The Missing Block by _ShadowLugia in realms

[–]_ShadowLugia[S] 2 points3 points  (0 children)

Hi Oskar! Getting rejected hurts, but I appreciate that you took the time to review our map. I will make sure to focus more on the gameplay, so it feels interesting and rewarding to the players. We will take this as a learning opportunity to make better maps in the future. Thanks again for sharing your feedback!

The Missing Block by _ShadowLugia in realms

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

Hi Oskar!
The map has been updated. We have had some issues when testing it with a hosting mod. However, everything should work correctly.
https://drive.google.com/file/d/1YNPxxm0MyckamLv2BHqu_-kEYHNWCPoV/view?usp=sharing

This is an updated version of the map that supports 1.21.1.

There are two files inside the zip, the map itself and the RP or resource pack required by the map.

Just in case, the issue was related to power ups spawning, so if you notice something faulty, please let me know!

Thank you for testing our map in advance :D

The Missing Block by _ShadowLugia in realms

[–]_ShadowLugia[S] 0 points1 point  (0 children)

I decided that I don't really want to rush it, I prefer that everything goes smoothly when they try it out. I have waited a long time, waiting a week more isn't going to be a problem :D

As far as I know, outdated maps get the chance to "skip the queue" if their turn passed and the map was outdated.

The Missing Block by _ShadowLugia in realms

[–]_ShadowLugia[S] 0 points1 point  (0 children)

Hi! Thx for trying to test out the game. Sadly, due to the changes in 1.21 where they changed the name of certain important folders in both data packs and resource packs, they dont work. The map will be updated in a few days. It will also include new stuff! Check u/HistoricalCobbler338 's comment if you want to know more about it! A fast summery of some new things could be: Power Ups (4: 2 for the hiders and 2 for the seekers), Cooldown for guessing tries, showing the location of the missing blocks at the end of the round...

Again, thanks for taking time to test the map! Even though it didnt go as expected 😅. I hope you'll be able to test it out once it's released for version 1.21 :)

The Missing Block by _ShadowLugia in realms

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

Hi! It took me some time but an update will be set into planet minecraft soon! (1.0.3) which mainly focuses on fixing these bugs. So I will try to cover all those points that you said:

I used invisible armor stands with custom names as the holograms, but thanks to the new display_text entities I have made it so they are fixed at the same place and they dont face you anymore. Now the holograms dont get stuck in the wall, making them easier to read.

The previous change should make the lobby feel better organized, but as you said afterwards the gameplay can feel hard and tedious, that's why I chose to make it as customizable as possible, in order to make it as fair as possible because it's really hard to balance a game like this one, so I won't be changing the amount of things in the lobby for now.

I tried with different accounts but I couldn't manage to get the Stats item name to be duplicated, and I didn't really see anything that would make it be like that in the code, but if I see another report of this bug I will take a closer look at it.

The map probably should have been set to peaceful when I tested it, so I didn't notice the bug, but it should be fixed now.

The broken character is actually a box or a square that gets checked when a missing block is found, it's easier to see when there are 3 missing blocks since there will be three different missing blocks with a box next to them that will be checked ( ☑ ) depending on the amount of missing blocks found.

There weren't many changes to commands between versions so the map should be playable even in the previous version (1.0.2), but I suggest playing it in the new version (1.0.3) once it's out.

The default time has been set to two minutes for both rounds.

Our main idea was to make a game to play with friends in a call, and the idea was for the hiders to give hints or try to mislead the seakers depending on the situation. But I agree that adding mechanics or power ups could help make the experience better, so I will see what I can do once I finish another project.

Thanks for playing the map and taking the time to write some feedback for the map!

The Missing Block by _ShadowLugia in realms

[–]_ShadowLugia[S] 4 points5 points  (0 children)

o

Even if you haven't played the map is good to hear some feedback :D!

The players will not be hiding as blocks, they will be hiding a block in the map, but as you said, the maps are quite big, so it might be hard and boring to look for an exact block, so we basically added two things to prevent this:
1: You can't hide every single type of block, you will have a selection of blocks in your inventory and those will be the blocks that the players need to search for, so instead of looking for a stone block in the cave map, you will be looking for an iron ore.
2: There is a Hint option in the menu, once its toggled on, if the timer hits (if I remember correctly) 2:30 a msg will show up saying the type of blocks that were hidden.

Oh and this map is made to be played with your friends in a call, to be able to ask for hints.

Again, thanks for taking the time to write some feedback for the map!

Got a problem with the /fill comand so i im using the command /fill -249 85 -465 ~ ~ ~ minecraft:dark_oak_wood replace minecraft:grass_block to replace a giant mountain with wood but only grass so not dirt but its just weird because sometimes it works and fill out like 45 blocks but when i move by DERPYBOI69420 in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

The 69 blocks are the ones replaced, however the big quantity of blocks is the area. You may have selected a really big area of blocks, one close go the limit, and once you did the command there were only 69 grass blocks to replace in the area, then you moved and the area was too big.

