DqwertyC
Maze Generator in Minecraft - Version 2
updated
Using this new feature, I've put together a small datapack that adds Fluid Source Cows to Minecraft. These cows will give water or lava instead of milk when clicked with a bucket!
Requires both a data and resource pack, available on Planet Minecraft: planetminecraft.com/data-pack/fluid-source-cows
For support, join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
It's not really at a point to release yet, but the enchantment method is essentially identical to that shown in the Flame Resistance enchantment tutorial I made last year if you want to take a shot at making it yourself: youtu.be/jr4D5k6x6SA?si=fEnmVJ9OiK6OCo4T
Also, I'm making a playing card datapack! Please, submit your suggestions on who should be each of the face cards either in the comments or on the Discord: discord.com/invite/Vr9vfP6EqH
Plan your paintable textures with the helper app: dqwertyc.github.io/glamour-table
Special thanks to Arubik for their work on prettifying the web app!
For support, join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
This datapack uses some of the new data-driven texture features to create editable textures. With the updates to CustomModelData, instead of each item having a single custom model id, they can now have arrays of all sorts of different values. This allows the item's texture to be effectively stored within its components. I'm hoping to do a technical deep-dive on some of the new texture features, but it'll probably be a while before that comes out.
This map and video were inspired by @brantagames series of videos over the past month or so. It uses a persistence of vision effect to show different blocks, textures, and entities with different patterns of shifting noise.
The effect works best in this video if viewed in full screen with the resolution set to 1080p. While I did my best to fight the it, there are some extra artifacts added by the compression algorithm that take away from the effect. In game, the effect is much cleaner, and works with any screen size or resolution.
To discuss this map, or for technical support, join us on Discord: discord.com/invite/Vr9vfP6EqH
planetminecraft.com/project/1-second-maze-generator
Here's the culmination of the Mazes in Minecraft series: A redstone maze generator that runs in one second! This redstone maze generator uses the Hilbert Lookahead algorithm I described in my last episode to generate a maze incredibly fast!
Part 1: youtu.be/184Oair5iys
Part 2: youtu.be/o7OhjEqCvSo
Rapscallion's Origin-Shift with non-experimental redstone randomizer: youtube.com/watch?v=39usB9BGGNU
To discuss this algorithms, or any of my creations, join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
Chapters:
00:00 - Intro
00:40 - Hilbert Lookahead Recap
01:20 - The Fine Print
02:25 - Redstone Overview
08:00 - Configuring the Cells
Part 1: youtube.com/watch?v=184Oair5iys
Part 3: youtube.com/watch?v=_32AtO09228
CaptainLuma's Origin Shift Algorithm: youtube.com/watch?v=zbXKcDVV4G0
More info on the Gilbert (Generalized Hilbert) curve: github.com/jakubcerveny/gilbert
To discuss this algorithms, or any of my creations, join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
00:00 Intro
01:47 Binary Tree
02:22 Developing the Algorithm
06:17 Definitions and Discussion
07:45 Outro and Teaser
I've also been working on an updated version of my maze generator web-app, which you can find here: dqwertyc.github.io/maze-generator
To discuss these algorithms, or any of my creations, join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
Part 2: youtube.com/watch?v=o7OhjEqCvSo
Part 3: youtube.com/watch?v=_32AtO09228
00:00 Intro
00:36 Ranking Rules
01:24 Hunt and Kill
03:13 Recursive Backtracker
04:49 Prim's Algorithm
06:50 Growing Tree
08:47 Kruskal's Algorithm
10:24 Eller's Algorithm
12:21 Sidewinder
13:53 Binary Tree
15:30 Recursive Division
17:06 Binary Division
19:17 Wilson's Algorithm
22:06 Aldous-Broder Algorithm
24:03 Aldous-Broder-Wilson Hybrid
25:55 Origin Shift
28:43 Outro
Download the map from Planet Minecraft: planetminecraft.com/project/blocks-ores-a-minecraft-homage-to-bloxorz
To discuss this map, or any of my creations, join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
World Download: planetminecraft.com/project/datapack-arcade-snapshot-24w37a
Command Block Cove Discord: discord.com/invite/Vr9vfP6EqH
00:00 - Intro
01:06 - MC Paint
02:15 - Snake
03:21 - Pac-Mine
05:36 - DIY Arcade Cabinet
13:43 - Outro
World Download on Planet Minecraft:
planetminecraft.com/project/super-piglin-bros-snapshot-24w6a-map
These new predicates allow commands to check whether a player is pressing a variety of inputs, including movement, jumping, sneaking, and sprinting. This will make a ton of datapack creations a lot more streamlined, but the application I'm most interested in is minigames.
The input predicates work while the player is in spectator mode, even when they are spectating another entity. With this setup, we can capture all of the player's inputs while maintaining total control over the player's camera. I've used this to recreate SMB 1-1 in Minecraft.
Join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
Conure's video on the snapshot: youtube.com/watch?v=twyazOZDvwE
SlicedLime's video on the snapshot: youtube.com/watch?v=riIq7IPSBRU
Each axis is a different instrument, with strings on the X axis and piano on the Y axis. Notes get higher the further from the origin, and are just the notes that make up Cmaj7 spanning 4 octaves.
