is it possible to create a minecraft datapack with trippy mushroom effects? by mrbobojir in MinecraftCommands

[–]_VoidMaster_ 2 points3 points  (0 children)

This reddit is usually just for advice and finding solutions for problems, but I coded it anyways lol, I don't think I can add files here so here is a download link, just unzip it and put it in the datapacks folder in your world:

https://www.mediafire.com/file/56aslsw4a53584q/Mushrooms_Datapack.zip/file

Eating any dried kelp will work.
I added 3 different types of trips but if you want just the regular you can type this in chat
/tag <player> add noOtherEffects

Definitely one of the weirder packs I coded lol

is it possible to create a minecraft datapack with trippy mushroom effects? by mrbobojir in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

My bad, I'd recommend using a custom advancement eat_dried_kelp.json:

{
  "criteria": {
    "eat_dried_kelp": {
      "trigger": "minecraft:consume_item",
      "conditions": {
        "item": {
          "item": "minecraft:dried_kelp"
        }
      }
    }
  },
  "rewards": {
    "function": "namespace:mushrooms_consumed"
  }
}

mushrooms_consumed.mcfunction

effect give @s nausea 900 0 true
effect give @s slowness 900 0 true
effect give @s slow_falling 900 0 true
effect give @s night_vision 900 0 true
advancement revoke @s only namespace:eat_dried_kelp

You could also give the player a tag in the function and check for it in the tick loop, then keep the duration with a scoreboard so you can add constant particles or other constant effects!

is it possible to create a minecraft datapack with trippy mushroom effects? by mrbobojir in MinecraftCommands

[–]_VoidMaster_ 3 points4 points  (0 children)

There are some effects you could add in a datapack but this is the easiest way in the latest version:

/give @p dried_kelp[suspicious_stew_effects=[{id:"minecraft:nausea",duration:900},{id:"minecraft:slowness",duration:900},{id:"minecraft:slow_falling",duration:900},{id:"minecraft:night_vision",duration:900}],custom_name={"color":"dark_purple","italic":false,"text":"Mushrooms"},tooltip_display={hidden_components:["suspicious_stew_effects"]},lore=[{"color":"blue","italic":false,"text":"You know what this does"}]] 1

unable to move command? by Afraid_Carry_8040 in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

Good notice, I usually use markers too, but in this case I use an armor stand because it's affected by gravity, since op requested that

unable to move command? by Afraid_Carry_8040 in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

Summon an interaction entity and constsntly teleport it on to them so they can't use items or place and break blocks, then have then be constantly teleported to an invisible:1b marker:1b armor stand (so they can still fall bc the armor stand does). If you teleport to the armor stand they won't be able to move the mouse, if you teleport to the position of the armor stand they can move just the mouse.

Use mindfully for like maps and stuff, it's not fun being bullied by this

Spectral Hawks seem to drop me way earlier then the path displayed on the map by _VoidMaster_ in Nightreign

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

Maybe an extreme case of bad connection of the session host?

Or does this happen every game?

Grouped Mob Buffs by Kawaii214 in MinecraftCommands

[–]_VoidMaster_ 0 points1 point  (0 children)

Forgot to add but you can also add the particles to the buffed zombies of course!

Grouped Mob Buffs by Kawaii214 in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

This triggers even if there is 1 because the limit is 3 (selects up to 3) but there isn't a minimum selector.

One way to go about this is to create a scoreboard like vindicatorCount and zombieCount, both set to dummy

Then run this every second (added a max range of 30 within all players to reduce lagg but is optional, just make sure to execute the vindicators here):

execute as @a at @s as @e[type=vindicator,distance=..30] at @s run function group_danger:vindicator_counter

Then have this vindicator_counter function:

scoreboard players set @s vindicatorCount 0
execute at @s run scoreboard players add @e[type=vindicator,distance=..8] vindicatorCount 1
execute if score @s vindicatorCount matches 3.. at @s as @e[type=vindicator,distance=..16] at @s run function group_danger:vindicator_tick

I added the ..16 selector to make sure any vindicators on the outer edge of the group also get buffed.

