Infernal Device

Infernal Device

A Channel for my videos. Mostly Minecraft. :)

Check out more of my collabs on Coppit's channel: kzread.info

Join me on Discord: discord.gg/amU84KykEu

Пікірлер

  • @nicolasluiz1538
    @nicolasluiz15389 сағат бұрын

    Bedrock has the same command but doesn't work...

  • @InfernalDevice
    @InfernalDevice9 сағат бұрын

    This was made for Java. Sorry, I don't play Bedrock so this hasn't been tested in it, and I have no idea how to make it work for Bedrock. :(

  • @GalSergey
    @GalSergey12 сағат бұрын

    Hello. You don't need to check NBT data, you can just use if items: execute as @a[scores={used_coas=1..} if items entity @s weapon *[custom_data~{options:true}] run scoreboard players remove @s current_option 1 Also, you should have provided a link to the wiki in the description, since the information will be updated on wiki. Unfortunately, this display will only work for singleplayer, but creating separate scoreboards for each team is very difficult to implement. But I have an idea of ​​how to easily do this for multiplayer (up to 10 players). You can change not the fake name depending on the player's score, but change the number format for this player. This will allow all players to see the selected buff for all players. But in order not to increase the length of the scoreboard, you can use emoji instead of text. Here's an example: # In chat scoreboard objectives add click used:warped_fungus_on_a_stick scoreboard objectives add options dummy {"text":"Options","color":"green"} # Command blocks execute as @a[scores={click=1..}] if items entity @s weapon *[custom_data~{options:true}] run scoreboard players add @s options 1 scoreboard players set @a[scores={options=4..}] options 0 scoreboard players display numberformat @a[scores={click=1..,options=0}] options fixed " " scoreboard players display numberformat @a[scores={click=1..,options=1}] options fixed {"text":"🔥","color":"red"} scoreboard players display numberformat @a[scores={click=1..,options=2}] options fixed {"text":"🗡","color":"dark_aqua"} scoreboard players display numberformat @a[scores={click=1..,options=3}] options fixed {"text":"🛡","color":"gold"} effect give @a[scores={options=1}] fire_resistance 2 0 true effect give @a[scores={options=2}] strength 2 0 true effect give @a[scores={options=3}] resistance 2 0 true scoreboard players reset @a click

  • @InfernalDevice
    @InfernalDevice11 сағат бұрын

    Cool, thank you. :)

  • @vibre8815
    @vibre881513 сағат бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice11 сағат бұрын

    Algorithm waited silently in the bushes ... One day that comment will have to come out of his brick house for supplies.

  • @aviationking8588
    @aviationking8588Күн бұрын

    Omg

  • @InfernalDevice
    @InfernalDevice20 сағат бұрын

    Wow! :)

  • @vibre8815
    @vibre8815Күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice19 сағат бұрын

    3: The third little comment worked hard all day and all night building his house out of bricks. When the big bad algorithm came along he hid inside his house. No matter how hard the big bad algorithm huffed and puffed it could not blow the house down and the little hard working comment was safe inside, but he was sad and lonely because his friends had been gobbled up. :)

  • @vibre8815
    @vibre8815Күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice19 сағат бұрын

    2: The next little comment was also lazy and made his house out of sticks also spent the rest of the day playing. Once again the big bad algorithm came along and huffed and puffed and blew the stick house down. He gobbled up the lazy comment.

  • @vibre8815
    @vibre8815Күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice19 сағат бұрын

    1: Once upon a time there was three little comments that lived near the forest. The first comment was lazy and built his house out of straw so he finished quickly and spent the rest of the day playing and having fun, while the other two were still working. One day the big bad algorithm came along, the little comment ran into his house to hide, but the big bad algorithm huffed and puffed and blew his house down and gobbled up the lazy comment.

