totally forgot, with this method you would also want to kill any block displays if they are in air, so add to the function this line on the first line to do that: execute if block ~ ~ ~ air run return run kill @s
Every cloud wolf video has the 'write that down! WRITE THAT DOWN!' moment. This time its the library and and command block filling in a custom dimension
Im trying to come up with a way that, this could be used by survival players. For example say they build a structure that they want at a 1/64 scale (if i used scaling right) and put a specific block o n 2 opposite corners and threw a stick in the zone it would create the entity and shrink it to a 1 block size and destroy the "real" blocks and it would give the player back a "moving stick" so that the entity will place where they click the stick at the oreintation that they are facing and then if they rename the stick delete and throw it at the entity it would throw all the blocks used onto the ground. Mainly for making a chisel and bits type feature out of data packs.
Can you make a video showing what sites and programs you use to work with datapacks? Like, vscode plugins and etc. And hey! I appreciate your work❤ you give me inspiration and motivation to create my own ideas. Keep working bro (srry if bad English😅)
Im having trouble getting the block_display entity to show anything. My get.mcfunction shows a warning that it cant find the loot table blockstate:get. When I open the get.json under the loot_table folder, a bunch of errors pop up about {"max":"#"} expecting a string. Not sure if that related but I could really use your help! Sweet tutorials btw
By having the command blocks be at the same coordinates as the blocks you want to convert, you don’t have to do any finagling with relative coordinates- it can just check for ~ ~ ~
@@Cl0udWolfis there a way to change the block to another and then return it? Like temporary setting the block to concrete and then returning it to a previous state
I like your dimension method of running the command at each position, very creative Personally would probably just iterate over the area, but that was certainly a clever cheat
cant you just sort of make a variable with the scoreboard. for example execute if block 0 0 0 bedrock run scoreboard add bedrock 1 (i dont know the commands out of my head, this is just to give you a idea of what i mean) and then execute if score bedrock = 1 run summon display_block bla bla bla
@@commander6432 there are over 2000 blocks in the game and over 15,000 block states (red stone on vs off etc) so u would need over 15,000 block check commands. I did what you suggested in the past using block tags and a binary tree to make it about 21 commands for normal blocks but about 300 commands for noteblocks. BlockState is way better since all of it is handled by a loot table, meaning 1 command and less files and it has better performance than 21 commands
@@commander6432 tldr every way to do this would require u test for every block in the game and every combination of block state. Checking for blocks in predicates / json files is more efficient than the execute if block command
@@김다영-d7e I cut out my discussion on it so the video wouldn’t be too long. You need to change the scale of the displays but then change the translation based on their x y z offset which you need to calculate based off of the game’s block tick execution order. Each display add 1 to a counter and give it that score. Then you need to convert index in 1D to 3D cords based off the size of the structure. Then the resulting x y z u put on the translation and multiply by the scale. So if the original x y z is 2,2,2 and u make it 1/2 size the new xyz is 1,1,1
totally forgot, with this method you would also want to kill any block displays if they are in air, so add to the function this line on the first line to do that:
execute if block ~ ~ ~ air run return run kill @s
using dimensions is so smart
Every cloud wolf video has the 'write that down! WRITE THAT DOWN!' moment. This time its the library and and command block filling in a custom dimension
Thanks, I try to include something ppl may not know about in most of my vids but sometimes I gotta cater to new users.
bro is cooking up vids like its nothing
@@mika34653 don’t worry I got more
@@Cl0udWolf ayy we be eating good
Create mod contraptions in vanilla minecraft
Wow!! The command block dimension blew my mind
This is the best timing ever, i was literally trying to do something like that 2 days ago.
The multidimensional commands is utter genius!
@@jdawgtor 🧠 sigma coding at its finest
Im trying to come up with a way that, this could be used by survival players. For example say they build a structure that they want at a 1/64 scale (if i used scaling right) and put a specific block o n 2 opposite corners and threw a stick in the zone it would create the entity and shrink it to a 1 block size and destroy the "real" blocks and it would give the player back a "moving stick" so that the entity will place where they click the stick at the oreintation that they are facing and then if they rename the stick delete and throw it at the entity it would throw all the blocks used onto the ground. Mainly for making a chisel and bits type feature out of data packs.
