r/MinecraftCommands • u/GMFafr • 6h ago
Creation Xenomorph deterrent test
For my Alien: Demolition map
r/MinecraftCommands • u/GMFafr • 6h ago
For my Alien: Demolition map
r/MinecraftCommands • u/Old-Rush4288 • 2h ago
Hello. I am trying to find a way to hide a signed Book and Quill inside suspicious sand for a minecraft treasure hunt in my world. I know you can put any existing item in Minecraft using the “data modify block” command but I am not sure how to add a signed book and quill to it. Any help would be appreciated!
r/MinecraftCommands • u/PatheticWeebie • 10h ago
I'm trying to make a custom trading system and the commands work fine on their own, but they don't seem to work when used in an NPC. Does anyone know why this happens?
r/MinecraftCommands • u/Previous_Quote5065 • 19h ago
Watch the full movie on YouTube: https://www.youtube.com/watch?v=mM_capLt3kk
Download world & datapack on modrinth: https://modrinth.com/datapack/cutscene-maker-pro
r/MinecraftCommands • u/PurpleEfficiency1089 • 14h ago
From googling I noticed a lot of people ran into this same issue: In my map I have a lot of 'illegal blockstates' like floating levers that I don't want players to interact with, but I do want them to be able to open doors and chests. Some ideas I had, each with their own downsides:
Dynamically change player's block interaction range attribute: set it to -1 by default, and run a ticking command checking for blocks within their line of sight ^0-4 blocks in front of them, and seeing if there is an allowed block there. Then increase and immediately decrease their interaction range.
I dont love running a ticking block check for every player, and this is gimmicky and technically cheesable.
Use an advancement to check for a block interaction, raycast to the block interacted with, and immediately replace it and its blockstate.
Even if this would work its still gimmicky and I dont know how this would work with tick order: would the lever update and pop off before I have the chance to replace it?
Most intuitively: cover each interactable block I dont want people interacting with with an interaction entity scaled to cover it entirely. This would work for sure, but I'd need tons upon tons of entities and hours of work to place them manually.
Anyone have any other ideas or thoughts on how to make my existing ideas work? Or is this a dead end and do I need to adjust my expectations? Thanks!
r/MinecraftCommands • u/orp888 • 1d ago
I think this is so funny. Someone suggested on discord I should make milk hydrate you too, I did need a way for players to hydrate before they get to the nether to a fortress, but I thought to make it interesting.
Every player now has a 65% chance to be lactose intolerant (got this number from google) and if you are lactose intolerant and drink milk you get poisoned. And yes, I added water filtering in the end cause normal water might poison the player.
Let me know what you think, its on modrinth if you want to see more
r/MinecraftCommands • u/Cyraen3D • 1d ago
Been using the GamerGeeks generator to generate signs with on click commands for a while.
Today was the first time I added one to a map after updating to 26.3 and for some reason, the one I just generated displays the message "Click actions are disabled for this sign" in bright red.
After a lot of googling I managed to find that it's apparently tied to an update in 26.3 that adds a boolean called "allow_op_features" however I cannot for the life of me find anything on how to use it or have it auto-generate in the textbox when I try to manually tweak the command in minecraft.
Would anyone have any guide on this new feature and how to not struggle with it?
r/MinecraftCommands • u/Former-Steak-8203 • 23h ago
Can someone give a command to summon lightning on crit or normal hit with a Trident (on bedrock btw)
r/MinecraftCommands • u/Joacoman2008 • 23h ago
Im making Pvz 1 in Minecraft and I need a way for a command to check if an entity DOES NOT have a specific score. I thought I could use @e [score= {"scorename"= !}] But that does not work, any ideas?
r/MinecraftCommands • u/Dr-Syntax • 1d ago
Hey all, this is the trailer to my new minecraft portal map for 1.12.2. I simply started out with the idea of wanting to make my own vanilla portal gun with just command blocks and ended up refining it a little and adding a little story as well. Really proud with how this one came out. Its a shorter style map but i hope you enjoy it!