Unfortunately, the fix was outside of the enchantment file, so I don't think the methods I explained in my original explanation will be able to bring it back, either.
Join the Command Block Cove Discord: discord.com/invite/Vr9vfP6EqH
This tutorial shows how to modify an item's components with custom enchantments. These principles can be used to add or remove any component on a custom enchanted item.
I've updated the template datapack on GitHub with the template used in this episode: github.com/DqwertyC/enchantment-template
Join the Command Block Cove Discord: discord.com/invite/Vr9vfP6EqH
Chapters:
00:00 - Introduction
01:35 - Template Overview
08:40 - Updating the Template
12:04 - Finishing Touches
17:00 - Outro
I asked my Discord what to do to celebrate, and the suggestions were "Eat 1000 diamonds" and "Do a barrel roll". In this video, I attempt to do both?
Want better ideas for future videos? Join the Command Block Cove: discord.com/invite/Vr9vfP6EqH
Seriously though, thanks to everyone for subscribing, and special thanks to everyone who gives input on the Discord!
Join the Command Block Cove: discord.com/invite/Vr9vfP6EqH
This episode's enchantment suggestion comes from rhys_the_geese, and is a curse that does the opposite of Unbreaking.
Get the Template: github.com/DqwertyC/enchantment-template
Join the Command Block Cove: discord.com/invite/Vr9vfP6EqH
Get VS Code: code.visualstudio.com
Get 7-Zip: 7-zip.org
Chapters:
00:00 - Introduction
00:24 - World Setup
01:44 - Datapack Setup
05:20 - Enchantment Format
10:16 - Enchantment Effects
15:38 - Encursification
17:46 - Obtaining in Survival
20:50 - Outro
Download the datapack here: github.com/DqwertyC/data-driven-enchants
Read the full patch notes here: minecraft.net/en-us/article/minecraft-snapshot-24w18a
Join the Command Block Cove on Discord: discord.com/invite/Vr9vfP6EqH
Chapters:
0:00 - Intro
0:58 - Flotation
1:59 - Excavation
3:38 - Reach
4:49 - Illumination
5:50 - Evoking
7:13 - Outro
This is the full give command, barely inside the character limit for chat:
/give @p leather_helmet[minecraft:dyed_color=2129920,minecraft:custom_name="{\"text\":\"Mini Cap\",\"italic\":false}",minecraft:attribute_modifiers=[{type:"minecraft:generic.scale",slot:"head",uuid:[I;0,0,0,1],name:"s",amount:-0.75,operation:"add_value"}]]
Join the Command Block Cove: discord.com/invite/Vr9vfP6EqH
Download the Datapacks - github.com/DqwertyC/item-component-showcase
Join the Command Block Cove on Discord - discord.gg/Vr9vfP6EqH
Chapters:
00:00 - Intro
00:51 - Pack 1: Chicken Nuggets
01:57 - Pack 2: Flotation Elytra
03:13 - Pack 3: Wonderland Snacks
05:35 - Pack 4: Fireball Staff
07:14 - Pack 5: Attuned Tools
09:18 - Outro
Download the packs here: github.com/DqwertyC/flying_wolves
Join the Command Block Cove on Discord: discord.gg/Vr9vfP6EqH
My first platformer launched last week on Armor Games! This is a 100% playthrough with developer commentary (and/or developer ramblings). If you just want to watch a playthrough, no offense if you just mute the audio XD.
If you get 100%, share a screenshot to the Command Block Cove Discord server for a special role: discord.gg/Vr9vfP6EqH
00:00:00 - Levels 00000 - 11111
00:18:16 - Cosmetics and Flappy Bot
00:20:28 - Token Hunter
00:32:38 - Time Trial Hunter
00:54:48 - Meteor Defense
00:56:16 - Terrella
Join the Command Block Cove on Discord - discord.gg/Vr9vfP6EqH
In addition to some efficiency/stability changes, I've updated the crafting recipe, improved some of the textures, and added the ability to recharge Relays with anchors! Additionally, like other blocks with "inventory," sneak clicking allows placing blocks on the End Relay.
Datapack Link: github.com/DqwertyC/end-relay-packs
(Click the green button to download a zip with both the datapack and resource pack)
Kenadian's original idea: youtube.com/watch?v=L1i4izl25V4
Join the Command Block Cove on Discord - discord.gg/Vr9vfP6EqH
Here's Kenadian's video with the original idea: youtube.com/watch?v=L1i4izl25V4
Datapack Link: github.com/DqwertyC/end-relay-packs
(Click the green button to download a zip with both the datapack and resource pack)
DoubleUP is a hybrid incremental/puzzle game inspired by sliding puzzle games like 2048 and Threes.
Start with a tiny 2x2 grid with measly 1 tiles and work your way up from there, upgrading the playing field and base tiles, earning achievements for discounts, and unlocking new currencies and powerful upgrades to reach larger and larger tiles.
