Minecraft 1.11 and 1.12 feature a new command: /locate:
This command returns the closest structure of the type you entered. The syntax is:
/locate
Here is some more information about the command, taken from the Minecraft Wiki
Accepts: EndCity, Fortress, Mansion, Mineshaft, Monument, Stronghold, Temple and Village.
Desert temples, Jungle temples, Witch huts and Igloos all go under the Temple category.
Pushes coordinates for the closest structure of given type in the chat for the player who executed the command.
Returns the message "Located [Structure] at [x] [y] [z]".
Will display the Y coordinates as "(y?)" for some structures
The primary practical conveniences that are useful for vanilla Minecraft are:
Walls, for surviving the night
A Crafting Table, for all forms of crafting
A Bed, for sleeping through the night
Chests, for storing items
A Furnace, for a great number of utility reasons
Books, for enchanting
However, none of these things necessarily require a dedicated room. In fact, it is easy to build a single chamber that has all of these things packed into a small room without effort. Only when you require a large amount of any one of these things, such as dozens of chests or books, might it be required to build dedicated rooms. At that point, you could subjectively decide that anything en masse would be worthy of its own sectioned area.
It's only possible by using a really complex system of detection and applying effects.
First you'll need some sort of detector (for example invisible marker armor stand) that would move relatively to a player, based on his rotation.
Then you'd just need a clock, that would give players haste or fatigue, based on data from the detector.
So, first of all you summon your detector:
execute @a ~ ~ ~ summon ArmorStand ~ ~ ~ {CustomName:"Reader",Marker:1b,Invulnerable:1}
Then you need a repeating command block, that would detect player rotation and tp the reader to right position. It would probably take quite a bunch of blocks with commands like this:
execute @a[rxm=XM,rx=X,rym=RM,ry=Y] ~ ~ ~ teleport @e[c=1,name=Reader] ~1 ~ ~
Using "teleport" works only in 1.10 snapshots, and it's going to move the reader relatively to the player. You could make command bigger and make it work with tp as well.
Then it's as simple, as giving the player effects, based on block, that detector fill find.
execute @e[name=Reader] ~ ~ ~ detect ~ ~ ~ stone -1 effect @p ...
This is quite a complex system, so I would recommend making a resource pack instead.
Check your Firewall/Antivirus software to see if that's blocking the connection. the most you can do for that is turn it on and off, if that doesn't work then unplug the LAN and plug it back in that's all I got for you
You can change your name here: https://account.mojang.com/me
Once you change your name, no two people can have the same name at one time. It's yours until you change it again. If what you mean is that you want your OLD username to be secured, it is blacklisted for one month and a week, so you can change back, but after that point you can't secure it.
As you suspected, you accomplish this the same way as changing text in the chat box.
For completeness, the code to do that is:
name
Replace the ###### with the hex code color you wish to use.
Unfortunately, unlike the chatbox, you are very limited on the length of characters you can use.
There are a few basic colors that only require a single digit:
2 Red
3 Green
4 Blue
5 Turquoise
6 Pink
7 Yellow
9 Dark Red
If you want to use one of these colors, it will save you quite a bit of space to spend those characters on your actual name.
In case you have doubts, you can see that the name change is going to go through correctly before you confirm the change. Here is a screenshot of my game which shows the change to blue:
And again on the confirmation screen:
If the notice says "Invalid email or password", it could be password issues. Have you tried clicking the "Forgot Password" button on the login page and resetting your password using the prompts? Perhaps then when you try to sign in, you were just getting the password wrong the whole time.
Stone pipes, in my experience, don't provide enough water that the thirsty combustion engines require. This is also easy to tell in your picture as the pipes are not filled... meaning they are only just able to feed the engine.
Use gold pipes as they are able to transfer much more water per pipe.
If that still isn't enough, then use emerald pipes as well as the gold pipes. Emerald pipes pull out 4 times as much as a wooden pipe can do.
Look here for more info on piping
It seems as though the second design would work better. As long as the spawners aren't within 9 blocks of each other, they should work at full speed. Tesselable, vertical designs are always my first choice, especially with my own Survival-built spawn traps. Just make sure that there are no blocks without water on them that the golems could get stuck on.
Okay, I am sorry... I figured it out: I just changed the Server-ip fromserver.ip to server.ip:10400. I am still curious why that happened. If someone knows why, I would be grateful to hear it!