Release is on OCT 24th. Stay tuned!
r/MinecraftCommands • u/hamtaro217 • 1d ago
I had a bow that was working in my old Minecraft world that when I added it to 26.3 the sound and effect now just plays forever, any idea what broke the signal to end the sound and effects.
/give hamtaro217 bow[custom_data={bow:"sonic"},item_name='"Guardian Bow"',minecraft:item_model="dungeon:guardian",enchantments={'unbreaking':3,'power':25,'mending':1,'infinity':1,'punch':25}] 1
/scoreboard objectives add bow.sonic used:bow
/scoreboard objectives add bow.used used:bow
command blocks
execute as u/a[scores={bow.used=1..}] if items entity u/s weapon.* bow[custom_data~{bow:"sonic"}] as u/e[type=arrow] unless score u/s bow.used = u/s bow.used at u/s[nbt={weapon:{components:{"minecraft:custom_data":{bow:"sonic"}}}}] store success score u/s bow.used store success entity u/s PierceLevel byte 127 summon marker store success score u/s bow.sonic run ride u/s mount u/e[type=arrow,distance=...01,limit=1]
execute at u/e[type=marker,scores={bow.sonic=1}] run particle minecraft:glow ~ ~ ~ 0 0 0 1 10 force u/a
execute at u/e[type=marker,scores={bow.sonic=1}] run playsound minecraft:entity.warden.sonic_boom master u/a[distance=..15]
execute at u/e[type=marker,scores={bow.sonic=1}] run particle minecraft:sonic_boom ~ ~ ~ 0 0 0 1 1 force u/a
execute as u/e[type=marker,scores={bow.sonic=1}] on vehicle if entity u/s[nbt={inGround:true}] run kill u/s
execute as u/e[type=marker,scores={bow.sonic=1}] unless predicate {"condition":"minecraft:entity_properties","entity":"this","predicate":{"vehicle":{}}} run kill u/s
scoreboard players reset u/a bow.used
r/MinecraftCommands • u/Smolly_Z • 1d ago
I'm trying to rig a command block to do as the title says, so that when it gets to 0, it teleports me to a random locations. Thanks in advance!
r/MinecraftCommands • u/Background-Call-1454 • 2d ago
Hey everyone! I'm the developer of WE Assist, a Minecraft Fabric mod I've been working on to make building with WorldEdit more convenient.
I wanted to make common WorldEdit operations easier to access without constantly typing commands in chat.
Here's what it currently does:
//set, //replace, //walls, //stack, //move and //smooth, with block selection and an in-world preview.WE Assist is client-side, so it doesn't need to be installed on the server. WorldEdit is required, while Litematica is optional for the paste hologram. It draws its own selection box, so WorldEditCUI isn't required.
Supported Minecraft versions: 1.20.1, 1.21–1.21.1, 1.21.4, 1.21.8 and 1.21.11.
The project is still evolving, and I'd love to hear feedback from other Fabric players and builders. If you regularly use WorldEdit, what would you like to see improved or added?
CurseForge: https://www.curseforge.com/minecraft/mc-mods/we-assist
r/MinecraftCommands • u/ISamAtlas • 1d ago
hey y'all, i havent made a datapack in like 3 years or so so I have no clue how to even go about this. the part I last remember being added were macros?
But anyway, my idea is just similar to stardew valley's death system, where upon death you lose a handful of items. i have mosttt of this down but the part I need help with is modifying the motion data of the item to something more erratic, as if they really dropped from the dying player since currently I'm just summoning the item over their corpse
it doesn't need to be super exact or perfect just look right enough
r/MinecraftCommands • u/Gametron13 • 2d ago
So I'm working on a datapack to change the "enchantment" functionality of the game and I'm wanting a way to disable the default vanilla enchanting system. The easiest way I could think of is to remove the "enchantable" component from any items I pick up. I'm using the "inventory_changed" Advancement Trigger to accomplish this in order to be efficient with performance. I have a simple Item Modifier that gets applied to the item to remove the component and viola; it's no longer usable in the Enchanting Table. (and I can proceed to implement my own system later) I also have a temporary /say command that activates when the advancement triggers for debugging purposes and the advancement is also revoked upon triggering (in the same function) so it's able to be reused.