Join the Command Block Cove on Discord - discord.gg/Vr9vfP6EqH
In this video, I demonstrate a redstone maze generator designed using a variant of the recursive division algorithm. Each step through the algorithm, the existing maze is divided into quarters, and the quarters are connected by one door on three of the sides. Each quarter is then generated using the same process, until the maze is filled with 2x2 mazes.
Check out these other awesome redstone maze generators:
Hunt-And-Kill by CaptainLuma - youtube.com/watch?v=u5gFsCU_MK0
Prim's Algorithm by RaPsCaLLioN1138 - youtube.com/watch?v=q2ZceGqyvJ4
Music by Gravity Sound Studio.
Download from Github - github.com/DqwertyC/intangibility-packs
Join the Command Block Cove Discord - discord.gg/Vr9vfP6EqH
To make a potion, place any invisibility potion in a brewing stand, then add a chorus fruit. The resulting potion will be a potion of intangibility. While a player has this potion effect, they will be invisible and able to walk through walls by crouching. Walls will re-solidify when a player gets too far away, stops crouching, or when the effect runs out.
Download the Resource and Datapack here: github.com/DqwertyC/arm-or-stand-packs
Join the Command Block Cove discord: discord.gg/Vr9vfP6EqH
Download the packs here: github.com/DqwertyC/display-case-packs
Join the Command Block Cove discord: discord.gg/Vr9vfP6EqH
Using a smithing table, combine a bowl, a brush, and any color of dye to get a paintbrush for that color. Right click on dyeable blocks to change the color of that block!
As you can see near the end, block detection is still a bit wonky. I'm working on improving the raycasting there.
Works on everything except beds (because multi-part blocks are silly) and banners (because of aforementioned raycasting issues).
Both packs are downloadable here: github.com/DqwertyC/paintbrush-packs
Download from PlanetMinecraft: planetminecraft.com/data-pack/feruchemy
Datapack Support on Discord: discord.gg/Vr9vfP6EqH
In this project, I've adapted Feruchemy (from the Mistborn series of books) into a survival and multiplayer friendly Minecraft datapack.
In the world of Mistborn, certain people can store attributes of themselves in pieces of metal, becoming temporarily less capable. Later, the Feruchemist can draw upon the stored attribute, becoming more capable, sometimes to a superhuman extent.
This datapack adds rare artifacts to loot chests that allow the player to harness the power of Feruchemy!
Chapters:
00:00 - Introduction
00:38 - Feruchemy Explained
01:53 - Datapack Overview
02:44 - Metalmind Overview
09:04 - Finishing Touches
Check out my previous maze generators here:
Datapack: youtube.com/watch?v=xXAdvgeJ47g
Command Block: youtube.com/watch?v=GPdRnhVGasc
Towards the end of the video I mentioned an issue with the next-cell selection process. I've somewhat mitigated this issue by removing some shulker boxes from the cells at the edge of the grid.
Chat with me on the Command Block Cove Discord: discord.gg/Vr9vfP6EqH
Chapters:
00:00 - Cinematic
01:02 - Introduction
03:12 - Algorithm
04:06 - Initial Entry (Lime Layer)
04:58 - Visited (Blue Layer)
05:39 - Selector (Yellow Layer)
08:03 - Randomizer
09:55 - Backtrack (Orange Layer)
10:41 - Door Controls (Purple Layer)
12:28 - Reset Line (Red Layer)
14:07 - Light Controls
15:58 - Finishing Touches
17:10 - Current Design Flaws
17:47 - Outro
This first build was generated using OpenAI's DALL-E 2. Watch their video about it here: youtu.be/qTgPSKKjfVg
Stay tuned for more timelapses, as well as an episode where I go into what did and didn't work and give tips for creating the best prompts for generating Minecraft builds with these AI.
Chat with me on the Command Block Cove Discord: discord.gg/Vr9vfP6EqH
I have some fun things planned just around the corner, so make sure to subscribe to stay up to date
Season One on Planet Minecraft: planetminecraft.com/project/ten-compact-command-block-creations
World Download (Direct): mediafire.com/file/wv3w14u5x4cs5tl/FBF_Season_One.zip/file
Command Block Cove Discord: discord.gg/Vr9vfP6EqH
Be on the lookout for a world tour and download sometime next week!