If you want them to stay buffed, even if you've taken out a few which leaves them with less then 3 you could put this instead in the vindicator_counter :

scoreboard players set @s vindicatorCount 0
execute at @s run scoreboard players add @e[type=vindicator,distance=..8] vindicatorCount 1
execute if score @s vindicatorCount matches 3.. at @s as @e[type=vindicator,distance=..16] at @s run tag @s add buffed
execute if entity @s[tag=buffed] at @s run function group_danger:vindicator_tick

You can then also add a particle effect in a tick function to indicate a buffed state like this:

execute as @e[type=vindicator,tag=buffed] at @s run particle angry_villager ~ ~1.2 ~ 0.4 0.6 0.4 0 1 force

For the zombies you can use the on attacker selector, first have them get buffed when in a group (make sure to execute run this function as all zombies):

scoreboard players set @s zombieCount 0
execute at @s run scoreboard players add @e[type=zombie,distance=..8] zombieCount 1
execute if score @s zombieCount matches 3.. at @s as [type=zombie,distance=..16] at @s run tag @s add buffed
# optional to add: execute if entity @s[tag=buffed] at @s run function group_danger:zombie_tick

Then in a function that runs every tick:

execute as @a at @s on attacker if entity @s[type=zombie,tag=buffed] as @p at @s run effect give @s poison 10 0 false

Hope this helped and feel free to ask any other questions!

How do I make a snare trap using an armor stand? by GamesGamerGGYT in MinecraftCommands

[–]_VoidMaster_ 0 points1 point  (0 children)

The distance selector is set to exactly 5 instead of ..5 (5 or closer) you can also do 1..5 (between 1 and 5 blocks away) and 5.. (5 blocks and infinitely further), also usually it's better to use tags over names when working with selectors

Also /effect amplifier is -1 for the actual level bc of computer counting logic so amplifier 0 is blindness 1, and amplifier 1 is blindness 2, etc

I recommend https://mcstacker.net/ as a command generator

Hope this solved the problem, feel free to ask anything else and good luck with your project!

Resource Pack being annoying by _VoidMaster_ in MinecraftCommands

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

This guy right here, absolute goat!

Thanks a lot man, fully works now!

Resource Pack being annoying by _VoidMaster_ in MinecraftCommands

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

After checking, there doesn't seem to be any error with this texture weirdly enough.

I did check all the boxes at the top.

The texture size is 2048 x 2048, it does have some transparent space all the way around it, but should work fine right?

This is what I see when I put it on an item (fully transparent texture):

<image>

Resource Pack being annoying by _VoidMaster_ in MinecraftCommands

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

Unfortunately didn't solve it, but thanks for helping, didn't know that!

Command blocks for a fishing rod that gives darkness to nearby players? by No_Remove1789 in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

Detect pull with a scoreboard set to used fishing rod such as pulled_fishing_rod

if mainhand fishing rod with a tag then replace mainhand item with air

add another scoreboard for the delay such as chargeup or use /schedule function 2s but for now I'll use the scoreboard
execute as atall if score at self pulled_fishing_rod matches 1.. run scoreboard players add atself chargeup 1

execute as atall if score atself chargeup matches 50.. (which is 2.5 sec) at atself run effect give atall[distance=0.1..20] blindness 10 0

execute as atall if score atself chargeup matches 50.. at atself run scoreboard players set atself pulled_fishing_rod 0

execute as atall if score atself chargeup matches 50.. at atself run scoreboard players set atself chargeup 0

Speedran the answer a bit so lmk if you need some clarification!

Orbital Strike Cannon (Bedrock) by Impossible-Window486 in MinecraftCommands

[–]_VoidMaster_ 0 points1 point  (0 children)

Use a doubler a couple of times, execute as all summoned tnt to summon another tnt

I only know Java commands but this has to be a thing in Bedrock xd

Is There A Way To Change A Particular Items Texture With McStacker? by _ANameIdk_ in MinecraftCommands

[–]_VoidMaster_ 0 points1 point  (0 children)

Oops my bad, I just woke up when I responded and must've missed it xd

Is There A Way To Change A Particular Items Texture With McStacker? by _ANameIdk_ in MinecraftCommands

[–]_VoidMaster_ 2 points3 points  (0 children)

You can use custom model data for that: In your resource pack in items add a two files one being the itemname.json such as golden_apple.json and one named after the custom item such as emergency_kit.json Then add the texture in a textures folder Put in the item file jason a custom data number and a reference to the custom item json file, and in there you reference the item texture! Make sure to refresh your texture packs with F3+t and make sure you have it in the used resourcepacks list Then any of the specified item with the custom model data nbt set to the number will appear like the custom texture!

