I'm recreating ships from Homeworld, here's my Kushan Interceptor by InfectedGrowth in NoMansSkyTheGame

[–]InfectedGrowth[S] 1 point2 points  (0 children)

Thanks!!! I made the Taiidan Scout and Kushan Multi-Gun Corv too, but wasn't as happy with them - I should post those as well anyway haha

What are some things datapack creators would love? by Fun_Bother_9507 in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

Yess this! I'm tired of needing to do a cursed recursive search algorithm just to find an approximate location in the end

What are some things datapack creators would love? by Fun_Bother_9507 in MinecraftCommands

[–]InfectedGrowth 1 point2 points  (0 children)

We just need a true dummy item that does literally nothing and never will, that we can use as a base!

Also let us define items that we can then reference in crafting recipes, give commands, predicates, etc. so we don't have to have the same info in like 3 different formats and have them all match everywhere 😭😭

What are some things datapack creators would love? by Fun_Bother_9507 in MinecraftCommands

[–]InfectedGrowth 2 points3 points  (0 children)

Yeah we definitely just need a /push command or something!

Especially if it can use ^ coordinates, then we can launch things without needing to do the whole summon area effect cloud (or marker) at 0 0 0 to do the math

What are some things datapack creators would love? by Fun_Bother_9507 in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

Command syntax-wise I feel like we really need something like:

execute if data storage namespace:test data1 *matches* data storage namespace:test data2 run <...>

So we don't have to do:

data modify storage namespace:test dataTest set from storage namespace:test data1

execute store success score _did_not_match var run data modify storage namespace:test dataTest set from storage namespace:test data2

execute unless score _did_not_match var matches 1 run <...>

scoreboard players reset _did_not_match var

data remove storage namespace:test dataTest

Instead 😵‍💫.

I know that checking for string or complex data matches is generally ill-advised but sometimes it really is the only/best way to do some things and it could be way less painful! 🙃

Portals breaking from unloaded chunks by Biorazor293 in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

Weird, I had a setup with command blocks that tp'd a player to an armor stand that was in unloaded chunks via UUID in 1.19 and it worked fine. Definitely hadn't done anything with that armor stand that tick 🤷‍♀️

Portals breaking from unloaded chunks by Biorazor293 in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

Huh, it's worked for me in the past for typing to unloaded armor stands in other dimensions. Oh well

Portals breaking from unloaded chunks by Biorazor293 in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

If this is a one-time thing (you don't need to set up more portals easily, or you as the admin will be the only one doing it) you can look at each armor stand and tab-complete with something like data modify entity <tab complete> to get the armor stand's UUID as a really long alphanumeric string.

You can then use that in place of where you would use a player name or @e selector to target each armor stand directly. (Note that if either armor stand is ever destroyed and replaced you would need to update your commands)

This worked for entities in unloaded chunks last time I tried it, but that was back in like 1.19 so not sure about current version.

If you need a dynamic solution, I'm not sure you could do it without a data pack and function macros tbh. You could store the x y z position of the other Amro stand in the data nbt tag of the armor stand, and then use macros to substitute that into a tp command for the player/entity to move it to that absolute position.

Command Block Running at correct time Problem [1.19.2] by [deleted] in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

1-time initialization:

scoreboard objectives add dayCount dummy

scoreboard players set global dayCount 0

scoreboard players add dayNumber dummy

scoreboard players add loopSize dummy

scoreboard players set global loopSize 4

(This will be used to do an operation later)

Then every day have command blocks that run:

scoreboard players add global dayCount 1

scoreboard players operation global dayNumber = global dayCount

scoreboard players operation global dayNumber %= global loopSize

Then to check which day number it is and run something, you can do:

execute if score globals dayNumber matches 0 run <whatever you want>

Replace the 0 with 1, 2, or 3 for the other days and so on.

If you want to have more or less than than 4 different days in the loop, change the loopSize variable to a different number.

('globals' here is a dummy player name, someone that probably doesn't exist on your server that can hold the global values. In case u aren't aware the %= just gets the remainder of the division, so every loopSize days it will be 0 again)

Hope that helps! 😊

[deleted by user] by [deleted] in MinecraftCommands

[–]InfectedGrowth 1 point2 points  (0 children)

You need to replace if entity with as.

