[scores={currentHP=10}] run attribute @s minecraft:max_health base set 10 execute as @a[scores={currentHP=11}] run attribute @s minecraft:max_health base set 9 execute as @a[scores={currentHP=12}] run attribute @s minecraft:max_health base set 8 execute as @a[scores={currentHP=13}] run attribute @s minecraft:max_health base set 7 execute as @a[scores={currentHP=14}] run attribute @s minecraft:max_health base set 6 execute as @a[scores={currentHP=15}] run attribute @s minecraft:max_health base set 5 execute as @a[scores={currentHP=16}] run attribute @s minecraft:max_health base set 4 execute as @a[scores={currentHP=17}] run attribute @s minecraft:max_health base set 3 execute as @a[scores={currentHP=18}] run attribute @s minecraft:max_health base set 2 execute as @a[scores={currentHP=19}] run attribute @s minecraft:max_health base set 1 execute as @a[scores={currentHP=20..}] run attribute @s minecraft:max_health base set 0 # Ban players who hit 0 HP execute as @a[scores={currentHP=20..}] run tellraw @s {"text":"You died permanently!","color":"red"} # execute as @a[scores={currentHP=20..}] run kick @s "You died permanently!"it gives me incorrect argument for command everytime i run it
Help with changing block mass I'm a beginnerI am making a
/trigger marketthat teleports the player to a shop for my server but i want to make it so that they can use a/trigger backto go back to their original location. how would i store their location so they can teleport back to their original place with/trigger back?
2 of my commands arent running at all I'm a beginner, General, CommandsI’ve been using the mod Valkyrien Skies to build planes and stuff but the blocks are too heavy and I’m trying to change their mass through a data pack. It isn’t working and I don’t know why. I’m 99% sure the json is correct, so it is most likely the files.
Guarantee a Main Entrance and a Boss Room in a dungeon Commands, WorldgenVersion 1.21.8
command here're the commands repeating command:
execute as @e[tag=CenterPointGen] at @s as @r[tag=GenPoint] at @s if score @n[tag=CenterPointGen] GenCount matches 4.. run setblock ~ ~ ~ minecraft:red_wool
chain command: execute as @e[tag=CenterPointGen] at @s as @r[tag=GenPoint] at @s if score @n[tag=CenterPointGen] GenCount matches 4.. run scoreboard players set @n[tag=CenterPointGen] GenCount 5
I am working on custom dungeon generation for a datapack, and after learning how jigsaws work, it seems you can only guarantee one room in the dungeon, which is the anchor room. However, I want to guarantee multiple rooms (Ex: An entrance, and a boss room(.
I have a few ideas, but I want to know if there's a potentially better way of doing this. Here's my idea:
Make a dungeon w/ jigsaws like normal
However, make special "main path" rooms that are identical to the other rooms but point to the next "depth" pool of main rooms
Make identical copies of each "main path" room except their jigsaw exits into the next "depth" pool
each "depth" pool is the same as the previous depth, except it just contains a pool of "main path" rooms that are from the next depth pool
The last depth that I have set will contain armor stands. Then, the datapack randomly picks one of the armor stands to use /place to spawn the boss room. The rotation depending on which direction the armor stand is facing.
How does my idea sound? Again, if there is a better way, i'd love to hear it. If not, then how can I improve on the idea I have currently?
can you summon an arrow with a custom model? I'm a beginner, CommandsNamespace Basics I'm a beginner, Generali want to make it so you can throw a rocket that then you ride on like the rush pearl from hypixel and then explodes when it hits the ground, i thought that the easiest way to do that probably was by making it so specific snowballs get turned into an arrow with a rocket model and then make it explode when it hits the ground. though i've already got the turning snowballs into arrows part done
Trying to add music to a custom dimension, won't work WorldgenHi, I'm a total beginner trying to understand the basics of naming folders. I understand that in the data folder you can name a subfolder anything for a namespace, and if you don't it will default to the "minecraft" namespace. My question is, what should I be using for a namespace for these folders in the data folder. Is it kind of like categorizing sections of my datapack? How do y'all name for subfolders in the data folder? If I'm starting out with learning how to make custom structures, should I name this folder "structures"?
datapack not being detected I'm a beginnerHorrifying, I know. Not sure what's going wrong and the logs it's spitting out are kind of incomprehensible.
