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@sudojunior
Last active November 14, 2019 13:10
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Minecraft 1.14.x Java Edition Commands List (using Unity-like argument definitions)
Vector3 = implement int[] as [x, y, z]
Target = ref file(./target_selector.txt)
Gamemode =
("survival" | "s") | // Survival
("creative" | "c") | // Creative
("adventure" | "a") | // Adventure
"spectator" // Spectator
Gamerule = BoolGamerule & IntGamerule
BoolGamerule =
"announceAdvancements" |
"commandBlockOutput" |
"disableElytraMovementCheck" |
"disableRaids" |
"doDaylightCycle" |
"doEntityDrops" |
"doFireTick" |
"doInsomnia" |
"doImmediateRespawn" |
"doLimitedCrafting" |
"doMobLoot" |
"doMobSpawning" |
"doTileDrops" |
"doWeatherCycle" |
"drowningDamage" |
"fallDamage" |
"fireDamage" |
"keepInventory" |
"logAdminCommands" |
"mobGriefing" |
"naturalRegeneration" |
"reducedDebugInfo" |
"sendCommandFeedback" |
"showDeathMessages" |
"spectatorsGenerateChunks"
IntGamerule =
"maxCommandChainLength" |
"maxEntityCramming" |
"randomTickSpeed" |
"spawnRadius"
StructureType =
"Buried_Treasure" |
"EndCity" |
"Fortress" |
"Mansion" |
"Mineshaft" |
"Monument" |
"Ocean_Ruin" |
"Shipwreck" |
"Stronghold" |
"Desert_Pyramid" |
"Igloo" |
"Jungle_Pyramid" |
"Swamp_Hut" |
"Village" |
"Pillager_Outpost"
Criteria =
"dummy" |
"trigger" |
"deathCount" |
"playerKillCount" |
"totalKillCount" |
"health" |
"xp" |
"level" |
"food" |
"air" |
"armor" |
"minecraft.custom:minecraft.*" |
"minecraft.crafted:minecraft.*" |
"minecraft.used:minecraft.*" |
"minecraft.broken:minecraft.*" |
"minecraft.mined:minecraft.*" |
"minecraft.killed:minecraft.*" |
"minecraft.picked_up:minecraft.*" |
"minecraft.dropped:minecraft.*" |
"minecraft.killed_by:minecraft.*" |
"teamkill.*" |
"killedByTeam.*"
ScoreboardSlot =
"list" |
"sidebar" |
"sidebar.team.*" |
"belowName"
advancement (grant|revoke) <targets> ...
advancement grant <targets> everything
advancement grant <targets> from <advancement>
advancement grant <targets> only <advancement> [<critierion>]
advancement grant <targets> through <advancement>
advancement grant <targets> until <advancement>
advancement revoke <targets> everything
advancement revoke <targets> from <advancement>
advancement revoke <targets> only <advancement> [<critierion>]
advancement revoke <targets> through <advancement>
advancement revoke <targets> until <advancement>
bossbar (add|get|list|remove|set) ...
bossbar add <id> <name>
bossbar get <id> (max|players|value|visible)
bossbar list
bossbar remove <id>
bossbar set <id> ...
bossbar set <id> color (blue|green|pink|purple|red|white|yellow)
bossbar set <id> max <max>
bossbar set <id> name <name>
bossbar set <id> players [<targets>]
bossbar set <id> style (notched_10|notched_12|notched_20|notched_6|progress)
bossbar set <id> value <value>
bossbar set <id> visible (false|true)
clear [<targets:Target[]>] [<item:Item>]
clone <begin:Vector3> <end:Vector3> <destination:Vector3> [filtered|masked|replace]
data (get|merge|modify|remove) (block|entity) ...
datapack (disable|enable|list) ...
debug (report|start|stop)
defaultgamemode (adventure|creative|spectator|survival)
difficulty (easy|hard|normal|peaceful)
effect (give|clear) [...]
effect give <entity:Target> <effect> [seconds:int] [amplifier:int] [hideParticles:boolean]
effect clear <entity:Target>
enchant <player:Target> <enchantment> [level]
execute
experience (add|set|query) [...]