  • @GalSergey
    @GalSergeyКүн бұрын

    Hello. I wrote an article on the Minecraft Command subreddit wiki that details different ways to create custom crafts, including floor crafting. You can link to this article in a reply comment and/or in the description below the video. But here is an example of a recipe from this article for 1.20.5+ Example recipe: 2x emerald 1x diamond 5x redstone # Example custom ingredients give @s emerald[minecraft:custom_data={some:true},item_name='"Some Emerald"'] give @s diamond[minecraft:custom_data={custom:true},item_name='"Some Diamond"'] give @s redstone[minecraft:custom_data={data:true},item_name='"Some Redstone"'] # In chat scoreboard objectives add craft_anim dummy # Command blocks execute at @a as @e[type=item,distance=..6,nbt={OnGround:true,Item:{id:"minecraft:emerald",count:2,components:{"minecraft:custom_data":{some:true}}}}] at @s if block ~ ~ ~ air store success entity @s Age short 6000 store success entity @e[type=item,distance=..0.5,limit=1,nbt={OnGround:true,Item:{id:"minecraft:diamond",count:1,components:{"minecraft:custom_data":{custom:true}}}}] Age short 6000 store success entity @e[type=item,distance=..0.5,limit=1,nbt={OnGround:true,Item:{id:"minecraft:redstone",count:5,components:{"minecraft:custom_data":{data:true}}}}] Age short 6000 summon area_effect_cloud store success score @s craft_anim run summon item ~ ~ ~ {Fire:20s,Item:{id:"minecraft:shulker_box",count:1,components:{"minecraft:container":[{slot:0,item:{id:"minecraft:ender_eye",count:1,components:{"minecraft:item_name":'{"text":"Some Custom Result"}'}}}]}}} execute at @e[type=area_effect_cloud,scores={craft_anim=1}] run particle minecraft:reverse_portal ~ ~.2 ~ 0 0 0 0.025 100 execute at @e[type=area_effect_cloud,scores={craft_anim=1}] run playsound minecraft:entity.evoker.prepare_wololo neutral @a This example also uses component checks as an example of custom item checks, and also uses a shulker_box to animate an item bouncing, and it will also allow you to give multiple items as the result of a recipe.

  • @InfernalDevice
    @InfernalDeviceКүн бұрын

    I have put the links in the description. :)

  • @Loriex09
    @Loriex09Күн бұрын

    Thank you, the video helped me a lot!

  • @InfernalDevice
    @InfernalDeviceКүн бұрын

    You're welcome. Happy I could help. :)

  • @torin1920
    @torin19202 күн бұрын

    thank you and I would love to see a better version

  • @InfernalDevice
    @InfernalDeviceКүн бұрын

    You're welcome. :) Ok, I'll do a version for 1.19.4 as well. We should be able to use passengers then, which hopefully means it won't matter if the mobs walk in the same space as each other.

  • @torin1920
    @torin1920Күн бұрын

    @@InfernalDevice thanks , because on my map mobs walk in the same area multiple times

  • @InfernalDevice
    @InfernalDeviceКүн бұрын

    @@torin1920 I'll do the next one in 1.19.4. I think you said you are currently using 1.19.3 so upgrading the map shouldn't be to bad. :)

  • @torin1920
    @torin1920Күн бұрын

    @@InfernalDevice okey

  • @hasantopcu556
    @hasantopcu5562 күн бұрын

    if you don't need to see the uuids, you can hide the uuids of all markers in the scoreboard and make them appear with the name "marker" with the command below so that they don't look ugly on the screen. This way UUID's won't take up half the screen. RUA: "execute as @e[type=minecraft:marker] at @s if score @s test = @s test run scoreboard players display name @s test {"text":"marker","color":"aqua"}"

  • @InfernalDevice
    @InfernalDevice2 күн бұрын

    I thought that was a newer command. Does it work in 1.19 as well? Cool.

  • @hasantopcu556
    @hasantopcu5562 күн бұрын

    @@InfernalDevice I think it was added in 1.20.3, you can change the color and bold of the numbers as well as the names. You can also hide numbers.

  • @InfernalDevice
    @InfernalDevice2 күн бұрын

    @@hasantopcu556 I have used it in later versions. It's a very nice addition.

  • @hasantopcu556
    @hasantopcu5562 күн бұрын

    @@InfernalDevice A video suggestion: you can make a power selector with this by hiding the numbers and coloring the names. For example, there are 3 options, "speed" "jump" "resistance". Every time we right click or shift it selects the next power, the color of the selected power will be green and the other powers will be grey.

  • @InfernalDevice
    @InfernalDevice2 күн бұрын

    @@hasantopcu556 That's a interesting idea. The player can cycle through "powers" which are displayed on the sidebar. I like it, thank you. :)

  • @hasantopcu556
    @hasantopcu5562 күн бұрын

    Why do you summon a marker with the "checkpoint_place" tag instead of summoning a marker directly with the checkpoint tag?

