Talk:Commands/Archive 1

Ambiguous
The description for the clear command is too ambiguous. :( 20:12, 5 April 2013 (UTC)

Give Command data values?
It appears that the server commands have been changed by the Halloween update. Can someone please confirm? Example: the give command has been changed to /give [itemid] [count] Nope? Still the same /give [item_id] [quantity]

Confirmed, it is /give [item_id] [quantity], but "[damage value] is no longer used.


 * Outdated. At the moment it is /give [item_id] [quantity] [damage value], since damage value was reintroduced in v1.1. -- -- 02:10, 18 February 2012 (UTC)

Other Commands?
Are there any commands for the owner of a server to make it day all the time? And are there any commands that can be used but not been posted? has a parameter from 0 to 24000; either 0 is dawn, or it's a representative 0:00, i.e. midnight. Haven't yet had the time to test it.
 * The article is wrong; 0 is just exactly after the sun has finished rising, 6000 is mid-day, 12000 is just exactly before sunset, etc... 13:11, 26 February 2011 (UTC)


 * You can now use the command block "/time set 0" with a clock.

Well Dantenegassie In Snapshots there is a doDaylightCycle Gamerule and will be realesed in full next Week it will freeze the current time :) -- 18:37, 20 June 2013 (UTC)

Player data
Does the  command save player data (inventory, position, etc.)? 23:31, 9 July 2011 (UTC)

yes, it saves all data from every player and chunk.

IRC Chat /me
The /me isn't similar to IRC chat, it has the exact same function in an IRC chat. There is literally NO difference. Changing that right now, just wanted to leave a log in case someone decides that it isn't right. -- 00:19, 10 January 2012 (UTC)

Mob/NPC spawns
Was wondering if anyone knows the op/server console command for spawning mobs/npc's?
 * Use a command to give items of the specified spawn egg(s). http://www.minecraftwiki.net/wiki/Spawn_Egg#Spawn_Eggs_on_Survival_Multiplayer_.28SMP.29_Servers 17:27, 17 February 2012 (UTC)

there is none (officially), you must use a mod to get those commands

/tp command
I've noticed that the /tp command could be shortened by typing only part of a name (for example, /tp antvenom skitscape could be turned into /tp ant skit). I've also noticed you have to be careful, because it will take everyone with the start of the name (for example, pure could be PureSalvation, purepwn, or other names). Should this be added? 20:11, 19 March 2012 (UTC)

It's for Bukkit. Shortened usernames work in Bukkit command blocks and normal commands. -- 05:06, 10 April 2013 (UTC)

/time set 1 = night?
Can anyone confirm that this command works with 1.2.5? I doubt it, but can't test it atm. 0 is dawn, that's for sure, but 1 shouldn't be dusk... -- -- 01:27, 15 April 2012 (UTC)
 * Unless they really changed things, "/time set 1" should just be 1 tick after "/time set 0", which is basically the same time. For night, "/time set 14000" (I think) used to work. -- 01:30, 15 April 2012 (UTC)


 * Another thing that I found out is that if you set time to 23000, then you get the very start of dawn. I think this is more accurate than what the wiki page says. :) 18:55, 30 September 2012 (UTC) ME DID THIS XD


 * As wrote, /time set 1 will only change the time with one tick, which is about 1/20th of a second. In 1.3.2, "/time set night" isn't actually accurate, as you won't be able to sleep until the time reach 13000. Therefore, my best bet for setting the time to night is "/time set 13000".  18:54, 9 October 2012 (UTC)

Doesn't work
I have a question. I have a multiplayer server, and the smp commands does not work. Why not? The server isn't creative.

12w21b issues
I'm having trouble in 12w21b and other snapshots; the tell, me, and kill commands seem to work for ops only instead of all users. If the kill command is used from the server console, even if given a player name, it requests a player name to kill. The say command does not work if any of the words is one letter long (eg /say Hello, I run this place.) and when it does work it does not show up in the log or console. Additionally all players can see messages from the server even if they shouldn't, such as whitelisting actions, save actions, and even ban actions. Can anyone else confirm? 20:05, 30 May 2012 (UTC)

me neither i created a multiplayer server and nobody is the admin

I can confirm this, /tell doesn't work and isn't listed in the /help pages, and players don't seem to be able to use any commands at all. Tested vanilla SMP 1.3.1. 08:17, 4 August 2012 (UTC)

Custom mob spawner
Is it somewhat possible with commands to change what spawner spawns? You can get spawner block on Creative by /give command, but I still can't figure out how to change the spawning mob from pigs to something other. 19:41, 2 June 2012 (UTC)