I need help with how to make datapacks. (I only know how to code aternos servers) I'm a beginner, Commandsim trying to make a datapack where villagers drop their spawn eggs when they die for easy transport but its not working for some reason and i cant figure out why. heres my code { "type": "minecraft:entity", "pools": [ { "rolls": 1, "entries": [ { "type": "minecraft:item", "name": "minecraft:villager_spawn_egg" } ] }, { "rolls": 1, "entries": [ { "type": "minecraft:item", "name": "minecraft:villager_spawn_egg" } ], "conditions": [ { "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "nbt": "{Age:-1}" } } ] } ], "random_sequence": "minecraft:entities/villager" }
How do I remove trees? I'm a beginner, WorldgenHello! I am making a scythe in minecraft and i want to give it some special moves like:
When you shift and right-click, you can make the scythe throwable(like in hypixel, murder mystery) and when you throw it, it turns into black matter. When it hits someone, it brings them to you.
Grants you infinite I speed when you hold it.
I really want to make more weapons like this but I don't (almost) have the skill (or luck).
So if someone sees this as interesting, please... I need this... or my server will kill me. Thank you.
Having trouble adding fog to a custom dimension WorldgenI want to create a datapack that removes trees from the world, but I don't know how.
How do I remove trees? WorldgenI'm in a 1.21.11 pre release, trying to make some relatively close fog always appear in a custom dimension. I added
"minecraft:visual/fog_start_distance": 10, "minecraft:visual/cloud_fog_end_distance": 48,to the dimension type, and everything else seems to load properly, but I don't see any fog. Am I missing a step?
Custom Named items in Falling Barrel General, Commands, NBT/ComponentsNo description
Running function if xp is certain amount Commands, PredicatesHi ! I'm trying to create a falling barrel with a renamed item in it and some other things
I did that but pretty sure i mess things up I someone could help me, it would be awesome !
Minecraft Version : 1.20.1
summon falling_block ~ ~1 ~ {BlockState:{Name:barrel,Properties:{facing:"north",open:"false"}},CustomName:"[\"Gloutonnerie \"]",Time:300,TileEntityData:{Items:[{Slot:13,id:enchanted_golden_apple,Count:1,tag:{custom_name:'\'["",{"text":"P","italic":false,"color":"#eaaed1"},{"text":"o","italic":false,"color":"#eba9cf"},{"text":"m","italic":false,"color":"#eca4cd"},{"text":"m","italic":false,"color":"#ed9fcb"},{"text":"e","italic":false,"color":"#ee9ac9"},{"text":" ","italic":false,"color":"#ef95c7"},{"text":"d","italic":false,"color":"#f090c5"},{"text":"u","italic":false,"color":"#f18cc3"},{"text":" ","italic":false,"color":"#f187c1"},{"text":"d","italic":false,"color":"#f282bf"},{"text":"é","italic":false,"color":"#f37dbd"},{"text":"l","italic":false,"color":"#f478bb"},{"text":"i","italic":false,"color":"#f573b9"},{"text":"c","italic":false,"color":"#f66eb7"},{"text":"e ","italic":false,"color":"#f769b5"},{"text":"(1/10)","italic":false,"color":"white"}]\'',lore:['["",{"text":"Mangez cette pomme entièrement (sur la durée) vous octroiera 1 pts par minute.","italic":false,"color":"white"}]'],food:{nutrition:1,saturation:0,eat_seconds:15,effects:[{effect:{id:glowing,duration:200,amplifier:1,show_particles:0b,show_icon:0b},probability:1f}]}}}]}}
Way to make monsters stop spawning in the overworld only I'm a beginner, OtherI want to make an item that costs xp points to use. I can make it work but don't know if there's a straightforward way to make it only work if you have enough xp
spawn on death I'm a beginnerI want spawners and structure spawns to work, but not natural spawns in the overworld only
Predicate returning false Predicateshow to spawn a (different) mob on mob's death?
