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Komutların Ayrıntılı İşlevleri (A-L)[]

Bu sayfadaki bilgiler, ilk harfleri A'dan L harfine kadar olan komutların işlevlerini içermektedir.


/ability[]

Sets or queries player with a specific ability.

-Syntax
ability <player: target> <ability: Ability> <value: Boolean>
ability <player: target> [ability: Ability]
-Arguments

player: target

Specifies the target to grant/revoke player ability. Must be a player name or target selector.

ability: Ability

Specifies the player ability.
These abilities are:
  • worldbuilder gives the selector the ability to become a world builder.
  • mayfly lets the selector fly.
  • mute mutes the selector. If they chat, no-one can hear (or see) them.

value: Boolean

Specifies the value to set the ability to, must in between true or false.
-Result

Fails if the arguments are not specified correctly.

On success, Sets the player ability into the specified ability. If value: Boolean isn't specified, returns whether the player has the specified ability. If ability: Ability isn't specified, returns what abilities the player has.

-History
Education Edition
?Added /ability.
?Added the function of query.


/attribute[]

-Syntax
attribute <target> <attribute> [base] get [<scale>]
attribute <target> <attribute> base set <value>
attribute <target> <attribute> modifier add <uuid> <name> <value> (add|multiply|multiply_base)
attribute <target> <attribute> modifier remove <uuid>
attribute <target> <attribute> modifier value get <uuid> [<scale>]
-Details
attribute <target> <attribute> ...
... get [<scale>]
Returns the total value of the specified attribute.
... base get [<scale>]
Returns the base value of the specified attribute.
... base set <value>
Overwrites the base value of the specified attribute with the given value.
... modifier (add|remove|value get)
... add <uuid> <name> <value> (add|multiply|multiply_base)
Adds an attribute modifier with the specified properties if no modifier with the same UUID already existed.
... remove <uuid>
Removes the attribute modifier with the specified UUID.
... value get <uuid> [<scale>]
Returns the value of the modifier with the specified UUID.
-Arguments
<target>
The entity that the attribute is applied to. Only accepts a single target. Only players, armor stands, and mobs have attributes.
<attribute>
The namespaced ID of the specified attribute.
<scale>
The number the value is multiplied with before being returned.
<uuid>
Specifies the UUID of the modifier in the hyphenated hexadecimal format. Modifiers with the same UUID do not stack.
-Result

When using set, fails if the modifier is already present.

When using get, fails if the value an invalid double (64-bit integer) value.

On success, changes or returns the attribute value.

-Examples
  • To set the minimum armor value of yourself to 5:
    /attribute @s minecraft:generic.armor base set 5
-History
Java Edition
1.1620w17aAdded /attribute.


/advancement[]

Gives or takes an advancement from one or more players.

-Syntax
advancement (grant|revoke) <targets> everything
advancement (grant|revoke) <targets> only <advancement> [<criterion>]
advancement (grant|revoke) <targets> (from|through|until) <advancement>
-Arguments

(grant|revoke)

Specify whether to add or remove the to-be-specified advancement(s).

<targets>

Specify one player or more. Must be a player name or a target selector.
Entities other than players are not allowed.

everything

Specify all loaded advancements for addition/removal.

from

Specify an advancement and all its children advancements for addition/removal.
Think of specifying everything from that advancement to the end.
The exact order the operation is carried out in is specified advancement > child > child's child > ... When it operates on a child that branches, it iterates through all its children before continuing.

only

Specifying a single advancement for addition/removal.

through

Specify an advancement, all its parent advancements, and all its children advancements for addition/removal.
Think of specifying everything through the specified advancement, going both backwards and forwards.
The exact order the operation is as if the command were executed with "until" specified, then with "from" specified: parent > parent's parent > ... > root > specified advancement > child > child's child > ...

until

Specify an advancement and all its parent advancements until the root for addition/removal.
Think of specifying everything from the start until that advancement.
The exact order the operation is carried out in is: parent > parent's parent > ... > root > specified advancement.

<advancement>

A valid advancement identifier; specifies which advancement to target.

[<criterion>]

A valid advancement criterion identifier; specifies which criterion of the advancement to manipulate.
This defaults to the entire advancement.
If specified, the command refers to merely the criterion and not the entire advancement.
-Result

On success, grants or removes the specified advancement(s) to the player(s).

Fails if the arguments are invalid or if <targets> fails to resolve to one or more online players.

-Examples
  • To grant the "Cover Me With Diamonds!" advancement to player Steve, execute /advancement grant Steve only minecraft:story/shiny_gear.
  • To grant the all advancements to every player, execute /advancement grant @a everything.
-History
Java Edition
1.1217w13aAdded advancement.
1.1317w45aRemoved advancement test in favor of advancement target selectors.


/ban ve türevleri[]

These commands control a server's banlist, or blacklist. A blacklist is a list of players or IP addresses that are not allowed to connect to the server. Bans supersede any whitelisting in place.


/ban[]

Adds a player to the blacklist.

-Syntax
ban <targets> [<reason>]
-Arguments

<targets>

Name of the player to be added to the blacklist. Must be a player name, a target selector or a UUID. Does not have to be online or even real.
Entities other than players are not allowed.

<reason>

Message to display to the banned player, to other operators, and in the server logs. May include spaces as well as target selectors.
-Result

Fails if any target selectors in either argument fail to resolve to at least one online player.

On success, the player(s) is added to the server blacklist, which prevents anyone with that name from connecting to the server.


/ban-ip[]

Adds an IP address to the blacklist.

-Syntax
ban-ip <target> [<reason>]
-Arguments

<target>

An IP address or name of an online player.

<reason>

A message to display to the banned player, to other operators, and in the server logs. May include spaces as well as target selectors.
-Result

Fails if either the IP address or player name is invalid, or if any target selectors in <reason> fail to resolve to at least one online player.

On success, the narrowly-specified address or that of the named, online player is added to the server blacklist, preventing anyone from connecting to the server from that address.


/banlist[]

Displays the server's blacklist.

-Syntax
banlist [ips|players]
-Result

Always succeeds. Displays banned IP addresses or banned players.


/banip[]

Bans a player by IP number. Cannot be undone in-game; banned-ip.txt must manually be changed.

The Classic equivalent of /ban-ip.

-Syntax
banip (<address>|<name>) [<reason>]
-History
classic
0.0.15a (Multiplayer Test 3)Added /ban and /banip.
indev
0.31Removed all commands.
alpha
v1.0.16Re-added /ban.
Added /ban-ip and /banlist.


/bossbar[]

Creates and modifies boss bars.

-Syntax
bossbar add <id> <name>
bossbar get <id> (max|players|value|visible)
bossbar list
bossbar remove <id>
bossbar set <id> (color|max|name|players|style|value|visible)
... color (blue|green|pink|purple|red|white|yellow)
... max <max>
... name <name>
... players [<targets>]
... style (notched_6|notched_10|notched_12|notched_20|progress)
... value <value>
... visible <visible>
-Arguments

<id>

Specifies a unique boss bar. Has the form of Namespaced ID (Note: "namespace:" defaults to "minecraft:" if absent.)

<name>

The display name of the boss bar. Must be a valid raw JSON text.

... add <id> <name>

Create a new boss bar.

... get <id> (max|players|value|visible)

Return the requested setting as a result of the command.

... list

Display a list of existing boss bars.

... remove <id>

Remove an existing bossbar.

... set <id> (color|max|name|players|style|value|visible)

... color (blue|green|pink|purple|red|white|yellow)
Set the text color (if no color was specified as part of a text component) and bar color.
Defaults to white upon creation.
... max <max>
Set the boss bar's maximum value.
Defaults to 100 upon creation.
... name <name>
Set the boss bar's name.
... players [<targets>]
Change the set of players to whom the bar is visible.
Defaults to none upon creation.
... style (progress|notched_6|notched_10|notched_12|notched_20)
Set the boss bar's visual amount of segments: continuous, 6 segments, 10 segments, 12 segments, or 20 segments.
Defaults to progress upon creation.
... value <value>
Set the boss bar's current value.
Defaults to 0 upon creation.
... visible <visible>
Set the boss bar's visibility.
Defaults to true upon creation.
-Result

Fails if bossbar specified with <id> doesn't exist in set mode and remove mode, or if bossbar specified with <id> already exists in add mode,

On success, creates, modifies or lists boss bar(s).

-History
Java Edition
1.1318w05aAdded bossbar


/clear[]

Clears items from player inventory, including items being dragged by the player.

-Syntax
  • Java Edition
clear [<targets>] [<item>] [<maxCount>]
  • Bedrock Edition
clear [player: target] [itemName: Item] [data: int] [maxCount: int]
-Arguments

<targets> (BE: player: target)

Must be a player name or a target selector. If not specified, defaults to the player who executed the command. Not optional if the executor isn't a player.
Entities other than players are not allowed.

<item> (BE: itemName: Item)

Specifies the id of the item to be cleared. If not specified, all items in the player's inventory are cleared.

data: int [Bedrock edition only]

Specifies the data value of the item to be cleared. If not specified, or if -1, all items that match "itemName: Item" are cleared, regardless of their data. Must be an integer between -1 and 2,147,483,647 (inclusive, without the commas), but values that are invalid for the specified item id revert to 0.

<maxCount> (BE: maxCount: int)

Specifies the maximum number of items to be cleared. If not specified, or if -1[Bedrock edition only], all items that match item and data are cleared. If 0, does not clear items, but returns successfully if there were items that could have been cleared (allowing detection of items rather than clearing of items). Must be an integer less than 2,147,483,648.
-Result

Fails if the arguments are not specified correctly, if <targets> fails to resolve to one or more online players, or if no items are removed (except when <maxCount> is 0)

On success, removes the specified items from the player(s). If maxCount is 0, no items are removed, and the number of matching items are displayed in chat.

If a player has a two specified items with the same name but different [data: int] (For example light_block 1 7 and light_block 1 15) and the user clears their inventory of a specific [data: int], the command will always clear their inventory of the first item that is has the same [ItemName: Item] from the left side of the hot bar to the right, bottom to top of the inventory. [Bedrock edition only]

The specific outputs are as follows:

Trigger Type Message
Item does not exist Failure Unknown item <item id>
/clear <selector> <item id><--[HERE]
Item tag does not exist Failure Unknown item tag <tag id>

The player has an empty inventory
The player does not have the specified items

Failure

Single player: No items were found on player <player name>
Multiple players: No items were found on <number> players[verify]

The selector targets non-player entities Failure Only players may be affected by this command, but the provided selector includes entities
No players are affected given the selector Failure No player was found
Items are removed from the inventory Success

Single player: Removed <number> items from player <player name>
Multiple players: Removed <number> items from <number> players[verify]

The maxCount is set to 0 and the player has the specified items in their inventory Success

Single player: Found <number> matching items on player <player name>
Multiple players: Found <number> matching items on <number> players[verify]

-Examples
  • To clear your entire inventory: clear
  • To clear all items from Alice's inventory: clear Alice
  • To clear all wool items from Alice's inventory: clear Alice minecraft:wool
  • To clear all orange wool items from the inventory of all players: clear @a minecraft:wool 1[Bedrock edition only] or clear @a minecraft:orange_wool[Java edition only]
  • To clear all golden swords with the "Sharpness I" enchantment from the nearest player
    • clear @p minecraft:golden_sword{Enchantments:[{id:"minecraft:sharpness",lvl:1s}]}[Java edition only]
  • To test if a random player has stone in his inventory: clear @r minecraft:stone -1 0[Bedrock edition only] or clear @r minecraft:stone 0[Java edition only]
-See also
  • /data — can change or remove items in block or entity inventories
  • /give — give items to player
  • /kill — can destroy item entities
  • /replaceitem — can replace items in block or entity inventories
-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.