Commands:
Command 1 - Reset the Maze
execute if entity @e[type=snowball,nbt={Item:{tag:{display:{Name:"{\"text\":\"Reset\"}"}}}}] at @e[name=maze_walker] unless entity @e[name=maze_tile,distance=0..0.5] run execute as @e[name=maze_tile] at @s store success entity @s NoBasePlate byte 0 run fill ~-1 ~2 ~-1 ~1 ~3 ~1 minecraft:gray_concrete replace air
Command 2 - Rotate Unvisited Neighbors
execute at @e[name=maze_walker] as @e[name=maze_tile,nbt={NoBasePlate:0b},distance=1.5..2.5] at @s facing entity @e[name=maze_walker,sort=nearest,limit=1] eyes run tp @s ~ ~ ~ ~ 0
Command 3 - Teleport to Random Neighbor
execute at @e[name=maze_walker] as @e[name=maze_tile,nbt={NoBasePlate:0b},distance=1.5..2.5,sort=random,limit=1] store success entity @s NoBasePlate byte 1 run tp @e[name=maze_walker,sort=nearest,limit=1] @s
Command 4 - Carve Out Walls
execute as @e[name=maze_walker] at @s rotated as @e[name=maze_tile,distance=0..0.5,sort=nearest,limit=1] rotated ~ 0 store success entity @s NoBasePlate byte 1 run fill ^ ^3 ^ ^ ^5 ^2 minecraft:air
Command 5 - Backtrack if Necessary
execute as @e[name=maze_walker,nbt={NoBasePlate:0b}] at @s rotated as @e[name=maze_tile,sort=nearest,distance=0..0.5,limit=1] run tp @s ^ ^ ^2
Chapters:
00:00 - Introduction
00:23 - Depth First Search Algorithm
02:30 - Command 1
05:18 - Command 2
06:39 - Command 3
07:42 - Command 4
10:01 - Command 5
10:45 - Outro
Thank you for making Season 1 of Five Block Fridays fantastic! I'll be taking a break for a bit to hopefully work on some larger projects.
Be on the lookout for a technical deep-dive on this creation sometime next week, as well as a world tour and download next Friday.
Commands:
Command 1 - Reset the Maze
execute if entity @e[type=snowball,nbt={Item:{tag:{display:{Name:"{\"text\":\"Reset\"}"}}}}] at @e[name=maze_walker] unless entity @e[name=maze_tile,distance=0..0.5] run execute as @e[name=maze_tile] at @s store success entity @s NoBasePlate byte 0 run fill ~-1 ~2 ~-1 ~1 ~5 ~1 minecraft:birch_leaves[persistent=true] replace air
Command 2 - Rotate Unvisited Neighbors
execute as @e[name=maze_walker] at @s as @e[name=maze_tile,nbt={NoBasePlate:0b},distance=1.5..2.5] at @s facing entity @e[name=maze_walker,sort=nearest,limit=1] eyes run tp @s ~ ~ ~ ~ 0
Command 3 - Teleport to Random Neighbor
execute at @e[name=maze_walker] as @e[name=maze_tile,nbt={NoBasePlate:0b},distance=1.5..2.5,sort=random,limit=1] store success entity @s NoBasePlate byte 1 run tp @e[name=maze_walker,sort=nearest,limit=1] @s
Command 4 - Carve Out Walls
execute as @e[name=maze_walker] at @s rotated as @e[name=maze_tile,distance=0..0.5,sort=nearest,limit=1] rotated ~ 0 store success entity @s NoBasePlate byte 1 run fill ^ ^3 ^ ^ ^5 ^2 minecraft:air
Command 5 - Backtrack if Necessary
execute as @e[name=maze_walker,nbt={NoBasePlate:0b}] at @s rotated as @e[name=maze_tile,sort=nearest,distance=0..0.5,limit=1] run tp @s ^ ^ ^2
Chapters:
0:00 - Intro
0:56 - Depth First Search explained
3:10 - Demos
5:00 - Timelapse
8:15 - Outro
This episode, we're taking a closer look at Cupid's Arrows in Minecraft. These custom tipped arrows don't do any damage and will make breedable mobs act like they've just been fed.
Check out the original episode here: youtu.be/-FqsZJZ6SOs
Commands used in this creation:
Command 1 - Summon Custom Arrows
execute as @e[type=arrow,nbt={inBlockState:{Name:"minecraft:hay_block"}}] if entity @e[type=minecraft:area_effect_cloud,nbt={Potion:"minecraft:healing"},distance=0..4] store result entity @s life short 1201 run summon minecraft:item ~ ~ ~ {Item:{id:"minecraft:tipped_arrow",Count:1b,tag:{CustomPotionEffects:[{Id:26,Duration:1,ShowParticles:0b,Amplifier:0b}],CustomPotionColor:16711752,CustomModelData:1077417179,display:{Name:"{\"text\":\"Cupid's Arrow\",\"italic\":false}"}}},Motion:[0.0d,0.5d,0.0d]}
Command 2 - Modify Arrow in Flight
execute as @e[type=arrow,nbt={Color:16711752},nbt=!{damage:0.0d}] run data merge entity @s {Owner:[],damage:0.0d,SoundEvent:"minecraft:entity.illusioner.cast_spell"}
Command 3 - Modify Mob Data
execute as @e[nbt={ActiveEffects:[{Id:26,Amplifier:0b}]}] run data merge entity @s {InLove:600,HurtByTimestamp:0}
Command 4 - Summon Heart Particles
execute at @e[nbt={InLove:600,ActiveEffects:[{Id:26,Amplifier:0b}]}] run particle minecraft:heart ~ ~ ~ 1 1 1 1 30 normal
Command 5 - Kill Arrow in Ground
kill @e[type=arrow,nbt={Color:16711752,inGround:1b}]
Chapters:
0:00 - Command 1
3:35 - Command 2
5:44 - Command 3
6:43 - Command 4
7:11 - Command 5
8:00 - Outro
This week, we're creating Cupid's Arrows in Minecraft. These custom tipped arrows don't do any damage and will make breedable mobs act like they've just been fed.