A according to source, this is the default template. However, since all values that aren't changed already use default, it would seem that to do what you want you don't actually need to know what default is:
//
// This database defines bot "personalities".
// Feel free to edit it and define your own bots.
//
//----------------------------------------------------------------------------
//
// All profiles begin with this data and overwrite their own
//
Default
Skill = 50
Aggression = 50
ReactionTime = 0.3
AttackDelay = 0
Teamwork = 75
WeaponPreference = none
Cost = 0
Difficulty = NORMAL
VoicePitch = 100
Skin = 0
End
//----------------------------------------------------------------------------
//
// These templates inherit from Default and override with their values
// The name of the template defines a type that is used by individual bot profiles
//
// weapon preference templates
Template Rifle
WeaponPreference = m4a1
WeaponPreference = ak47
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template RifleT
WeaponPreference = ak47
WeaponPreference = m4a1
WeaponPreference = galil
WeaponPreference = famas
WeaponPreference = mp5
End
Template Punch
WeaponPreference = aug
WeaponPreference = sg552
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template PunchT
WeaponPreference = aug
WeaponPreference = sg552
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template Sniper
WeaponPreference = awp
WeaponPreference = sg550
WeaponPreference = g3sg1
WeaponPreference = scout
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template Power
WeaponPreference = m249
WeaponPreference = xm1014
WeaponPreference = m3
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template Shotgun
WeaponPreference = xm1014
WeaponPreference = m3
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template Shield
// WeaponPreference = shield
WeaponPreference = m4a1 // in case shield is disallowed
WeaponPreference = ak47
WeaponPreference = famas
WeaponPreference = galil
WeaponPreference = mp5
End
Template Spray
WeaponPreference = p90
WeaponPreference = tmp
WeaponPreference = mac10
WeaponPreference = mp5
End
// skill templates
Template Elite
Skill = 100
Aggression = 100
ReactionTime = 0.2
Cost = 4
Difficulty = EXPERT
VoicePitch = 85
End
Template Expert
Skill = 90
Aggression = 90
ReactionTime = 0.2
Cost = 4
Difficulty = EXPERT
VoicePitch = 88
End
Template VeryHard
Skill = 80
Aggression = 80
ReactionTime = 0.25
Cost = 3
Difficulty = HARD
VoicePitch = 92
End
Template Hard
Skill = 75
Aggression = 75
ReactionTime = 0.25
Cost = 3
Difficulty = HARD
VoicePitch = 94
End
Template Tough
Skill = 60
Aggression = 60
ReactionTime = 0.3
AttackDelay = 0.35
Cost = 2
Difficulty = NORMAL+HARD
VoicePitch = 96
End
Template Normal
Skill = 50
Aggression = 50
ReactionTime = 0.4
AttackDelay = 0.7
Cost = 2
Difficulty = NORMAL
End
Template Fair
Skill = 25
Aggression = 30
ReactionTime = 0.4
AttackDelay = 1.0
Cost = 1
Difficulty = EASY+NORMAL
VoicePitch = 105
End
Template Easy
Skill = 0
Aggression = 20
ReactionTime = 0.5
AttackDelay = 1.5
Cost = 1
Difficulty = EASY
VoicePitch = 110
End
//----------------------------------------------------------------------------
//
// These are the individual bot profiles, which inherit first from
// Default and then the specified Template(s), in order
//
Elite+Rifle Cliffe
Skin = 1
VoicePitch = 95
End
Elite+Spray Minh
Skin = 2
VoicePitch = 105
End
Elite+Shotgun Crusher
Skin = 4