experience add <players:Target[]> <amount> [(points|levels)]
experience set <players:Target[]> <amount> [(points|levels)]
experience query <player> (points|levels)
fill <x1> <y1> <z1> <x2> <y2> <z2> <block> (destroy|hollow|keep|outline|replace)
fill <x1> <y1> <z1> <to:(x y z)> <block> replace [<replaceTileName>]
forceload (add|remove|query)
forceload (add|remove) <x1> <z1> [<x2> <z2>]
forceload remove all
forceload query [<x1> <z1>]
function <function>
gamemode <mode:Gamemode> [player:Target[]]
gamerule <rule:Gamerule> [value]
give <player>[<selectors>] <item>[<NBT>] [<count>]
help [page|command_name]
kill <target>[<selectors>]
list
list uuids
locate <structure:StructureType>
loot <target> <source>
# target only
loot spawn <source>
replace (entity|block) [...] <source>
replace entity <source>
replace block <x> <y> <z> <slot> [<count>] <source>
give <player> <source>
insert <x> <y> <z> <source>
# source only
loot <target> fish <fishing_location> [<item>|mainhand|offhand]
loot <target> loot <loot_table_id>
loot <target> kill <entity>
loot <target> mine <x> <y> <z> [<item>|mainhand|offhand]
me <action>
msg <target> <message>
particle <name> [<pos:Vector3>] [<delta:Vector3>] [<speed>] [<count>] [(normal|force)] [<player>]
playsound <sound> <source> <player> [pos:Vector3] [volume] [pitch] [minimumVolume]
publish [port]
recipe (give|take) [player] (<name>|*)
reload
replaceitem (block|entity) [...]
replaceitem block <pos:Vector3> <slot> <item> [amount]
replaceitem entity <selector> <slot> <item> [amount]
say <...message>
schedule function <function> <time>
scoreboard (objectives|players) [...]
scoreboard objectives (add|list|modify|remove|setdisplay) [...]
scoreboard objectives add <objective> <criterion> [<displayName>]
scoreboard objectives list
scoreboard objectives modify <objective> (displayname|rendertype) [...]
scoreboard objectives modify <objective> displayname <displayName>
scoreboard objectives modify <objective> rendertype (hearts|integer)
scoreboard objectives remove <objective>
scoreboard objectives setdisplay <slot> [<objective>]
scoreboard players (add|enable|get|list|operation|remove|reset|set) [...]
scoreboard players add <targets> <objective> <score>
scoreboard players enable <targets> <objective>
scoreboard players get <target> <objective>
scoreboard players list [<target>]
scoreboard players operation <targets> <targetObjective> <operation> <source> <sourceObjective>
scoreboard players reset <targets> [<objective>]
scoreboard players set <targets> <objective> <score>
seed
setblock <pos> <block> [...]
setblock <pos> <block> [<mode>]
setblock <pos> <block>[state=value] [<mode>]
setblock <pos> <block>{tag:value} [<mode>]
setblock <pos> <block>[state=value]{tag:value} [<mode>]
setworldspawn <pos:Vector3>
spawnpoint
spawnpoint <player>
spawnpoint <player> <pos:Vector3>
spreadplayers <x> <z> <spreadDistance> <maxRange> <respectTeams:bool> <player>
stopsound <player> [<source>] [<sound>]
summon <entity_name> [x] [y] [z] <dataTag>
tag <targets> (add|list|remove) [...]
tag <targets> add <name>
tag <targets> list
tag <targets> remove <name>
team (add|empty|join|leave|list|modify|remove) [...]
team add <team> [<displayname>]
team empty <team>
team join <team> [<members>]
team leave <members>
team list [<team>]
team modify <team> <option> <value>
team remove <team>
teammsg <message>
teleport <...>
teleport <destination>
teleport <targets> <destination>
teleport <targets> <entity>
teleport <targets> <location> facing <facingLocation>
teleport <targets> <location> facing entity <facingEntity> [<facingAnchor>]
teleport <targets> <location> [<rotation>]
tell -> msg
tellraw <player> <raw_json_message>
time (add|query|set) [...]
time add <value>
time query (daytime|gametime|day)
time set <value>
title
tm -> teammsg
tp -> teleport
trigger <objective> [add|set]
w -> msg
weather (clear|rain|thunder)
worldborder (add|center|damage|get|set|warning) ...
xp -> experience
ban <player> [reason...]
ban-ip (<address>|<name/player>) [reason...]
banlist (ips|players)
deop <player: Target>
kick <player: Target> [reason:string[] ...]
op <player>
pardon <name>
pardon-ip <address>
save-all
save-off
save-on
setidletimeout <minutes>
stop
whitelist
whitelist add <player>
whitelist list
whitelist off
whitelist on
whitelist reload
whitelist remove <player>
@a - All players
@e - All entities
@p - Nearest player
@r - Random player
@s - ??
<playerName> - Target specific player
<UUID> - Target specific entity (includes players and entities alike)
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