Wow, this was amazing!😮
Good job man, as always
The spyglass vscode extension is also very good for datapack dev.
yoooo we got 3 videos in 3 days 🔥
sometimes im in the mood
That is crazy and so uselfull
It always amazes me what is possible in datapacks
I never thought I could use another dimension like that 😮
@@vietlongpham there r lots of ways to abuse dimensions 😈
This gives me some fun ideas
Can you make a video showing what sites and programs you use to work with datapacks? Like, vscode plugins and etc.
And hey! I appreciate your work❤ you give me inspiration and motivation to create my own ideas.
Keep working bro
(srry if bad English😅)
@@andrew_9706 ya I could go over a few things, I’m not the best to ask about this stuff cause I don’t use that many resources or other people’s stuff
@@Cl0udWolf not a problem, It's always good to have different options when you need them.
Im having trouble getting the block_display entity to show anything. My get.mcfunction shows a warning that it cant find the loot table blockstate:get. When I open the get.json under the loot_table folder, a bunch of errors pop up about {"max":"#"} expecting a string. Not sure if that related but I could really use your help! Sweet tutorials btw
how to do this like upside town. like make it to change block display to regular blocks
@@blueapple2428 you would use a macro function like /setblock $(name)
wOW impressionante.
I didn't understand the dimensions thing? Why we can't just place the command block in the overworld?
By having the command blocks be at the same coordinates as the blocks you want to convert, you don’t have to do any finagling with relative coordinates- it can just check for ~ ~ ~
No issues with overwriting blocks or having a fixed location they go to, and no lighting updates
@@Cl0udWolfis there a way to change the block to another and then return it? Like temporary setting the block to concrete and then returning it to a previous state
@@dadlh6394 do you mean the physical block or the display?
@@Cl0udWolf physical
I like your dimension method of running the command at each position, very creative
Personally would probably just iterate over the area, but that was certainly a clever cheat
No way what
cant you just sort of make a variable with the scoreboard. for example
execute if block 0 0 0 bedrock run scoreboard add bedrock 1 (i dont know the commands out of my head, this is just to give you a idea of what i mean)
and then
execute if score bedrock = 1 run summon display_block bla bla bla
@@commander6432 there are over 2000 blocks in the game and over 15,000 block states (red stone on vs off etc) so u would need over 15,000 block check commands. I did what you suggested in the past using block tags and a binary tree to make it about 21 commands for normal blocks but about 300 commands for noteblocks. BlockState is way better since all of it is handled by a loot table, meaning 1 command and less files and it has better performance than 21 commands
@@commander6432 tldr every way to do this would require u test for every block in the game and every combination of block state. Checking for blocks in predicates / json files is more efficient than the execute if block command
How to make tiny version?
@@김다영-d7e I cut out my discussion on it so the video wouldn’t be too long. You need to change the scale of the displays but then change the translation based on their x y z offset which you need to calculate based off of the game’s block tick execution order. Each display add 1 to a counter and give it that score. Then you need to convert index in 1D to 3D cords based off the size of the structure. Then the resulting x y z u put on the translation and multiply by the scale. So if the original x y z is 2,2,2 and u make it 1/2 size the new xyz is 1,1,1
yeh 📝
ua-cam.com/video/YbclYBh9n8I/v-deo.htmlsi=DWVF8KWRDdhSlSTv
Looks an awful lot like this video, just a lot less advanced xD
@@matousdanko2074 someone shared that and the commands are super bad. Also this is all in game and doesn’t have any external tools
Bruh ur copying me I just did that in that omg
highly doubt you did it in 3 commands, like here
@@Cl0udWolf Its a lot more and a lot worse lol
@@theworfer27 most of anything I could post has been done before, I just try to do it either the best way or in an interesting way
@@Cl0udWolf I know im just messin
@@theworfer27 ...