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Level 57
Grandmaster Procrastinator
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    ProfTechnic
    10/20/2021 2:32 pm
    Level 57 : Grandmaster Procrastinator
    I removed the "Leashed" tag and it still removes them. I'm not leashing on the same tick either, I'm spawning in the trader, then the llama, then manually running:


    execute as @e[type=minecraft:trader_llama,tag=trader_llama] at @s run data modify entity @s Leash.UUID set from entity @e[type=wandering_trader,tag=trader_js,limit=1] UUID
    And I see the leash for not even a second, before the mob and leash both disappear. So IDK what's going on.
    2
    ProfTechnic
    10/14/2021 12:11 pm
    Level 57 : Grandmaster Procrastinator
    A featherless quadrupedal.
    3
    ProfTechnic
    10/07/2021 10:26 pm
    Level 57 : Grandmaster Procrastinator
    You've saved me several hours and brain cells, thank you!
    1
    ProfTechnic
    10/07/2021 10:17 pm
    Level 57 : Grandmaster Procrastinator
    Thanks, now I only have 1 more issue (when dividing the healths): I need to divide the current health by the maximum health, but it always yields 0. But when I divide the max health by the current I'll get an actual result.

    scoreboard players operation @s hp /= @s mhpYields 0

    scoreboard players operation @s mhp /= @s hpWill yield 1.17 (the villager I'm testing on has 17 health currently, so 20/17=1.17...)

    So am I confusing operations?
    1
    ProfTechnic
    10/06/2021 8:29 pm
    Level 57 : Grandmaster Procrastinator
    None of the textures has the black parts seen in the original image. The notches are transparent, so I overlaid them atop the bars and it still did not produce the black parts (in fact it looked perfectly fine, as you'd expect). So I think it is probably a bug.
    1
    ProfTechnic
    10/06/2021 7:37 pm
    Level 57 : Grandmaster Procrastinator
    Setting it to progress gets rid of the black parts, but I want the notches. I just don't want them to have black around each notch. I've seen a few unresolved bug reports saying that it happens when you have multiple bossbars. So it could be a bug, or it's intended but the developers never stated as such.
    1
    ProfTechnic
    10/05/2021 1:55 pm
    Level 57 : Grandmaster Procrastinator
    2
    ProfTechnic
    10/05/2021 1:22 pm
    Level 57 : Grandmaster Procrastinator
    Now this is what I call quality.
    2
    ProfTechnic
    09/25/2021 5:13 pm
    Level 57 : Grandmaster Procrastinator
    7
    1
    ProfTechnic
    09/23/2021 1:14 pm
    Level 57 : Grandmaster Procrastinator
    Is there any way to remove the position context? Because the actual execution of the function to teleport them to spawn, already has a "at @s" from it's parent function. And since there are a bunch of other things inside the parent function that requires a position, I figured it'd be easier to see if you could remove context before I go and make a ton of changes.

    Also knowing that would be handy.
    1
    ProfTechnic
    09/23/2021 9:15 am
    Level 57 : Grandmaster Procrastinator
    I had no idea position even worked without giving a positioned or at in the execution! The teleporting via what you said at the start works perfect!
    I've been curious for a while about teleporting to positions with scoreboards, I want to give it a few more tries before I look into your method, but I'll probably be diving in to your datapack to see how you did it!

    Thanks again for solving my problems! How did you learn all this stuff, especially when you helped me with the cube drawing problem from awhile back.
    2
    ProfTechnic
    09/23/2021 3:09 am
    Level 57 : Grandmaster Procrastinator
    I wanted to make an item return the player to their spawn point, may it be either to their bed or if they don't have a bed spawn point, to the world spawn.

    I feel it would also be useful information to have in the future.
    2
    ProfTechnic
    09/23/2021 12:26 am
    Level 57 : Grandmaster Procrastinator
    I added an edit, with another interesting bit.
    2
    ProfTechnic
    09/23/2021 12:13 am
    Level 57 : Grandmaster Procrastinator
    history
    So some interesting developments!

    I've successfully teleported the armor stand into the end, and forceloaded the chunk it's in!

    So using the function seems to make things work! Now I just need to teleport the armor stand into the portal instead of just on a pressure plate that triggers a command block!

    (Edit)
    So I have it forceload the chunk, and setblock an end portal below the armor stand (so it can fall into it). And it flickers in and out of the overworld, but I'm pretty sure this is purely visual as I'm still able to read the data of a "nearby armor stand" even though it's only there every other tick. But it teleports to the world spawn!

    (Edit 2)
    I was stupid and the chunk was still loaded. So when I unloaded the chunk and tried it again, after repeating multiple times with unloading the chunks each time, it would only actually go into the portal when I entered the end.
    2
    ProfTechnic
    09/22/2021 7:07 pm
    Level 57 : Grandmaster Procrastinator
    I just teleported an armor stand into the end, and have:
    execute as @e[type=armor_stand,tag=test] at @s if predicate testing:test run say hiRunning in the tick.mcfunction, and it didn't run. But once I loaded the end it ran. So I can only conclude we can't send an entity into an unloaded space, and expect to use that entity for anything until a player loads it.

    Btw, the "test" predicate just checks if it's in the end.
    2
    ProfTechnic
    09/22/2021 6:34 pm
    Level 57 : Grandmaster Procrastinator
    Never dappled with interdimensional redstone, so not sure. But I've set the position of an armor stand to an unloaded chunk and it put the armor stand there, but didn't run the "say" command that was the line beneath the teleport. So it teleports to unloaded chunks and then does nothing. At least from my limited testing.
    2
    ProfTechnic
    09/22/2021 6:23 pm
    Level 57 : Grandmaster Procrastinator
    I'm not too sure how well that would be executed, since we'd need to have the end already loaded before we could do any of this. So if they end isn't loaded, I don't think we'd be able to send an entity through.

    You can execute store gamerules, I use it to change them temporarily and revert them back to what they were before (like setting the doDaylightCycle false for a time stop effect, and restoring the daylight cycle to what it was before the change). I think sending an entity to the end would load it for a second, but unload before we could forceload to keep it loaded, so idk how well it would work.
    2
    ProfTechnic
    09/22/2021 12:34 pm
    Level 57 : Grandmaster Procrastinator
    Oh, that's a good point. But this might be the best solution so far, besides killing them and checking their gamemode of course.
    2

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