/clone[]

Clones blocks from one region to another.

-Syntax
  • Java Edition
clone <begin> <end> <destination> [replace|masked] [force|move|normal]
clone <begin> <end> <destination> filtered <filter> [force|move|normal]
  • Bedrock Edition
clone <begin: x y z> <end: x y z> <destination: x y z> [maskMode: MaskMode] [cloneMode: CloneMode]
clone <begin: x y z> <end: x y z> <destination: x y z> filtered <cloneMode: CloneMode> <tileName: Block> <tileData: int>
-Arguments

<begin> and <end> (BE: begin: x y z and end: x y z)

Specifies the coordinates of two opposing corner blocks of the source region. May use tilde and caret notation to specify distances relative to the command's execution.
The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis falls right on the region boundary, but the greater coordinates are one block from the boundary, and the block volume of the source region is (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example, 0 0 0 0 0 0 has a 1-block volume, and 0 0 0 1 1 1 and 1 1 1 0 0 0 both identify the same region with an 8-block volume.

<destination> (BE: destination: x y z)

Specifies the lower northwest corner (i.e., the smallest coordinates of each axis) of the destination region. May use tilde and caret notation to specify a distance relative to the command's execution.

replace|masked (BE: maskMode: MaskMode)

Specifies whether to filter the blocks being cloned. Must be one of the following:
  • replace — Copy all blocks, overwriting all blocks of the destination region with the blocks from the source region.
  • masked — Copy only non-air blocks. Blocks in the destination region that would otherwise be overwritten by air are left unmodified.
If left unspecified, defaults to replace.

force|move|normal (BE: cloneMode: CloneMode)

Specifies how to treat the source region. Must be one of the following:
  • force — Force the clone even if the source and destination regions overlap.
  • move — Clone the source region to the destination region, then replace the source region with air. When used in filtered mask mode, only the cloned blocks are replaced with air.
  • normal — Don't move or force.
If left unspecified, defaults to normal.

<filter> (BE: tileName: Block)

Specifies the block id to copy in filtered mode, in which the command clones only blocks with the block id specified by this argument.

tileData: int[Bedrock edition only]

Specifies the block data to match when finding blocks to clone. Must be between 0 and 65535 (inclusive), but values that are invalid for the specified block id revert to 0.
-Result

Fails if the block volume of the source region is greater than 32768 (the equivalent of 8 chunk sections)[Java edition only] or 524288(equivalent to 8 chunks)[Bedrock edition only], if the source and destination region overlap (unless using force clone mode), or if one or both regions isn't currently loaded.

On success, overwrites blocks in the destination region with blocks from the source region, leaving the source region unmodified (unless using move clone mode).

-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.
Java Edition
1.4.212w37aAdded /clear.
12w38aAdded item argument to /clear.
1.814w02aAdded data argument to /clear.
1.915w31b/clear now clears the offhand slot.
1.1317w45aThe syntax of /clear has changed from /clear [<target>] [<item>] [<data>] [<count>] [<nbt>] to /clear [<target>] [<item>] [<count>].
Pocket Sürümü
1.0.5alpha 1.0.5.0Added /clear.
Java Edition
1.814w03aAdded /clone.
14w10aAdded force option.
14w20aAdded move option.
Pocket Edition Alpha
0.16.0build 1Added /clone.
Functionality is almost equivalent to Java Edition 1.10 usage, except /clone cannot use forced cloneMode.


/collect[]

Lets your agent collect all items within a one block from Agent in three dimensions.

-Syntax
collect <item: string>
-Arguments

item: string

Specifies the item to be collected on the block to the Agent's inventory. Must be an item ID, or a block ID for which an item exists (for example, golden_sword).
-Result

Fails if the arguments are not specified correctly or no items of the same name were collected.

On success, returns if any items of the same name were collected.

-History

Şablon:H Şablon:H Şablon:H


/data[]

The /data command allows the user to get, merge, modify, and remove NBT data of a block entity, entity, or Command NBT storage.

-Syntax

There are four instructions for /data (get, merge, modify, remove), and the targets/sources referenced by each instruction command may be either block <targetPos>, entity <target>, or storage <target>.

data get block <targetPos> [<path>] [<scale>]
data get entity <target> [<path>] [<scale>]
data get storage <target> [<path>] [<scale>]
data merge block <targetPos> <nbt>
data merge entity <target> <nbt>
data merge storage <target> <nbt>
data modify block <targetPos> <targetPath> (append|insert <index>|merge|prepend|set) from block <sourcePos> <sourcePath>
data modify block <targetPos> <targetPath> (append|insert <index>|merge|prepend|set) from entity <source> <sourcePath>
data modify block <targetPos> <targetPath> (append|insert <index>|merge|prepend|set) from storage <source> <sourcePath>
data modify block <targetPos> <targetPath> (append|insert <index>|merge|prepend|set) value <nbt>
data modify entity <target> <targetPath> (append|insert <index>|merge|prepend|set) from block <sourcePos> <sourcePath>
data modify entity <target> <targetPath> (append|insert <index>|merge|prepend|set) from entity <source> <sourcePath>
data modify entity <target> <targetPath> (append|insert <index>|merge|prepend|set) from storage <source> <sourcePath>
data modify entity <target> <targetPath> (append|insert <index>|merge|prepend|set) value <value>
data modify storage <target> <targetPath> (append|insert <index>|merge|prepend|set) from block <sourcePos> <sourcePath>
data modify storage <target> <targetPath> (append|insert <index>|merge|prepend|set) from entity <source> <sourcePath>
data modify storage <target> <targetPath> (append|insert <index>|merge|prepend|set) from storage <source> <sourcePath>
data modify storage <target> <targetPath> (append|insert <index>|merge|prepend|set) value <value>
data remove block <targetPos> <path>
data remove entity <target> <path>
data remove storage <target> <path>

Syntax displayed in various ways

-Arguments
(block <targetPos>|entity <target>|storage <target>)
  • <targetPos>—The <x> <y> <z> position of the target block entity whose NBT is to be operated on
  • <target>—Valid a UUID, or a target selector variable for an entity whose NBT is to be operated on
  • <target>—Valid namespaced ID for a storage to be operated on
get ... [<path>] [<scale>]
  • <path>—Valid a NBT path defining the specific NBT to retrieve
  • <scale>—Scalar for the command's return value
merge ... <nbt>
  • <nbt>—Compound tag. The simplest valid input is {}.
modify ... <targetPath> (append|insert <index>|merge|prepend|set)
  • <targetPath>—Valid a NBT path defining the specific target NBT to modify
  • <index>—Valid integer specifying an item's index within a list
… from (block <sourcePos>|entity <sourceEntity>|storage <sourceStorage>) <sourcePath>:
  • <sourcePos>—The <x> <y> <z> position of the source block entity whose NBT is to be used
  • <sourceEntity>—Valid player name, UUID, or target selector variable of a source entity whose NBT is to be used
  • <sourceStorage>—Valid storage namespace whose NBT is to be used
  • <sourcePath>—Valid a NBT path defining the specific source NBT to be used by modify
… value <value>:
  • <value>—Value to use in modifying the target NBT. Must match in data type
remove ... <path>
  • <path>—Valid a NBT path to the NBT to remove
-Results

Fails if the arguments are not specified correctly.

On success:

/data get
/data get ...
Read off the entire NBT data from the targeted block position or entity to the executor with syntax highlighting.
If applicable, returns 1 on success.
/data get ... <path>
Send the subsection of the NBT data from the targeted block position or entity to the executor without syntax highlighting.
Return value depends on the type of the NBT element:
  • Retrieving a number returns that number.
  • Retrieving a string returns the length of the string.
  • Retrieving a list returns the number of elements in that list.
  • Retrieving a compound returns the number of tags that are direct children of that compound.
/data get ... <path> <scale>
Return the value of the tag, scaled by <scale>.
<path> needs to specify a numeric tag—TAG_byte, TAG_short, TAG_int, TAG_long, TAG_float, or TAG_double.
/data merge
Merge the NBT data from the sourced block position or entity with the specified <nbt> data.
If applicable, returns 1 on success.
/data modify
append
Append the source data onto the end of the pointed-to list.
<targetPath> must specify a tag of the TAG_List, TAG_Byte_Array, TAG_Int_Array, or TAG_Long_Array type, and the source data should be of an item type appropriate for the list.
insert <index>
Insert the source data into the pointed-to list as element <index>, then shift higher elements one position upwards.
<targetPath> must specify a tag of the TAG_List, TAG_Byte_Array, TAG_Int_Array, or TAG_Long_Array type, and the source data should be of an item type appropriate for the list.
merge
Merge the source data into the pointed-to object.
Both <targetPath> and source data must be of the TAG_compound type.
prepend
Prepend the source data onto the beginning of the pointed-to list.
<targetPath> must specify a tag of the TAG_List, TAG_Byte_Array, TAG_Int_Array, or TAG_Long_Array type, and the source data should be of an item type appropriate for the list.
set
Set the tag specified by <targetPath> to the source data.
/data remove
Removes NBT data at <path> from the targeted block position or entity. Player NBT data cannot be removed.
If applicable, returns 1 on success.
-NBT path
-Examples
  • To make all items within 10 blocks unable to be picked up by players:
    /data modify entity @e[type=item,distance=..10] PickupDelay set value -1
  • To get the Y-position of a random item:
    /data get entity @e[type=item,limit=1,sort=random] Pos[1]
  • To get the item ID of the item in the first hotbar slot of the nearest player:
    /data get entity @p Inventory[{Slot:0b}].id
  • To set the armor attribute of the dolphin closest to coordinates (0, 64, 0) to 20:
    /data modify entity @e[x=0, y=64, z=0, type=dolphin, limit=1] Attributes[{Name:"generic.armor"}].Base set value 20
  • To change the first item in a chest located at coordinates (1, 64, 1) into a diamond block, keeping all NBT data:
    /data modify block 1 64 1 Items[0].id set value "minecraft:diamond_block"
-Storage
Şunlara da bakın: command storage format

The command storage of NBT data is an efficient way for commands to access or save NBT data without an overhead for block entities or entities reading from or writing to the NBT data.

Each command storage is a general purpose, key-value storage, identified by a namespaced ID to prevent unintentional conflicts.

/data get and /data modify can read from the storage, while /data merge, /data modify, /data remove, and /execute store can write to the storage.

The command storage is accessible with JSON text as well.

-History
Java Edition
1.1317w45bAdded /data.
17w47aCommands /blockdata and /entitydata have been removed as their features are merged into /data.
18w03aUsing /data get with a path now works on non-numeric values.
1.1418w43aAdded /data modify.
1.1519w38aAdded command storage.
Added storage <namespaced ID> as a source or target.
19w39aAdded NBT storage chat component.


/datapack[]

Controls the loading/unloading of data packs.

-Syntax
datapack disable <name>
datapack enable <name> [first|last]
datapack enable <name> [before|after] <existing>
datapack list [available|enabled]
-Arguments

<name>

Specifies the name of the data pack.

<existing>

Specifies the name of an existing data pack.
-Result

Command fails if the arguments are not specified correctly.

On success:

  • (disable|enable)—Disable or enable the specified pack.
  • enable—Enable the specified pack.
    • first—Load this pack before all others (lowest priority).
    • last—Load this pack after all others (highest priority).
    • before—Load this pack just before (lower priority) an existing pack.
    • after—Load this pack just after (higher priority) an existing pack.
  • list—List all data packs, or list only the available/enabled ones. Hovering over the data packs in the chat output shows their description defined in their pack.mcmeta.
-History
Java Edition
1.1317w46aAdded /datapack.