 * There are various mods that let you do this, but I don't think it's possible to change an existing spawner in vanilla Minecraft. You could try specifying the entity ID when using /give, like with s, see if that gives you one of a different type. -- 21:15, 2 June 2012 (UTC)


 * Parse a damage value as one of the arguments to the give command (eg; /give [player_name] [idem_id] [qty] [variant_number])-- 07:39, 3 June 2012 (UTC)

Rename
Recommend renaming, now that commands are available in single player. Now that single player is treated as a server, AND commands can be used in creative anyway, it would probably be more appropriate to just call this page "Commands". -- 22:00, 27 June 2012 (UTC)
 * I second that. I added the move proposal template. -- 21:22, 2 October 2012 (UTC)


 * Agreed. We could merge into the page as well, since they're the same thing. --  00:22, 3 October 2012 (UTC)

1.3 cheats
can these commands work with 1.3 "cheats"? 11:41, 23 July 2012 (UTC)

tell got removed/not implemented in new command-system (1.3.1)
I noticed that the command "/tell" doesn't work anymore in Minecraft 1.3.1 06:51, 6 August 2012 (UTC)
 * It doesn't work for me in Minecraft 1.3.1 as well, even though I am an op.

/xp Doesn't Work When Trying to Remove Experience (1.3.1 and elsewise)
The Wiki says that Experience progress can be deducted, but I tried doing this and it doesn't work and asking in the forums confirms that deducting Experience progress from the /xp command doesn't work and only works with mods.

Can this discrepancy please be addressed in the Wiki?

To clarify: The adding of Experience works, but not the taking away of Experience progress.

Thanks.

00:57, 3 September 2012 (UTC)

Semiprotect please
This page gets a lot of bukkit commands from unregistered users. Come to my page! 23:23, 16 September 2012 (UTC)

/xp command
xp Gives the specified user the given number of orbs. Maximum is 2,147,483,647 per command. Negative amounts may not be used to remove experience points. xp L Gives playername the amount number of experience levels. Maximum is 2,147,483,647. Negative amounts may be used to remove experience levels. This says that the normal command cannot be used to remove XP, while the level one can be used. Mistake? 17:33, 2 January 2013 (UTC)

Property Values in the Give command
So apparently with the new update we got property values in the vanilla give command. I updated the command page but things like Spruce Wood can now be given with the new syntax

/give     17:58, 14 October 2013 (UTC)


 * That did not save right at all!   17:59, 14 October 2013 (UTC)


 * Fixed it for you. -- undefined 00:51, 15 October 2013 (UTC)


 * That link seems to be dead. I was curious to see what it said.   07:49, 12 December 2013 (UTC)
 * Nevermind. Your link should work now.

cCould anyone give me examples for commands in Minecraft 1.5.2 vinnila 23:50, 28 December 2013 (UTC)
 * You could try checking the changelog, seeing what was added since then. It's a bit of work which is why I'm not going to do it. :P  09:16, 15 January 2014 (UTC)

/slay command
I'm kinda surprised this command isn't in the article. Any reason why? It's in 1.6, ain't in a snapshot, and it works. 16:14, 20 October 2013 (UTC)


 * It isn't in the article because it's not a vanilla command; it's provided by the WorldGuard Bukkit plugin. -- undefined 18:21, 20 October 2013 (UTC)

Does /setworldspawn move which chunks are spawn chunks?
Still learning about all this, but spawn chunks sound very useful, which got me thinking - does the new /setworldspawn command mean the chunks that are spawn chunks are now the 12 chunk diameter square around the new world spawn? Or do they stay the original ones?

(I'm having ideas like switchable sections of always-active stuff based on moving the world spawn around, but am not sure if that works...) -- 10:09, 24 October 2013 (UTC)

/setblock oldBlockHandling
I am wondering, what is the difference beetween keep, replace, and destroy in oldblockHandling?

I guessed: keep = don't setblock if there is a block, replace = replace the block no matter there is a block or not.. and what do destroy do then? 02:50, 27 October 2013 (UTC)


 * 'keep' will only place a block if the specified location is currently air. 'replace' simply deletes any existing block. 'destroy' breaks the block as if it had been mined by a player, dropping its normal drop (e.g., diamond ore will drop a diamond). -- undefined 07:40, 27 October 2013 (UTC)


 * So 'replace' and 'destroy' is basically the same, except the 'destroy' drops item?  11:55, 28 October 2013 (UTC)


 * Pretty much; it also produces particles and sound effects from breaking the old block. -- undefined 14:51, 28 October 2013 (UTC)