  • @InfernalDevice
    @InfernalDevice2 күн бұрын

    Habit, lol.

  • @HMT_main
    @HMT_main4 күн бұрын

    I‘m always amazed by the amount of videos you produce! speaking of producing videos.. I‘m releasing a video next Friday!

  • @InfernalDevice
    @InfernalDevice3 күн бұрын

    Cool, let me know when it's out. I'll have a look. :)

  • @HMT_main
    @HMT_main3 күн бұрын

    @@InfernalDevice Yeah I just have to compress the 3h recording down to a 10 - 15 min video.

  • @InfernalDevice
    @InfernalDevice3 күн бұрын

    @@HMT_main The worst bit, lol. Having to go through all the footage and chop loads out. :)

  • @Loriex09
    @Loriex094 күн бұрын

    I used the command in version 1.21, but it doesn't work. Is there a way to fix it?

  • @InfernalDevice
    @InfernalDevice3 күн бұрын

    1.21 changed all the items to use components which breaks any commands using items from earlier versions. My Episodes 262-1 to 262-8 are about the new components and might help a bit. I may do an updated version of this video to use components.

  • @Loriex09
    @Loriex093 күн бұрын

    ​@@InfernalDevice thank you very much!

  • @InfernalDevice
    @InfernalDeviceКүн бұрын

    Here is an updated version that should work in 1.21. I made it in 1.20.6 :kzread.info/dash/bejne/nXaaq9JrYKm_c8Y.html

  • @torin1920
    @torin19204 күн бұрын

    please make a video showing how to make it add 1 point to the scoreboard after a mob dies, for example, when a chicken is struck by lightning.

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    Hello. :) What version of Minecraft are you using? Are you using a datapack? What's the exact scenario? Do you just want to know if any mob dies anywhere? You can check when a player kills a mob, but I think it may be pretty hard to detect if any mob anywhere dies for any reason. It may be possible to give every mob in the game a marker that follows it, and then when that marker has no mob near it, kill the marker and add 1 to the score, but I think that could be pretty bad for performance.

  • @torin1920
    @torin19204 күн бұрын

    @@InfernalDevice Hello, I'm on version 1.19.3, I don't use datapacks and I'm creating a tower defense map. I've almost finished everything, but I have a problem with detecting the death of mobs by another entity. Do you know a way to detect the death of a mob by another entity and add 1 point to the scoreboard?

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    @@torin1920 Ah, so you are spawning the mobs yourself using commands. That will make it easier. It's nearly 3am here now, so bedtime, and I have a busy day tomorrow. I'm pretty sure we can make something that works, but I may not have time until Monday. :) We can try summoning each mob with a marker entity as a passenger. Then when a mob dies the marker is left by itself. We can check for markers with no mobs and when we find one, add 1 to a score and kill the marker.

  • @torin1920
    @torin19204 күн бұрын

    @@InfernalDevice it would be great if you made a tutorial

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    @@torin1920 I'll play around with some ideas. I should be able to make a tutorial for it. :)

  • @vibre8815
    @vibre88154 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    The comment walked into the coffee shop near Central Park, and walked up to the counter. Algortihm Tribbiani watched for a moment, then got up and walked over and said, "How you doin'?".

  • @vibre8815
    @vibre88154 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    Algorithm stepped into the arena. It took the small red and white ball from it's pocket and waited for the match to start. The opponent also held a ball, and waited. Suddenly the bell sounded, the match had begun. Algorithm threw the ball. "Comment. I choose you!"