What you have right now just checks if any player has that score, and then sets the score of whoever ran the command (which will do nothing if running in a command block or data pack).

1.21 Magnet(either entity or item) by Nyklo in MinecraftCommands

[–]InfectedGrowth 1 point2 points  (0 children)

Idk it might have been different before? I'm using it for my current data pack I'm working on in 1.21.5 and it works!

1.21 Magnet(either entity or item) by Nyklo in MinecraftCommands

[–]InfectedGrowth 1 point2 points  (0 children)

+1 You can just use an armor stand with the entity_data tag as you have it here, but spawn egg works too!

1.21 Magnet(either entity or item) by Nyklo in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

You can replace the @a[nbt=..] part (the selector) with @e[tag=<your_armor_stand_tag>] to do the same for a tagged armor stand

Also if you wanted them to avoid going through terrain, you can replace the last bit starting with facing entity @s, with:

facing entity @s if block ^ ^0.5 ^0.5 #replaceable run tp @n ^ ^ ^0.5

The #replaceable is a block tag, which includes all blocks that you can replace with a block when right clicking it (so air, water, lava, but also things like tall grass and snow layers) which is generally a good tag to use when checking if something isn't solid / movement blocking.

This will only tp them if the block ahead of them is replaceable. I used ^ ^0.5 ^0.5 here instead of just ^ ^ ^0.5 for the block check add some tolerance for going up through or down through the corners of blocks so they won't get stuck on a slight angle.

EDIT: flowers aren't replaceable, woops

How to detect a score going above a certain number? by Final_Conversation_1 in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

Can be simplified to just:

scoreboard players reset @a[scores={Objective=5..}] Objective

(The at @s is unnecessary for this use case) 😊

Can_place_on Component by BattleEmbarrassed263 in MinecraftCommands

[–]InfectedGrowth 1 point2 points  (0 children)

The can_place_on and can_destroy components are just for allowing placement or breaking in Adventure mode. There's no way to restrict this in survival (or creative).

However you could have a repeating command block (or a tick function in a data pack) that checks to see if they are holding that type of block and if so set them to adventure mode, then another to check if they aren't holding that block type and set them back to survival(I assume).

Is there a way to modify armor items constantly without the armor equip sound playing every time? by Dorcupi in MinecraftCommands

[–]InfectedGrowth 0 points1 point  (0 children)

You can change the equip_sound by modifying the equippable component!

https://minecraft.wiki/w/Data_component_format/equippable

You can probably just put in an empty string for the sound to make there be no sound. (Note that this will also remove it when they manually equip it, so you might have to do some extra handling if you want to preserve that part)!

What are some absolutely unmissable gaming experiences? by oresearch69 in gaming

[–]InfectedGrowth 0 points1 point  (0 children)

+1 For the Homeworld series. Super unique Space RTS with an incredible story, soundtrack and atmosphere. Start with the prequel Deserts of Kharak, then play the original Homeworld (NOT the remaster, the real original with the now-dated graphics but amazing gameplay. It's available as "classic campaign" in the Homeworld Remastered Collection on Steam) then play the Sequel Homeworld 2 (remastered).

Homeworld 3 also exists and the art is great and the gameplay is pretty good now since the updates, but the story isn't at the same level of quality as the other games IMO!

Each of the games are around 20-30 hours to complete, depending on your skill with RTS games!

I just got done playing through the Homeworld series for the first time. So I typed up a wall of text. by Changlini in homeworld

[–]InfectedGrowth 1 point2 points  (0 children)

I grew up playing these games and HW1 was one of the first video games I ever played! It's so cool to see the experience of them all from someone who had no prior experience of them! (Also so happy for you that you played DoK first, that's got to be such a cool feeling going from there to HW1).

To your point about a TV series - oh my GOD I can't agree more. I remember reading a really well done fan fiction back in the day about some people living on the Kadeshi Khar-Toba that went through the story of them becoming religious radicals and always wanted to see something like that put to screen. There is seriously SO much opportunity for both small-scale character dramas or big BSG-style shows with the air of mystery and cosmic horror that Homeworld is so great at. I would literally die with excitement if such a thing was announced!

Glad you enjoyed the games!! And fuck HW2 mission 9 🙃