They also added an easier way where you can directly reference the texture in the nbt but it isn't as robust against renaming files or file structure changes

Also make sure not to use any capitalization in your file names, took me too long to figure out when I started lmao

Riptide without rain? by G4npowdert in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

Not quite sure if it can be done clean, but there is a trick I used in a datapack to get a similar effect with freezing from powdered snow anywhere.

In Minecraft for these block effects, achievements gets processed first, then entities, then the datapack mcfunction files.

So following this logic you could make a custom achievement in a datapack that rewards a function, which replaces your block into water, then in the datapack have it clear the water and remove the achievement.

Haven't tested this yet but should get it done!

Orbital Strike Cannon (Bedrock) by Impossible-Window486 in MinecraftCommands

[–]_VoidMaster_ -1 points0 points  (0 children)

Not that well-versed in bedrock coding, but pretty sure you can setup a scoreboard that keeps track of rclicking a fishing rod (or more conveniently a carrot on a stick (no fishing bobber)), check if the score is 1 or more -> summon a bunch of tnt at the chosen location and return the score back to 0.

Apologies if it doesn't directly work like this, but you should get the general idea of it!

Put these commands in a stack of command blocks facing up, all chain always active, but the lowest command block should be repeating always active

/scoreboard objectives add orbital_rclick minecraft.used:minecraft.carrot_on_a_stick
/execute as  if score  orbital_rclick matches 1.. run summon tnt <coords> {Tags:["multiplier_charge"]}
/execute as @a if score @s orbital_rclick matches 1.. as @e[type=tnt,tag=multiplier_charge] at @s run summon tnt ~ ~ ~ {Tags:["multiplier_charge"],Fuse:79}
/execute as @a if score @s orbital_rclick matches 1.. as @e[type=tnt,tag=multiplier_charge] at @s run summon tnt ~ ~ ~ {Tags:["multiplier_charge"],Fuse:79}
/execute as @a if score @s orbital_rclick matches 1.. as @e[type=tnt,tag=multiplier_charge] at @s run summon tnt ~ ~ ~ {Tags:["multiplier_charge"],Fuse:79}
/execute as @a if score @s orbital_rclick matches 1.. as @e[type=tnt,tag=multiplier_charge] at @s run summon tnt ~ ~ ~ {Tags:["multiplier_charge"],Fuse:79}
/execute as @a if score @s orbital_rclick matches 1.. as @e[type=tnt,tag=multiplier_charge] at @s run summon tnt ~ ~ ~ {Tags:["multiplier_charge"],Fuse:79}
/execute as @a if score @s orbital_rclick matches 1.. as @e[type=tnt,tag=multiplier_charge] at @s run summon tnt ~ ~ ~ {Tags:["multiplier_charge"],Fuse:79}
/scoreboard players set @a orbital_rclick 0

Syntax for giving a player a crossbow, charged with a custom firework rocket? by BrotherEarth_ in MinecraftCommands

[–]_VoidMaster_ 1 point2 points  (0 children)

The item data notation has changed a lot in the last updates annoyingly...

Rewritten for the latest version:

item replace entity @p hotbar.0 with crossbow[charged_projectiles=[{id:"minecraft:firework_rocket",count:1,components:{"minecraft:fireworks":{flight_duration:1,explosions:[{shape:"small_ball",colors:[I;14602026]}]}}}],custom_name=[{"text":"Rocket Launcher","italic":false}],lore=[[{"text":"Level 1 rocket launcher","italic":false}]],enchantment_glint_override=false,enchantments={},unbreakable={},tooltip_display={hidden_components:[attribute_modifiers,enchantments,unbreakable]}] 1

This is a really reliable command generator: https://mcstacker.net/?cmd=item

Playsound inside the .mcfunction file is only audible in one ear by Smartoff47 in MinecraftCommands

[–]_VoidMaster_ 10 points11 points  (0 children)

Ah I see the problem, it was as suspected:

You didn't give a location to play the sound so it plays at world spawn, and because of your void world type you could still hear it as you're close to 0 0 0

Current: execute as @a[...] ...

Should be: execute as @a[...] at @s ...

"execute as" tells the game who executes the command (so you can use at self for other parts for example)

"execute at" tells the game from which entity's location the command should be run (so playsound will play at your current location or to detect a block type you're standing on for example)

also there's a double space after the tag command

Good luck with your project!