/summon
I saw somewhere that it is possible to have the /summon command spawn entities riding entities and with specified sizes for slimes. I'll try and find the video, I have a good memory, so it shouldn't be hard. Sincerly, The who suffers from Moments of inate idiocy. 20:00, 30 October 2013 (UTC)


 * Slimes can be made with . Entities riding other entities can be made with (e.g.) . -- undefined 00:45, 31 October 2013 (UTC)

Why was the page reverted to remove the vital info required to make testforblock work with nbt tags
After hours of scouring the net trying to figure out why testforblock didn't work with nbt tags I finally found something on the bug report page that explained the workaround (including an offical message from Grumm saying "we're never going to fix the bug, just be glad that there's a workaround"). I posted this vital information here only to see it erased today. To be clear the testforblock command doesn't work with nbt tags AT ALL without this vital info. Removing the info is practically like removing testforblock command from the wiki entirely!

PS as the last chat on a new topic on the talk page was 2 months ago I was in the right to make the change without first posting something here and listening to the crickets for a week, then posting anyway. 04:23, 19 December 2013 (UTC)


 * "If you do not want your writing to be edited mercilessly … then do not submit it here." (quoted from every edit page on the wiki)


 * This is a wiki. Lots of people make edits. Things happen. Relax.


 * The history says your IP is the only one that's made edits in the last 10 days. When did you post the original info and when do you think this revert happened?


 * &mdash; &middot;  &middot; 06:49, 19 December 2013 (UTC)

/me command
What does the /me command do example /me fly this pops up xtyler sit (x is small and above tyler) any help. Reply ASAP  18:44, 23 December 2013 (UTC)

Player data?
I want to know more about the data for the player.

I mean this:  Example: /give @p[bla_bla_bla]

The "bla_bla_bla" is what i need. Things like" /give @p[251,30,-1243,lm=10]....

If you know a topic about this, please tell me, because I searched like a lot!

But especially, I want to make commands based on the player inventory. Like /give @p[have_6_emeralds_in_inventory]..

lol
how do you get armour on survival with a code

Console?
The article refers to a server "console". This suggests that there's a GUI beyond the mere comand window from which the server is run. Either the wording should be changed to "command window", or else "console" should be linked to an anchor in the Server article where console form and function (comand window in which messages and input are both operative) could be (but are not yet) clarified. 20:01, 30 January 2014 (UTC)

/killall command?
I have seen another command! it's /killall... (SORRY IF ITS ALREADY THERE. AND I DON'T LIKE ADMINS HOW THEY BULLY ME AND IM 11 YEARS OLD.) 04:16, 11 January 2014 (UTC)


 * This is added by mods (such as Single Player Commands) and/or modded servers (Bukkit, Tekkit, etc.); it's not in vanilla Minecraft. -- undefined 05:28, 11 January 2014 (UTC)
 * I know what I'm saying now is unnecessary, but you CAN do /killall (sort of) in the new 1.8 snapshots. You can do /kill @e, although that will kill you, so you can do /kill @e[type=!Player].  01:30, 29 January 2014 (UTC)

Snapshot
Didn't 14w02a add more arguments for testfor? I have seen {SelectedItemSlot} --tonkku107 «  » 15:49, 12 January 2014 (UTC)


 * Yes it did. You can now put NBT Data after the player selector like { SelectedItemSlot :0} or something  01:37, 18 February 2014 (UTC)

Add planned tp angle argument
Can someone do this? Not quite sure what or where this information belongs.-- 23:02, 18 January 2014 (UTC)

Clone command does not work in Nether
...Nether:

I'm not too sure if this is true, but I was testing something in the Nether and the /clone command doesn't seem to work there. It says "Cannot copy blocks out of world" or something similar. It seems that /clone was meant for the overworld "world", and not for other dimensions (similar to how compasses don't work or beds explode). I haven't tried this in the End, but I think it's the same that goes for that. 01:30, 29 January 2014 (UTC)

...Single Player:

v 1.7.4 says "unknown command". I wanted to practice with this uber-powerful command before unleashing it on my server, but that appears to be impossible.

Further note: Clone shows an optional [mode] parameter, but no explanation is given for what that's for. Can anyone add that? 01:31, 10 February 2014 (UTC)


 * As stated in the article's history section, /clone was added in the 1.8 snapshots, so it does not exist in 1.7.4 . Added clarification of the mode parameter. -- undefined 01:55, 10 February 2014 (UTC)

Article structure
Some questions to consider:


 * 1) Should the title of this article be singular? "Command" instead of "Commands", leaving the plural as a redirect here?
 * 2) Should the sections on identifiers and their arguments (@p, etc.) from  be moved here?
 * 3) Is it time to arrange the commands by headings rather than as table rows? With some of these commands there is a lot more that could be discussed, examples that could be provided, etc. – and it's difficult to do that in a table cell.