Be on the look out for a more in depth explanation of the commands next week.
Commands used in this creation (Updated 8/2/2022):
Command 1 - Summon Custom Arrows
execute as @e[type=arrow,nbt={inBlockState:{Name:"minecraft:hay_block"}}] if entity @e[type=minecraft:area_effect_cloud,nbt={Potion:"minecraft:healing"},distance=0..4] store result entity @s life short 1201 run summon minecraft:item ~ ~ ~ {Item:{id:"minecraft:tipped_arrow",Count:1b,tag:{CustomPotionEffects:[{Id:26,Duration:1,ShowParticles:0b,Amplifier:0b}],CustomPotionColor:16711752,CustomModelData:1077417179,display:{Name:"{\"text\":\"Cupid's Arrow\",\"italic\":false}"}}},Motion:[0.0d,0.5d,0.0d]}
Command 2 - Modify Arrow in Flight
execute as @e[type=arrow,nbt={Color:16711752},nbt=!{damage:0.0d}] run data merge entity @s {Owner:[],damage:0.0d,SoundEvent:"minecraft:entity.illusioner.cast_spell"}
Command 3 - Modify Mob Data
execute as @e[nbt={ActiveEffects:[{Id:26,Amplifier:0b}]}] run data merge entity @s {InLove:600,HurtByTimestamp:0}
Command 4 - Summon Heart Particles
execute at @e[nbt={InLove:600,ActiveEffects:[{Id:26,Amplifier:0b}]}] run particle minecraft:heart ~ ~ ~ 1 1 1 1 30 normal
Command 5 - Kill Arrow in Ground
kill @e[type=arrow,nbt={Color:16711752,inGround:1b}]
Chapters:
0:00 - Introduction
1:15 - Demo
2:22 - Command Overview
4:10 - Outro
This mid-week episode is a deep dive look at the five commands used in last week's Double Jump Enchantment episode: youtu.be/x87YrS_TCOQ
Command 1- Modify Elytra:
execute as @e[type=minecraft:item,nbt={Item:{tag:{BlockEntityTag:{Items:[{Slot:4b,id:"minecraft:lapis_lazuli",Count:3b},{Slot:12b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:13b,id:"minecraft:elytra",Count:1b},{Slot:14b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:22b,id:"minecraft:experience_bottle",Count:48b}]}}}},nbt=!{Item:{tag:{BlockEntityTag:{Items:[{Slot:13b,tag:{DoubleJump:1b}}]}}}}] at @s if block ~ ~ ~ minecraft:enchanting_table store success entity @s Item.tag.BlockEntityTag.Items[{Slot:13b}].tag.DoubleJump byte 1 run data modify entity @s Item.tag.BlockEntityTag.Items[{Slot:13b}].tag.display.Lore append value '{"text":"Double Jump","italic":"false","color":"gray"}'
Command 2 - Replace Shulker Chest with Elytra:
execute as @e[type=minecraft:item,nbt={Item:{tag:{BlockEntityTag:{Items:[{Slot:4b,id:"minecraft:lapis_lazuli",Count:3b},{Slot:12b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:13b,id:"minecraft:elytra",Count:1b},{Slot:14b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:22b,id:"minecraft:experience_bottle",Count:48b}]}}}}] at @s if block ~ ~ ~ minecraft:enchanting_table store result entity @s Item.tag.Enchantments[{id:"fbf:double_jump"}].lvl short 1 run data modify entity @s Item set from entity @s Item.tag.BlockEntityTag.Items[{Slot:13b}]
Command 3 - Create Scoreboard:
scoreboard objectives add double_jump_tracker minecraft.custom:minecraft.jump
Command 4 - Add Levitation:
execute as @a[nbt={Inventory:[{Slot:102b,id:"minecraft:elytra",tag:{DoubleJump:1b}}],FallFlying:1b},scores={double_jump_tracker=2..}] store result score @s double_jump_tracker run effect give @s minecraft:levitation 1 16 true
Command 5 - Remove Levitation:
effect clear @a[nbt={ActiveEffects:[{Id:25,Duration:16,Amplifier:16b}]}] minecraft:levitation
Chapters:
00:00 - Intro
00:33 - Command 1
06:48 - Command 2
08:36 - Command 3
08:50 - Command 4
10:28 - Command 5
10:56 - Outro
This week, we're adding a custom Double Jump enchantment for Elytra!
Trying something a bit different this week. Be on the look out for the regular, in depth explanation of the commands in a few days. In the meantime, here's a shorter, snappier overview of the creation.