How can i make this run if the specific I'm a beginner, General{ "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "movement": { "vertical_speed": { "min": -9999999, "max": -0.3 } } } }``` I've ran this predicate while falling and it returns false every time. I was hoping it would return success if my Motion[1] was smaller than or equal to -0.3
need help fixing a bug CommandsNo description
cant trigger yet? Commandsim making it so horses with leather horse armor go up in powdered snow, unless there are 2 or more blocks of powdered snow ontop of eachother if this doesnt make sense i added a video to this post, in the 2 block tall powdered snow the horse isnt supposed to go up
i used this command: execute as @s at @s if block ~ ~ ~ powder_snow unless block ~ ~1 ~ powder_snow run tp @s ~ ~0.42 ~
Custom item name doesent show up while in item frame Commandsi have a scoreboard thats meant to be ran with a trigger, but when i try to trigger it it says i cant do it yet? what does it mean by yet? when i display the scoreboards im listed as a real entity for this scoreboard, why cant i trigger it then?
Replace all Hostile Mobs with angry wolves WorldgenHow do i fix this?
Schedule VS Scoreboards, slowing stuff down GeneralHow would I do this?
why does this achievement not work but the other one does? AdvancementsHey, I'm making a pack that shows a series of titles to people when they first join. I currently have it run a function, and then schedule another function (to give some delay between the titles), but the scheduled function doesn't run as them, even when using /execute (meaning I can't use the @s selector)
Sukunas Divine Arrow Commandsthis achievement doesnt work:
"display": { "icon": { "id": "minecraft:skeleton_horse_spawn_egg" }, "title": "Ghost rider", "description": "Ride both undead horses", "frame": "goal" }, "parent": "mounts_improved:achievements/broncobuster_achievement", "criteria": { "ride_zombie_horse": { "trigger": "minecraft:started_riding", "conditions": { "player": [ { "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "type": [ "minecraft:zombie_horse" ] } } ] } }, "ride_skeleton_horse": { "trigger": "minecraft:started_riding", "conditions": { "player": [ { "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "type": [ "minecraft:skeleton_horse" ] } } ] } } }, "requirements": [ [ "ride_skeleton_horse" ], [ "ride_zombie_horse" ] ], "rewards": { "experience": 250 } }``` but this one does work: ```{ "display": { "icon": { "id": "minecraft:camel_spawn_egg" }, "title": "Cameleer", "description": "Ride a camel", "background": "minecraft:block/coarse_dirt", "frame": "goal" }, "parent": "mounts_improved:achievements/broncobuster_achievement", "criteria": { "ride_camel": { "trigger": "minecraft:started_riding", "conditions": { "player": [ { "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "type": [ "minecraft:camel" ] } } ] } } }, "requirements": [ [ "ride_camel" ] ], "rewards": { "experience": 100 } }```
need help making an advancement Advancementsi have this: #Particles execute if block ~ ~ ~ air run particle minecraft:dust{color:[1.0,0.4,0.0],scale:1.0} ~ ~0.3 ~ 0.1 0.1 0.1 0 10 force execute if block ~ ~ ~ air run particle minecraft:dust{color:[1.0,0.9,0.0],scale:1.0} ~ ~0.3 ~ 0 0 0 0.01 3 force execute if block ~ ~ ~ air run particle minecraft:smoke ~ ~0.3 ~ 0 0 0 0.01 3 force execute if block ~ ~ ~ air run particle minecraft:small_flame ~ ~0.3 ~ 0 0 0 0.01 3 force execute if block ~ ~ ~ air run particle minecraft:flame ~ ~0.3 ~ 0 0 0 0.01 10 force #Water execute if block ~ ~ ~ minecraft:water run playsound minecraft:block.fire.extinguish master @a ~ ~ ~ 4 2 execute if block ~ ~ ~ minecraft:water run return fail #Entity execute as @e[dx=0] positioned ~-.99 ~-.99 ~-.99 if entity @s[dx=0] run particle minecraft:flame ~ ~ ~ 0.6 0.6 0.6 0 50 force execute as @e[dx=0] positioned ~-.99 ~-.99 ~-.99 if entity @s[dx=0] run summon minecraft:fireball ~ ~ ~ {ExplosionPower:14,Motion:[0d,-1d,-0.3d]} #Block execute if block ~ ~ ~ air run function r:rune/pyro/active/lvl-3/pr3 execute unless block ~ ~ ~ air run particle minecraft:flame ~ ~ ~ 0.6 0.6 0.6 0 50 force execute unless block ~ ~ ~ air run particle minecraft:smoke ~ ~ ~ 0.4 0.4 0.4 0 25 force execute unless block ~ ~ ~ air run particle minecraft:dust{color:[1.0,0.4,0.0],scale:1.2} ~ ~ ~ 0.5 0.5 0.5 0 60 force execute unless block ~ ~ ~ air run summon minecraft:fireball ~ ~ ~ {ExplosionPower:14,Motion:[0d,-1d,-0.3d]} I want it to go throught blocks
