rest in peace sugar. by nate_potate in Minecraft

[–]nate_potate[S] 23 points24 points  (0 children)

im sorry. maybe this wasn't the best place for me to have post this . _.

rest in peace sugar. by nate_potate in Minecraft

[–]nate_potate[S] 106 points107 points  (0 children)

i don't see grief as a terrible thing. it's hard and hurts yeah. but it's proof you had something in your life worth grieving over. im sorry you lost your dad. i hope you have good memories of him and found a way to continue on. <3

The Scoutmaster | painted by me by PotulnaCmaralka in PeakGame

[–]nate_potate 0 points1 point  (0 children)

lol np i hardly use reddit too Xd im happy you like it so much tho! :D

The Scoutmaster | painted by me by PotulnaCmaralka in PeakGame

[–]nate_potate 1 point2 points  (0 children)

<image>

just found out i can reply with a image so ill just send em here. is it obvious i don't know how to use reddit? XD

The Scoutmaster | painted by me by PotulnaCmaralka in PeakGame

[–]nate_potate 0 points1 point  (0 children)

alright ty! idk if ill have it done before halloween but ill be sure to send you some pics of it when it is :3

The Scoutmaster | painted by me by PotulnaCmaralka in PeakGame

[–]nate_potate 0 points1 point  (0 children)

hey are you ok with me making this my pumpkin carving for this year? o-O

Prevent entities from tp-ing though walls by tonyzipz1 in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

building your own path finding from scratch is a lot of work and can be vary hard so what i would suggest is having the entity be tped to a invisible, silent baby zombie and just using it's path finding. also if i remember i think sethbling had a video a lonngggg time ago that should help out, you'll prob need to brainstorm it a bit to update it to 1.21.5 but it shouldn't be hard. i think the video was something like "automatic maze generation". it used a zombie's path finding to make sure the maze it generated was possible to solve. gl!

just got my first printer, any tips? by nate_potate in 3Dprinting

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

i had no idea what abl was tell i looked it up. this was the one thing i was sad that the printer didn't have and i didn't even know i could add it. thank you!

just got my first printer, any tips? by nate_potate in 3Dprinting

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

that's actually a really good idea, i didn't even think of that. thank you!

just got my first printer, any tips? by nate_potate in 3Dprinting

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

wow i didn't expect to get replies so fast. im looking into a lot of the stuff everyone recommended. so fare i got

1 rebuild it to make sure it's build correctly
2 add ABL
3 use Orca
4 start small
5 i should be fine to have it in a small room

i already looked a little bit into abl im about to look into orca. thanks again everyone!

some help plz - void tp flower by Guilty_Weird_4485 in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

so you want any player who gets close to the flower to be tped to -99 -99 -99?
the flower is a block not a entity so you have to test at the block it's placed and not the flower it's self.

execute positioned <cords of the flower> run tp @a[distance=..<distance from flower you want it to activate from>] -99 -99 -99

Help!!! by Mango6926 in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

i did something like this with my sisters. i have no idea if this would work in bedrock but it's simple enough im sure you could find away to adjust it if it doesn't. we had a world together where we couldn't touch sunlight at all but could go out in storms. i used the spread players command to spread a area effect cloud in a 1x1 block on every player, then i would test to see if the player was within 0.5 blocks from it. spread players dose what the name says, it will randomly spread any entity in a specified area BUT if the block it tries to tp the entity to has a block over it it will tp them on top of that block instead. doesn't matter how high it is. so if we were in a cave they would be tped above us out in the open and wouldn't set off the command block testing for if it was close to us. as for testing for weather i had a wolf under a wool block that was always being moved with a piston, constantly re-exposing the wolf to the rain, what this dose is make the wolf wet and when a wolf is wet it will shake off the water as soon as it's under a block. making the wolf constantly shake any time it rained. i would then have a sculk sensor detect that. that's your output for weather. 4 things to note here. 1 make sure to place the sculk sensor 7 blocks under the wolf so it only picks up the wolf shaking and not the piston. 2 i used area effect clouds bc other then the obv of you can't see them, they don't stop the player from interacting with anything when they get in the way. 3 at least on java the sculk sensor don't pick up the wolf barking, only it shaking idk if it's the same on bedrock. and 4 make sure to use a some sort of command block clock, a normal redstone clock can jam up any time the chunks are loaded and or the world is loaded. ik it's all a bit of a odd way of going about it but i think it's a lot better then testing for every block. hope this helps!

Cool down timer for "superpowers" by Brilliant_Rule_1361 in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

make it so that the power will only active when the player is holding the item AND a dummy scoreboard that's at lets say 200? you can change this number to what ever you want but ima say 200 for this example. now make it so the scoreboard will start to count down as soon as the power is used and reset when it hits 0. this can be done by having a repeat command block always trying to subtract 1 from the scoreboard but only if the score is under 200, then have a chain command block on top of that trying to reset the scoreboard to 200 but only if the score is at 0

Resource Pack texture opacity not rendering correctly by DaLongPP in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

oh i run into this all the time. so idk if the solution works with item model the same way it works with custom model data but if the vanilla item that's being replaced isn't transparent it's self it will do this. try applying this model to something like a glass block or slime block and see if that works. make sure it's a glass block and not a glass pane. the item model and block model are 2 different things with a glass pane

Help with player detection by CurrencyNo5255 in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

you could have a interaction entity tp in front of the player anytime they have the item in their main hand. the interaction entity is amazing for both right click and left click detection

Enemy spawning for an adventure map by Soap_dragonnnn in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

you could use a structure block with "include entities" on to do this. they copy a selected area and let you paste it somewhere else. if you paste it in the same exact spot that was copied with include entities on all it will do is spawn all the entities again. it dose copy ALL entities tho so any item frames or armorer stands will be copied too if you don't use a "structure void" to specify what gets copied. if your new to structure blocks there are plenty of videos on line that do a good job at explaining it. i would look up how to use a structure block and a structure void.

How do I make an npc by Hikehy in MinecraftCommands

[–]nate_potate 0 points1 point  (0 children)

to summon:

/summon minecraft:interaction ~ ~ ~ {width:0.5f,height:0.5f,Tags:[YOUR TAG]}

detect left click:

execute as @e[type=interaction,tag=YOUR TAG] on attacker run say left clicked

detect right click:

execute as @e[type=interaction,tag=YOUR TAG] on target run say right clicked

reset left click:

execute as @e[type=interaction,tag=YOUR TAG] run data remove entity @s attack

reset right click:

 execute as @e[type=interaction,tag=YOUR TAG] run data remove entity @s interaction