  • @GalSergey
    @GalSergey4 күн бұрын

    Hello. When you moved the NBT data check (5:50), this optimization will not work and you will still check NBT data every tick, because "store result/success" will not be executed if the whole /execute command was not executed successfully, unless /execute ends with if/unless. And splitting into several /execute like "execute ... run execute ..." will not work either. But you need to do it after "... run", but this is not always possible. Here is an example when this can be applied: # Command block execute as @e[type=item] at @s unless score @s checked = @s checked store success score @s run data merge entity @s[nbt={Item:{id:"minecraft:gold_block"}}] {Glowing:true} As for improving the check, this is only available since version 1.20.5 when using "if items", which eliminates the NBT check. Also in this version you can use predicates to check if an item is on the ground, or on a specific block, also using a predicate and without checking the NBT data. Here are all the examples of checks from the video, but without using the NBT check: # Any thrown Item Continuous execute as @e[type=item] at @s on origin run data merge entity @e[type=item,distance=...01,limit=1] {Glowing:true} # Any thrown Item Once execute as @e[type=item,tag=!glowing] at @s on origin run data merge entity @e[type=item,distance=...01,limit=1] {Tags:["glowing"],Glowing:true} # Item on specific block execute as @e[type=item] at @s {"condition":"minecraft:entity_properties","entity":"this","predicate":{"stepping_on":{"block":{"blocks":"minecraft:obsidian"}}}} run say On obsidian. # On ground execute as @e[type=item] at @s if predicate {"condition":"minecraft:inverted","term":{"condition":"minecraft:entity_properties","entity":"this","predicate":{"stepping_on":{"block":{"blocks":"minecraft:air"}}}}} run say On ground. # Specific item execute as @e[type=item] if items entity @s contents gold_block run say It's gold_block. # Specific item on specific block on player execute as @e[type=item] at @s if predicate {"condition":"minecraft:entity_properties","entity":"this","predicate":{"stepping_on":{"block":{"blocks":"minecraft:obsidian"}},"slots":{"contents":{"items":"minecraft:gold_block"}}}} on origin run say I threw gold_block on obsidian! # Specific item on specific block on player once execute as @e[type=item] at @s if predicate [{"condition":"minecraft:inverted","term":{"condition":"minecraft:entity_scores","entity":"this","scores":{"checked":{"min":0,"max":1}}}},{"condition":"minecraft:entity_properties","entity":"this","predicate":{"stepping_on":{"block":{"blocks":"minecraft:obsidian"}},"slots":{"contents":{"items":"minecraft:gold_block"}}}}] store success score @s checked on origin run say I threw gold_block on obsidian! There are many more things you can do using predicate, so it's better to use Misode predicate generator for this.

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    These are some great tips, thank you very much. :) I didn't even think about using the "stepping_on" predicate for an item.

  • @GalSergey
    @GalSergey4 күн бұрын

    Hello. "interaction" tag for interaction entity is a really bad tag for this entity. It would be better to call it "torch_base" or something like that to make it easier to distinguish between the type and the tag (I would use a dot instead of _, but then KZread will see it as a link). Perhaps because of this, you forgot to add a tag check in some commands, which is why it may not work correctly in some situations. I also don't quite understand why you give the player the "check_me" tag, because it makes more sense to give it to the interaction entity. Something like this: execute as @e[type=interaction,tag=torch_base] at @s store success entity @s interaction.player[] int 0 on target run tag @e[type=interaction,tag=torch_base,distance=...01,limit=1] add check_me And also when changing the torch, it makes more sense to just edit block_display, instead of creating a new one. I also think something will break if the created torch is broken by external conditions (water will spread, the support block will be removed, etc.). So it would be good to add conditions for removing the torch. And I also used a slightly different approach and it will look something like this: # In chat scoreboard objectives add lit_click dummy scoreboard objectives add lit_switch dummy # Command blocks ## Place torch execute at @e[type=marker,tag=torch_place] run summon interaction ~ ~ ~ {Tags:["torch","torch_base"],response:true,width:0.21f,height:0.63f,Passengers:[{id:"minecraft:block_display",Tags:["torch"],transformation:{left_rotation:[0f,0f,0f,1f],right_rotation:[0f,0f,0f,1f],translation:[-0.5f,0f,-0.5f],scale:[1f,1f,1f]},block_state:{Name:"minecraft:redstone_torch",Properties:{lit:"false"}}}]} execute at @e[type=marker,tag=torch_place] run setblock ~ ~ ~ light[level=0] kill @e[type=marker,tag=torch_place] ## Destroy check execute at @e[type=interaction,tag=torch_base] unless predicate {"condition":"minecraft:location_check","predicate":{"block":{"blocks":["minecraft:torch","minecraft:light"]}}} run kill @e[tag=torch,distance=...1] ## Click check execute as @e[type=interaction,tag=torch_base] store success score @s lit_click store success entity @s interaction.player[] int 0 on target if items entity @s weapon flint_and_steel ## Torch -> on execute at @e[type=interaction,tag=torch_base,scores={lit_click=1}] run setblock ~ ~ ~ torch execute as @e[type=interaction,tag=torch_base,scores={lit_click=1}] store success score @s lit_switch on passengers run data modify entity @s block_state set value {Name:"minecraft:air"} execute at @e[type=interaction,tag=torch_base,scores={lit_click=1,lit_switch=1}] run playsound minecraft:item.flintandsteel.use block @a ~ ~ ~ 1 ## Torch -> off execute as @e[type=interaction,tag=torch_base,scores={lit_click=0}] at @s on passengers run setblock ~ ~ ~ light[level=0] execute as @e[type=interaction,tag=torch_base,scores={lit_click=0}] store success score @s lit_switch on passengers run data modify entity @s block_state set value {Name:"minecraft:redstone_torch",Properties:{lit:"false"}} execute at @e[type=interaction,tag=torch_base,scores={lit_click=0,lit_switch=1}] run playsound minecraft:block.fire.extinguish block @a ~ ~ ~ 0.25 2 ## Reset click scoreboard players reset @e[type=interaction,tag=torch_base,scores={lit_click=0..1}] lit_click I made these commands for 1.21, but with minor changes it will work in 1.19.4 as well. All these commands should be in one chain of command blocks. I also added torch removal if the block is invalid and a sound when the torch state changes (there will be no sound when clicking again with flint_and_steel, for example).

