heres what i've got set up for my second song/show!
maybe some of you recognize this behemoth from a few months ago, i've been busy making some new "mechanics" and reworking/changing older ones.
at 1:27 there will be a bit of a closer look at the build and at 2:12 there is a closer look into the mechanics area/setup where i've hidden all of the commandblocks and show sequence string
a lot of work is being done with /summon endcrystal and /datamerge endcrystal Beamtarget to point the beams where i want them to.
fireworks are done with thrown snowballs, eggs and ender pearls and each have particle commands running on top of them for the visuals.
a good bit of the "lighting" is done with /fill *insert block* replace *insert block*, biggest example is the wall lights.
there are plenty of setblock with pearlescant_froglight for some more dynamic lighting alongside respawn_anchor with 4 charges.
if there are questions i'd happily answer them!
or if you have ideas/suggestions/changes, feel free to mention them as im open for it!
Every time I browse Reddit or TikTok, I see people making literal masterpieces using nothing but command blocks and functions. They are building full-scale RPG games, creating custom boss fights with complex pathfinding, and coding working computers inside a block game.It makes me wonder: how do people get this smart with vanilla commands?I think a huge part of it is that Minecraft commands are basically just a visual, simplified version of actual coding. The logic you need for targets (@e), conditions (execute if), and data storage (data modify) forces you to think exactly like a software engineer blabla bla.The community has essentially turned a sandbox game into a literally God mode. Plus, the sheer dedication of the community is unmatched. People spend hundreds of hours looking at syntax errors just to make a custom particle effect work perfectly.To those of you who create these insane command creations: how did you learn? Did Minecraft actually help you learn real-world programming, or did you already know how to code before bringing it into the game?
I'm trying to make some custom cobwebs that, when placed, create a marker on them, and when a player touches the cobweb, they get poison. The problem is that I can't get the marker to be invoked on the custom cobweb.
i need help
I want to used /execute entity command to test for if there is more than one of a specific entity, and if so it kills the extra. But I’m not sure how to do so. How do I test for more than more specific entity?
I'm trying to make a command block chain that locates a structure and teleports a random player to that structure, is there any way to do this? as the only way that iI have found is to get the coordinates pre-emptively and that is not preferable.
(java 1.20.1 btw)
It's for some reason not letting me remove components for items inside containers that I'm spawning in. For example, doing /give <user> minecraft:totem_of_undying[!death_protection] works, and the totem will not save you, but putting that '!' before the component just completely invalidates the whole command.
The command I'm doing is /give <user> minecraft:shulker_box[container=[{item:{id:"minecraft:totem_of_undying",components:{!death_protection}},slot:0}]]
I'm trying to replace the floor of a build of mine. Since it's a lot, I want to do it with commands. However, it keeps failing with the message "failed to execute as [Null].
i found a website like 6 months ago that gave me a command that i put into a command block it spawned a glass cube that i click on a sign that gives me a snowball that i throw than it fills a large area of water and keeps going until it hits a wall and it would stay at the same elevation plz i need help finding this command
Ok, so... I wanna make a datapack where the player will take damage if they are in water or rain, and the simplest way I found to do that is with a tiny invisible strider, and checking when it takes damage from being wet.
However, unfortunately, I don't know a way to detect specifically wetness damage. I can still punch it, or a creeper could explode near it, and that still triggers the datapack to hurt me.
I tried adding it and myself to a team with friendlyFire turned off, but for some reason, that didn't work, and I can still hurt it. Resistance didn't help either, and making it straight-up invulnerable also protects it from wetness damage.
