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Give me datapack ideas
I have a few of my own, but I'm interested to see what the community wants. If you see a comment and you like the idea, please give it an emerald so I know people like that idea.
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Maybe minecraft as a guardian? You know the guardians at ocean monuments?
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Yes, that would be interesting.
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It would be nice if you could add their spike and lazer abilities too, that would be AWESOME
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My big brain is making some big-brain thoughts right now.
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throwable tnt and fire charges would be awesome
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You're right, that would be awesome. I'll look into it.
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Awesome :D can't wait to see what you come up with :D.
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Just letting you know, you might see this idea turn into reality.
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Can't wait to see :D thank you if it works x)
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To throw TNT or fire charges (or anything else), you just need to write to the Motion tag (or the direction tag for fireballs and wither skulls). Motion is the mob's current speed in blocks/tick along each axis, and direction is the same thing but scaled to a constant speed (if you were to fling the fireball fast or slow, it would always fly at the same speed). To make the item fly in the direction you are looking, you need to use some simple math.
take the coordinates of the location you are shooting from (like the player's head) and store them into a scoreboard with a scale factor. If you don't plan on going to a corner of the world, than a scale factor of 100 will be fine. As you get further from spawn, the numbers get bigger and you will have to reduce the accuracy (which isn't really a problem) or use some fancy math to drop the high digits since they don't matter.
The command would be something like "execute store result score @p x_position run data get entity @p Pos[0] 100". Let's say the player's head is at the position 0.5, 10, 0.5. With a scale factor of 100, the scores will be 50, 1000, 50. Second, you teleport or spawn a mob in front of the player using raycasting coordinates (^) with a command like this. "execute at @p run summon minecraft:area_effect_cloud ^ ^ ^40 {Tags:["raycasting_target"]}" and get the scores of its coordinates too. Let's assume the player was looking flat, straight east (+x). The scores for this one are 4050, 1000, 50. Then, use /scoreboard players operation to subtract the player coordinates from the target coordinates to get the distance you need to move in each direction to reach the target point. The results here will be 4000, 0, 0 or "40 blocks toward +x". Then, use something like "execute store result entity @e[tag=thrown_tnt] Motion[1] double <scale factor> run scoreboard players get @e[tag=raycasting_target,limit=1] x_position" to store the result into the Motion tag of the thrown item. The higher the scale factor, the higher the launch speed. However, we have been working with some really scaled up numbers because we are working with decimals. A value of 0.0025 (with a raycast distance of 40 blocks and an initial scale factor of 100) means a speed of 1 block per tick, or 20 blocks per second. This is a decent baseline to start with for throwing items. Increase or decrease the speed as needed.
take the coordinates of the location you are shooting from (like the player's head) and store them into a scoreboard with a scale factor. If you don't plan on going to a corner of the world, than a scale factor of 100 will be fine. As you get further from spawn, the numbers get bigger and you will have to reduce the accuracy (which isn't really a problem) or use some fancy math to drop the high digits since they don't matter.
The command would be something like "execute store result score @p x_position run data get entity @p Pos[0] 100". Let's say the player's head is at the position 0.5, 10, 0.5. With a scale factor of 100, the scores will be 50, 1000, 50. Second, you teleport or spawn a mob in front of the player using raycasting coordinates (^) with a command like this. "execute at @p run summon minecraft:area_effect_cloud ^ ^ ^40 {Tags:["raycasting_target"]}" and get the scores of its coordinates too. Let's assume the player was looking flat, straight east (+x). The scores for this one are 4050, 1000, 50. Then, use /scoreboard players operation to subtract the player coordinates from the target coordinates to get the distance you need to move in each direction to reach the target point. The results here will be 4000, 0, 0 or "40 blocks toward +x". Then, use something like "execute store result entity @e[tag=thrown_tnt] Motion[1] double <scale factor> run scoreboard players get @e[tag=raycasting_target,limit=1] x_position" to store the result into the Motion tag of the thrown item. The higher the scale factor, the higher the launch speed. However, we have been working with some really scaled up numbers because we are working with decimals. A value of 0.0025 (with a raycast distance of 40 blocks and an initial scale factor of 100) means a speed of 1 block per tick, or 20 blocks per second. This is a decent baseline to start with for throwing items. Increase or decrease the speed as needed.
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Yeah, I know. I thought that was too much work so I made a work around.
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I don't know if this is possible with datapacks but maybe some quality of life features like editable signs?
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At first.... I read edible.... I think I need more sleep.
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Edible signs would be a fun idea...
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Hmm... But how would you still set them.... You would have to reskin an object that has both a use/eat option and a "place" option as well... then you an replace the placed item or replace the used/eaten effect. Can't think of anything off the top of my head that would qualify... But it would be funny!
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I have ideas.
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how about a new biome datapack?
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birds
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half life,, gravity gun,,,,,,
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hmmm another idea that I had tho might be abit tougher. I like tot set up defences such as turrets. I use blazes and withers and sometimes ghasts (they are to fluffy and don't fit right :P) I would use commands to set them to a team I am into not be attacked myself. But sadly they won't attack any other mobs. Tho the vindicator with johnny tag seems to have the best effect. Just that it sadly is a melee type of unit xD. Now if skeletons, blazes, withers! could some how have a tag with similar effect. I think that would be fun for multiple reasons lol. buuuut that is me :S.
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My skills just aren't there yet. :/
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no problem x) it was a shot in the dark since I was messing with mobs lol
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You should make fishing better by replacing the fish items with fish entities and make it so that you have to kill the fish to get the drops.
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That's a cool idea.
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With an armor stand make evoker fangs be keeped in one place,maybe as a block,or as an entity so that you can have it for doing maps or other things,like a zoo or a museum
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Minecraft but YOUR Minecraft...
idk
idk