/debug[]

Starts or stops a debugging session.

-Syntax
debug (start|stop|report)
-Arguments

start

Starts a new debug profiling session.

stop

Stops the active debug profiling session.

report

Used to get more detailed information while debugging performance. Saves information in the .minecraft\debug folder in the form of a zip file.
-Result

Fails if trying to start a debug session when one is already active, or if trying to stop a debug session when none is running.

On success, starts or stops the debug session. While active, includes notifications about potential performance bottlenecks in the console. When stopped, creates a profiler results file in the folder "debug".

-File structure

When using /debug report, a .zip file is created with the following structure:Şablon:Info needed

  • debug-report-<year>-<month>-<day>_<hour>.<minute>.<second>.zip
    • levels
      • minecraft or <other custom namespaces>
        • overworld or the_end or the_nether or <other custom dimensions>
          • block_entities.csv: Contains a list of block entities in the world in the format x,y,z,type.
          • chunks.csv: Contains a list of chunk information in the format x,z,level,in_memory,status,full_status,accessible_ready,ticking_ready,entity_ticking_ready,ticket,spawning,entity_count,block_entity_count.
          • entities.csv: Contains a list of entities in the world in the format x,y,z,uuid,type,alive,custom_name.
          • example_crash.txt: An example crash file.
          • stats.txt: Contains some statistics.
    • classpath.txt: Contains the file paths of the external jars Minecraft uses.
    • example_crash.txt: An example crash file.
    • gamerules.txt: A plain text file containing a list of game rules and their values (<gamerule>=<value>).
-History
Java Edition
1.3.112w27aAdded /debug.
1.814w31a/debug can now be run in single-player.
Added /debug chunk.
?Removed/debug chunk.
1.1318w03aAdded commands to the profiler.
1.14.4pre1Added /debug report, used to get more detailed information while debugging performance.


/defaultgamemode[]

Sets the default game mode (creative, survival, etc.) for new players entering a multiplayer server.

-Syntax
defaultgamemode <mode>
-Arguments

<mode>

Specifies the default game mode for new players. Must be one of the following:
  • survival for survival mode
  • creative for creative mode
  • adventure for adventure mode
  • spectator for spectator mode
-Result

Fails if the arguments are not specified correctly.

If successful, sets the default game mode that is shown on the world selection menu. New players who join the world are put into the default game mode.

-Examples
  • To set the default game mode to survival: defaultgamemode survival
-History
Java Edition
1.3.112w22aAdded /defaultgamemode.
1.814w05aAdded spectator to /defaultgamemode.


/deop[]

Revokes operator status from a player.

-Syntax
  • Java Edition
deop <targets>
  • Bedrock Edition
deop <player: target>
-Arguments

<targets> (BE: player: target)

Must be a player name or a target selector.
Entities other than players are not allowed.
-Result

Fails if player(s) isn't op.

On success, removes <targets> from the list of operators.

-Examples
  • To remove Steve from the list of operators: deop Steve
-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.
classic
0.0.15a (Multiplayer Test 3)Added /deop.
indev
0.31Removed all commands.
alpha
v1.0.16Re-added /deop.
Pocket Edition Alpha
0.16.0build 1Added /deop.


/destroy[]

Makes your agent destroy a block or item in the specified direction.

-Syntax
destroy <direction: string>
-Arguments

direction: string

Specifies the direction of Agent to destroy.
Must be one of:
  • forward to destroy block/item on the front.
  • back to destroy block/item on the back.
  • left to destroy block/item on the left-hand side.
  • right to destroy block/item on the right-hand side.
  • up to destroy block/item on the top-hand side.
  • down to destroy block/item on the bottom-hand side.
-Result

Fails if the block was unbreakable or a non-solid block.

On success, the Agent destroys the block/item by one hit as expected.

-History

Şablon:H Şablon:H Şablon:H


/detect[]

Lets your agent detect if there is a collidable block in the specified direction.

-Syntax
detect <direction: string>
-Arguments

direction: string

Specifies the direction of Agent to detect a collidable block.
Must be one of:
  • forward to detect the block on the front.
  • back to detect the block on the back.
  • left to detect the block on the left-hand side.
  • right to detect the block on the right-hand side.
  • up to detect the block on the top side.
  • down to detect the block on the bottom side.
-Result

Fails if the arguments are not specified correctly.

On success, returns if there was a collidable block in the specified direction.

-History

Şablon:H Şablon:H Şablon:H


/detectredstone[]

Lets your agent detect a redstone signal in the specified direction.

-Syntax
detectredstone <direction: string>
-Arguments

direction: string

Specifies the direction of Agent to detect a redstone signal.
Must be one of:
  • forward to detect the block on the front.
  • back to detect the block on the back.
  • left to detect the block on the left-hand side.
  • right to detect the block on the right-hand side.
  • up to detect the block on the top-hand side.
  • down to detect the block on the bottom-hand side.
-Result

Fails if the arguments are not specified correctly.

On success, returns if the object in the specified direction received a redstone signal at that moment.

-History

Şablon:H Şablon:H Şablon:H


/difficulty[]

Sets the difficulty level (peaceful, easy, etc.).

-Syntax
  • Java Edition
difficulty [easy|hard|normal|peaceful]
  • Bedrock Edition
difficulty <difficulty: Difficulty>
difficulty <difficulty: int>
-Arguments

easy|hard|normal|peaceful (BE: difficulty: Difficulty or difficulty: int)

Specifies the new difficulty level. Must be one of the following:
-Result

Fails if the arguments are not specified correctly, or if the original difficulty is the same as the specified difficulty[Java edition only].

If successful and applied, changes the game's difficulty. On a multiplayer server lasts only until the server is restarted — on restart, difficulty is reloaded from server.properties.

In Hardcore mode, the difficulty doesn't change even when successful.[Java edition only]
If the argument is empty, querys current difficulty rather than changes it.[Java edition only]
-Examples
-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.
Java Edition
1.4.212w32aAdded /difficulty.
Pocket Sürümü
1.0.5alpha 1.0.5.0Added /difficulty.


/dropall[]

Makes an agent drop all its items from all slots onto the ground by one block in the specified direction.

-Syntax
dropall <direction: string>
-Arguments

direction: string

Specifies the direction of Agent to drop all the items.
Must be one of:
  • forward to drop items to the front.
  • back to drop items to the back.
  • left to drop items to the left.
  • right to drop items to the right.
-Result

Fails if the arguments are not specified correctly or the Agent's inventory was empty.

On success, returns if all items were dropped onto the ground in the direction specified.

-History

Şablon:H Şablon:H Şablon:H


/effect[]

Add or remove status effects on players and other entities.

-Syntax
  • Java Edition
effect clear [<targets>] [<effect>] (removes an effect)
effect give <targets> <effect> [<seconds>] [<amplifier>] [<hideParticles>] (gives an effect)
  • Bedrock Edition
effect <player: target> clear (removes all effects)
effect <player: target> <effect: Effect> [seconds: int] [amplifier: int] [hideParticles: Boolean] (gives or removes an effect)
-Arguments

<targets> (BE: player: target)

Specifies the target(s). Must be a player name, a target selector or a UUID[Java edition only]
Permits entities other than players.

<effect> (BE: effect: Effect)

Specifies the effect to add or remove. Must be a status effect id.

<seconds> (BE: seconds: int)

Specifies the effect's duration in seconds. Must be between 1 and 1,000,000[Java edition only], or 1 and 100,000[Bedrock edition only]. (inclusive, without the commas). If not specified, defaults to 30 seconds.

<amplifier> (BE: amplifier: int)

Specifies the number of additional levels to add to the effect. Must be between 0 and 255 (inclusive). If not specified, defaults to 0. Note that the first tier of a status effect (e.g. Regeneration I) is 0, so the second tier, for example Regeneration II, would be specified by an amplifier level of 1.

<hideParticles> (BE: hideParticles: Boolean)

Specifies whether the particles and the HUD indicator[Java edition only] of the status effect should be hidden. Must be either true or false. If not specified, defaults to false.
-Result

Fails if arguments are not specified correctly, if <targets> fails to resolve to one or more valid entities (named players must be online), if <seconds> was specified as 0 and the target did not have the effect Bedrock Sürümü sürümünde, or if no effects were removed in clear mode.

On success:

  • clear mode — clears status effects from the target(s).
  • effect give (BE: effect) mode — Adds the status effect to the target(s). If a target already has the status effect, a new status effect with the same amplifier overrides the old duration only if it is longer, but a new status effect with a higher duration overrides any previous duration. Bedrock Sürümü sürümünde, if seconds is set to 0, cancels the specified effect instead.
-Examples
-History
Java Edition
1.513w09bAdded /effect.
1.6.1preAdded clear argument to /effect.
1.814w06aAdded hideParticles argument to /effect
Pocket Sürümü
1.0.5alpha 1.0.5.0Added /effect.
alpha 1.0.5.3The amplifier on /effect can no longer have negative values.


/enchant[]

Adds an enchantment to a player's selected item, subject to the same restrictions as an anvil.

-Syntax
  • Java Edition
enchant <targets> <enchantment> [<level>]
  • Bedrock Edition
enchant <player: target> <enchantmentId: int> [level: int]
enchant <player: target> <enchantmentName: Enchant> [level: int]
-Arguments

<targets> (BE: player: target)

Specifies the (s). Must be a player name, target selector or a UUID[Java edition only].
Permits entities other than players.

<enchantment> (BE: enchantmentId: int or enchantmentName: Enchant)

Specifies the enchantment to be added to the item held by the target. Must be a valid enchantment ID.

<level> (BE: level: int)

Specifies the enchantment level. Must be at least 1 and not greater than the maximum level for the specified enchantment. If not specified, defaults to 1.
-Result

Fails if arguments are not specified correctly, if <targets> fails to resolve to one or more online players, if the enchantment is not valid for the item,Şablon:Note or if the enchantment conflicts with current enchantments (for example, "Piercing" cannot be given to a crossbow which already has "Multishot", and "Sharpness III" cannot be given to a sword which already has "Sharpness I").

On success, adds the specified enchantment to the item held by the target.

-Examples
  • To give the Infinity enchantment to all players holding a bow:
    /enchant @a infinity
  • To enchant the executing player's held sword with Sharpness 5:
    /enchant @s sharpness 5
-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.
Java Edition
1.4.4preAdded /enchant.
1.1317w45aRemoved /enchant.
18w06aRe-added /enchant.
Pocket Edition Alpha
0.16.0build 5Added /enchant.


/execute[]

/execute is a versatile command that modifies variables or procedures in the execution of another command.

{MC-JavaSürümü için:}[]

Java Sürümü sürümünde, there are twelve instructions (or sub-commands) for the /execute command. Multiple sub-commands are connected after /execute. Subcommands are divided into 4 categories: modify subcommands, condition subcommands, store subcommands, and run subcommand.

  • Modify subcommands modify command variables and change the situation the command is executed, and execute subcommands following it with specific executor(s), execution position(s), execution dimension(s), and execution rotation(s).
  • Condition subcommands are used to test whether certain conditions are true and output results or limit conditions of execution.
  • Store subcommands can store the return values of the command in a scoreboard or the data of an entity, block entity or storage, and can also change the maximum or current value of a boss bar.
  • run subcommand is used for carrying out another command.