how to store player's offhand in a storage I'm a beginner, Commandsi want to make it so if you tame all horse variants you get the achievement but right now it works if you tame a white horse
"display": { "icon": { "id": "minecraft:wheat" }, "title": "Broncobuster", "description": "Tame all 7 horse variants", "background": "minecraft:block/coarse_dirt", "frame": "goal" }, "parent": "mounts_improved:achievements/mounts_improved_achievements", "criteria": { "tame_white_horse": { "trigger": "minecraft:tame_animal", "conditions": { "entity": [ { "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "components": { "minecraft:horse/variant": "white" } } } ] } }, "tame_creamy_horse": { "trigger": "minecraft:tame_animal", "conditions": { "entity": [ { "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "components": { "minecraft:horse/variant": "creamy" } } } ] } } }, "requirements": [ [ "tame_white_horse", "tame_creamy_horse" ] ], "rewards": { "experience": 175 } }```
how do i make a when pigs fly achievement Advancementsdoes anyone know how to get the player's offhand in the latest version using /data command or any other way to store into the storage 👨🦲
Invalid argument type: INT. Expected Compound????? Commands, NBT/Components, Otherthere used to be a when pigs fly achievement and you got it if you rid a pig that got fall damage i had it so that it would give me the achievement if a pig took damage but not specifically fall damage i dont have it anymore but it didnt work anyway is it possible to make it so if it takes specifically fall damage? i've tried the misode website
how do i make a pig faster if a player is on it CommandsI have a minecraft data pack function with a macro called value. but when I use the function with the arguments from a storage it fails with the error message "Invalid argument type: INT. Expected Compound" what do I do to fix this??
First Command
execute store result storage wandering:crouch value int 1 run scoreboard players get ItzWandering crouchSecond Command
function fancymenu:progress_bar_percent with storage wandering:crouch valueThe Function the second command uses
$execute as @a run fmvariable set progress_bar_percent false $(value)Im using the fmvariable command to mess with the screen (shouldn't effect the commands)
How do I set loot tables to blocks in custom structures? Loot Tables, Worldgenive been trying for ages but this doesnt work and i cant find anything online effect give @e[type=pig,nbt={Passengers:[{id:"minecraft:player"}]}] minecraft:speed 1 9 true
Structure placement on custom biome WorldgenLike chests, suspicous sands, etc
How do I detect in which dimension every player is and store it in a scoreboard? I'm a beginner, Commands, OtherI want a custom structure to spawn at my custom biome , plus some mods too , how am I gonna accomplish it ? Any help is appreciated
detect right click on specific block I'm a beginner, CommandsLike I don't want to detect it only when the player changes dimension, I want a tick function to detect each player's dimension. How can I do that?
datapack for changing cooking in the oven I'm a beginneris it possible to detect a player right clicking on a specfic block?
Run plugin commands in paper server Commands, OtherI want to create a datapack that changes food crafts made with a furnace. For example, potatoes will turn into stone when cooked in a furnace. I haven't succeeded, but other items work perfectly.