There's just one issue: there's a weird glitch that's going on that's bothering me and I can't seem to figure out why it's happening.
/give command, it works perfectly.And I have no idea why. I've done numerous tests trying to isolate the cause of the indefinite triggering. I've found that for some reason if I disable the /item modify command inside the function file it no longer triggers indefinitely, but I need the item modifier to be applied or else the entire system is pointless. I've also whittled down the testing requirements down to the bone to test for specifically a Stone Sword (which has an "enchantable" value of 5) in my mainhand, yet the issue still persists in the simplest test case.
This is my advancement: (named "pick_up_enchantable.json")
{
"criteria": {
"pick_up_enchantable": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": [
{
"items": "minecraft:stone_sword"
}
]
}
}
},
"rewards": {
"function": "datapack:disallow_enchanting"
}
}
This is my item_modifier: (named "disallow_enchanting.json")
{
"type": "minecraft:set_components",
"components": {
"!minecraft:enchantable": {}
}
}
And this is my function: (named "disallow_enchanting.mcfunction")
execute if items entity @s weapon.mainhand minecraft:stone_sword[minecraft:enchantable={value:5}] run say hi
#
execute if items entity @s weapon.mainhand minecraft:stone_sword[minecraft:enchantable={value:5}] run item modify entity @s weapon.mainhand datapack:disallow_enchanting
#
advancement revoke @s only datapack:pick_up_enchantable
Have I overlooked anything or is this some weird glitch on Minecraft's part? And if so how on earth would I even create a bug report for it??? I don't even know what's happening.
r/MinecraftCommands • u/calculelt389 • 2d ago
I know there's the damage command, but I can't figure out how to detect if the sword is swung, or if an entity is damaged
r/MinecraftCommands • u/Kitchen-Wave1197 • 2d ago
r/MinecraftCommands • u/SuperbChemical7426 • 2d ago
In a nation building server im part of i am trying to create a plane with dimensions being 64 blocks of wingspan, 60 blocks of fuselage length from nose to tail and 15 blocks tall fron landing gear to the top. How can I get it moving by itself with me being able to change its direction and its climb or pitch from command blocks in cockpit.
r/MinecraftCommands • u/PineappleSplit125 • 3d ago
r/MinecraftCommands • u/Alternative_Fig1740 • 2d ago
r/MinecraftCommands • u/OneRat_240 • 3d ago
Made in 2026: Updated October 2026
Best English Speaking Communities:
Japanese
Korean
] This is the only Korean speaking community I know of. They also are really advance in MEF. MEF is the technique of forking command execute multiple times allowing you to make really complex things.
If you guys have any other discord server that you think should be up here and is Minecraft bedrock command related. Please send me an Invite and maybe this list could be updated in the future. I would like to update this post consistently.
r/MinecraftCommands • u/GayGay_ • 3d ago
I have this command I need tested, but I don't currently have access to Minecraft due to some situations and I know my ADHD ass will forget if I don't try something
Turn on : RAA command block
'/execute as @a[hasitem={item=clock,location=slot.weapon.mainhand,quantity=1}] at @s run playanimation player animation.minecart.move.v1.0 none 0 "v.rail_offset.x=0; v.rail_offset.y=-10000; v.rail_offset.z=0; return 0;" invis_root'
Turn off : RAA command block
'/execute as @a[hasitem={item=clock,location=slot.weapon.mainhand,quantity=0}] at @s run playanimation player animation.player.attack.positions none 0 "1" invis_root0os'
If someone can test it and send me the results, it'd be greatly appreciated
r/MinecraftCommands • u/ResistBorn3456 • 3d ago
I want to make a fishing rod that, when launched onto anything except water, it summons like 20-30 TNT 40 blocks above it. I've been trying all day to make an optimized version but to no avail :(
r/MinecraftCommands • u/Chance-Benefit-5308 • 3d ago
I've been tryna make a vanilla bee boss on Bedrock (nintendo) using only commands, so far its been going alright I guess but for some reason it can't sting. I thought there was an issue with the commandblock circuit so i tested it on a regular bee and it still didn't work. the command i used is
/playanimation @e[type=bee] animation.bee.sting a 1
i tried googling it a few times and it said something about how animation.bee.flying was overriding it.
