I’m building a multiplayer hide-and-seek map, and I want to give seekers an instant-kill weapon named “Boop Stick” (don’t ask). /give @p leather_boots 1 0 {display:{Name:&quot;Boop Stick&quot;,Lore:[&quot;Boop! You're dead.&quot;]},ench:[{sharpness:10}{knockback:10}]}   (note that I’m using a placeholder item in the image) I keep getting errors like this: Line 1, Column 2 Missing '}' or object member name   How do I fix this in a compact manner (ie easy to hide the command blocks)?
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This question was recently split into different questions for each workaround. See   meta posts for more information.   Can you use NBT tags in commands? I’ve tried commands that normally work in Java Edition like: give @s minecraft:planks 30 1 {display:{Lore:[&quot;Wooden planks&quot;]}} give @s stone_pickaxe{Unbreakable:1b} give @s item_frame{EntityTag:{Invisible:1b}} summon villager ~ ~ ~ {Offers:{Recipes:[{buy:{id:&quot;emerald&quot;,Count:5b},sell:{id:&quot;diamond_sword&quot;}}]}} summon tnt ~ ~ ~ {Fuse:20s}
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Is it possible to create an item in Minecraft so that, when the player right's click on a certain block with it, their position (x,y,z) becomes (x,y,z) + (n0,n1,n2)? I know something like this is possible, after seeing  with command blocks, but I'm not sure as to the solution. I am running Minecraft version 1.8.7/1.8.x. Example Create a stick named YELLOW so that when the player right-clicks on yellow wool they will be teleported n units to the south. (I am trying to create a maze with 4 different wool colours that will move you to a different square on a respective maze.)
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Version 1.14.4: I am trying to make a commands system that forces a player to drop whatever item is in their main hand. Because I can't use commands to make a player press Q and drop the original item, I need to copy the NBT into a new item on the ground and remove the old one from the player. I obviously want any NBT, including enchantments, names, lore, etc. to be copied over exactly.  I know that I can use /data to get the NBT from the SelectedItem of a player, and execute store can put NBT into an entity. However, /data get only returns numeric data, and execute store only allows me to set one NBT path at a time, so my plan of summoning a generic item on the ground and then just copying the NBT over (including the item ID) does not work.  Am I going about this wrong and there is a way to do this, or is this just impossible? My eventual plan is to implement this into a datapack, so if a method requires moving items into tile entities or something similar involving setting aside a space to spawn blocks in I'd rather avoid that. Of course, if you know a method like that by all means put it as an answer because someone else with the same question may find it useful for their situation.
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I've got a capture the flag arena. One issue we keep running into during play, is that of clutter.  We have /gamerule keepInventory false, so the pitch gets rather cluttered with armor, weapons and building materials, such that it becomes difficult to pick the flag up, due to full inventories.  I've discovered the following command to remove all drops from the arena:  /kill @e[type=Item]   However, this removes all the floating items from the ground. I'd like, if possible, to preserve the flag from being destroyed.  I have this command for detecting the flag:  /testfor @e[type=Item,x=40,y=1,z=40,dx=40,dy=27,dz=80] {Item:{id:"minecraft:banner",Damage:4s}}   But I'm not sure how to combine the two in a way that it will destroy everything except for the flag.  Any ideas?
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I've heard that testing for item names and lores in Minecraft JE is bad practice. For example, the following commands are not good: execute if entity @e[nbt={Inventory:[{tag:{display:{Name:'[{&quot;text&quot;:&quot;Test Thing&quot;}]'}}}]}] clear @p minecraft:diamond{display:{Name:'{&quot;text&quot;:&quot;Shiny…&quot;}'}} 0 clear @p minecraft:netherite_sword{display:{Lore:['{&quot;text&quot;:&quot;A Mysterious Sword&quot;}']}} 0  Why are these commands considered bad practice? Are they prone to failure and may not work? And what can I do to fix them? Note that this only applies to reading item names, not setting them. The following are not considered bad practice and in fact are the only ways to accomplish these tasks: give @p minecraft:diamond{display:{Name:'{&quot;text&quot;:&quot;Shiny…&quot;}'}} replaceitem @p weapon.mainhand minecraft:netherite_sword{display:{Lore:['{&quot;text&quot;:&quot;A Mysterious Sword&quot;}']}}
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I have seen posts of people that are trying to put command blocks in their world with preset commands in the blocks, and they claim to have them work, but I am having trouble doing the same thing in the Pocket Edition of Minecraft. Usually it says that the “{“ character is unknown, creating a syntax error.