Question about the new attributes and fog I'm a beginnerHello guys, I have an error using chunky command inside a datapack in a paper server, I set function-permission-level to 3 fut still dosen't work, any ideas?
particle aura around a player I'm a beginnerHi, I was playing around with the new attributes that are added to the snapshots and I can't seem to get the following to work: I want to make a biome with a custom fog distance so that I can set the mood for an adventure map I'm making. I have been trying to figure out how it works but clearly I'm not up for it. I have used a template for a plains biome from a datapack generator and I can /fillbiome the new biome in no problem. Unfortunately once I add this:
"attributes": { "minecraft:visual/fog_start_distance": {0.0, "minecraft:visual/fog_end_distance": 16.0, },to the top of the json, relogging into the world tells me that there's an error in the selected data pack.
Alternatively I tried the following too (not that I'd know if either is correct)
"attributes": { "minecraft:visual/fog_start_distance": { "modifier": "override", "argument": 0.0 }, "minecraft:visual/fog_end_distance": { "modifier": "override", "argument": 16.0 }, },Any guidance on what I'm doing wrong?
quick question Advancementsi have this command which summons a particle at the players feet, but i want to make it so that it surrounds the player with the particles instead of just at their feet. Is something like that possible?
How to track deaths of all players and apply a color the their name tag to keep track? I'm a beginner, Commandswhy is my achievement not fully hidden?
code: { "display": { "icon": { "id": "minecraft:saddle" }, "title": "", "description": "", "show_toast": false, "announce_to_chat": false, "hidden": true }, "criteria": { "has_leather": { "trigger": "minecraft:inventory_changed", "conditions": { "items": [ {}, { "items": "minecraft:leather" } ] } } }, "rewards": { "recipes": [ "mounts_improved:saddle_recipe" ] } }
Custom Data 1.20.6 I don't know how to execute ? custom:1b is not working Loot Tables, NBT/ComponentsIts kind of in the message itself, I'm quite new to datapacks, I have it set up for 1.16.4 specifically, I am giving express permission to say "heres how you do it" I'm not here to solve a riddle.
Always getting advancements for enchanted book I'm a beginner, Advancements, EnchantmentsHey so I'm trying to update 1.20.4 items to 1.20.6 and I usually gave each item a custom tag to run commands off of, however I can't use my former tags as well 1.20.5 removed NBT, how can I fix and rewrite a storable data executable?
Basically like lets say I hold a ruby battleaxe how can I detect that besides the model data, I wanna use a custom tag
Enderman held Item custom model Commands, NBT/ComponentsSo I am trying to grant an achievement when the player has an enchanted book with unbreaking 4 in its inventory, this is my try: |
{ "parent": "enchanter:forge_crafted", "display": { "icon": { "id": "minecraft:diamond_chestplate" }, "title": { "text": "Truly Unbreaking", "color": "aqua" }, "description": { "text": "Obtain Unbreaking IV" }, "frame": "task", "show_toast": true, "announce_to_chat": true, "hidden": false }, "criteria": { "has_unbreaking_4": { "trigger": "minecraft:inventory_changed", "conditions": { "items": [ { "item": "minecraft:enchanted_book", "nbt": "{StoredEnchantments:[{id:\"minecraft:unbreaking\",lvl:4}]}" } ] } } } }What am I doing wrong? I get the achievement instantly/the criteria is skipped
[Datapack]How to make a Arrow go were you are looking CommandsHow do I make the block the enderman is holding have a different model, this dons't sem to work /summon enderman ~ ~ ~ {CarriedBlockState:{Name:"minecraft:coarse_dirt",item_model:"cooked_chicken"}} I'm not entirly sure if this is possible, and if it is, I'm not sure how to do the formatting
I am a total beginner. Looking to learn some basics I'm a beginnerI have a datapack question concerning with a arrows like shooting arrows were you look using functions and also summoning tipped arrows with commands and more stuff like that and
Custom loot table nesting issue. I'm a beginner, Loot Tables, UpdatingHello! I have a solid goal I am looking to achieve (short and long term), but I have no idea where to start!
Short term goal: I am trying to create multiple data packs each overhauling a single vanilla structure in the game. This also includes custom loot tables along with it. (Maybe another data pack to add custom items to those loot tables via custom gear made with command blocks).
Progress: I have downloaded VS code (with the data pack helper extension), as well as looking up multiple YouTube tutorials (not understanding much). Today I was able to follow a tutorial verbatim and actually created a chest with a custom loot table using an online code generator and a YouTube guide.