A number of sub-commands needed can be chained together. Subcommands other than the run subcommand can be arranged arbitrarily or used multiple times. But the run subcommand can only be used once and must at the end of the subcommands chain. A run subcommand or a condition subcommand finalizes the command, otherwise the command does nothing. The game processes these subcommands in order from front to end, for example, the following commands are different:

  • All entities move one block forward: execute as @e at @s run tp ^ ^ ^1
  • All entities move to one block in front of the executor: execute at @s as @e run tp ^ ^ ^1

The game processes other subcommands before processing run and store subcommands, so the run and store subcommands cannot affect other subcommands. The run commands and store subcommands cannot affect each other as well. In some cases, the command terminates halfway and does nothing.

After the command is executed (if it does not terminate halfway), it returns a success and a result value (see #Store subcommands for details). These two values ??come from the last subcommand (may be a condition subcommand or run subcommand). Note that the return value of the command must be an integer, if not, it is rounded down. The success value is usually 0 or 1. When the command fails, both return values ??are 0. When the last subcommand (may be a condition subcommand or run subcommand) is executed multiple times, only values of the last execution can be returned. The two values can be stored by store subcommands.

/execute command also has a success count (whether or not terminates halfway). This is usually 0 or 1, but if the command split up (as perhaps with "/execute as @a -> execute") then success can be a number higher than 1. When executing it with the command block, the success count is returned to the command block, which can be checked by the conditional command block for success or be read with a redstone comparator.

There are twelve instructions (or sub-commands) for the /execute command, and each has its own special syntax, so describing syntax takes a large branching tree.

Full syntax tree
/execute . . .
  • align <axes> -> execute
  • anchored <anchor> -> execute
  • as <targets> -> execute
  • at <targets> -> execute
  • facing (<pos>|entity <targets> <anchor>) -> execute
  • in <dimension> -> execute
  • positioned (<pos>|as <targets>) -> execute
  • rotated (<rot>|as <targets>) -> execute
  • store (result|success) . . .
    • … block <targetPos> <path> (byte|short|int|long|float|double) <scale> -> execute
    • … bossbar <id> (max|value) -> execute
    • … entity <target> <path> (byte|short|int|long|float|double) <scale> -> execute
    • … score <targets> <objective> -> execute
    • … storage <target> <path> (byte|short|int|long|float|double) <scale> -> execute
  • … (if|unless) . . .
    • … block <pos> <block> -> [execute]
    • … blocks <start> <end> <destination> (all|masked) -> [execute]
    • … data . . .
      • … block <sourcePos> <path> -> [execute]
      • … entity <source> <path> -> [execute]
      • … storage <source> <path> -> [execute]
    • … entity <entities> -> [execute]
    • … predicate <predicate> -> [execute]
    • … score <target> <targetObjective> . . .
      • … (<|<=|=|>|>=) <source> <sourceObjective> -> [execute]
      • … matches <range> -> [execute]
  • run <command>
where -> execute represents the start of another subcommand.

Modify subcommands[]

-align

Convert execution position's coordinates of specified axes to block position (rounding down, toward negative infinity.).

Syntax
align <axes> -> execute
Arguments
<axes>
Any non-repeating combination of the characters 'x', 'y', and 'z'. (For example, x, xz, zyx, or yz.)
Result
Error if the argument is not specified correctly.
Example
  • Given the position (-1.8, +2.3, +5.9), the command /execute align xz run summon zombie ~ ~ ~ summons a zombie at (-2.0, +2.3, +5.0).
  • Given (+2.4, -1.1, +3.8), using /execute align yxz run spawnpoint @p ~ ~ ~ sets the player's spawnpoint to (2, -2, 3).
-anchor

Stores the distance from the feet to the eyes of the entity that is executing the command in the anchor, which is part of the command context. Default of anchor is feet.

The only places where the anchor is used is in the caret notation (^?T ^?N ^?B) and in the facing subcommand of the execute command.

Syntax
anchored <anchor> -> execute
Arguments
<anchor>
Must be one of feet and eyes.
Result
Error if the argument is not specified correctly.
-as

Change the executor to the targeted entity/entities, but does not change position or rotation of execution. Changes the function of the @s target selector variable

Syntax
as <targets> -> execute
Arguments
<targets>
Specifies the target(s). Must be a player name, a target selector or a UUID
Permits entities other than players.
Result
Error if the argument is not specified correctly.
Terminates if <targets> fails to resolve to one or more valid entities (named players must be online).
When multiple entities are selected, next subcommand is executed once each per executor.
Example
Get data of all sheep: execute as @e[type=sheep] run data get entity @s
-at

Use the position, rotation, and dimension of the target(s), but does not change the current executor. Changes the function of ~?x ~?y ~?z and ^?T ^?N ^?B positioning.

Syntax
at <targets> -> execute
Arguments
<targets>
Specifies the target(s). Must be a player name, a target selector or a UUID
Permits entities other than players.
Result
Error if the argument is not specified correctly.
Terminates if <targets> fails to resolve to one or more valid entities (named players must be online).
When multiple entities are selected, next subcommand is executed once each per execution position.
Example
All sheep move upward 1 block: execute as @e[type=sheep] at @s run tp ~ ~1 ~
Kill yourself: execute at @e[type=sheep] run kill @s
-facing

Change the execution rotation to facing either the given position or the targeted entity's/entities' eyes or feet, but does not change the current executor. Changes the function of ^?T ^?N ^?B positioning.

Syntax
facing (<pos>|entity <targets> <anchor>) -> execute
Arguments
<targets>
Specifies the target(s). Must be a player name, a target selector or a UUID
Permits entities other than players.
<anchor>
Must be one of feet and eyes.
<pos>
Must be in form of <x> <y> <z>. May use tilde and caret notation.
Result
Error if the argument is not specified correctly.
Terminates if <targets> fails to resolve to one or more valid entities (named players must be online).
When multiple entities are selected, next subcommand is executed once each per execution rotation.
Example
All entities move one block in the direction of (0, 64, 0) (without changing their rotation): execute as @e at @s facing 0 64 0 run tp @s ^ ^ ^1
All entities move one block in the direction of (0, 64, 0) (with changing their rotation): execute as @e at @s facing 0 64 0 run tp ^ ^ ^1
All non player entities move one space in the direction of their nearest player (without changing their orientation): execute as @e[type=!player] at @s facing entity @p eyes run tp @s ^ ^ ^1
-in

Change the execution dimension to specified dimension.

Syntax
in <dimension> -> execute
Arguments
<dimension>
Must be in form of namespaced ID.
The standard dimensions in the minecraft namespace are "overworld", "the_nether", and "the_end".
Result
Error if the argument is not specified correctly.
Example
Looking for an end city in the end (can find even though players is in the overworld):execute in the_end run locate EndCity
Transport player to the nether with coordinates unchanged: execute in the_nether run teleport ~ ~ ~
-positioned

Use either the given coordinates or the targeted entity's coordinates for the execution position. Changes the function of ^?T ^?N ^?B and ~?x ~?y ~?z positioning. Does not change rotation, dimension, or executor.

Syntax
positioned <pos> -> execute
positioned as <targets> -> execute
Arguments
<targets>
Specifies the target(s). Must be a player name, a target selector or a UUID
Permits entities other than players.
<pos>
Must be in form of <x> <y> <z>. May use tilde and caret notation.
Result
Error if the argument is not specified correctly.
Terminates if <targets> fails to resolve to one or more valid entities (named players must be online).
When multiple entities are selected, next subcommand is executed once each per execution position.
Example
Look for a village near (0, 64, 0): execute positioned 0 64 0 run locate Village
Let all sheep move one block in the direction of the executor's rotation (for example, when the executor looks east, the sheep moves one block eastward; when the executor looks up, the sheep moves one block upward): execute as @e[type=sheep] positioned as @s run tp @s ^ ^ ^1
-rotated

Change the execution rotation to rotating either in the given direction or the same the targeted entity is facing.

Syntax
rotated <rot> -> execute
rotated as <targets> -> execute
Arguments
<rot>
Specifies the rotation. In form of <horizontal rotation> <vertical rotation>
For the horizontal rotation, -180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of due north, before wrapping back around to -180.0.
For the vertical rotation, -90.0 for straight up to 90.0 for straight down.
Tilde notation can be used to specify a rotation relative to the current execution rotation.
Result
Error if the argument is not specified correctly.
Terminates if <targets> fails to resolve to one or more valid entities (named players must be online).
When multiple entities are selected, next subcommand is executed once each per execution rotation.
Example
Move every sheep 1 block toward the player closest to it: execute as @e[type=sheep] at @sORpositioned as @s rotated as @p run tp @s ^ ^ ^1

Condition subcommands[]

-Syntax and arguments

(if|unless) block <pos> <block> -> [execute]

Compares the block at the given position to the given block ID.
  • <block>
    Specifies a block ID or a block tag, following block states and data tags if needed. See Command#ID arguments in Java Edition.

(if|unless) blocks <start> <end> <destination> (all|masked) -> [execute]

Compare region between the <start> and <end> positions to the area starting at the <destination> position. The calculation of the areas as well as the (all|masked) argument work in the same way as they do in the /clone command.
  • <start>, <end>, and <destination>
    Specifies the coordinates of the two diagonal corner of source region and the coordinates of the northwest lower corner of destination region.
    Must be in form of <x> <y> <z>. May use tilde and caret notation.
  • all
    Compare all the blocks in regions.
  • masked
    Ignore the position where is air in the source region.

(if|unless) data (block <pos>|entity <target>|storage <source>) <path> -> [execute]

Check whether the targeted block, entity or storage has any data for the tag named by <path>.
  • <path>
    Specifies an NBT path to check for.

(if|unless) entity <targets> -> [execute]

Check whether one or more <targets> exist.
  • <targets>
    Specifies the target(s). Must be a player name, a target selector or a UUID
    Permits entities other than players.

(if|unless) predicate <predicate> -> [execute]

Check whether the <predicate> evaluates to a positive result.
See Predicate for more information on predicates

(if|unless) score <target> <targetObjective> (<|<=|=|>=|>) <source> <sourceObjective> -> [execute]

Check whether the target entity's score accurately relates to source entity's score, given some conditional operator.

(if|unless) score <target> <targetObjective> matches <range> -> [execute]

Check whether the target entity's score is within given range (e.g. 1, 1..5).
-General arguments
<pos>
Specifies the coordinates of a block to check.
Must be in form of <x> <y> <z>. May use tilde and caret notation.
<target>
Specifies a single score holder, which can be a player name, a target selector or *(commands fails).
<targetObjective>
Specifies a scoreboard objective.
-Result
Error if the argument is not specified correctly.
When not at the end of the subcommands chain, Only if the condition tests pass is the subcommand following it executed. If it is executed multiple times by multiple variables (e.g. excuetors, execution positions, execution rotations), it acts as a variable filter - Only the variable that matches the condition executes the next subcommand.
When at the end of the subcommands chain, it checks whether the condition is met and then outputs.
-Example
  • Kill all players standing on a wool: execute as @a at @s if block ~ ~-1 ~ #wool run kill @s
  • Check whether your own score a and b are equal: execute if score @s a = @s b

Store subcommands[]

Store the success and a result value of a command somewhere.

It first records the location to store in, and then stores in the location after all the commands are executed.

Note that the return values of commands must be an integer. If a decimal, it is rounded down.

