• 0

    posted a message on How to extend structure block distance

    I red about spreadplayers commands with an entity that loads the far chunk.

    I could not make that system functional. I don't know what I'm doing wrong. I'm confused with all this.


    Actually, I'm trying to create a redstone block far away that will activates another system (ex: summon a chest with goods in it).

    I tried a system with 3 commands block that are activated very rapidly and in a specific order (see image):



    1. the button to push

    2. teleports the player to the far chunk where I want a redstone block to appear

    3. the redstone block appears in the far chunk (setblock redstone_block)

    4. teleports back the player where he activated the system


    So, the player is teleported at the chunk where is the summoned chest and comes back right after (in a blink of an eye).

    And eventually, in my adventure, the player will reach that area with the chest that he summoned earlier in the game.


    Any idea to create this in a more efficient way?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How to extend structure block distance

    Hi, I'm still new to understand some mechanisms as structure blocks or command blocks.

    Actually, all I'd like to do is to load a small structure (inside the 32X32X32 block range of the structure block), but far from the loading structure block.


    I want to trigger the structure block via redstone and the structure would appear like 500 or 1000 blocks away.

    I see some tutorials about huge structures, but not on specifically extending the distance of 32 blocks.


    How to extend structure block relative position's distance?


    Or is there a way to do a "setblock" or "fill" command that will occur far from the command trigger point?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on CanPlaceOn data tag problem
    Quote from OuOun»

    /give @p emerald_block 1 0 {CanPlaceOn:["prismarine"]}



    This one can place on Prismarine, Prismarine Bricks, and Dark Prismarine.



    You cannot specific which block data value in CanPlaceOn and CanDestroy until 1.13. Which means if you want a emerald block to place only on red wool, you have to do CanPlaceOn:["wool"], and that will allow it to place on other wools as a result. I think they were planning to remove the block id limit at that time, that's why they didn't fix this since it came out. And now in 1.13, every block has it own id. So this is not a issue anymore if you are using version 1.13 or higher.



    Alright, thank you for this.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on CanPlaceOn data tag problem

    I also tried like this without success:

    /give @p emerald_block 1 0 {CanPlaceOn:["prismarine 1"]}
    (as prismarine brick)

    /give @p emerald_block 1 0 {CanPlaceOn:["prismarine 2"]}

    (as dark prismarine)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on CanPlaceOn data tag problem

    Hi, I'm having an issue on how to write the proper command syntax for this:
    I want to give the player 3 different emerald blocks to place on 3 different prismarine blocks:


    1. one that can only be placed on a prismarine default block. *** this one works***

    2. one that can only be placed on prismarine brick. ***doesn't work***

    3. one that can only be placed on a dark prismarine block. ***doesn't work***

    * all this in Adventure Mode of course. I'm working on Minecraft version 1.12.


    I tried different ways to write the correct tag, but unfortunately, it doesn't work.
    This is how I thought it would be correct according to minecraft wiki (https://minecraft.gamepedia.com/Prismarine#Data_value)

    /give @p emerald_block 1 0 {CanPlaceOn:["prismarine_bricks"]}

    /give @p emerald_block 1 0 {CanPlaceOn:["dark_prismarine"]}


    Is it possible that the tag "CanPlaceOn" only recognise the prismarine default block data tag??

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Redstone chronological levers activation system

    Awesome! But are the command blocks really needed or do you think it could be made legit with say pistons?


    For my own personal choice in my project, I rather use levers for this kind of mechanism. I feel that levers are more "vintage". That is why I used command blocks.
    I want the player to be surprised when not activating the proper one as the levers come back to their initial state automatically. I could also add some noise or a beep that indicates "wrong lever"... something I saw in classic Zelda 3 if I remember correctly.
    I don't mind if pistons or command blocks are part of the system. It will all be hidden in the ground or inside walls.

    Quote from GeoFor»

    Here is a circuit using RS latches which does not require command blocks, and, using buttons rather than levers for input, allows reset of the system, to try again, with one button push without having to un-flip levers. Can be extended to any number of sequencial stages.


    The green is a set of RS latches, red and Orange are the set systems and purple is the reset. The white is in effect, a diode driven NOR gate with the blocks over the torches acting as diode inputs. Must be activated in order from the end near purple.


    To extend, just duplicate more of the center section in a row. Exend toward the output end.


    Interesting; I saw this kind of system on youtube. But, like I said, I rather use levers as a personal choice so this one didn't quite match my demand.
    And the system I created doesn't need the player to un-flip the levers; they do this automatically with one of the 2 command blocks.

    Thank you both for your reply, it is appreciated.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone chronological levers activation system

    I think that I finally find a solution to my chronological order switches system!
    This is my setup for the first 2 switches of the system (see picture).
    I will probably condense everything so it will be more compact.

    This is how it works:

    1. Lets identify the 2 lever switches: A and B.
    2. Lever A will light up the Lamp C and lever B will light up the lamp D.
    And we can add other lever switches (E) as long as we duplicate the format of the second switch B and its components.
    So, the first switch in the chronological order will be lever A, then B, etc. The levers can be placed wherever you want.