Question: I am willing to put all my time into learning this. Do I need to take a JavaScript class? Or can I learn from a specific creator? How did you guys learn how to code and make data packs? Whenever people explain their code it all sounds like gibberish to me. Any resources or recommendations would help me out a ton.
do i need to create a biome tag for all nether biomes or is there one like that already in the game? GeneralSo I am making a custom loot table and am attempting to add a nested loot table at the end of the main loot table, when I test them separately they BOTH work but when I try to nest it... it blows up. I am trying to nest this because I want to add legendary items in the future and I want all my custom chests to update without having to update every custom chest separately, been at this for like 20+ hours and am driving myself insane. Json is valid loot tables seem valid but nesting causes itself to blow up, im just about to give up and add the nested file to it manually (like 2k lines)
im trying to /give me leather horse armor that doesnt drop and gives no buffs and is unbreakable Commands^
Custom dimensions cluelessness I'm a beginner, Worldgenim using mcstacker but i just cant find how to make it give no buffs
Help with Structures spawning in JAVD:void dimension I'm a beginnerWould anybody be able to help me resolve what is most likely a syntax error or dose of stupidity on my end for trying to generate a relatively simple custom dimension?
I think I've gotten the metadata pack format correct, I believe all the folders are properly layered. I think all the JSONs are valid. There's just somewhere where something isn't aligning as it should.
The datapack is recognized by the game, but in an error state that forces safemode to be enabled.
Offset ore distribution from heightmap I'm a beginner, Worldgenhello, im making a datapack and loading it through kubejs, where im trying to make certain When Dungeons Arise structures spawn in the JAVD: void dimension and certain structures in the End, I was able to get the end structures to load, but not the void dimension. I also tried to alternatively have them spawn in the nether instead of the void dimension, but they don't spawn in the nether, just the end.
All the structures from the overworld I wanted in the end managed to work so I'm not sure what the problem is and why it doesn't work for the end.
Alternatively does anyone have a similar data pack that puts these structures in other dimensions I can use as reference?
How TO make piglins spawn with custom weapons I'm a beginner, General, Loot TablesI'm running a datapack with large mountains and I want to keep ore distribution consistently some number or distribution offset from the surface, this way for example, gold can always be found 100 blocks from the surface, no matter if that surface is at sea level or at the top of a mountain.
How to properly use MC Datapack utility on VS Code to create a datapack ? I'm a beginner, General, Advancements, Loot Tables, OtherI'm trying to make piglins spawn with my custom weapon (golden battleaxe), any ideas on how to do it?
Random chance to setblock as an entity I'm a beginnerHello, i want to create my first datapack (i'm a beginner) and a few months ago i do a little achievement. Today, I realize that there is some extension used to simplify the process of creating a datapack. In my datapck i want to make advancements, a few items and structure. Also when i open my advancement made a few months ago VS Code foud 3 problems and i don't know how to resolve it :/. If someone can help me with my problems and can teach me how to properly do a datapack and use MC Datapack I will be very happy. Disclaimer : I'm a french personn so if u want to use voice chat with me i can but speak slower than normally so i will be able to understand properly what do u say and be patient cause i'm a beginner in developping minecraft datapacks ^^ (I can send some screeshots if u need it and my mp are totally open)
how to pass value to the end of the command CommandsI'm trying to make the block below where a warden walks become sculk, but only 1/5 times. I'm not sure how to go about doing this?
Need help removing custom dimension data pack from exaroton server I'm a beginner, Otherexecute if data block ~ ~ ~ Items[0].id run return run function engine:blocks/block/block4/work {id:""}how do i put Items[0].id into the arguments of the function im calling?
How do I allow enchanted books with enchantment levels above intended limits to apply on weapons? I'm a beginner, EnchantmentsI tried removing my custom dimension data pack from a exaroton server that I am a moderator for, however when I try to start the server it just crashes even though I deleted all instances of that dimension. Can anyone help?
how do i make it so skeleton horses dont lose speed when on soul sand? General, CommandsI want to make an enchanted book which has enchantment level 9 for all of the enchantments it has. But once I did and try putting it on an item via anvil it just changes the level of the enchantments to their intended limits. How can I change that without changing the intended limit of said enchantment?