-Syntax

store (result|success) block <pos> <path> (byte|short|int|long|float|double) <scale> -> execute

Saves the return value in block entity at the given position. Store as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by <scale>.

store (result|success) bossbar <id> (value|max) -> execute

Saves the return value in either the current value or the maximum value of the given bossbar.

store (result|success) entity <target> <path> (byte|short|int|long|float|double) <scale> -> execute

Use the data tag path from one targeted entity to save the return value. Store as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by <scale>.
Like the "/data" command, "/execute store <arguments>" cannot modify player NBT.

store (result|success) score <name> <objective> -> execute

Use the scoreboard under <name> and <objective> to save the return value.

store (result|success) storage <target> <path> (byte|short|int|long|float|double) <scale> -> execute

Uses the <path> within storage <target> to store the return value in. Store as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by <scale>.
If the storage does not yet exist, it gets created.
-Arguments
<pos>
Specifies the coordinates of a block entity to store.
Must be in form of <x> <y> <z>. May use tilde and caret notation.
<path>
Specifies an NBT path to store return value in.
<id>
ID of the bossbar to store return value in.
<target> in entity mode
Specifies a single entity, which can be a player name, a target selector or a UUID.
<name>
Specifies a score holder, which can be a player name, a target selector or *.
<objective>
Specifies a scoreboard objective.
<target> in storage mode
Target storage container, as a namespaced ID.
-Result
Error if the argument is not specified correctly.
In block and entity mode, does not store anything when the path does not exist.

run subcommand[]

Specifies the command to be executed, the variables of which may be modified by the subcommands used.

-Syntax

run <command>

-Arguments

<command>

Can be any command
Technical: Resets the command node to the root of the command dispatcher
Information on modelling commands as chat text:
  • The command dispatcher is what starts when the player begins a message with a forward-slash (/).
  • A command node is the specific word/entry the cursor is editing, either a command or an argument.
  • The root node comes before the first word in the current command.
-Result

Execute this command. Fails if <command> is failure.

-More examples
  • Teleport all players who have an item enchanted with Efficiency in their first hotbar slot to coordinates (0, 64, 0):
    /execute as @a if data entity @s Inventory[{Slot:0b}].tag.Enchantments[{id:"minecraft:efficiency"}] run tp @s 0 64 0
  • Create a smoke particle three blocks in front of all players:
    /execute at @a anchored eyes run particle smoke ^ ^ ^3
  • Place a saddle on pigs located within 5 blocks of the executing player, and remove saddles from pigs located over 5 blocks away from the executing player:
    /execute as @e[type=pig] at @s store success entity @s Saddle byte 1 if entity @p[distance=..5]
  • Make a player say "My feet are soaked!" in chat if they are located in a block of water:
    /execute as @a at @s if block ~ ~ ~ water run say "My feet are soaked!"
  • Make a player say "Score is reset" in chat if the score 'test' is not set, eg by doing "scoreboard players reset @s test":
    /execute as @a unless score @s test = @s test run say "Score is reset"

{MC-BedrockSürümü için:}[]

Syntax
execute <origin: target> <position: x y z> <command: command>
An alternate syntax allows the command to be executed only if a specific block is detected:
execute <origin: target> <position: x y z> detect <detectPos: x y z> <block: Block> <data: int> <command: command>
-Arguments

origin: target

Specifies the target to be the command's executor. Must be a player name or target selector. If more than one entity is selected, the command is run once as each of them.

position: x y z

Specifies the position from which to run the command. Coordinates specified with tilde and caret notation are relative to the target, not to the position of the command's execution.

command: command

Specifies the command to be run. Must be a valid command.

detectPos: x y z

Specifies the position of the block to check. May use tilde and caret notation to specify distances relative to position: x y z.

block: Block

Specifies the block ID that the block at detectPos, must match for the command to run. Must be a valid block ID.

data: int

Must be a valid block data for that type of block or -1 to match any block data.
-Result

Fails if arguments are not specified correctly, if origin: target fails to resolve to one or more valid entities (named players must be online), if the checked block is not of the correct block id, data or state, or if the specified command fails.

On success, executes the specified command as if executed by the specified target(s), done with operator-level permission at the specified coordinate.

-Examples
  • To summon lightning bolts at the positions of every zombie:
    execute @e[type=zombie] ~ ~ ~ summon lightning_bolt
  • To summon lightning bolts at the positions of every zombie standing on any type of sand:
    execute @e[type=zombie] ~ ~ ~ detect ~ ~-1 ~ minecraft:sand -1 summon lightning_bolt
  • To summon 10 creepers at the nearest player's position (only works as long as there are at least 10 entities in the loaded world):
    execute @e[c=10] ~ ~ ~ execute @p ~ ~ ~ summon creeper ~ ~ ~
-History
Java Edition
1.814w07aAdded /execute.
14w08aCommands run using /execute now pass their success value back to the command block running them.
1.1116w32aAdded block state support to /execute.
1.1317w45aThe syntax of /execute has been split off.
17w45bReworked /execute store.
18w02aAdded new subcommands to /execute to allow for more control over commands.
18w05aAdded /execute store.
1.1418w43aAdded /execute (if|unless) data.
1.1519w38aAdded /execute if predicate.
Added /execute store storage.
Pocket Edition Alpha
0.16.0build 1Added /execute.
Functionality almost is equivalent to Java Edition 1.10 usage, except the entity target is optional in /execute.


/experience veya /xp[]

Adds or removes player experience.

-Syntax
  • Java Edition
experience add <targets> <amount> [levels|points]
experience set <targets> <amount> [levels|points]
experience query <targets> (levels|points)
xp add <targets> <amount> [levels|points]
xp set <targets> <amount> [levels|points]
xp query <targets> (levels|points)
  • Bedrock Edition
xp <amount: int> [player: target]
xp <amount: int>L [player: target]
-Arguments

<amount> (BE: amount: int)

Specifies the amount of experience to give to the player. This amount may represent either an amount of points or an amount of levels.
If an L is added to the end, adds levels instead[Bedrock edition only].
Bedrock Sürümü sürümünde:
If the amount is expressed in points, it must be between 0 and 2,147,483,647 (inclusive, without the commas).
If the amount is expressed in levels, it must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas).
Java Sürümü sürümünde:
For experience add and xp add, it must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas).
For experience set and xp set, it must be between 0 and 2,147,483,647 (inclusive, without the commas).
Negative values remove experience instead of adding them.

<targets> (BE: player: target)

Specifies the target of the command. If not specified, defaults to the command's executor. Not optional in command blocks.
Entities other than players are not allowed.
-Result

Fails if arguments are not specified correctly, or if <targets> fails to resolve to one or more online players.

On success, adds/removes experience or adds/removes levels. Total experience and levels are not reduced below 0.

-Examples
-History
Java Edition
1.0.0Beta 1.9 Prerelease 5Added /xp. The command took a player name and then a number of xp orbs to award.
1.3.112w16a/xp is now usable in singleplayer.
Syntax changed to have the number of orbs first, and then the player, and the player is now optional.
1.4.212w39aAdded L notation for levels. Levels can be subtracted, but points cannot, failing with the message "Cannot give player negative experience points".
The limit for /xp is now 2,147,483,647 (231−1) instead of 5,000.
1.1317w45aAdded /experience and made /xp alias it.
Restructured syntax into /experience add, /experience set, and /experience query.
Negative points are now supported.
Pocket Edition Alpha
0.16.0build 1Added /xp.


/fill[]

Fills all or parts of a region with a specific block.

-Syntax
  • Java Edition
fill <from> <to> <block> [destroy|hollow|keep|outline|replace]
The fill command also has an optional alternate syntax when using the replace option:
fill <from> <to> <block> replace [<filter>]
  • Bedrock Edition
fill <from: x y z> <to: x y z> <tileName: Block> [tileData: int] [oldBlockHandling: FillMode]
The fill command also has an optional alternate syntax for replace mode:
fill <from: x y z> <to: x y z> <tileName: Block> <tileData: int> replace [replaceTileName: Block] [replaceDataValue: int]
-Arguments

<from> and <to> (BE: from: x y z and to: x y z )

Specifies any two opposing corner blocks of the region to be filled (the "fill region"). May use tilde and caret notation to specify distances relative to the command's execution.
The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis are on the region boundary, but the greater coordinates are one block from the boundary, and the block volume of the source region is (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example, 0 0 0 0 0 0 has a 1-block volume, and 0 0 0 1 1 1 and 1 1 1 0 0 0 both identify the same region with an 8-block volume.

<block> (Bedrock: tileName: Block)

Specifies the block to fill the region with. Must be a block ID.

tileData: int[Bedrock edition only]

Specifies the block data to use for the fill block. Must be an integer between 0 and 65535 (inclusive), but values that are invalid for the specified item id revert to 0. If not specified, defaults to 0.

destroy|hollow|keep|outline|replace (BE: oldBlockHandling: FillMode)

  • destroy - Replaces all blocks (including air) in the fill region with the specified block, dropping the existing blocks (including those that are unchanged) and block contents as entities as if they had been mined with an unenchanted diamond shovel or pickaxe. (Blocks that can be mined only with shears, such as vines, do not drop; neither do liquids.)
  • hollow - Replaces only the blocks on the outer edge of the fill region with the specified block. Inner blocks are changed to air, dropping their contents as entities but not themselves. If the fill region has no inner blocks (because it is smaller than three blocks in at least one dimension), acts like replace.
  • keep - Replaces only the air blocks in the fill region with the specified block.
  • outline - Replaces only the blocks on the outer edge of the fill region with the specified block. Inner blocks are not affected. If the fill region has no inner blocks (because it is smaller than three blocks in at least one dimension), acts like replace.
  • replace - Replaces all blocks (including air) in the fill region with the specified block, without dropping blocks or block contents as entities. Optionally, instead of specifying a data tag for the replacing block, block ID and data values may be specified to limit which blocks are replaced (see replaceTileName and replaceDataValue below)
If not specified, defaults to replace.

<filter> (Bedrock: replaceTileName: Block and replaceDataValue: int)

Arguments are valid only for replace mode.
Specifies the ID of the blocks in the fill region to be replaced. Bedrock Sürümü sürümünde, if replaceDataValue is not specified, data value is ignored when determining which blocks to replace; if both arguments are not specified, replaces all blocks in the fill region.
-Result

Fails if the arguments are not specified correctly, if the fill region is not loaded, if the block volume of the fill region is greater or equal to 32768, if tileData are invalid for the specified block id, or if no blocks were changed.

On success, changes blocks in the fill region to the specified block.

-Examples
  • /fill 52 63 -1516 33 73 -1536 minecraft:gold_block replace minecraft:orange_glazed_terracotta[Java edition only]
  • /fill 52 63 -1516 33 73 -1536 gold_block 0 replace orange_glazed_terracotta[Bedrock edition only]
    • Replaces all the orange stained glazed terracotta in the selected area with gold blocks.
  • /fill ~-3 ~-3 ~-3 ~3 ~-1 ~3 water
    • Replaces the blocks in a 7x7x3 cube directly beneath the command execution's location with water.
  • /fill ~-3 ~ ~-4 ~3 ~4 ~4 minecraft:stone hollow[Java edition only]
  • /fill ~-3 ~ ~-4 ~3 ~4 ~4 stone 0 hollow[Bedrock edition only]
    • Creates a house-sized box around the command execution's location, replacing any blocks that would have been inside the box with air.
  • /fill ~-15 ~-15 ~-15 ~15 ~15 ~15 stone
    • Creates a solid cube of stone centered on the command execution's location.
-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.
Java Edition
1.814w03aAdded /fill.
1.1116w32aAdded block state support to /fill.
Pocket Edition Alpha
0.16.0build 1Added /fill.


/forceload[]

Force chunks to load constantly or not, forceload add, forceload query and forceload remove are three separated commands.

-Syntax
forceload add <from> [<to>]
forceload remove <from> [<to>]
forceload remove all
forceload query [<pos>]
-Arguments

<from>, <to>

Specifies the selected chunks, with a form of <x> <z>.