&mdash; &middot;  &middot; 04:43, 17 February 2014 (UTC)


 * Since the article is inherently about multiple commands, not just one, I think it makes more sense to have the title plural, similar to the Mobs and Flowers articles. -- undefined 15:36, 18 February 2014 (UTC)


 * 1. I think it should be Commands, because it is about more than one command.
 * 2. A brief summary of the @p, @a, @r, and the upcoming @e should probably be included, but it should also be on the command block page as that it what I think they were meant for (I think).
 * 3. I think they should be under headings to have spaces for examples and detailed ways they work.  13:02, 24 February 2014 (UTC)

So, I'm giving some serious thought to #3 – organizing the commands as headings rather than as table tows. But it's a big step and I haven't get a lot of feedback yet. There's a lot more that could be said about many of these commands, and table cells just don't cut it.

Here's what I'm thinking as a first stab:


 * {| class="collapsible collapsed"

! colspan=2 | Proposed command description
 * style="width:50%" |
 * style="width:50%" |

Gamemode

 * Uses definition headings below so as not to spam the TOC.

Sets the of players.


 * A short description of the command.


 * Usage




 * As close as possible to the in-game help.


 * Arguments


 * mode
 * Must be one of three values:
 * (can be abbreviated as  or  )
 * (can be abbreviated as  or  )
 * (can be abbreviated as  or  )
 * "hardcore" is not a valid option for the mode argument.


 * player
 * If specified, must be either a player's username or a . If unspecified, defaults to the player using the command. When used in a command block, player is not optional.


 * Describes the valid values for each argument and possibly the consequences of the choices (it's obvious enough here that it probably can be left unsaid). Sometimes it will make sense to describe argument options in a paragraph, sometimes in a list (mode could probably go either way here). Some arguments might be discussed together (for example, x1 y1 z1 or item data dataTag).


 * Result


 * Fails if arguments aren't specified properly, or if player fails to resolve to one or more online players.


 * If successful, changes the game mode of the default or specified players.


 * Comparator output: Signal strength equal to the number of players affected (maximum 15).


 * Describes what can cause the command to fail. Describes comparator output strength for commands with results more complicated than success or failure (this is going to need some research, I think).


 * Examples


 * To put yourself into creative mode:  or
 * To put all players into spectator mode:


 * Examples to show how commands are really used, or to illustrate complicated uses or implications. Long examples might go on their own line(s). Some commands won't need this section (especially commands with no arguments).


 * Future


 * An additional value for the mode argument is currently available in the 1.8 snapshots:
 * (can be abbreviated as  or  )


 * See also


 * – sets the initial game mode for players joining the world


 * Some commands might need some additional information (upcoming changes, see also, cautions, etc.). Many commands won't need these sections.
 * }

Some commands have multiple usages and it will probably make sense to describe each one separately under sub-headings (different arguments, different results, etc.).

Despite the differences in content amounts, I think it still makes sense to keep the current division between players commands, operator-only commands, and multiplayer-only commands – rather than collapsing them into a single list with their scope/permission described per command (oh, and leave scoreboard where it is too). It might make sense to have a collapsed table to summarize the op-only commands at the top of that section, for quick scanning.

Yea or nay? I'm happy to discuss alternate presentations/headings/structure/etc.

&mdash; &middot;  &middot; 05:25, 1 May 2014 (UTC)


 * Looks good to me. Another option would be to make a single list of all the commands, but with another section listing when each one is available. -- undefined 06:25, 1 May 2014 (UTC)

The table of op-only commands has become ridiculously long. Unless someone raises some good objections I hope to tackle this conversion soon. I think now I'll just make them all one big list and just list the player and multi-player commands in some convenient spot (or maybe a "quick-link" summary table with one column a sortable "type"). The TOC will be long -- I may have to float it to the right or limit the number of headings shown. We'll see. &mdash; &middot;  &middot; 02:10, 18 July 2014 (UTC)


 * For now I've just coverted the table cells into definition sections. I'll work on improving the structure of the descriptions soon (arguments, result, etc.). I decided to use "Syntax" because there's already a big "Usage" section in the article. &mdash; &middot;  &middot; 08:24, 28 July 2014 (UTC)