Here are the commands used in this creation:
Command 1- Modify Elytra:
execute as @e[type=minecraft:item,nbt={Item:{tag:{BlockEntityTag:{Items:[{Slot:4b,id:"minecraft:lapis_lazuli",Count:3b},{Slot:12b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:13b,id:"minecraft:elytra",Count:1b},{Slot:14b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:22b,id:"minecraft:experience_bottle",Count:48b}]}}}},nbt=!{Item:{tag:{BlockEntityTag:{Items:[{Slot:13b,tag:{DoubleJump:1b}}]}}}}] at @s if block ~ ~ ~ minecraft:enchanting_table store success entity @s Item.tag.BlockEntityTag.Items[{Slot:13b}].tag.DoubleJump byte 1 run data modify entity @s Item.tag.BlockEntityTag.Items[{Slot:13b}].tag.display.Lore append value '{"text":"Double Jump","italic":"false","color":"gray"}'
Command 2 - Replace Shulker Chest with Elytra:
execute as @e[type=minecraft:item,nbt={Item:{tag:{BlockEntityTag:{Items:[{Slot:4b,id:"minecraft:lapis_lazuli",Count:3b},{Slot:12b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:13b,id:"minecraft:elytra",Count:1b},{Slot:14b,tag:{Potion:"minecraft:leaping"},Count:1b},{Slot:22b,id:"minecraft:experience_bottle",Count:48b}]}}}}] at @s if block ~ ~ ~ minecraft:enchanting_table store result entity @s Item.tag.Enchantments[{id:"fbf:double_jump"}].lvl short 1 run data modify entity @s Item set from entity @s Item.tag.BlockEntityTag.Items[{Slot:13b}]
Command 3 - Create Scoreboard:
scoreboard objectives add double_jump_tracker minecraft.custom:minecraft.jump
Command 4 - Add Levitation:
execute as @a[nbt={Inventory:[{Slot:102b,id:"minecraft:elytra",tag:{DoubleJump:1b}}],FallFlying:1b},scores={double_jump_tracker=2..}] store result score @s double_jump_tracker run effect give @s minecraft:levitation 1 16 true
Command 5 - Remove Levitation:
effect clear @a[nbt={ActiveEffects:[{Id:25,Duration:16,Amplifier:16b}]}] minecraft:levitation
Chapters:
0:00 - Introduction
1:19 - Demo
2:40 - Command Overview
4:30 - Outro
This week, we're creating a rage potion in Minecraft. This is a potion that will cause mobs to attack other, nearby mobs.
The "Bad Luck" effect does not occur naturally in Minecraft, and only impacts player luck while fishing. This makes it a convenient choice for custom potion effects.
The same technique of using a modified snowball can still be used without a potion to enrage mobs against other specific mobs and players.
Here are the commands used in this episode:
Command 1 - Create Rage Potions:
execute as @e[type=item,nbt={Item:{id:"minecraft:poisonous_potato"}}] at @s if block ~ ~ ~ minecraft:water_cauldron[level=3] if block ~ ~-1 ~ minecraft:soul_campfire[lit=true] as @e[type=item,nbt={Item:{id:"minecraft:lingering_potion",tag:{Potion:"minecraft:harming"}}},distance=0..1,sort=nearest,limit=3] run data merge entity @s {Item:{tag:{Potion:"",CustomPotionEffects:[{Id:27,Duration:20,ShowParticles:0b,Amplifier:0b}],CustomPotionColor:11023616,display:{Name:"{\"text\":\"Rage Potion\",\"italic\":\"false\"}"}}},Motion:[0.0d,0.5d,0.0d]}
Command 2 - Destroy Extra Ingredients:
execute as @e[type=item,nbt={Item:{id:"minecraft:poisonous_potato"}}] at @s if entity @e[type=item,nbt={Item:{tag:{CustomPotionColor:11023616}}},distance=0..1] run kill @s
Command 3 - Modify Rage Area Effect Cloud:
execute as @e[type=minecraft:area_effect_cloud,nbt={Age:0,Effects:[{Id:27,Amplifier:0b}]}] run data merge entity @s {Radius:5.0f,RadiusOnUse:0.0f,RadiusPerTick:-0.1f,ReapplicationDelay:200,Particle:"minecraft:angry_villager ~ ~ ~ 0 0 0 0 0 normal"}
Command 4 - Summon the Rage Snowball:
execute as @e[nbt={ActiveEffects:[{Id:27,Amplifier:0b,Duration:19}]}] at @s run summon minecraft:snowball ~ ~5 ~ {Motion:[0.0d,-1.0d,0.0d],Item:{id:"minecraft:nether_wart",Count:1b},Tags:["rage_snowball"]}
Command 5 - Change Rage Snowball's Owner:
execute as @e[tag=rage_snowball] at @s positioned ~ ~-5 ~ run data modify entity @s Owner set from entity @e[type=!player,nbt={DeathTime:0s},distance=0.5..25.0,sort=nearest,limit=1] UUID
Chapters:
0:00 - Intro
2:45 - Command 1
4:39 - Command 2
5:06 - Command 3
6:45 - Command 4
7:48 - Command 5
9:12 - Outro
Here are the commands used in this episode:
Command 1 - Add frames to the end of the animation:
execute as @e[type=item_frame] at @s if data entity @s Item.tag.map if block ~ ~-1 ~ minecraft:cartography_table align xyz if entity @e[type=item,nbt={Item:{id:"minecraft:filled_map"},Age:1s},dx=1,dy=1,dz=1] run data modify entity @s Item.tag.frames append from entity @e[type=item,nbt={Item:{id:"minecraft:filled_map"},Age:1s},dx=1,dy=1,dz=1,limit=1] Item.tag.map
Command 2 - Update the current frame displayed:
execute as @e[type=glow_item_frame] if data entity @s Item.tag.frames run data modify entity @s Item.tag.map set from entity @s Item.tag.frames[0]
Command 3 - Remove current frame from the front of the queue:
execute as @e[type=glow_item_frame] if data entity @s Item.tag.frames run data remove entity @s Item.tag.frames[0]
Command 4 - Add current frame to the back of the queue:
execute as @e[type=glow_item_frame] if data entity @s Item.tag.frames run data modify entity @s Item.tag.frames append from entity @s Item.tag.map
Command 5 - Silence item frames that are playing an animation:
execute as @e[type=glow_item_frame] if data entity @s Item.tag.frames run data modify entity @s Silent set value 1b
Chapters:
0:00 - Teaser
0:23 - Intro
1:28 - Command 1
2:44 - Command 2
3:41 - Command 3
4:12 - Command 4
4:41 - Command 5
5:45 - Demo
8:37 - Outro
Conway's Game of Life is probably the most famous 2D cellular automata. It features a grid of cells that can either be alive or dead. Each tick, dead cells with exactly 3 living neighbors come to life, and living cells with less than 2 or more than 3 living neighbors die. From these simple rules, extremely complex behavior arises. Learn more about Conway's Game of Life here: en.wikipedia.org/wiki/Conway%27s_Game_of_Life
Check out my older Game of Life Datapack here: youtube.com/watch?v=oNfI54A3USI
Here are the commands used in this episode:
Command 1 - Count living neighbors:
execute as @e[type=armor_stand,name=Conway] at @s store result entity @s ArmorItems[3].tag.neighbors byte 1 if entity @e[name=Conway,distance=0.5..1.5,nbt={ArmorItems:[{},{},{},{tag:{display:{color:16383998}}}]}]
Command 2 - Bring cells to life:
execute as @e[type=armor_stand,name=Conway,nbt={ArmorItems:[{},{},{},{tag:{display:{color:1908001}}}]}] if entity @s[nbt={ArmorItems:[{},{},{},{tag:{neighbors:3b}}]}] run data merge entity @s {ArmorItems:[{},{},{},{id:"minecraft:leather_helmet",Count:1b,tag:{neighbors:3b,display:{color:16383998}}}],Invisible:1b,Marker:1b,Rotation:[0.0f,0.0f],Pose:{Head:[0.0f,0.0f,0.0f],Body:[0.0f,0.0f,0.0f]}}
Command 3 - Kill cells:
execute as @e[type=armor_stand,name=Conway,nbt={ArmorItems:[{},{},{},{tag:{display:{color:16383998}}}]}] unless entity @s[nbt={ArmorItems:[{},{},{},{tag:{neighbors:2b}}]}] unless entity @s[nbt={ArmorItems:[{},{},{},{tag:{neighbors:3b}}]}] run data merge entity @s {ArmorItems:[{},{},{},{id:"minecraft:leather_helmet",Count:1b,tag:{display:{color:1908001}}}],Invisible:1b,Marker:1b,Rotation:[0.0f,0.0f],Pose:{Head:[0.0f,0.0f,0.0f],Body:[0.0f,0.0f,0.0f]}}
Command 4 - Set concrete beneath dead cells:
execute as @e[type=armor_stand,name=Conway,nbt={ArmorItems:[{},{},{},{tag:{display:{color:1908001}}}]}] at @s if block ~ ~-1 ~ minecraft:white_concrete run setblock ~ ~-1 ~ minecraft:black_concrete
Command 5 - Set concrete beneath living cells:
execute as @e[type=armor_stand,name=Conway,nbt={ArmorItems:[{},{},{},{tag:{display:{color:16383998}}}]}] at @s if block ~ ~-1 ~ minecraft:black_concrete run setblock ~ ~-1 ~ minecraft:white_concrete
Chapters:
0:00 Intro
2:30 Command 1
4:04 Command 2
5:30 Command 3
6:04 Command 4
6:25 Command 5
6:40 Large Scale Demo
Langton's Ant is a simple 2-D system where an "ant" traverses a field of cells, and changes direction each turn based on the color of the cell beneath it. These simple rules lead to fairly complicated behavior. You can read more about Langton's Ant on Wikipedia: en.wikipedia.org/wiki/Langton%27s_ant
Langton's Ant was featured in Minecraft's 2020 April Fools update (Snapshot 20w14∞). By typing the command "/warp ant", players would be teleported to a superflat dimension containing a single ant following its simple routine.