<pos>

Specifies the chunk to query, with a form of <x> <z>.
-Result

Fails if the arguments are not specified correctly, or if the specified chunk isn't force loaded in query <pos> mode,

On success:

  • add – forces the chunk at the <from> position (through to <to> if set) in the dimension of the command's execution to be loaded constantly.
  • remove – unforces the chunk at the <from> position (through to <to> if set) in the dimension of the command's execution to be loaded constantly.
  • remove all – unforces all chunks in the dimension of the command's execution to be loaded constantly.
  • query – if chunk coordinates are given, says the specified chunk in the dimension of the command's execution is force loaded; otherwise, lists which chunks in the dimension of the command's execution are force loaded.

Forced chunks get load ticket with load level of 31, the same as ticket chunks get by being in player's chunk loading distance, which means that the said chunk processes all aspects of the game while adjacent chunks get activated by the load level's spread but since it increases its load level each time, adjacent chunks don't process every aspect of the game as well. See also chunk.

-Notes
  • Coordinates are actually block coordinates. In order to forceload chunks 0,0 to 1,2, the player should use /forceload add 0 0 31 47, which loads chunks 0,0 to 1,2 (1,2 inclusive, 2 x 3 chunks).
  • When using /forceload add 0 0 10 30 chunks 0,0 to 0,1 are actually loaded (one chunk equals 16x16 blocks on x/z axis). However, /forceload query gives result in chunk coordinates.
-History
Java Edition
1.13.118w31aAdded /chunk.
pre1Renamed /chunk to /forceload.
1.14.4pre4/forceload is now available up to permission level 2.


/function[]

Runs commands founds in the corresponding function file.

Java Sürümü sürümünde, runs a function or all functions in a tag from a datapack.
Bedrock Sürümü sürümünde, Runs a function from a behavior pack.

-Syntax
  • Java Edition
function <name>
  • Bedrock Edition
function <name: filepath>
-Arguments

<name> (BE: name: filepath)

Java Sürümü sürümünde:
May be of the format namespace:path/to/function/file, or #namespace:path/to/function/tag.
The format without the # prefix, namespace:path/to/function/file, runs a single function located at [data_pack]/data/namespace/functions/path/to/function/file.mcfunction.
The format with the # prefix, #namespace:path/to/function/tag, runs all functions included in the function tag located at [data_pack]/data/namespace/tags/functions/path/to/function/tag.json.
Bedrock Sürümü sürümünde:
May be of the format path/to/function/file
Runs the function located at [behavior_pack]/functions/path/to/function/file.mcfunction
-Result

Fails if the argument is not specified correctly.

If successful, runs a function through the command source which ran the /function command.

Java Sürümü sürümünde:[1][2]
Success count is the sum of success counts of all commands ran in the function/functions plus 1 (this command itself).
For example,
foo:bar1
function foo:bar2
foo:bar2
function foo:bar3
foo:bar3
say hi
The Success count of /function foo:bar3 is 1 (one command in foo:bar3) + 1 (this command itself) = 2.
The Success count of /function foo:bar2 is 2 (from above) + 1 (this command itself) = 3.
The Success count of /function foo:bar1 is 3 (from above) + 1 (this command itself) = 4.
Output of the command returns the number of commands ran (not the number of commands that succeed) plus the number of embedded functions called by a function.
The output count of /function foo:bar3 is 1(one command in foo:bar3).
The output count of /function foo:bar2 is 1 (one command in foo:bar2) + 1 (one command in foo:bar3) + 1 (one embedded function) = 3.
The output count of /function foo:bar1 is 1 (one command in foo:bar1) + 1 (one command in foo:bar2) + 1 (one command in foo:bar3) + 2 (two embedded function) = 5.
If successful, /execute store success always returns 1. Otherwise, returns 0.
If successful, the return value of /execute store result is the same as output count. Otherwise, returns 0.
-Examples
  • Java Sürümü sürümünde:
    • To run a function located at data/custom/functions/example/test.mcfunction in a loaded data pack: /function custom:example/test
    • To run all functions in a function tag located at data/custom/tags/functions/example/test.json: /function #custom:example/test
    • To run a function if there is a sheep within a radius of 2 blocks: /execute if entity @e[type=sheep,distance=..2] run function custom:example/test
    • To run a function unless the executor is a player: /execute unless entity @s[type=player] run function custom:example/test
-History
Java Edition
1.12pre1Added /function.
1.1317w49b/function now accept function tags as the argument.
Removed [if/unless] arguments in favor of /execute [if/unless].
Bedrock Edition
1.8.0beta 1.8.0.8Added /function.


/gamemode[]

Sets a player's game mode.

-Syntax
  • Java Edition
gamemode [adventure|creative|spectator|survival] [<target>]
  • Bedrock Edition
gamemode <gameMode: GameMode> [player: target]
An alternate syntax allows player to enter game mode by its number:
gamemode <gameMode: int> [player: target]
-Arguments

adventure|creative|spectator|survival (BE: gameMode: GameMode or gameMode: int)

Must be one of:
"hardcore" is not a valid option for the mode argument, as it is technically not a game mode.

<target> (BE: player: target)

If specified, must be either a player's username or a target selector. If unspecified, defaults to the player using the command. When used in a command block, it is not optional.
Entities other than players are not allowed.
-Result

Fails if the arguments are not specified correctly, or if <target> fails to resolve to one or more online players.

On success, changes the game mode of the default or specified players.

-Examples
  • To put all players into survival mode
    gamemode survival @a
-History
beta
1.8Pre-releaseAdded /gamemode <player> <mode>. The command requires a player and numeric gamemode.
Java Edition
1.3.112w16a/gamemode is now usable in singleplayer.
Syntax changed to /gamemode <mode> <player>, where player is now optional (defaulting to the sender) and mode can be a number, or one of survival, creative, s, or c.
12w30aChanged the ID for survival mode from 3 to 0, changing /gamemode 3 to /gamemode 0.
1.814w05aAdded spectator to /gamemode.
1.915w43a/gamemode now displays in the chat the gamemode the player switches to.
16w02aThe m selector now accepts the standard literal gamemode values and abbreviations, such as a, and adventure, and these may be negated as well (e.g., @a[gamemode=!survival]).
1.1317w45aRemoved abbreviated forms and numeric IDs.
Pocket Edition Alpha
0.16.0build 1Added /gamemode.
Functionality is almost equivalent to Java Edition 1.10 usage, except /gamemode can only use Creative and Survival modes.
Pocket Sürümü
1.1.0alpha 1.1.0.0Added adventure to /gamemode.


/gamerule[]

It has been suggested that the contents of this page be split into two or more separate articles. [discuss]
The topics presented on this page may be diverse enough to warrant distinct pages.
Reason: Game rule

Sets or queries a game rule value.

-Syntax
  • Java Edition
gamerule <rule name> [<value>]
  • Bedrock Edition
gamerule <rule: BoolGameRule> [value: Boolean]
gamerule <rule: IntGameRule> [value: int]
Bedrock Sürümü sürümünde, gamerules can also be changed in the world options and certain gamerules can be toggled on and off with the command without cheats enabled. This only works in singleplayer, server gamerules and server settings cannot be adjusted using the client settings, even if a player is opped.
-Arguments

Arguments Java Sürümü sürümünde are case sensitive. Arguments Bedrock Sürümü sürümünde are shown for tab autocompletion as lowercase, but when typed are case-insensitive.

<rule name> (BE: rule: BoolGameRule or rule: IntGameRule)

Specifies the game rule to set or query. Must be one of predefined game rules in the table below.

<value> (BE: value: Boolean or value: int) (optional)

Specifies the value to set the game rule to. Only true or false specified for predefined game rules can affect gameplay, except in the case of maxEntityCramming, randomTickSpeed, spawnRadius, and maxCommandChainLength where any integer 0 or greater affects gameplay (see the table below).Şablon:Needs testing
Predefined game rules
Rule name Description Default value Type Availability
Java Bedrock
announceAdvancements Whether advancements should be announced in chat true Bool Yes No
commandBlocksEnabled Whether command blocks should be enabled in-game true Bool No Yes
commandBlockOutput Whether command blocks should notify admins when they perform commands true Bool Yes Yes
disableElytraMovementCheck Whether the server should skip checking player speed when the player is wearing elytra. Often helps with jittering due to lag in multiplayer, but may also be used to travel unfairly long distances in survival mode (cheating). false Bool Yes No
disableRaids Whether raids are disabled. false Bool Yes No
doDaylightCycle Whether the daylight cycle and moon phases progress true Bool Yes Yes
doEntityDrops Whether entities that are not mobs should have drops true Bool Yes Yes
doFireTick Whether fire should spread and naturally extinguish true Bool Yes Yes
doInsomnia Whether phantoms can spawn in the nighttime true Bool Yes Yes
doImmediateRespawn[Java edition only]
immediateRespawn[Bedrock edition only]
Players respawn immediately without showing the death screen false Bool Yes Yes
doLimitedCrafting Whether players should be able to craft only those recipes that they've unlocked first false Bool Yes No
doMobLoot Whether mobs should drop items true Bool Yes Yes
doMobSpawning Whether mobs should naturally spawn. Does not affect monster spawners. true Bool Yes Yes
doPatrolSpawning Whether patrols can spawn true Bool Yes No
doTileDrops Whether blocks should have drops true Bool Yes Yes
doTraderSpawning Whether wandering traders can spawn true Bool Yes No
doWeatherCycle Whether the weather can change naturally. The /weather command can still change weather. true Bool Yes Yes
drowningDamage Whether the player should take damage when drowning true Bool Yes Yes
fallDamage Whether the player should take fall damage true Bool Yes Yes
fireDamage Whether the player should take fire damage true Bool Yes Yes
forgiveDeadPlayers Makes angered neutral mobs stop being angry when the targeted player dies nearby true Bool Yes No
keepInventory Whether the player should keep items and experience in their inventory after death false Bool Yes Yes
logAdminCommands Whether to log admin commands to server log true Bool Yes No
maxCommandChainLength Determines the number at which the chain command block acts as a "chain". 65536 Int Yes Yes
maxEntityCramming The maximum number of other pushable entities a mob or player can push, before taking 3HeartHalf Heart suffocation damage per half-second. Setting to 0 or lower disables the rule. Damage affects survival-mode or adventure-mode players, and all mobs but bats. Pushable entities include non-spectator-mode players, any mob except bats, as well as boats and minecarts. 24 Int Yes No
mobGriefing Whether creepers, zombies, endermen, ghasts, withers, ender dragons, rabbits, sheep, villagers, silverfish, and snow golems should be able to change blocks and whether mobs can pick up items, which also disables bartering. This also affects the capability of zombie-like creatures like zombie pigmen and boğuk to pathfind to turtle eggs. true Bool Yes Yes
naturalRegeneration Whether the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as golden apples, the Regeneration effect, etc.) true Bool Yes Yes
pvp Whether the player can fight with other players true Bool No Yes
randomTickSpeed How often a random block tick occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick. 0 disables random ticks Şablon:Needs testing, higher numbers increase random ticks. Setting to a high integer results in high speeds of decay and growth 3[Java edition only]
1[Bedrock edition only]
Int Yes Yes
reducedDebugInfo Whether the debug screen shows all or reduced information; and whether the effects of F3+B (entity hitboxes) and F3+G (chunk boundaries) are shown. false Bool Yes No
sendCommandFeedback Whether the feedback from commands executed by a player should show up in chat. Also affects the default behavior of whether command blocks store their output text true Bool Yes Yes
showCoordinates Whether the player's coordinates are displayed true Bool No Yes
showDeathMessages Whether death messages are put into chat when a player dies. Also affects whether a message is sent to the pet's owner when the pet dies. true Bool Yes Yes
spawnRadius The number of blocks outward from the world spawn coordinates that a player spawns in when first joining a server or when dying without a personal spawnpoint. 10[Java edition only]
5[Bedrock edition only]
Int Yes Yes
spectatorsGenerateChunks Whether players in spectator mode can generate chunks true Bool Yes No
tntExplodes Whether TNT explodes after activation true Bool No Yes
universalAnger Makes angered neutral mobs attack any nearby player, not just the player that angered them. Works best if you disable forgiveDeadPlayers. false Bool Yes No
showTags Hides the "Can place on" and "Can destroy" block lists from item lore. true Bool No Yes

Total Gamerules

BE: 26

JE: 33

-Additional behavior
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.