 * I'm sorry please take this as constructive criticism, but this looks absolutely terrible. You've doubled the length of the article to provide mostly the same information. Plus it's pretty much now a wall of text. Having a bold title, followed by a brief line, followed by a bold title, followed by a brief line, and so on, to describe what each individual command does isn't how this works. A bolded title should be above a large amount of information to break the page off into sections. What you did just all blends together with no easily obvious breaks anywhere. Here, I made a before and after pic: http://i.imgur.com/rEcCEKL.png Now if only there was a simple data structure to display a large amount of information with short descriptions and the same attributes, like a table. TrazLander 14:30, 2 August 2014 (UTC)


 * I think the main problem you have is a consequence of the Minecraft Wiki's poor heading styling which makes headings hard to notice (I do use but I am looking at the article unlogged as well). That's one of the reasons I added the infoboxes, so the start of each command would be more obvious (as well as the desire to include small pieces of data about each command without adding to the article length). And it's not the same information -- I'm checking all the commands in-game, making corrections, adding information and examples, etc. It's going to take a few weeks to get through them all. I have considered throwing some HRs at the end of each section to make the breaks clearer, but improving the heading styling for the entire wiki would be a better solution.


 * While it may look like a wall of text when just scrolling through the article, I think you'll find that, when you're concentrating on a single command, the syntax is much easier to read when not line-wrapped in a tight table cell, and it's a lot easier to pick out information about specific arguments when they're not collapsed in a single paragraph (again, a consequence of tight table cells). A table is appropriate for organizing small pieces of info, but not for paragraphs of info. We could put the whole section in a table, one command per cell -- that would also give you the clear separation you're used to. But that's equivalent to saying you like your text on a white background with a line between sections, and you can do that with your own CSS (my CSS adds lines to the h3 headings, so I'm not objecting to such a thing stylistically).


 * As for the article being longer in, what, number of screen scrolls? … is that a problem? I've though about whether the commands should be separated out into category pages (I've actually got a nice set of logical category titles ready to go with 8-10 commands per category) or even put on their own page each ("if this were wikipedia", they would be). But keeping them on a single page is probably best for now.


 * So, anyway, since improving the wiki heading styling might take some doing, think about the HR and single-cell-per-command suggestions as temporary measures.


 * &mdash; &middot;  &middot; 18:40, 2 August 2014 (UTC)


 * Some suggestions I have as for the new layout:
 * Add some sort of sorting to the commands, other then just alphabetical. Basically different sections based on type rather then all in the list. Sections such as "Single Player", "Multiplayer", "Non-op commands", and possibly "Upcoming commands".
 * Add an extra line break or two after each command to better distinguish the sections from each other.
 * Place shortcuts with the actual command, and just add an extra anchor there.
 * -- ( 21:48, 2 August 2014 (UTC)


 * 1) I don't think category sections will help much with TrazLander's objections, and I wouldn't want to push the command headings even deeper (so categories would have to be h2 headings), but here are the categories I considered, which seem logical to me and give a nice balance (roughly the same number of commands in each category):
 * Block Commands — commands which affect blocks: blockdata, clone, fill, replaceitem block, setblock, stats block, testforblock, testforblocks
 * Entity Commands — commands which affect entities, but not specific to players: effect, replaceitem entity, scoreboard, spreadplayers, stats entity, summon, testfor, tp
 * Multiplayer Commands — commands only available in mp: ban, deop, kick, list, op, pardon, save, setidletimeout, stop, whitelist
 * Player Commands — commands only relevant to affecting players: achievement, clear, enchant, gamemode, give, kill, playsound, spawnpoint, title, xp
 * World Commands — commands which affect the world: defaultgamemode, difficulty, gamerule, publish, seed, setworldspawn, time, toggledownfall, weather, worldborder
 * Miscellaneous Commands — all the rest: debug, execute, help, me, particle, say, tell, tellraw, trigger
 * But categories can be arbitrary and there's no way to ensure that future commands may not be equally valid in multiple categories (for example, the give command can only target players, even with @e in the snapshots, but if the player's inventory is full it drops an entity). Maybe each section would just have see also links for the border cases.


 * 2) That could definitely help. It's another workaround for poor heading styling by the wiki, but is worth trying. I think moving the infoboxes above the intro text would help to delineate the section better too (they'll both have the same top level).


 * Just to illustrate my point about the wiki's poor heading styling, here's what part of the page can look like with, IMHO, some better heading styling: . My CSS adds space before the heading, makes the font size larger, uses small caps (which look like regular caps for lowercase headings here), and h3 headings have a line under them. But I definitely understand that that's not what others see, so I'm taking TrazLander's concerns seriously.


 * 3) Are you talking about things like ? and msg being alternative syntaxes for help and tell? There's not too many of them. I guess it could help to remove them from the TOC.