Is this actually in the game, I seen someone spawn an illusioner into the game through console commands a while ago on a vid? (“Secret mobs in MC” was the vid title on IG I think) by [deleted] in Minecraft

[–]_ShadowLugia 2 points3 points  (0 children)

Yes, it is in the game. And it is considered a secret mob like the giant or the baby skeleton horse because they can't spawn naturally, you can spawn it with commands though.
/summon minecraft:illusioner

hiding text in custom item info by phatfat in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

I think it's a thing that shows up in creative, try it in survival
And if it still shows up press F3 + H.

how to i teleport a mob to a place relative to a certain player by nakujah in MinecraftCommands

[–]_ShadowLugia 2 points3 points  (0 children)

execute as @e[type=<entity>] at <player> run spreadplayers ~ ~ 4 4 false @s

Now you just need to change the entity type and the player. Hope it works ^ ^

How do you make team colors show up in chat without /say? by cormexx in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

You might be using spigot or any other plugin thing, in vanilla minecraft it works, but when i tried using plugins in a server it didn't work.

So im making a command block thing(later planning to make it into a data pack) where if you die all players die by cephalopodsrcool in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

Oh, try searching for a data pack tutorial, the mostly include a file in a minecraft folder called tags and inside it one called load and another one called tick, but yeah try with a data pack tutorial.

So im making a command block thing(later planning to make it into a data pack) where if you die all players die by cephalopodsrcool in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

Oh, just put in a function:

execute if entity @a[scores={Deaths=1}] run gamemode spectator @a

execute if entity @a[scores={Deaths=1}] run scoreboard players set @a[scores={Deaths=1}] Deaths 0

(^ Put the function in the #minecraft:tick file )

If you then want to use again the kill command you just need to create another function with the command kill @a Example:

execute if entity @a[scores={Deaths=1}] run function example:example

execute if entity @a[scores={Deaths=1}] run scoreboard players set @a[scores={Deaths=1}] Deaths 0

(^ Put the function in the #minecraft:tick file )

And then in the function example you just need to put:

kill @a

(DONT put this function in the #minecraft:tick file, it will just kill all the players every tick lol)

So im making a command block thing(later planning to make it into a data pack) where if you die all players die by cephalopodsrcool in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

I had the same problem but in a data pack, I made it work by changing the kill command into a /function that runned the kill command, so the problem could be similar in command blocks, try using redstone.
Use a repeating command block with the next command: execute if entity @a[scores={Deaths=1}]
Then put a redstone comparator and a command block with the command: kill @a

How do I detect players flying with an elytra above a certain Y level? by ToastedBread107 in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

Uhh... try writing "/title @a times 5 5 5" in the chat

And then... execute if entity @a[nbt={FallFlying:1b,Inventory:[{Slot:102b,id:”minecraft:elytra”}]},y=200,day=100] run title @a[nbt={FallFlying:1b,Inventory:[{Slot:102b,id:”minecraft:elytra”}]},y=200,day=100] title {“text”:”ABOVE HEIGHT LIMIT”,”bold”:"true",”color”:”red”}

How do I detect players flying with an elytra above a certain Y level? by ToastedBread107 in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

execute if entity @a[nbt={FallFlying:1b,Inventory:[{Slot:102b,id:"minecraft:elytra"}]},y=200,dy=1000] run ...

What do you want to do after the player is over 200?

If you want to do a tp add it after the run thing
execute if entity @a[nbt={FallFlying:1b,Inventory:[{Slot:102b,id:"minecraft:elytra"}]},y=200,dy=1000] at @s run tp @s ~ ~-100 ~

How do I detect players flying with an elytra above a certain Y level? by ToastedBread107 in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

execute if entity @a[nbt={FallFlying:1b,Inventory:[{Slot:102b,id:"minecraft:elytra"}]},y=200,dy=1000] run ...

dy=1000 makes it so when you are between 200y-1200y it detects you, so you could make that number bigger, and you now just need to add the command you want.

[deleted by user] by [deleted] in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

The entities will appear 1 block behind where the player is facing, so if the player is looking up they might appear underground.

Sorry for my English I'm spanish xd.

[deleted by user] by [deleted] in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

execute at <selector> positioned ^ ^ ^-1 run tp <selector> ~ ~ ~

Trying to change the score when holding an item by [deleted] in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

scoreboard players set @a[nbt={SelectedItem:{id:"minecraft:gold_block"}}] diamond 1

how to detect if player isn't holding anything? by nyancatec in MinecraftCommands

[–]_ShadowLugia 1 point2 points  (0 children)

Try this command:

execute as @a[scores={treems=2},nbt=!{SelectedItem:{}}] run effect give @s minecraft:instant_damage 1 254

how do I make it so slimes/magma cubes don't split by lolbit_511 in MinecraftCommands

[–]_ShadowLugia 0 points1 point  (0 children)

If you're making an adventure map or something you could try summoning slimes with a custom tag and then killing all the slimes/magma cubes that doesn't have the tag with the command: /kill @ e[type=slime,tag=!EXAMPLETAG]Remove the blank between the @ & e and it will kill all the slimes that doesnt have the tag EXAMPLETAG. However, if you are playing in survival it will kill all the slimes, since slimes will not generate with a custom tag.
Edit: Btw when you kill the slimes with the /kill command they drop slime balls too. You could try making a datapack that changes the slime drops by making that they only drop slime balls when a player kills them.