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    Thank you. This looks so much better. I'll go over this after the weekend. Yes, lol. That was possibly the worst tag I could give the interaction entity, I have no idea why I went with that. :)

  • @Acasin
    @Acasin5 күн бұрын

    Can you make more of this kind of video? I still need a lot of to learn about spawn egg placing a block_display, item_display, text_display too, a lot of my friend love your content and waiting more about this.

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    Hello, thank you. :) Quite a few of my videos use a spawn egg to make things. Here are a few: Ep 348 - Torches that can be lit and unlit: kzread.info/dash/bejne/nIKjtdeKd7zfXZs.html Ep 346 - Infectious plague zombie: kzread.info/dash/bejne/qmyXmqxuZ7XeaJc.html Ep 343 - Updated big moving chain: kzread.info/dash/bejne/fHqlmrWGZ92qZdI.html Ep 319 - Villager making machine: kzread.info/dash/bejne/nYuN2ttuqJOdnKQ.html Ep 317 - Crop sprinkler: kzread.info/dash/bejne/iZlo1bRydqqypbQ.html Ep 314 - Harry Potter Floo powder: kzread.info/dash/bejne/X5-hk7qkhtyvndI.html Ep 309 - Run command after delay: kzread.info/dash/bejne/eKCfusOpZrjAj5M.html Ep 294 - Improved Mario coin block: kzread.info/dash/bejne/ZJOByaqKp87RZbQ.html Ep 284 - Seats using spawn eggs: kzread.info/dash/bejne/f514k7urpsiribQ.html I think that's most of the tutorials that use spawn eggs. :)

  • @Acasin
    @Acasin5 күн бұрын

    THE GOAT!!

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    Thank you. :D

  • @stopban17
    @stopban175 күн бұрын

    я делаю свою карту в майнкрафте, и ты очень часто помогал мне с идеями и с их реализацией. твои видео очень полезные и ты очень крутой, я на тебя давно подписан, спасибо. извини, что пишу не на английском

  • @InfernalDevice
    @InfernalDevice4 күн бұрын

    Спасибо. Я рад, что вам нравятся видео. English: Thank you. I am happy you like the videos.

  • @david65834
    @david658345 күн бұрын

    Very nice video! Since someone already told you about the response:1b you could add an extinguish and flint and steel click sound to make it even better

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Thank you. :) You're right, sounds would make it much nicer.

  • @hasantopcu556
    @hasantopcu5565 күн бұрын

    22:31 You can install the "better command block UI" mod from modrinth. It will be easier to see bugs and it will be good for the audience to see the command properly.

  • @hasantopcu556
    @hasantopcu5565 күн бұрын

    If you give the "response:1b" nbt to the interaction, when you right click, our hand will move like other things we right click. It would be better visually.

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Ooo, that does sound much nicer. Thank you. :)

  • @Bloody_Man13
    @Bloody_Man135 күн бұрын

    Good joob man

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Thank you. :)

  • @calvinklein7813
    @calvinklein78135 күн бұрын

    Hey! great video! Can u help me with something? i try to detect an item in a frame. @e[type=minecraft:item_frame,nbt={Item:{id:"minecraft:feather"}}] this works for me but i want to add coords of the frame, to identify a specific one, because i have multiple ones next to each other.. i hope you can help me with that!

