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View pymcutil_demo.py
# This demo script prints out a command that summons a spawner minecart with 10
# spawn potentials, each of which is a command block minecart. Each of these
# command block minecarts is numbered `i` from 1 to 10, with a progressively
# greater spawn probability of `i / 55` and a command that prints a message
# including `i`. Note the absolute position of the spawned command block
# minecarts, and the relative position (offset) of the initial spawner minecart.
spawn_potentials = []
for i in range(1, 11):
spawn_potentials.append(SpawnPotential(
View minecraft_commands.json
{
"achievement": {
"usage": "<give|take> <name|*> [player]"
},
"advancement": {
"see": [
"http://minecraft.gamepedia.com/Commands#advancement",
"http://minecraft.gamepedia.com/Advancements"
],
"usage": [
View bitmath.py
while True:
try:
inp = input('>') # input flags in binary, like this: 01110010
except KeyboardInterrupt:
print('\ngoodbye')
break
n = len(inp) # could also be locked (for example, at n=32 for integer capacity)
try:
View creativeutils.ahk
!0::
SendInput /
Sleep 100
SendInput gamemode 0{Enter}
return
!1::
SendInput /
Sleep 100
SendInput gamemode 1{Enter}
View CreateShops.py
# Feel free to modify and use this filter however you wish. If you do,
# please give credit to SethBling.
# http://youtube.com/SethBling
#
''' Fixed for MC 1.8 by Rezzing, September 6, 2014
PLEASE READ: The unusable trade won't prevent new trades anymore but I
solved it by adding a very high career level. So only use it if you like
the fancy stop sign. '''
# Reedited by DragonQuiz, November 8, 2014
#
View pymcutil_execute.py
# (1) explicitly chained
commands.execute().chain(
commands.execute.at(
target=selectors.entities(type=entities.creeper))
).chain(
commands.execute.unless_entity(
target=selectors.entities(type=entities.ocelot, r=3))
).chain(
commands.execute.if_block(
position=(0, -1, 0),
View commands_with_structure.json
{
"type": "root",
"children": {
"advancement": {
"type": "literal",
"children": {
"grant": {
"type": "literal",
"children": {
"targets": {
View benchmarkers.py
import itertools
import sys
# requires python 3.6+
#
# usage:
# py benchmarkers.py <file> <entity> <range>
#
# where:
# <file> is the pre-formatted file to print commands to, e.g. '{e}.{r}.mcfunction'
View entity_tick_function.md

EntityTickFunction: A function defined via entity data that runs once per tick using the entity as the executor

The title says it all. Similar in ways to the old gameLoopFunction but for individual entities.

Here's some inspiration:

  • Conveniently use @s in the EntityTickFunction to refer to the host entity, bypassing the overhead of running (relatively) expensive @e selectors at 20Hz. Great for systems like custom AI that need to be as responsive as possible while remaining efficient.
  • Trivially - and slightly more efficiently - run one-time initialization functions on newly-spawned mobs by summoning them with an EntityTickFunction that replaces/removes itself once complete.
  • Automatically run multiple (non-nested) functions on an entity every tick by specifying EntityTickFunction to be one of those fancy new function tags.
View rp13.md

rp13

Renames basic block and item texture files from the 1.12 format to 1.13 (the "flattening").

Run rp13update.py (alongside associated JSON files) in the root directory of the resource pack.

Credits to https://redd.it/7f5712 for making it easy to map the old -> new file names.