    3. if we want the lever B nonfunctional (or any other ones) as long as the first lever (A in this case) is not activated, this is what is needed:
    4. if the lever B is activated first, it won't emit a signal towards lamp D because of the locked repeater (F).
    5. Lever B will instead emit a signal towards 2 command blocks (G and H).
    6. Command block G will be activated first: it will bring the lever B back to its initial position with a "/setblock ~ ~ ~ lever 5" (~ ~ ~ are the coordinates of the air block where lever B is and the data value 5 is the initial position of lever B (off state)).
    7. Command block H will be activated after: it will set a off state redstone wire at position i.
    So, if lever A is not yet activated and the player activates lever B, no impulse is going to the lamp D; lever B will always go back to its initial position (due to the 2 command blocks G and H).

    8. If lever A is activated first: the piston (J) will cut the signal and lamp C will light up.
    9. Then, command block K will activate: it will erase the redstone wire at position i ("/setblock ~ ~ ~ air") so command blocks G and H won't work anymore (no more needed).
    10. the signal at F will be off so the locked repeater will unlock and activate the piston L.
    11. Piston L will cut the signal and lamp D will light up!
    And so on...

    After hours of thinking and viewing some tutorials, I'm so glad I could figure this out by myself.
    My application of this system will be several levers that need to be activated in a specific order to be able to open a specific door.
    I wanted to share this. Thank you for your reading.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone chronological levers activation system

    All I can think of is using something to do with locked repeaters. Interesting idea.


    I did not know the existence of locked repeaters.

    I will check that possibility. Thank you for your reply.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone chronological levers activation system

    I came up with this idea (see pictures). The chronological order works. You have to activate the first switch (white switch), then the second (light blue) to the black one to be able to open the gate at the right side.
    When activating the white switch, there's a sticky piston that cuts the signal and activates the normal piston. This one cuts the signal to a gold block that enables the signal to runs ahead when the light blue switch would be activated and so on towards the other colors.


    This kind of circuit seems to work like an AND GATE, but the first switch controls all the other switches.

    The problem is that if you activate all the switches first and the white one AT LAST, the system will still open the gate.


    I'm wondering what should I modify so you really have to activate all the switches in order?

    Like, you could not activate the second switch (or any other ones) only until the first one (or the prior one) is not activated (not even a short signal).

    Maybe something with redstone comparators? I'm kind of lost in this. Any help would be appreciate. Thanks!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone chronological levers activation system

    Hi, I'm wondering if it's possible to create a gate (door) that will be activated from several levers, but those levers MUST be activated in a specific order?
    By example, I would have 6 levers in a room and the player would have to activate all of them in the proper order (1, 2, 3, 4, 5, 6).

    Any other order would turn off the signal to the door.

    I don't mind what the order would be. All I want is, at the end, only one order would activate the door.

    What logic gate systems should I use to be able to create that type of circuit?

    I could not find anything close to that. I checked maybe a combination of a implication (implies) gate with a xor gate.

    I'm not an expert in redstone circuits, but I have a basic knowledge.
    Thanks for all suggestions.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on WorldPainter v2.5.12 - graphical & interactive map creator/generator

    I got to say that my 2 cave layers were imported from a file. I created those layers in a smaller world so I can easily verify the results. I exported the layers to a file when I was satisfied with them. And then, I imported them in the world I'm working on.

    Posted in: Minecraft Tools
  • 0

    posted a message on WorldPainter v2.5.12 - graphical & interactive map creator/generator

    Hi, I'm working on a map and having problem with merging a part that contains underground caves. The map was build from scratch with world painter. Then, I exported it to minecraft. I used mcedit to copy some parts I had build earlier and exported it back to world painter to add terrains. I painted my structures with read-only layer so it is protected and I add modifications that went well. I wanted to add a cave layer on my icy region. But for some unknown reasons, these caves doesn't appear once I merge the map to minecraft (If I exported this to a new minecraft map, it works).
    What is wrong with it?

    here is a picture of the icy land with the cave layer:


    Posted in: Minecraft Tools
  • 0

    posted a message on WorldPainter v2.5.12 - graphical & interactive map creator/generator
    Quote from TNTQc»

    Hi, I am not an experienced world painter user, but I cannot find what I am searching for:

    I want to make a specific selection using the edit selection tool and I'm wondering why I can't just drag the area to select just like any brush tool?

    I also find a suggestion from another user that I think it would be really useful: if there could be a "lasso" type tool to select an area, that would be very awesome.

    But if someone can explain to me the edit selection tool properly. Thank you!


    I've been answered in the official forum (Worldpainter subreddit) by Captain_Chaos. Thanks!

    Posted in: Minecraft Tools
  • 0

    posted a message on WorldPainter v2.5.12 - graphical & interactive map creator/generator

    Hi, I am not an experienced world painter user, but I cannot find what I am searching for:

    I want to make a specific selection using the edit selection tool and I'm wondering why I can't just drag the area to select just like any brush tool?

    I also find a suggestion from another user that I think it would be really useful: if there could be a "lasso" type tool to select an area, that would be very awesome.

    But if someone can explain to me the edit selection tool properly. Thank you!

    Posted in: Minecraft Tools
  • 0

    posted a message on Help with combining execute commands and block detection (testforblock)

    Actually, I found some tutorials about how hopper, redstone comparator and chest are working together.
    So, I will connect this to a command block with a setblock command in it.
    But if there is a series of command able to this, please feel free to share. Thanks!

    Posted in: Commands, Command Blocks and Functions
  • To post a comment, please or register a new account.