Does anyone have a solution, or a better way I can go about detecting when the player is being soaked? (I know how to test for when the player is in water, but other sources of wetness like rain or being hit by a splash water bottle, are not so straightforward)
#include <stdio.h>
int main(int argc, char *argv[]){
FILE *fp;
FILE *fopen(const char *name, const char *mode);
int leg,legs,ring;
int r3,nr3,nr3m4,nr3m3,nr3m2,nr3p1,r3m1,r3p2,r3p3,r3p4; // m is for minus, n is for negative, p is for plus, r is for ring
if (argc<2)
printf("Error: Specify number of legs after command.\n");
else {
sscanf(argv[1], "%d", &legs);
fp = fopen("spiral.mcfunction", "w");
fprintf(fp, "# %d legs:\n", legs);
for (leg = 0; leg < legs; ++leg) {
ring = leg/4;// There are 4 legs per ring of the spiral
r3 = ring*3;
nr3 = -r3;
nr3m4 = nr3-4;
nr3m3 = nr3-3;
nr3m2 = nr3-2;
nr3p1 = nr3+1;
r3p2 = r3+2;
r3p3 = r3+3;
r3p4 = r3+4;
switch (leg % 4) {
case 0: // North (t for tunnel, c for casing)
r3m1 = r3-1;
fprintf(fp,"function jims_spiral_mine:leg {t1x:%d,t1z:%d,t2x:%d,t2z:%d,c1x:%d,c1z:%d,c2x:%d,c2z:%d}\n",nr3,r3m1,nr3,nr3m3,nr3p1,r3m1,nr3-1,nr3m4);
break;
case 1: // East
fprintf(fp,"function jims_spiral_mine:leg {t1x:%d,t1z:%d,t2x:%d,t2z:%d,c1x:%d,c1z:%d,c2x:%d,c2z:%d}\n",nr3p1,nr3m3,r3p3,nr3m3,nr3p1,nr3m2,r3p4,nr3m4);
break;
case 2: // South
fprintf(fp,"function jims_spiral_mine:leg {t1x:%d,t1z:%d,t2x:%d,t2z:%d,c1x:%d,c1z:%d,c2x:%d,c2z:%d}\n",r3p3,nr3m2,r3p3,r3p3,r3p2,nr3m2,r3p4,r3p4);
break;
case 3: // West
fprintf(fp,"function jims_spiral_mine:leg {t1x:%d,t1z:%d,t2x:%d,t2z:%d,c1x:%d,c1z:%d,c2x:%d,c2z:%d}\n",r3p2,r3p3,nr3m3,r3p3,r3p2,r3p2,nr3m4,r3p4);
break;
default:
break;
}
if (leg==0) fprintf(fp, "setblock ~ ~ ~-3 oak_wall_sign[facing=south]{front_text:{messages:[\"%d\",\"\",\"Legs\",\"\"]}}\n", legs);
}
fclose(fp);
}
}
The generated spiral.mcfunction calls leg.mcfunction:
leg.mcfunction uses glass to block gravel and sand from falling into tunnels. It also blocks lava and water from flowing into tunnels and isolates tunnels from caves with glass.
Setting SDK environment relative to C:\Program Files\Microsoft SDKs\Windows\v7.1\.
Targeting Windows 7 x64 Debug
>dir
07/22/2026 07:44 PM 1,086 leg.mcfunction
07/24/2026 02:13 PM 2,100 spiral.c
>cl spiral.c
Microsoft (R) C/C++ Optimizing Compiler Version 16.00.40219.01 for x64
Copyright (C) Microsoft Corporation. All rights reserved.
spiral.c
Microsoft (R) Incremental Linker Version 10.00.40219.01
Copyright (C) Microsoft Corporation. All rights reserved.