This section explains more complex behaviors of certain gamerules.

  • disableRaids
    • When true, the Bad Omen effect is not removed from a player when entering a village.
    • Stops a raid if set to true while a raid is in progress, but the existing raid mobs do not despawn.
  • doEntityDrops
    • When false, items cannot be removed from item frames.
  • doMobSpawning
    • Affects only natural mob spawning. Mobs from structures, spawners, and events still spawn when set to false.
  • doTileDrops
    • When false, containers still drop their contents, but not themselves.
      • Shulker boxes do not drop anything, causing the items in them to be lost.
    • When false, destroying an armor stand does not drop it nor any armor it had equipped.
    • When false, item frames still drop themselves and their items.
  • drowningDamage
    • When false, the player still loses air, but does not take damage when the air is depleted.
  • keepInventory
    • When true, players also retain their experience upon death.
    • When true, health and hunger are still reset as normal upon death.
  • mobGriefing
    • When false, prevents:
      • All mobs from:
        • Trampling crops.
        • Picking up items.
      • Blazes from creating fire or lighting campfires.
      • Creepers from destroying blocks when they explode, although they still damage entities.
      • The ender dragon from destroying blocks, causing it to just fly through them instead.
      • Endermen from picking up or placing blocks.
      • Foxes from picking sweet berries from a sweet berry bush.
      • Ghast fireballs from exploding blocks and creating fire. They still damage entities.
      • Piglins from attempting to barter.
      • Rabbits from eating carrot crops.
      • Ravagers from destroying crops and leaves.
      • Sheep from turning grass blocks into dirt, but does not prevent the regrowth of wool. They still act as if they are eating the grass and regrow their wool upon doing so, but the grass remains and the grass breaking sound does not play.
      • Snow golems from creating snow trails.
      • Villagers from farming and picking up items. However, they can still open doors and throw items.
      • The wither and its heads from destroying blocks with their explosions. Entities are still damaged, and a wither rose drops as an item.
      • Zombies from breaking doors.
    • Has no effect on the player.
  • universalAnger
    • Bees attack all nearby players when their beehive is broken, regardless of the setting of this gamerule.[3]
      • Bees becoming angry when attacked works as expected.
-Result

Fails if the arguments are not specified correctly.

On success, returns the value of the game rule (if <value> is not provided) or sets the game rule to the specified value (if value is provided).

-Examples
  • To stop the day-night cycle: gamerule doDaylightCycle false
  • To stop natural healing: gamerule naturalRegeneration false
  • To stop creepers, ghasts and other mobs from modifying blocks: gamerule mobGriefing false
  • To stop the natural cycle of weather: gamerule doWeatherCycle false
  • For the player, so that they can keep all of their valuables when they die: gamerule keepInventory true
  • To stop TNT from exploding:[Bedrock edition only] gamerule tntExplodes false
-History
Java Edition
1.4.212w32aAdded /gamerule.
Added /gamerule doFireTick.
Added /gamerule mobGriefing.
Added /gamerule keepInventory.
Added /gamerule doMobSpawning.
Added /gamerule doMobLoot.
Added /gamerule doTileDrops.
12w38aAdded /gamerule commandBlockOutput.
1.6.113w23aAdded /gamerule naturalRegeneration.
13w24aAdded /gamerule doDaylightCycle.
1.814w03aAdded /gamerule logAdminCommands.
14w10aAdded /gamerule showDeathMessages.
14w17aAdded /gamerule randomTickSpeed.
14w26aAdded /gamerule sendCommandFeedback.
14w29aAdded /gamerule reducedDebugInfo.
Added the ability to create dummy gamerules.
1.8.1pre1Added /gamerule doEntityDrops.
/gamerule doTileDrops no longer affects entities.
1.915w37aAdded /gamerule spectatorsGenerateChunks.
15w51aAdded /gamerule spawnRadius.
16w07aAdded /gamerule disableElytraMovementCheck.
1.1116w38aAdded /gamerule doWeatherCycle.
Added /gamerule maxEntityCramming.
1.1217w13aAdded /gamerule doLimitedCrafting.
17w16bAdded /gamerule maxCommandChainLength.
17w18aAdded /gamerule announceAdvancements.
pre1Added /gamerule gameLoopFunction.
1.1317w45a/gamerule no longer accepts unknown values (dummy gamerules).
Values to /gamerule are now type-checked.
17w49bRemoved /gamerule gameLoopFunction.
1.14.3pre3Added /gamerule disableRaids.
1.1519w36aAdded /gamerule doInsomnia.
Added /gamerule doImmediateRespawn.
Added /gamerule drowningDamage.
Added /gamerule fallDamage.
Added /gamerule fireDamage.
1.15.2pre1Added /gamerule doPatrolSpawning.
Added /gamerule doTraderSpawning.
1.1620w17aGamerules can now be changed upon world creation.
pre1Added /gamerule universalAnger.
Added /gamerule forgiveDeadPlayers.
Pocket Sürümü
1.0.5alpha 1.0.5.0Added /gamerule.
Added /gamerule drowningDamage.
Added /gamerule fallDamage.
Added /gamerule fireDamage.
Added /gamerule pvp.
1.1.0alpha 1.1.0.0Added /gamerule doDaylightCycle.
Added /gamerule doEntityDrops.
Added /gamerule doFireTick.
Added /gamerule doMobSpawning.
Added /gamerule doMobLoot.
Added /gamerule doTileDrops.
Added /gamerule doWeatherCycle.
Added /gamerule keepInventory.
Added /gamerule mobGriefing.
Bedrock Edition
1.6.0beta 1.6.0.6Added /gamerule doInsomnia.
1.7.0beta 1.7.0.2Added /gamerule commandBlocksEnabled.
1.8.0beta 1.8.0.8Added /gamerule randomTickSpeed.
1.9.0beta 1.9.0.0Added /gamerule showDeathMessages.
Added /gamerule immediateRespawn.
1.12.0beta 1.12.0.2Added /gamerule spawnRadius.
Added /gamerule sendCommandBlockFeedback.
?Added /gamerule commandBlockOutput.
Added /gamerule maxCommandChainLength.
Added /gamerule naturalRegeneration.
Added /gamerule sendCommandFeedback.[verify]
Added /gamerule showCoordinates.
Added /gamerule tntExplodes.
1.14.0Added /gamerule showTags.
?Now rule: BoolGameRule or rule: IntGameRule no longer accepts dummy gamerules. It must be one of Predefined Game Rules.


/give[]

Gives an item to one or more players.

-Syntax
  • Java Edition
give <target> <item> [<count>]
  • Bedrock Edition
give <player: target> <itemName: Item> [amount: int] [data: int] [components: json]
-Arguments

<target> (BE: player: target)

Specifies the target to give item(s) to. Must be a player name or target selector.
Entities other than players are not allowed.

<item> (BE: itemName: Item)

Specifies the item to give. Must be a valid item ID, or block ID for which items exist.

<count> (BE: amount: int)

Specifies the number of items to give. Must be between 1 and 2,147,483,647[Java edition only] / 32767[Bedrock edition only] (inclusive). If not specified, defaults to 1.

data: int[Bedrock edition only]

Specifies the item data value of the given item(s). Must be an integer between 0 and 32767 (inclusive), but values that are invalid for the specified item id revert to 0. If not specified, defaults to 0.

components: json[Bedrock edition only]

Specifies the item components of the given item(s). Like data tags but supports only minecraft:can_place_on and minecraft:can_destroy functions (for example, /give @p iron_shovel 1 0 {"minecraft:can_destroy":{"blocks":["grass"]}})
-Result

Fails if the arguments are not specified correctly, or if <target> fails to resolve to one or more online players.

On success, summons the specified item(s) at the location(s) of the target(s). If player resolves to multiple targets, each receives the specified number of items. If there is room in the player's inventory, or the player is in creative mode, the item entity summoned is "fake", with its PickupDelay tag set to 32767 and its Age tag set to 5999, which would normally make it impossible to pick up the item, and have it despawn within a tick. If the player's inventory is full and they are not in creative mode, the item entity's Owner tag is set to the target and its PickupDelay tag set to 0 so that it can be picked up only by that player until within 10 seconds of it despawning, at which time other players may pick it up.

-Examples
  • To give the nearest player a diamond sword with Lore that says "A legendary weapon":
    • /give @p minecraft:diamond_sword{display:{Lore:["\"A legendary weapon\""]}} 1[Java edition only]
  • To give all players a potion that has the Night Vision effect:
  • To give a random player a Sharpness X diamond sword:
    • /give @r diamond_sword{Enchantments:[{id:"minecraft:sharpness",lvl:10}]} 1[Java edition only]
  • To give Steve a block of diamond that can be placed on dirt and can break quartz blocks even in adventure mode.
    • /give Steve minecraft:diamond_block{CanPlaceOn:["minecraft:dirt"],CanDestroy:["minecraft:quartz_block"]} 1[Java edition only]
    • /give Steve minecraft:diamond_block 1 0 {"minecraft:can_place_on":{"blocks":["dirt"]},"minecraft:can_destroy":{"blocks":["quartz_block"]}}[Bedrock edition only]
  • To give all players a level 2 Wither Potion with Knockback X:
    • /give @a potion{Enchantments:[{id:"minecraft:knockback",lvl:10}],CustomPotionEffects:[{Id:20,Amplifier:1}]} 1[Java edition only]
-History
Bu madde bir taslaktır. 
İçeriği genişleterek yardımcı olabilirsin.
alpha
v1.0.15(Alpha server 0.1.0) Added /give.
The /give command always gives exactly one of the specified item (by numeric ID) to the specified player.
?(at or prior to Alpha server 0.1.2_01) Added count argument to /give.
Java Edition
1.0.0Beta 1.9 Prerelease 4Added damage value argument to /give.
1.3.112w16a/give is now usable in singleplayer.
1.513w04a/give now accepts data value as the fourth argument.
1.7.213w36aAdded dataTag argument to /give.
1.814w32b/give can no longer make 'illegal' stacks (such as 70 diamonds[verify] or 5 iron swords).
Pocket Edition Alpha
0.16.0build 1Added /give.
The functionality is almost equivalent to the Java 1.10 usage, except there is no support for data tags and the player target is optional in /give.


/help[]

Provides help/lists of commands.

-Syntax
  • Java Edition
help [<command>]
  • Bedrock Edition
help [command: CommandName]
help <page: int>
-Arguments

<command> (BE: command: CommandName)

Specifies the command to provide help for. Java Sürümü sürümünde, entering more specific parameters of that command is allowed.

page: int[Bedrock edition only]

Specifies the page number of the command list. Must be an integer between -2147483648 and 2,147,483,647 (inclusive, without the commas), but numbers less than 1 or greater than the total number of pages are treated as 1 or the last page accordingly.
-Result

Fails if page: int is not a valid page number, or if <command> is not a valid command name.

