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I love the fossil. A great idea - very unusual build
Thanks for the explanation @CraftyMyner. I had just figured it out or at least a way of doing it when I saw your post. That means it will work in any biome then?
So if I use it on CM a snow golem will appear and give snow? Presumably with the normal biome and block that it is on constraints.
@cepheid it appears if you just give yourself a basic one they will work to set a spawner but not spawn - I found this in the wiki.
I guess Crafty must have set some NBT tags to make this work on CM.
Has anyone spawned their snow golem egg? Did it work and if so did it produce snow? The reason I ask is that I have tried this on my local game and while I can get other eggs to spawn the snow golem wont do so. It also seems they are not in the creative inventory.
Before you ask, doMobSpawning was true and difficulty set to hard and I was in a snowy area with a crafted snowman happily wandering around.
lever at x y z redstone connected to:
impulse /testfor @a[r=5,name=!Name] set radius as small as you can
chain conditional /setblock x y z minecraft:air
chain conditional /setblock xy z minecraft:lever d
where d is the correct data for the lever in the off position
will only work if only Name is there.
for others it will reset the lever.
you will get a slight pulse but there are ways round that
Addendum to this - i tried it with just one fill block and taking the air out and this was not reliable. You need the air to make sure the pulse is over i think
@PlesleronTepryos
NJB - "I don't think that you can. From what I can tell the best you can do test if a specific player is in a certain radius."
In addition you could tp away anyone with the incorrect name.
That did the trick @NutjobBob! I added a clean up mechanism too by setting them a duration on the scoreboard and deleting when it gets to zero. As they were in unloaded chunks i had to do this.
The scoreboard is how you differentiate them too. I assign players an id when they join. When the marker is created it is given the same id.
So now i have a fully functioning and neat back command that works for more that one player, overwrites the previous death if you dont go back and allows you to go back for 5 minutes.
Thanks for your thoughts on this. I have done some further investigation.
I now summon the marker entity by the command block in spawn. It seems if I then tp or teleport that entity to a specific place whether using relative coordinates or not it will stay available. If I tp it to the player that has died it doesn't stay available even though I summon it in spawn. Tp or teleport doesn't seem to make any difference to persistence if you use coordinates. This is true whether entered by command block or directly.
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This is what I think you were suggesting and if I do it
/execute @a[score_HasDied_min=1] ~ ~ ~ /teleport @e[name=Back,tag=AddID] ~ ~ ~
it doesn't stay available, although it does take you to the right place. I have tried adding in an offset but that makes no difference.
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if I do
execute @a[score_HasDied_min=1] ~ ~ ~ tp @e[name=Back,tag=AddID] @a[score_HasDied_min=1]
brings the marker out successfully but it doesn't stay available so I may as well not bother with the execute at the beginning.
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and if I do
execute @a[score_HasDied_min=1] ~ ~ ~ tp @e[name=Back,tag=AddID] x y z
it would stay but I don't know x y z.
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Any further thoughts. My next idea is to just keep teleporting the marker to itself and see if that keeps it available, though I have run out of time to 'work' on it today.