VoicePitch = 84
End
Elite+Punch Pheonix
Skin = 4
VoicePitch = 110
End
Elite+Power Rock
Skin = 2
VoicePitch = 80
End
Elite+PunchT Shark
Skin = 4
VoicePitch = 90
End
Elite+Rifle Wolf
Skin = 2
VoicePitch = 98
End
Elite+RifleT Gunner
Skin = 1
VoicePitch = 96
End
Elite+Sniper Zed
Skin = 3
VoicePitch = 105
End
Elite+RifleT Steel
Skin = 1
VoicePitch = 84
End
Elite+PunchT Stone
Skin = 4
VoicePitch = 86
End
//----------------------------------------
Expert+RifleT Arnold
VoicePitch = 85
End
Expert+Rifle Brett
VoicePitch = 100
End
Expert+Punch Kurt
VoicePitch = 95
End
Expert+Sniper Kyle
Cost = 5
VoicePitch = 115
End
Expert+Shotgun Moe
VoicePitch = 87
End
Expert+Rifle Quade
VoicePitch = 91
End
Expert+Rifle Quintin
VoicePitch = 101
End
Expert Ringo
VoicePitch = 112
End
Expert+PunchT Rip
VoicePitch = 99
End
Expert+Rifle Zach
VoicePitch = 100
End
//----------------------------------------
VeryHard+Power Cory
Skin = 1
VoicePitch = 110
End
VeryHard+Sniper Quinn
Skin = 3
VoicePitch = 93
End
VeryHard+Rifle Seth
Skin = 2
VoicePitch = 100
End
VeryHard+RifleT Vinny
Skin = 4
VoicePitch = 86
End
//----------------------------------------
Hard+Rifle Chad
Skin = 1
VoicePitch = 95
End
Hard+RifleT Chet
Skin = 2
VoicePitch = 90
End
Hard+Spray Gabe
Skin = 4
VoicePitch = 102
End
Hard+Shotgun Hank
Skin = 1
VoicePitch = 98
End
Hard+RifleT Ivan
Skin = 2
VoicePitch = 96
End
Hard+Punch Jim
Skin = 4
VoicePitch = 103
End
Hard+PunchT Joe
Skin = 1
VoicePitch = 105
End
Hard+Rifle John
Skin = 2
VoicePitch = 97
End
Hard+Rifle Tony
Skin = 4
VoicePitch = 84
End
Hard+PunchT Tyler
Skin = 1
VoicePitch = 90
End
Hard+Rifle Victor
Skin = 2
VoicePitch = 98
End
Hard+Sniper Vladimir
Skin = 3
VoicePitch = 110
End
Hard+Spray Zane
Skin = 4
VoicePitch = 103
End
Hard+Rifle Zim
Skin = 2
VoicePitch = 110
End
//----------------------------------------
Tough+Sniper Adrian
Skin = 3
VoicePitch = 120
End
Tough+Rifle Brad
Skin = 1
VoicePitch = 100
End
Tough+Rifle Connor
Skin = 2
VoicePitch = 104
End
Tough+RifleT Dave
Skin = 4
VoicePitch = 98
End
Tough Dan
Skin = 1
VoicePitch = 100
End
Tough+Rifle Derek
Skin = 2
VoicePitch = 102
End
Tough+Shotgun Don
Skin = 4
VoicePitch = 95
End
Tough+Rifle Eric
Skin = 1
VoicePitch = 95
End
Tough+RifleT Erik
Skin = 2
VoicePitch = 110
End
Tough+Rifle Finn
Skin = 4
VoicePitch = 112
End
Tough Jeff
Skin = 1
VoicePitch = 90
End
Tough+Rifle Kevin
Skin = 2
VoicePitch = 115
End
Tough+RifleT Reed
Skin = 4
VoicePitch = 107
End
Tough+Rifle Rick
Skin = 2
VoicePitch = 102
End
Tough Ted
Skin = 1
VoicePitch = 98
End
Tough+Rifle Troy
Skin = 2
VoicePitch = 100
End
Tough+RifleT Wade
Skin = 4
VoicePitch = 95
End
Tough+Rifle Wayne
Skin = 1
VoicePitch = 86
End
Tough+RifleT Xander
Skin = 2
VoicePitch = 100
End
Tough+Rifle Xavier
Skin = 4
VoicePitch = 95
End
//----------------------------------------
Normal+Rifle Adam
Skin = 1
VoicePitch = 105
End
Normal+PunchT Andy
Skin = 2
VoicePitch = 90
End
Normal Chris
Skin = 3
VoicePitch = 100
End
Normal Colin
Skin = 4
VoicePitch = 107
End
Normal+Shield Dennis
Skin = 1
VoicePitch = 104
End
Normal Doug
Skin = 2
VoicePitch = 110
End
Normal Gary
Skin = 3
VoicePitch = 95
End
Normal Grant
Skin = 4
VoicePitch = 112
End
Normal Greg
Skin = 1
VoicePitch = 111
End
Normal+Sniper Ian
Skin = 3
VoicePitch = 115
End
Normal Jerry
Skin = 4
VoicePitch = 112
End
Normal Jon
Skin = 1
VoicePitch = 96
End
Normal Keith
Skin = 2
VoicePitch = 98
End
Normal Mark
Skin = 4
VoicePitch = 110
End
Normal Matt
Skin = 1