 * I've got some things to do right now, but later this evening I'll try double-spacing before sections, remove/anchor the shortcuts, and move the infoboxes up and see if that helps. Let's see if anyone else has opinions on categories before we try that.


 * I've also noticed that the command help text in the snapshots now says "Usage" so I may need to go back to that from "Syntax".


 * &mdash; &middot;  &middot; 00:24, 3 August 2014 (UTC)


 * As for the categories, my main idea was so it was not just a heap of commands. Those categories seem good.
 * The double line break does help to break up the sections, and I think the line is not added by default because standard page format only requires subsections. I may try it out for a bit though.
 * Yeah, just to keep it a little neater and to prevent the illusion that they are different commands.
 * -- ( 01:23, 3 August 2014 (UTC)

Cubic search overwrites radius search
After some testing I figured that the cubic search always overwrites the radius search, no matter the order it's put (given that you use the argument,value structure, and not the 'trick' where you don't have to insert the argument for the first 4 inputs where the 4th is referred to as the maximum search radius).

Now isn't it an idea to put, behind the description of the cubic arguments, that they overwrite the radius argument? Just to make sure that people don't waist their time trying to insert a radius AND a cubic search (for whatever strange reason that may be).

-- 19:53, 18 March 2014 (UTC)

Can I use the kill command on myself
can I use it on myself can you do it please tell me thanks again 00:20, 26 April 2014 (UTC)

Tag [upcoming] to new commands and commands with new options
I know this has been done in this wiki when 1.7 is in snapshots, but why hasn't this practice continued? I for one do follow the snapshot changelogs so I can tell that some of these commands, selectors, variables etc. are unavailable to current release version (1.7.9 as of writing) but think about the laymen, new players and whatnot who has not followed the development changes. 04:27, 22 May 2014 (UTC)

Example for type argument selector is false
In the example "EntityHorse" is put in as type, though then entity name for horse is just "Horse", shouldn't this be changed? -- 13:27, 14 June 2014 (UTC)


 * The entity ID for all horses is "EntityHorse". You can find entity IDs .  16:29, 14 June 2014 (UTC)

Not NOT
I know that not equals is "!=" not "=!" (in Java). If I use "/give @p[name=!gamegirlxl] minecraft:stone" it says player not found. Is there a bug with "=" vs. "!=" because they seem to work the same? 00:28, 17 June 2014 (UTC)


 * When you use != you're attempting to check the parameter "name!" instead of "name", which is an invalid parameter and thus is ignored. In that case, the nearest player regardless of name will be selected. You'll need multiple players to confirm or simply use 1.8's @e selector.  00:51, 17 June 2014 (UTC)


 * In java or such languages, not-equals is written as  but in MC selectors things always follow the var=value pattern, with some like name knowing to do a   if their value starts with a  .  --  04:31, 17 June 2014 (UTC)

Particle Colorization
After analyzing Searge's Anti Spleef map and doing a bit of testing on my own, I have discovered that by using /particle reddust you can get smoke of any color, under the following conditions:

- Dx represents the red value*

- Dy represents the green value

- Dz represents the blue value

- Speed represents the strength of the tint

- Count MUST be zero

However, because this is reddust, it naturally has a reddish tint. When dx = 0, it still has a bit of red in it. I have found that the precise value of this tint is around 0.8 to 1 because it has a random strength every time it is generated. To compensate, you should set the R channel to -1. Therefore, /particle reddust ~ ~ ~ -1 0.8 1 1 0 produces a dodger-blue like color. The red value is roughly 0% (remember, we had to compensate for the natural tint, so the actual number is -1), green is at 80%, and blue is 100%. Oddly, the RGB values still function far past 1, but it does not seem to have that big of an effect. Finally, the brightness at values > 0, seems to just be a multiplier on the overall color. 1 would produce values you would expect from a normal RGB spectrum. The brightness can be increased above 1 and will produce very vibrant colors (the dodger blue from earlier will become cyan). This may require more testing, because it does have some odd effects. For instance, at exactly zero, rather than displaying black like 0.01 does, it displays as red.

Should this information be added to the wiki? It seems like it would be very helpful to map creators. 20:00, 23 June 2014 (UTC)


 * The particle command description could definitely use some improvement. Go ahead, even if you're not sure about some details. Eventually someone will say "nope, that was wrong" or they'll improve it further.