On success, displays a page of the command list. Multiplayer commands are not displayed while in singleplayer, even when open to LAN players.

If a valid command name was specified, displays the usage for that command. Java Sürümü sürümünde, for some complicated commands may show only the basic usage; additional information can be supplied by entering more specific parameters of that command.

-Examples
  • To display (the first page of[Bedrock edition only]) the command list: /help.
  • To display the usage for the /give command: /help give.
  • To display the usage for the add section of the /scoreboard command: /help scoreboard add.
-History
Java Edition
1.3.112w17aAdded /help.
1.916w02aRunning /help in a command block now randomly uses a humorous phrase as the output.
1.13?Running /help in a command block no longer shows a humorous phrase as the output.
?/help is no longer split into pages.
Pocket Edition Alpha
0.16.0build 1Added /help.


/immutableworld[]

Toggles the world to be able altered or cannot be altered.

-Syntax
immutableworld [value: bool]
-Arguments
value: bool (optional)
Specifies the value to set the world to be able altered, must in between true or false.
-Result

Fails if user is not an operator.

On success, if true the world cannot be altered, but doors, levers, etc. can still be used, and vice versa if set to false.

-History
Bedrock Edition
?Added /immutableworld's translation.
Education Edition
?Added /immutableworld.


/kick[]

Kicks a player off the server.

-Syntax
  • Java Edition
kick <target> [<reason>]
  • Bedrock Edition
kick <name: target> <reason: message>
-Arguments

<targets> (BE: player: target)

Must be a player name or a target selector.
Entities other than players are not allowed.

<reason> (BE: reason: message)

A string that does not require quotation marks and can contain spaces.
-Result

Fails if <targets> is not online.

Fails if <targets> is the host of the server.[Bedrock edition only]

In success, forcibly disconnects <targets> from the server, displaying an optional <reason> to them.

-History
Java Edition Classic
0.0.15a (Multiplayer Test 3)Added /kick.
indev
0.31Removed all commands.
alpha
v1.0.16Re-added /kick.
Bedrock Edition
1.16.0beta 1.16.0.57Added /kick.


/kill[]

Kills entities (players, mobs, items, etc.).

-Syntax

Java Edition

kill [<targets>]

Bedrock Edition

kill [target: target]
-Arguments

<targets> (BE: target: target)

Specifies the target(s) to be killed. Must be a player name, a target selector, or a UUID[Java edition only].
If not specified, defaults to the executor who executed the command. Not optional if executor isn't an entity.
Permits entities other than players (including "non-living" entities like items, minecarts, etc.).
-Result

Fails if <targets> fails to resolve to one or more entities (named players must be online), or if the targeted player is in Creative mode Bedrock Sürümü sürümünde[verify].

On success, directly kills non-living targets, even if they are protected by a high-level Resistance effect or by a totem of undying, and issues the appropriate death message. Players and mobs killed this way drop loot, and slimes and magma cubes that are not already of minimum size spawn smaller ones. Destroys boats, minecarts, loose items and experience orbs if they are targeted.

-Examples
  • To kill the player executing the command: kill @s
  • To kill the player Steve: kill Steve
  • To kill item entities: kill @e[type=item]
  • To kill all entities within 10 blocks: kill @e[distance=..10]
  • To kill all entities except players: kill @e[type=!player]
-History
alpha
v1.2.6Added /kill.
Java Edition
1.3.112w16a/kill is now usable in singleplayer.
Parsing of the command is now more strict, rejecting extra characters after the command name (such as /killme or /killed). However, arguments are still ignored, meaning /kill playername still only kills the executor.
/kill now uses void damage instead of generic damage, bypassing armor. The death message is now "player fell out of the world" instead of "player died".
/kill now prints the message "Ouch! That looked like it hurt" on execution.
1.6.113w24bThe damage dealt by /kill is changed from 1,000 to 3.4×1038.
1.814w02aAdded (player|entity) argument to /kill.
Replaced the "Ouch! That looked like it hurt" message with "Killed player".
14w02cTo fix MC-44371, /kill now directly kills non-living targets, rather than dealing 3.4×1038 void damage.
1.1317w45atarget argument is no longer optional.
1.1519w38atarget argument is once again optional.
Pocket Edition Alpha
0.16.0build 1Added /kill.


/list[]

Lists players on the server.

-Syntax
  • Java Edition
list
list uuids
  • Bedrock Edition
list
-Arguments

uuids[Java edition only]

In Java Edition, if 'uuids' is specified, player UUIDs are shown alongside names.
-Result

Always succeeds.

Shows the names of all currently-connected players (the same can be achieved when pressing Tab ↹).
-History
alpha
v1.0.16_02Added /list.
Java Edition
1.8.1pre1Added /list uuids.
Pocket Edition Alpha
0.16.0build 1Added /list.
?Remove list [details: string], in which details: string must be one of ids stats uuids.


/locate[]

Displays the coordinates for the closest generated structure of a given type in the chat for the player who executed the command.

-Syntax
  • Java Edition
locate <StructureType>
  • Bedrock Edition
locate <feature: Feature>
-Arguments

<StructureType> (BE: feature: Feature)

Specifies the structure to locate. Must be one of the following:
Feature name Java Edition Bedrock Edition Dimension
Bastion remnant bastion_remnant bastionremnant The Nether
Buried treasure buried_treasure buriedtreasure Overworld
End city endcity endcity The End
Fortress fortress fortress The Nether
Woodland mansion mansion mansion Overworld
Mineshaft mineshaft mineshaft Overworld
Monument monument monument Overworld
Nether fossil nether_fossil The Nether
Ocean ruins ocean_ruin ruins Overworld
Pillager outpost pillager_outpost pillageroutpost Overworld
Ruined portal ruined_portal ruinedportal Overworld, The Nether
Shipwreck shipwreck shipwreck Overworld
Stronghold stronghold stronghold Overworld
Desert pyramid desert_pyramid temple Overworld
Igloo igloo
Jungle pyramid jungle_pyramid
Swamp hut swamp_hut
Village village village Overworld
Java Sürümü sürümünde, the structure type is case-sensitive.
-Result

Fails if the arguments are not specified correctly, or if unable to locate the requested feature (for example, if it's in a different dimension).

If successful, displays the coordinates for the closest structure of the given type in the chat, for the player who executed the command. Displays the Y coordinate as (y?) for some structures. (All structures Bedrock Sürümü sürümünde)

-Examples
  • To obtain the coordinates of the nearest woodland mansion: /locate mansion
-History
Java Edition
1.1116w39aAdded /locate.
1.1318w06a/locate now accepts different structure names for all structures previously grouped under Temple: Desert_Pyramid, Igloo, Jungle_Pyramid, and Swamp_Hut.
18w08aAdded a clickable teleport link to the /locate command output.
1.1620w11aNether fossils can now be located.
20w21aStructure names are now specified as lowercase.
Pocket Sürümü
1.0.0alpha 0.17.0.1Added /locate.
alpha 0.17.0.2Removed /locate.
alpha 1.0.0.0Re-added /locate. Works only for strongholds.
1.1.0alpha 1.1.0.0/locate can now find other structures.


/locatebiome[]

Displays the coordinates for the closest biome of a given biome ID in the chat for the player who executed the command.

-Syntax
locatebiome <biome ID>
-Arguments
<biome ID>
Specifies the biome to be located. See Biome/ID for a list of available biome IDs.
-Result

Searches for the nearest coordinates where the given biome would be generated using the current seed in the current version of Minecraft, ignoring existing terrain that may have different biomes.

Fails if the arguments are not specified correctly, or if unable to locate the requested biome (for example, if the dimension does not generate a given biome).

  • If the biome is invalid, the following error message is given: "There is no biome named <Biome ID>"
  • If the biome is valid but cannot be found, the following error message is given: "Could not find a biome of type <Biome Name> within reasonable distance"

If successful, the following message is sent to chat: "The nearest <biome name> is at [<x> ~ <z>] (<distance> blocks away)". The coordinates can be clicked, which will put the command /tp @s <x> ~ <z> in the chat box. The command can then be executed, and the player will be sent to those coordinates.

-Example
  • To obtain the coordinates of the nearest desert:
    locatebiome desert
-History
Java Edition
1.1620w06aAdded /locatebiome.
Pre-release 1The biome ID in the error messages for an invalid biome or a valid biome that could not be found is now in quotes.
Changed the error message for an invalid biome from "There is no biome named <biome ID>" to "There is no biome with type '<biome ID>'".


/loot[]

Drops the given loot table into the specified inventory or into the world.

-Syntax
loot <target> <source>
<target>:
spawn <targetPos>
replace entity <entities> <slot> [<count>]
replace block <targetPos> <slot> [<count>]
give <players>
insert <targetPos>
<source>:
fish <loot_table> <pos> [<tool>|mainhand|offhand]
loot <loot_table>
kill <target>
mine <pos> [<tool>|mainhand|offhand]
-Arguments

<loot_table>

Specifies which loot table to use.

<targetPos> or <pos>

Specifies the position of a block or location in the dimension where item drops. May use tilde and caret notation to specify a position relative to the command's execution.

<players>

Specifies one or more players to give. Must be a player name or a target selector.
Entities other than players are not allowed.

<entities>

Specifies one or more entities to modify. Must be a player name, a target selector, or a UUID.
Permits entities other than players.

<slot>

Specifies the inventory slot to be modified. Valid values depend on whether a block or an entity is being modified.
For blocks, must be container.<slot_number> where <slot_number> is replaced with a number specifying the slot.
  • Chests, dispensers, droppers, hoppers, and trapped chests are numbered 0 for the top-left slot and then increase first horizontally, then vertically (so, for example, a chest's top row slots are numbered 0 to 8 from left to right). Double chests and double trapped chests are treated as two single container blocks.
  • A brewing stand's bottom slots are numbered 0 to 2 from left to right, its top slot is 3 and the fuel slot is 4.
  • A furnace's slots are numbered 0 for the input slot, 1 for the fuel slot, and 2 for the output slot.
Other blocks which hold items but don't have inventory GUIs (flower pots and jukeboxes) can be changed only with /data.
For entities, must be one of the following, where <slot_number> is replaced with a number specifying the slot:
Slot Slot Numbers Restrictions
armor.chest armor stands, mobs, and players only (though not all mobs show or make use of the items)
armor.feet
armor.head
armor.legs
weapon.mainhand
weapon.offhand
container.slot_number 0–53 players and minecarts only
enderchest.slot_number 0–26 players only
hotbar.slot_number 0–8
inventory.slot_number 0–26
horse.saddle horses, donkeys, and mules only; item must be a saddle
horse.chest donkeys, and mules only; item must be a chest
horse.armor horses and llamas only; item must be a type of horse armor (if a horse) or a carpet (if a llama)
horse.slot_number 0–14 donkeys and mules with chests only
villager.slot_number 0–7 villagers only
The inventory of an item frame can be changed only with /data.

<count>

Specifies the number of consecutive slots to be filled. Must be between 0 and 2147483647 (inclusive). If the target is a block, <slot_number> + <count> cannot exceed the greatest slot number.

<tool>

Specifies an tool to mine or fish. Must be an item ID or a block ID for which an item exists (for example, minecraft:golden_sword).

<target>

Specifies one entity to kill simulatively. Must be a player name, a target selector, or a UUID.
Permits entity other than players.
-Result

Fails if the arguments are not specified correctly or the specified source entity doesn't have a loot table (for example, players do not have loot tables).

On success, drops items from loot.

-History
Java Edition
1.1418w43aAdded /drop.
18w45aRenamed /drop to /loot.
/loot got reworked.


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