VoicePitch = 95
End
Normal+RifleT Mike
Skin = 2
VoicePitch = 100
End
Normal Nate
Skin = 4
VoicePitch = 99
End
Normal Paul
Skin = 3
VoicePitch = 98
End
Normal Scott
Skin = 1
VoicePitch = 105
End
Normal Steve
Skin = 2
VoicePitch = 115
End
Normal Tom
Skin = 3
VoicePitch = 110
End
Normal Yahn
Skin = 4
VoicePitch = 92
End
//----------------------------------------
Fair Alfred
VoicePitch = 110
End
Fair Bill
VoicePitch = 100
End
Fair Brandon
VoicePitch = 99
End
Fair+Spray Calvin
VoicePitch = 120
End
Fair Dean
VoicePitch = 111
End
Fair Dustin
VoicePitch = 98
End
Fair Ethan
VoicePitch = 112
End
Fair Harold
VoicePitch = 90
End
Fair Henry
VoicePitch = 120
End
Fair Irving
VoicePitch = 118
End
Fair Jason
VoicePitch = 116
End
Fair Josh
VoicePitch = 114
End
Fair Martin
VoicePitch = 110
End
Fair Nick
VoicePitch = 98
End
Fair Norm
VoicePitch = 92
End
Fair Orin
VoicePitch = 113
End
Fair Pat
VoicePitch = 114
End
Fair Perry
VoicePitch = 115
End
Fair Ron
VoicePitch = 100
End
Fair Shawn
VoicePitch = 102
End
Fair Tim
VoicePitch = 98
End
Fair Will
VoicePitch = 96
End
Fair Wyatt
VoicePitch = 94
End
//----------------------------------------
Easy Albert
VoicePitch = 100
End
Easy Allen
VoicePitch = 110
End
Easy Bert
VoicePitch = 120
End
Easy Bob
VoicePitch = 99
End
Easy Cecil
VoicePitch = 120
End
Easy Clarence
VoicePitch = 125
End
Easy Elliot
VoicePitch = 110
End
Easy Elmer
VoicePitch = 100
End
Easy Ernie
VoicePitch = 112
End
Easy Eugene
VoicePitch = 121
End
Easy Fergus
VoicePitch = 99
End
Easy Ferris
VoicePitch = 119
End
Easy Frank
VoicePitch = 118
End
Easy Frasier
VoicePitch = 117
End
Easy Fred
VoicePitch = 116
End
Easy George
VoicePitch = 115
End
Easy Graham
VoicePitch = 114
End
Easy Harvey
VoicePitch = 112
End
Easy Irwin
VoicePitch = 111
End
Easy Lester
VoicePitch = 110
End
Easy Marvin
VoicePitch = 109
End
Easy Neil
VoicePitch = 108
End
Easy Niles
VoicePitch = 122
End
Easy Oliver
VoicePitch = 120
End
Easy Opie
VoicePitch = 125
End
Easy Toby
VoicePitch = 92
End
Easy Ulric
VoicePitch = 100
End
Easy Ulysses
VoicePitch = 102
End
Easy Uri
VoicePitch = 104
End
Easy Waldo
VoicePitch = 108
End
Easy Wally
VoicePitch = 95
End
Easy Walt
VoicePitch = 100
End
Easy Wesley
VoicePitch = 120
End
Easy Yanni
VoicePitch = 112
End
Easy Yogi
VoicePitch = 99
End
Easy Yuri
VoicePitch = 110
End
The error simply means no targets were found, meaning there was not a living player with a "state" score of 1. You must set their score first:
/scoreboard players set @p state 1
Yes. Use MCEdit. You can copy the section in your old map, and save it as a schematic, which you can then import and place into a new world (generated with Minecraft by starting a new game), overwriting what was there before. Make sure Minecraft is closed while you are using MCEdit, otherwise you can corrupt your map.
Ok, so first of all, a color and a mask are not the only ingredients to create a custom mask:
A custom mask consists of a form, a color scheme, a pattern, and a material.
Also, from what I've seen so far, the color only applies to the pattern you use during the craf, which explains why my mask was remaining white with a simple colored pattern at the top of it.
For a complete list of masks, patterns and colors, you can check out this wiki.
I accually found a solution using the OnGround tag:
Once:
scoreboard objectives add tobekilled dummy
Repeating:
scoreboard players set @e[type=Zombie] tobekilled 1 {OnGround:1b}
kill @e[score_tobekilled_min=1]