 * &mdash; &middot;  &middot; 21:43, 23 June 2014 (UTC)


 * Should it be added to the description or trivia?  03:23, 26 June 2014 (UTC)


 * The command's description. It is real information about how the command works. &mdash; &middot;  &middot; 05:30, 26 June 2014 (UTC)

Item with negative count
If an item's count is set to -1 and I pick up another identical item, will that slot then be empty? And what happens if I try to drop my -1 pickaxes? 00:44, 20 July 2014 (UTC)

Fascinating stuff, antimatter. If you have a -1 item and pick up another, you get a 0 item. Dark matter? If you place a 0 or negative item, the inventory count deducts - forever going further negative (presumably until it reaches a rollover) and you place positive (real) items. Clearly that only works for placeable items. If you drop a negative item, you can pick it up again and it will subtract from a positive item that you hold (thankfully it doesn't explode on contact!) but there will be a zero item left on the ground. You can't pick up a zero item, but you can throw positive items at it and them pick up the positive sum. We did end up with a block we couldn't fill where the antimatter was generated so it may mess things up - take a backup first! One neat idea is to summon an armorstand which is holding antimatter. Clearly you can only set that up when you are Op. You can now summon an armorstand and right-click on the antimatter to collect your infinite supply of stuff! Also works with any mob that can hold something - makes it more interesting to get at! Example: summon ArmorStand ~ ~ ~ {Equipment:[0:{id:86,Count:-1}]} This will summon an ArmorStand which is holding -1 pumpkins (86). with 14:02:44, 14 September 2014 (UTC)

/tell and target selectors
I'm not setup to test this properly. Can non-operators use target selectors in /tell, especially target selector arguments? Can you do something like:, and thus potentially identify the positions of other players? &mdash; &middot;  &middot; 04:18, 7 August 2014 (UTC)
 * /tell will not parse target selectors in the message, whether the player is OP'd or not. Non-OP'd players also cannot use selectors for the target of the message, though OPs can. EDIT: It appears that using the server console with a target selector within the message will properly parse the selector.  05:00, 7 August 2014 (UTC)


 * Thanks, I've updated the command. &mdash; &middot;  &middot; 08:09, 7 August 2014 (UTC)

entitydata for chestedhorse tag on skeleton horse
I have a question, could the entitydata command be used to put a chest on a skeleton horse using the chestedhorse tag? It would be much appreciated if someone could tell me if that was possible. Thank you   18:12, 8 August 2014 (UTC)


 * I'm not going to try it because says: "As of 13w39b, a chested horse that is not a donkey or a mule will crash the game." &mdash; &middot;   &middot; 18:19, 8 August 2014 (UTC)

incorrect information in target selector "count" section?
In Target Selectors, the count section says that when you don't use positioning, the target selector grabs entities in order of creation, but even when I don't use positioning, it grabs them in order of distance from my player

Even with command blocks it does it by distance from the command block rather than order of creation.

no matter what I do, I can't seem to get it to grab them by order of creation.

Is this information just incorrect? undefined 11:44, 20 August 2014 (UTC)


 * Maybe. Which version are you using? &mdash; &middot;  &middot; 11:51, 20 August 2014 (UTC)


 * 14w33c, The way it looks from my testing, it seems to always grab in the order of distance from the command executor, with or without positioning. I thought perhaps I was thinking about it wrong, and it did grab by order of creation, but performed the commands by distance, but I don't think that's the case after messing around a bit more with the values and the order of which I created my test entities.undefined 12:02, 20 August 2014 (UTC)


 * He's correct as of 1.7 (no idea about previous versions), though there is an exception. If the players found happen to be standing at the exact same position (such as from a teleport), the selector then chooses from the list of who appeared first on the server. Assuming the same goes for @e as well.  12:12, 20 August 2014 (UTC)


 * Cool. Do you want to update it, Kavukamari, since you noticed it? I'm happy to do it if you don't feel comfortable doing it. &mdash; &middot;  &middot; 12:16, 20 August 2014 (UTC)


 * Hm. So that makes  identical to , which seems less useful. &mdash; &middot;   &middot; 12:20, 20 August 2014 (UTC)
 * Speaking of @p, it would also fall under the same rules for checking when the target was created if two match as being the closest. Perhaps instead of stating this under the "Count" parameter (though it's required by @a and @e to obtain the 'created' effect), it would go in the intro of target selectors. But I agree, I can't think of anything off the top of my head @a would be useful for compared to @p, apart from a global selection rather than being required to specify a count. Pretty minimal but saves a lot of work, I guess.  12:34, 20 August 2014 (UTC)
 * Munin, I could update it, I suppose, but if I don't get to it and someone else does first, that would be fine too, I'm not sure if I'll be able to do it tonight. Also the other information here is actually very useful as well. perhaps the player can force entities to perform commands in order of creation by making them pretend to be in the same position using execute, or by forcing them to teleport to the same position and then performing the target selection with another command. Might be useful to research and add examples to either this page or a tutorial page. undefined 13:31, 20 August 2014 (UTC)