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Hello, thank you. :) If the item frame is placed by you, and not the player, then you can give it a tag and use that to target it, this video shows an item frame that is targeted using a tag: kzread.info/dash/bejne/a399pcucftS8frg.html Or you can use something like: execute positioned x y z as @e[type=minecraft:item_frame,nbt={Item:{id:"minecraft:feather"}}, distance=0..0.5] ... Where x y z are the coordinates of the item frame. Hopefully this will help. :)

  • @vibre8815
    @vibre88155 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Worried that it was going to be all alone again for a long time, Algorithm was very happy when it saw the comment waiting for it. :)

  • @vibre8815
    @vibre88155 күн бұрын

    comment for algorithm <3 this is actually so cool!

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Will make caving a lot more "fun"! :)

  • @Acasin
    @Acasin6 күн бұрын

    Can we make spawn egg summon display_block? guide me please

  • @InfernalDevice
    @InfernalDevice5 күн бұрын

    Hello. You can, yes. Do you want a spawn egg that spawns a block_display where it lands? Does it need to do anything else, like place a barrier at the same time? Here is a link to a video where I use a spawn egg to summon a marker, which then places a block_display with a passenger, a barrier, and summon some more markers. Ep 330: kzread.info/dash/bejne/ooep0qSYYKrPiqQ.html If you only want a block_display then you can spawn that directly with the egg instead of a marker. It won't appear lined up with the block it's on though. give @p slime_spawn_egg{EntityTag:{id:"minecraft:block_display", Tags:["my_display"], block_state:{Name:"minecraft:stone"}}} Hopefully something there helps you. :)

  • @HMT_main
    @HMT_main6 күн бұрын

    I never knew you were a web developer! 🫁

  • @InfernalDevice
    @InfernalDevice6 күн бұрын

    Lol. Groans! :D

  • @GalSergey
    @GalSergey6 күн бұрын

    Hello. You can make it more compact if instead of marker summon area_effect_cloud, so that I can kill the marker with a separate command, since it is only needed on 1 tick. Also, in order not to kill area_effect_cloud with the Color tag, you can store success in the Duration tag as -10, then it will despawn area_effect_cloud on the next tick. -10 in this case is because when lingering_potion breaks, then summon area_effect_cloud with the Age tag -10s, which is used for a smoother animation of appearance. Well, you can also combine "summon area_effect_cloud" and "spreadplayers". This way you will use only 3 command blocks instead of 6. Here is an example: # In chat scoreboard objectives add web dummy # Command blocks execute as @e[type=area_effect_cloud, nbt={Color:<COLOR>}] store success entity @s Duration int -10 at @s as @e[type=marker,tag=counter] summon area_effect_cloud store success score @s web run spreadplayers ~ ~ 0 5 false @s execute as @e[type=area_effect_cloud,scores={web=1}] positioned as @e[type=area_effect_cloud, nbt={Color:<COLOR>},limit=1,sort=nearest] run data modify entity @s Pos[1] set from entity @e[type=area_effect_cloud, distance=...01, limit=1] Pos[1] execute at @e[type=area_effect_cloud,scores={web=1}] run setblock ~ ~ ~ minecraft:cobweb keep INSTEAD OF <COLOR> - NUMBER COLOR AS IN THE DESCRIPTION UNDER THE VIDEO. KZread WILL DELETE THE COMMENT FOR THIS NUMBER. You can also use "setblock <pos> <block> keep" instead of checking if the block is air, since caves mostly have minecraft:cave_air, so your version won't work in caves.

  • @InfernalDevice
    @InfernalDevice6 күн бұрын

    Ah, this is much nicer. :) Thank you.

  • @gnomuk
    @gnomuk6 күн бұрын

    Как ты придумываешь что записать?

  • @InfernalDevice
    @InfernalDevice6 күн бұрын

    Я экспериментирую и использую то, чему меня научили раньше. :) Used a translator. Here's the English: I experiment, and use things people have taught me before. :)

  • @Bloody_Man13
    @Bloody_Man136 күн бұрын

    İts perfect maan

  • @InfernalDevice
    @InfernalDevice6 күн бұрын

    Thank you. I bet someone can improve it, lol. :)

  • @GalSergey
    @GalSergey6 күн бұрын

    @@InfernalDevice Yes :D

  • @Bloody_Man13
    @Bloody_Man136 күн бұрын

    Hello! İ came back

  • @InfernalDevice
    @InfernalDevice6 күн бұрын

    Hello, welcome back. :)

  • @HMT_main
    @HMT_main7 күн бұрын

    Very cool and also great idea!