How to create custom music discs in a datapack I'm a beginner, NBT/Components, Otheri tried giving them a stone block on their feet with soul speed but that didnt work and neither did with putting a stone block on their head
Getting Features to Generate in Caves Properly? Predicates, Worldgenim lost the give command still throws error can yall help plz
Input player's name into NBT data CommandsHello all.
Normally I do surface features, but I'm trying to get more interesting features underground, and in this case, coral in underwater caves. However, I am running into frequent crashes.
What kind of placed feature setting(s) would work to get around the issue? I've tried environment scan, height maps, height ranges, checking target conditions, and am getting a little confused here, unfortunately.
Anyone able to help? I'm a beginnerTrying to get a command that can give the player their own head without needing to enter their name, something like
/give @a player_head{SkullOwner:"@s"}but that doesn't work because that just gives a head belonging to@s
I want to change the viliger to Any player I'm a beginnerI cant get this working
Where is the file for generating large ore veins? WorldgenHi, I found this data pack and I want to turn the villager into a player and be able to put any skin I want on him. I want to have youtubers instead of villagers. Every time he gets an emerald, he becomes a VINDICATOR, and with a texture, he becomes a villager.
OP loot datapack/loot table not Working I'm a beginner, Loot Tables, EnchantmentsI cannot find it. https://minecraft.wiki/w/Ore_vein
Is it possible to /give a spawn egg that doesn't work in a spawner? Commands, NBT/ComponentsI customized this OP end stone datapack's loot table, but it isn't working. The end stone drops regular end stone. I needed to have this done by this Sunday, so I'm pretty stressed about it. I have no idea as to why it may be broken.
Ore generate only at a particular block WorldgenIn short I want a placeable mob using some sort of item, and a solution I have is using spawn eggs, but I don't want the egg to work in spawners because that causes issues. Is such a thing possible? If not, are there any alternatives?
fix pack.mcmeta GeneralHello ! I am making a Configured Feature and Placed feature file to spawn a new ore, and I want to make the ore spawn only in andesite, so I used in the placed feature file in the
"placement"listJson { "type": "block_predicate_filter", "predicate":{ "type": "minecraft:matching_blocks", "blocks": [ "minecraft:andesite" ] } }but it seems that the feature is tried to be generated on blocks that don't match, instead of only andesite, making the ore very rare, is there a way to fix this issue ?
Looking at entity detect General, CommandsHeya, im trying to get my pack to work but the newer versions from 1.21.9 onward dont use the correct overlay. it should support 1.21 - 1.21.4 noramlly, and use the overlay folder for everything 1.21.5 and up
any help would be apriciated :)
{ "pack": { "description": "Effects after Death", "pack_format": 48, "supported_formats": { "min_inclusive": 48, "max_inclusive": 94 } }, "overlays": { "entries": [ { "directory": "1.21.5-1.21.11", "min_format": 71, "max_format": 94 } ] } }
chop up resource location Commands, OtherHow do i detect at which entity the player is looking?
Placed Feature Problem General, Worldgenim trying to transform an item id into a translation string and id like to retrieve only the part after the
minecraft:namespace (forgot what its called) to stitch it up using macros into something like item.minecraft.$(item_name) is this possible at all?
detecting uuid with execute ifSo basically Im trying to continue my custom dimension datapack and one error Im noticing is with the features. Whenever I try making a forest in specific- the features are sometimes placed on top of each other 💀 Like a tree on top of another tree
Now the current tags im using to define my placed feature are rarity_filter, random_offset and in_square along with heightmap of WORLD_SURFACE_WG 😭 Pretty basic since most my focus was towards the structures but now this bug keeps on ruining everything so yeah.
How exactly do I make the features NOT spawn on TOP of each other. I tried changing the heightmap to ocean floor, ocean_floor_wg, and also world_surface but no difference.
how to detect a snowball hitting the ground? [1.21.10] Enchantmentshow do i do that?
i saw a post that said that you can do this with custom enchantments but i don't know how to use them and the post didn't show how to do it
Loading more...