 * two clarifications:
 * "who appeared first on the server" — is that their most recent join, or their original join (I assume the former, but not sure).
 * order of creation only applies to players with the same position, but not to players with precisely the same distances but different positions?
 * &mdash; &middot;  &middot; 19:44, 20 August 2014 (UTC)


 * I haven't been able to test the first one, but I would assume most recent join because I don't know if the server actually keeps track of the first time people joined ever without server mods...
 * As for the second, I have no idea if I'm doing these tests correctly so my information might be wrong, but when I was messing around with entities and distances, it seemed like entities which were the exact same distance away from a command block but different positions would properly select by order of creation. (whoops forgot to sign) undefined 00:57, 21 August 2014 (UTC)
 * Recent join; once they leave the server they're "removed" from the list.  03:26, 21 August 2014 (UTC)

/kill in classic
I read on the bedrock article while rewriting it:

Can someone confirm what version that was in? as the history section claims the command was added much later. -- ( 15:18, 22 September 2014 (UTC)


 * The history section here is a bit of a mess; see on why. In the official classic server currently available from Mojang (version 1.10.1), the available commands are  . It's possible /kill has been implemented by mods and/or custom servers, but it's not in vanilla classic. -- undefined 16:19, 22 September 2014 (UTC)

How to summon a villager farmer?
Title 05:39, 29 September 2014 (UTC)

/chunkinfo command?
So, if you are a part of the Crowdin translation or if you look around the language files, you will probably find strings about a /chunkinfo command which does not actually exist. Does anyone know what it is all about? A red herring? Or maybe 1.9 spoilers? -- 19:31, 19 October 2014 (UTC)

Death message for /kill
Unless I'm not getting an internet joke, it looks like " divided by 0" was a real death message for a while:,. " divided by 0" is an internet meme for epic fail, and Mojang has included memes in Minecraft before, so it's possible.

But I'm not seeing it anymore. The message for the /kill command in 1.8.1 seems to be " fell out of the world. Killed ."

I'm not sure the death message needs to be documented in this article though. At most a link to ?

&mdash; &middot;  &middot; 18:03, 1 December 2014 (UTC)


 * A quick link should do if any documentation on this page is necessary, maybe along the lines of "On success, inflicts void damage to targets, killing them instantly even if in Creative mode (a high-level Resistance  cannot protect the targets either), and issues the appropriate ."   19:07, 1 December 2014 (UTC)


 * Looks like "divided by 0" was only in UK English, not noteworthy: http://www.reddit.com/r/Minecraft/comments/2fkane/so_this_is_new_death_message_in_18/cka65tp . -- undefined 19:13, 1 December 2014 (UTC)

Helpful Additional Resources For Summon Command
Check out this helpful page that saves you a lot of work out the specifics for what the command will be exactly for summoning a custom mob. This link is not in violation of rule number 11 because it is an additional resource, not an article about a fan community and the link is a cited reference –Preceding unsigned comment was added by  at 03:13, 25 December 2014 (UTC). Please sign your posts with
 * Command Generator For Summoning mobs


 * It was put in as an external link, so by definition, it is an external community, and thus is still a violation of Rule 11 as mentioned in the . Please don't add it again unless someone from Mojang has recommended that site for good use. If you believe it can be considered as a cited reference, please notify the admins on the, and if they allow it, cite it as such. BDJP007301 04:09, 25 December 2014 (UTC)


 * I've of whether rule 11.1 applies to links to online tools, because the article already has two other such links. I think this link would be a useful addition to the article if it doesn't violate policy.


 * While edit wars are okay (battling edits to find consensus), undo wars are not. &mdash; &middot;  &middot; 05:25, 25 December 2014 (UTC)


 * In general, I think links to tools hosted on dedicated, non-commercial sites (Github, Google sites, personal webpages, etc.) should be okay. In this case, because the tool is on a fansite, there's no way to link to the tool without also linking to the fan community, which violates rule 11.1 . As per the rules, this would be okay on a tutorial page about crafting commands with NBT tags, but not on a mainspace article such as this one. Of the two existing links, one is to a Minecraft Forum thread (which doesn't have the advertising issues mentioned in rule 11, since we're both owned by Curse), and the other is a dedicated website with no associated fan community. -- undefined 08:41, 25 December 2014 (UTC)

Lightning
I really need to know how to summon lightning :P  14:22, 30 December 2014 (UTC)
 * . And please don't vandalize talk pages. -- 14:30, 30 December 2014 (UTC)