  • @InfernalDevice
    @InfernalDevice6 күн бұрын

    Thank you. Making those zombies even more annoying. :)

  • @GalSergey
    @GalSergey7 күн бұрын

    Hello. You don't need to check NBT data after death because you can target the player while the player is on the death screen, and in this case you don't have to do it after respawn unless you want to show a message that the player is no longer infected, for example. And you can use only one command block instead of three to remove, reset death and reset timer like this: # Command block execute as @a unless score @s death matches 0 store success score @s death store success score @s timer run tag @s remove infected Yes, it may be a little counter-intuitive, but it will reset timer, tag and deaths for 2 ticks if the player was infected. But if you want to execute the command after respawn, then use the scoreboard criterion custom:time_since_death, for example: # In chat scoreboard objectives add respawn custom:time_since_death # Command block tellraw @a[tag=infected,scores={respawn=1}] "You are no longer infected." execute as @a[tag=infected,scores={respawn=1}] store success score @s timer run tag @s remove infected

  • @InfernalDevice
    @InfernalDevice7 күн бұрын

    That's very helpful for people that want to add the message, thank you. :) I assume that reset command sets death and timer to 1 the first time it runs, then next time it runs the tag is already gone so it fails and sets the death and timer to 0. That's very nice.

  • @the_rahn
    @the_rahn7 күн бұрын

    Cool!

  • @InfernalDevice
    @InfernalDevice7 күн бұрын

    I think there are probably better ways to enter codes. Imagine coming home at the end of the day and having to slap your front door with three 1 meter cubed blocks of wool to get in. :D

  • @the_rahn
    @the_rahn7 күн бұрын

    @@InfernalDevice Spinning arrows in item frames are a classic, they can even be done with redstone only. Same goes for chiseled bookshelves and named item filters!

  • @InfernalDevice
    @InfernalDevice7 күн бұрын

    @@the_rahn I think I have tutorials for all of those as well. :)

  • @supersocks7463
    @supersocks74638 күн бұрын

    sick video

  • @InfernalDevice
    @InfernalDevice7 күн бұрын

    Thank you. :)

  • @hyoominoid01
    @hyoominoid018 күн бұрын

    *more excessive crying in bedrock*😭

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    Pesty Bedrock being mean to you. :(

  • @hyoominoid01
    @hyoominoid018 күн бұрын

    @@InfernalDevice depression

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    @@hyoominoid01 Bedrock is a mean bully making people feel sad. :(

  • @jonjoni8460
    @jonjoni84608 күн бұрын

    Hey there! I've recently seen some of your older videos with regard to commands and I find them useful. Specially I've been trying to detect the existence of two DIFFERENT items on the ground, something like this: If blaze powder and nether star on top of soul sand magic happens. I just don't understand how to make it so that the one detects the presence of the other on ONE surface.

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    Hello. :) One of these videos may help you: Ep 125 - Crafting on the floor: kzread.info/dash/bejne/q6igraeSZarMnZs.html Ep 160 - Updated and improved floor crafting: kzread.info/dash/bejne/loyatqV8d6nSfco.html Ep 225 - Floor enchanting: kzread.info/dash/bejne/nJytt9h_kbfReqQ.html

  • @jonjoni8460
    @jonjoni84608 күн бұрын

    ​@@InfernalDeviceThank you for this as well, sorry for the double post, but I was worried you would not see my comment because the video is old! As I said! You earned a new sub! 😊

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    @@jonjoni8460 The algorithm likes the extra comments. :D Thank you very much for the sub. :)

  • @vibre8815
    @vibre88158 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    6: "I see dead people", the little boy said.

  • @vibre8815
    @vibre88158 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    5: Touch

  • @vibre8815
    @vibre88158 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    4: Taste

  • @vibre8815
    @vibre88158 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    3: Smell

  • @vibre8815
    @vibre88158 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    2: Hearing

  • @vibre8815
    @vibre88158 күн бұрын

    comment for algorithm <3

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    1: Sight

  • @jonjoni8460
    @jonjoni84608 күн бұрын

    Hey, I know I'm kinda late, but what I wanted to know, if it isn't bothersome to you, is how to detect two DIFFERENT items on the floor. I wanted to make this thing were in you drop like a ghast tear and a blaze powder on a block of crying obsidian to do something, but I don't understand how to have the "if" statement detect if the two are on top of the same block. If anyone can read this I'd really appreciate a bit of help!