Here are the commands used in this episode:
Command 1 - Check for white concrete and turn right:
execute as @e[type=armor_stand,name=Langton] at @s if block ~ ~-1 ~ minecraft:white_concrete run tp @s ~ ~0.25 ~ ~90 0
Command 2 - Check for black concrete and turn left:
execute as @e[type=armor_stand,name=Langton] at @s if block ~ ~-1 ~ minecraft:black_concrete run tp @s ~ ~0.75 ~ ~-90 0
Command 3 - Toggle white concrete:
execute as @e[type=armor_stand,name=Langton] at @s align y if entity @s[distance=0.2..0.3] run setblock ~ ~-1 ~ minecraft:black_concrete
Command 4 - Toggle black concrete:
execute as @e[type=armor_stand,name=Langton] at @s align y if entity @s[distance=0.7..0.8] run setblock ~ ~-1 ~ minecraft:white_concrete
Command 5 - Move forward:
execute as @e[type=armor_stand,name=Langton] at @s rotated as @s positioned ^ ^ ^1 align xyz run tp @s ~0.5 ~ ~0.5
Chapters:
0:00 Overview and Demo
3:42 Command 1
4:37 Command 2
4:56 Command 3
5:49 Command 4
6:06 Command 5
7:11 Timelapse
8:24 Outro
This video was more of a last minute idea I put together as I was setting up the demo area for (what will now be) next week's episode.
I'm planning on using these gateways in later episodes to create demo areas for each of the future five-block creations.
Here are the commands used in this video:
Command 1 - Place End Gateway:
execute as @e[type=item,nbt={Item:{id:"minecraft:compass"}}] at @s if data entity @s Item.tag.LodestonePos if block ~ ~-1 ~ minecraft:respawn_anchor if entity @e[type=item,nbt={Item:{id:"minecraft:ender_pearl",Count:16b}},distance=0..0.5] run setblock ~ ~-1 ~ minecraft:end_gateway{ExactTeleport:1b,Age:-9223372036854775808L}
Command 2 - Set Exit Coordinates:
execute as @e[type=item,nbt={Item:{id:"minecraft:compass"}}] at @s if data entity @s Item.tag.LodestonePos if block ~ ~-1 ~ minecraft:end_gateway if entity @e[type=item,nbt={Item:{id:"minecraft:ender_pearl",Count:16b}},distance=0..0.5] run data modify block ~ ~-1 ~ ExitPortal set from entity @s Item.tag.LodestonePos
Command 3 - Consume Ender Pearls:
execute as @e[type=item,nbt={Item:{id:"minecraft:compass"}}] at @s if data entity @s Item.tag.LodestonePos if block ~ ~-1 ~ minecraft:end_gateway run kill @e[type=item,nbt={Item:{id:"minecraft:ender_pearl",Count:16b}},distance=0..0.5,limit=1]
Command 4 - Destroy End Gateway
execute as @e[type=minecraft:falling_block,nbt={BlockState:{Name:"minecraft:anvil"}}] at @s if block ~ ~-1 ~ minecraft:end_gateway{ExactTeleport:1b} run setblock ~ ~-1 ~ air
Command 5 - Play Teleport Sound
execute as @a[nbt={PortalCooldown:9}] at @s unless block ~00 ~1 ~00 minecraft:nether_portal unless block ~-1 ~1 ~00 minecraft:nether_portal unless block ~01 ~1 ~00 minecraft:nether_portal unless block ~00 ~1 ~-1 minecraft:nether_portal unless block ~00 ~1 ~01 minecraft:nether_portal run playsound minecraft:entity.enderman.teleport player @a ~ ~ ~ 1 1 0
Chapters:
0:00 Preview
0:21 Overview and Demo
2:20 Command 1
4:34 Command 2
5:11 Command 3
5:55 Command 4
6:48 Command 5
8:24 Outro
If you want to add different levels of charging, just copy blocks 4 and 5, changing the crouch timer value and level of jump boost or pitch of the tone.
If you want the jump boost to persist as long as the player stays crouched, replace 'crouch_timer=20' in command 5 with 'crouch_timer=20..'.
Here's the commands used in this video:
Command 1 - Scoreboard Setup:
scoreboard objectives add crouch_timer minecraft.custom:minecraft.sneak_time
Command 2 - Score Reset:
execute as @p at @s anchored eyes positioned ^ ^ ^ unless entity @s[distance=1.0..1.5,nbt={OnGround:1b}] run scoreboard players set @s crouch_timer 0
Command 3 - Effect Clearing:
effect clear @a[scores={crouch_timer=0..19},nbt={ActiveEffects:[{Id:8,ShowParticles:0b}]},nbt=!{ActiveEffects:[{Id:8,ShowParticles:1b}]}] minecraft:jump_boost
Command 4 - Jump Charged Tone:
execute as @a[scores={crouch_timer=20},nbt=!{Inventory:[{Slot:101b}]}] at @s run playsound minecraft:block.note_block.bass player @s ~ ~ ~ 1 1 1
Command 5 - Adding Effect:
effect give @a[scores={crouch_timer=20},nbt=!{Inventory:[{Slot:101b}]}] minecraft:jump_boost 1 1 true
Chapters:
0:00 Preview
0:15 Overview & Demo
2:14 Command 1
2:36 Command 2
4:26 Command 3
5:36 Command 4
6:46 Command 5
7:34 Outro