Also note that i'm applying animation.ghast.scale since bedrock doesn't support attribute size and i'm also continuous applying event minecraft:exiting_distrubed_hive (this for some reason gives the bee dementia and stops it from actually attacking the player while giving it the angry texture).
BUT, i didn't apply those on the test bee, and the animation still couldn't run.
r/MinecraftCommands • u/DrugonMonster • 3d ago
Just a small thought I had, but for certain kinds of datapacks, you often need to find the vector direction that the player is facing.
The usual (?) way of doing this usually involves summoning an entity (usually a marker) one block in front of the player using caret notation (^ ^ ^1) and getting its position by retrieving its Pos nbt. You do the same but with an entity at the player's eyes (or use the same entity for both), kill them, and take the difference to get the unit vector that describes the player's facing direction.
However, now that we have the /compute command, there should be a simpler way to do this. Simply get the player's Rotation nbt (which I think can be done within the number provider edit: nvm), use three number providers that use sin and cos (one for each dimension), and store each result.
I'm not well versed in the efficiency of each operation, but I'm pretty sure that summoning entities is relatively inefficient, and having to work with that many numbers, operations, and nbt calls is probably not helping.
I'd definitely want to know everyone's thoughts, and whether my thinking is sound. I'm definitely going to try to implement this in my own datapacks, but if someone figures out the required number providers first, feel free to share.
EDIT: Did it myself, wasn't actually too hard.
The formula for each vector component is as follows, where "ry" is Rotation[0], or yaw, and "rx" is Rotation[1], or pitch, taking into account the way Minecraft defines the sign for each direction:
x = -sin(ry)cos(rx)
y = -sin(rx)
z = cos(ry)cos(rx)
Then, below is the number provider json for each component. The 0.01745 factor is pi/180, to convert from degrees to radians. I stored the player's rotation nbt into "test:rotation", under "Rotation".
For x:
{
"type": "mul",
"inputs": [
-1,
{
"type": "sin",
"input": {
"type": "mul",
"inputs": [
{
"type": "storage",
"storage": "test:rotation",
"path": "Rotation[0]",
"fallback": 0
},
0.0174532925199
]
}
},
{
"type": "cos",
"input": {
"type": "mul",
"inputs": [
{
"type": "storage",
"storage": "test:rotation",
"path": "Rotation[1]",
"fallback": 0
},
0.0174532925199
]
}
}
]
}
For y:
{
"type": "mul",
"inputs": [
-1,
{
"type": "sin",
"input": {
"type": "mul",
"inputs": [
{
"type": "storage",
"storage": "test:rotation",
"path": "Rotation[1]",
"fallback": 0
},
0.0174532925199
]
}
}
]
}
For z:
{
"type": "mul",
"inputs": [
{
"type": "cos",
"input": {
"type": "mul",
"inputs": [
{
"type": "storage",
"storage": "test:rotation",
"path": "Rotation[0]",
"fallback": 0
},
0.0174532925199
]
}
},
{
"type": "cos",
"input": {
"type": "mul",
"inputs": [
{
"type": "storage",
"storage": "test:rotation",
"path": "Rotation[1]",
"fallback": 0
},
0.0174532925199
]
}
}
]
}