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    Hello. :) Something like this should help: RUA: execute as @e[type=item,nbt={Item:{id:"minecraft:ghast_tear",Count:1b},OnGround:true}] at @s if block ~ ~-0.2 ~ crying_obsidian store success entity @s Age int 6000 store success entity @e[type=item,nbt={Item:{id:"minecraft:blaze_powder",Count:1b},OnGround:true},distance=..0.5,limit=1] Age int 6000 run summon item ~ ~ ~ {Item:{id:"minecraft:redstone_block",Count:1b},Motion:[0.0d,0.25d,0.0d],Passengers:[{id:"minecraft:area_effect_cloud",Tags:["recipe_effects"]}]} CUA: execute at @e[type=area_effect_cloud,tag=recipe_effects] run particle smoke ~ ~.2 ~ 0.2 0.2 0.2 0 100 normal CUA: execute at @e[type=area_effect_cloud,tag=recipe_effects] run playsound block.amethyst_block.break master @a ~ ~ ~ 1 1 0

  • @jonjoni8460
    @jonjoni84608 күн бұрын

    @@InfernalDevice Thank you so much! I'll expirement with these and see if I can make it work! 😀 You just earned a new subscriber!

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    @@jonjoni8460 No problem at all. Any problems feel free to ask, I'll help if I can. :)

  • @GalSergey
    @GalSergey8 күн бұрын

    Hello. In 1.20.5 "Count" tag is now replaced by "count" and now it is int value, not byte value, so it is correct to use "count:1". But it worked for you because now "count" tag is optional, and if not specified it will be set to "count:1" by default. Also you can simply summon code_display, just do as passenger on interaction entity. And lastly, it can be improved/simplified and use only 2 command blocks. You can reset interaction entity using "store success entity @s interaction.player[] int 0" after selecting this entity. Then check if player ("on target") has wool in hand and change item_display with this wool. However, if player is not holding wool, but any other item, then this command will not be executed and interaction entity will not be reset. Therefore, it is necessary to use the same second command, but instead of "if items" use "unless items" and here you have two options: 1) leave the wool as it was - then the command should end with "unless items". 2) set the default wool color, or something like that - then do "item replace entity @s contents with minecraft:white_wool" to replace the wool with white, for example. # Summon summon interaction ~ ~0.5 ~ {Tags:["entry"],Passengers:[{id:"minecraft:item_display",transformation:{left_rotation:[0f,0f,0f,1f],right_rotation:[0f,0f,0f,1f],translation:[0f,0.5f,0f],scale:[1f,1f,1f]},item:{id:"minecraft:stone"}}]} # Command blocks execute as @e[type=minecraft:interaction,tag=entry] store success entity @s interaction.player[] int 0 at @s on target if items entity @s weapon.mainhand #minecraft:wool run item replace entity @e[type=minecraft:item_display,sort=nearest,distance=...01,limit=1] contents from entity @s weapon.mainhand execute as @e[type=minecraft:interaction,tag=entry] store success entity @s interaction.player[] int 0 at @s on target unless items entity @s weapon.mainhand #minecraft:wool ## or execute as @e[type=minecraft:interaction,tag=entry] store success entity @s interaction.player[] int 0 at @s on target unless items entity @s weapon.mainhand #minecraft:wool as @e[type=minecraft:item_display,sort=nearest,distance=...01,limit=1] run item replace entity @s contents with minecraft:white_wool This way, after the player clicks on the interaction entity, the first or second command will be executed in any case, and the interaction entity will always be reset after the click. P.S. in the video description in the "Create Displays" commands there are random numbers.

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    Thank you very much. Some very handy tips. :) I'll shall pin it for others to see. Oops, those random numbers were left over coordinates from when I was testing. Thank you. :D

  • @HMT_main
    @HMT_main9 күн бұрын

    Very Smart! and also handsome and also funny!

  • @InfernalDevice
    @InfernalDevice8 күн бұрын

    Thank you, and cheers, and woohoo! :)