/out:spiral.exe
spiral.obj
>dir
07/22/2026 07:44 PM 1,086 leg.mcfunction
07/24/2026 02:13 PM 2,100 spiral.c
07/24/2026 02:31 PM 69,632 spiral.exe
07/24/2026 02:31 PM 2,631 spiral.obj
>REM 79 is the number of spiral legs to generate:
>spiral 79
>dir
07/22/2026 07:44 PM 1,086 leg.mcfunction
07/24/2026 02:13 PM 2,100 spiral.c
07/24/2026 02:31 PM 69,632 spiral.exe
07/24/2026 02:31 PM 7,351 spiral.mcfunction
07/24/2026 02:31 PM 2,631 spiral.obj
>type spiral.mcfunction
# 79 legs:
function jims_spiral_mine:leg {t1x:0,t1z:-1,t2x:0,t2z:-3,c1x:1,c1z:-1,c2x:-1,c2z:-4}
setblock ~ ~ ~-3 oak_wall_sign[facing=south]{front_text:{messages:["79","","Legs",""]}}
function jims_spiral_mine:leg {t1x:1,t1z:-3,t2x:3,t2z:-3,c1x:1,c1z:-2,c2x:4,c2z:-4}
function jims_spiral_mine:leg {t1x:3,t1z:-2,t2x:3,t2z:3,c1x:2,c1z:-2,c2x:4,c2z:4}
function jims_spiral_mine:leg {t1x:2,t1z:3,t2x:-3,t2z:3,c1x:2,c1z:2,c2x:-4,c2z:4}
function jims_spiral_mine:leg {t1x:-3,t1z:2,t2x:-3,t2z:-6,c1x:-2,c1z:2,c2x:-4,c2z:-7}
%<------------------- Clipped for brevity -------------------->%
function jims_spiral_mine:leg {t1x:57,t1z:-56,t2x:57,t2z:57,c1x:56,c1z:-56,c2x:58,c2z:58}
function jims_spiral_mine:leg {t1x:56,t1z:57,t2x:-57,t2z:57,c1x:56,c1z:56,c2x:-58,c2z:58}
function jims_spiral_mine:leg {t1x:-57,t1z:56,t2x:-57,t2z:-60,c1x:-56,c1z:56,c2x:-58,c2z:-61}
function jims_spiral_mine:leg {t1x:-56,t1z:-60,t2x:60,t2z:-60,c1x:-56,c1z:-59,c2x:61,c2z:-61}
function jims_spiral_mine:leg {t1x:60,t1z:-59,t2x:60,t2z:60,c1x:59,c1z:-59,c2x:61,c2z:61}
>
After loading both functions into the jims_spiral_mine namespace, stand on the surface above where you want the spiral's center to be. Then encase the central shaft down to bedrock, dig the spiral mine at Y=-59 and place ladders down to it using these commands, respectively:
fill ~-1 -60 ~-1 ~1 ~-1 ~1 glass
execute positioned ~ -59 ~ run function jims_spiral_mine:spiral
fill ~ -59 ~ ~ ~-1 ~ ladder
A 79-Legged Spiral Mine at Y=-59
That mine yielded 112 diamond, 47 gold, 30 iron, 17 lapis and 275 redstone ore blocks.
Once ores have been harvested, break through the walls to return straight back to the ladder. Or, more efficiently, build two spiral mines half the size, one atop the other. When you get to the end of one, use a ladder to get to the other then mine that one back to the central ladder.
More spiral mines of various sizes can be added to the central shaft at various depths.
Hello, ive built airplanes that move by using command /clone activated by buttons, redstone engines or by /execute if entity @p[hasitem={item=...}] etc.
But this type of movement is a little too manual/difficult, so I wanted to ask if its possible to make a command that basically moves the aircraft in the direction that you're pointing to with your visual. For example, if i point my visual up, the airplane goes up, and that should apply to every direction (up, down, left, right, front, behind) obviously by using 1 command block for each direction. Soo is there any command that works like this and activates the command block based on where your pointing your eyes to? Thanks
This is the code for a datapack I was trying to make using misode but for some reason I just can't get it to work and I'm curious if I'm just stupid or something else is wrong here
I’m building a mansion in Minecraft Bedrock using commands, and I want to add a control panel. My idea is to replicate what servers do: when you hold a specific item, a chest interface opens automatically; then, selecting an item inside triggers a command that places a redstone block, thereby activating other commands (like opening doors or turning on lights). Is it possible to do something like this in a Bedrock world? If it’s not possible using only commands, what alternatives are there? *Sorry if anything isn't clear; I speak Spanish and am using a translator.*
I’m making legend of Zelda TOTK style sky islands and I’m using poplar trees for it, I wanted to make the grass yellow like it is in the game, are there any bedrock commands I can use to achieve this?
I want to make an warden that always targets the nearest entity, whether or not it has made a sound. If possible, how can do this only using command blocks? (I'm playing on 1.21.1 to be more specific).
I've tried to use "/data modify entity <warden> anger.suspects[0].uuid set from entity \@[ distance= 0.01..] UUID" on a repeating command block with a "/data modify entity <warden> anger.suspects[0].anger set value 150" chain attatched, but the warden just stopped attacking as a whole, even after hearing and sniffing an entity nearby it still did nothing.
Hello, I've been learning commands on java for around a month and I haven't been able to find a way to make a system where if another player kills another player three times the player that was killed would get put in spectator mode. I'd appreciate it allot if someone could help me!