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Recently I've been messing around with making a few minigames, and have used a few plugins to help make it easier to create and run them. However, a newer one I'm making requires me to use the /summon command in order to spawn zombies. However, no matter what I put in, I can't spawn hostile mobs. All other entities still spawn perfectly fine. Strangely, the /spawnmob command which comes with Essentials can summon hostile mobs fine. I would rather use /summon since it's more customizable though. Here's a list of plugins I have installed.   Essentials EssentialsChat HolographicDisplays PermissionsEx setspawn [A plugin I have made, just a simple timer] Vault VoxelSniper WorldEdit WorldGuard   Please let me know if you have any ideas on what I'm doing incorrectly or isn't functioning the way it should.
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I've looked it up, and apparently there is not a way to. But, there's an NPC in my map where I have it "talking" with a /say command. So, is there a way to make it say something like [(NPC Name)] (Text) without mods?
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I came across a map and when I was playing I found some coloured and bolded item names. I thought it isn't possible as at most you can only use the custom name tag to rename things! Is there a way to colour and bold item names in vanilla Minecraft? External programs are OK. Oh, and the wiki page of formatting codes doesn't really do much.
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I'm building a CTF map of sorts, using command blocks in vanilla 1.8. I've discovered two commands for detecting if an item is in a players inventory:  /clear @a[team=Red] banner 4 0  /testfor @a[team=Red] {Inventory:[{id:"minecraft:banner"}]}  Those work fine, unless you want to perform a command ON the player carrying that item. For example: I want to cause the player who picks up a banner of the opposite team, to automatically equip that banner in their head slot with a command similar to this:  /replaceitem entity @a[???????] slot.armor.head banner 1 4  Can this be done? If not, is there a way to mark a specific player carrying an item using scoreboards?
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I'm trying to create an item that can break certain blocks, but also has a colored name in 1.13.2   Here's the command I'm using.  /give iAugust minecraft:shears{display:{Name:"[{\"text\":\"Arcane Shears\",\"color\":\"aqua\",\"italic\":false,\"bold\":false}]CanDestroy:[minecraft:iron_bars]"}}   But it only has a colored name, and it can't break specific blocks.
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I am making a Minecraft Mini Game adventure map, and one of the levels has a /setblock command, I am using the command in a way to spawn an item in a chest (Wooden Button) I need the wooden button to have CanPlaceOn tag so it can be placed on a log. I have tried this command: setblock 294 5 -1251 minecraft:chest 0 replace {Items:[{Count:1,Slot:0,id:minecraft:wooden_button,CanPlaceOn:[log]}]}`
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I was using this command to use a custom crafting table:  /execute @a ~ ~ ~ detect ~ ~-1 ~ dropper 1 {Items:[{id:minecraft:blaze_rod,Slot:1b,Count:1b,Damage:0s},{id:minecraft:blaze_rod,Slot:4b,Count:1b},{id:minecraft:stick,Slot:7b,Count:1b}]} /scoreboard players set @p LSC 1   But I get this error message when I stand on a dropper with these items:     Failed to execute '{Items:[{id:minecraft:blaze_rod,Slot:1b,Count:1b,Damage:0s},{id:minecraft:blaze_rod,Slot:4b,Count:1b},{id:minecraft:stick,Slot:7b,Count:1b}]} /scoreboard players set @p LSC 1' as TrevMCC38   By the way, Im in 16w06a
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I'm working on a custom crafting system and I'm trying to use donkeys/mules as a way for players to put in crafting items. The mule's chest is used for inserting items and having an item output. This is how I spawn one such mule:  /summon minecraft:mule ~ ~ ~ {Tame:1b,Silent:1b,NoAI:1b,ChestedHorse:1b,ActiveEffects:[{Id:14b,Amplifier:1b,Duration:1000000,ShowParticles:0b}]}   Using this, and invisible mule, and players can access the chest, where the custom crafting would take place. The only problem with this is that the player is able to ride the mule, so I add a passenger to prevent this.  /summon minecraft:mule ~ ~ ~ {Tame:1b,Silent:1b,NoAI:1b,ChestedHorse:1b,Passengers:[{id:"minecraft:armor_stand",Marker:1b,Invisible:1b}],ActiveEffects:[{Id:14b,Amplifier:1b,Duration:1000000,ShowParticles:0b}]}   However, doing so makes the player unable to access the chest. Is there any way to make a mule unrideable, but also making that mule's chest accessable to players?
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When I put   /summon Item ~ ~2 ~ {Item:{id:"minecraft:diamond",Count:1b,Motion:[0.0,0.8,0.0]}}    in a command block, it summons the diamond with Count:1b but it doesn't follow the Motion Tag. Does anyone know how to get the Motion Tag working?
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Basically, I'm trying to recreate the Faction plugins /f map in my single-player without mods as my PC doesn't run them very well. (I know it sounds strange.) I am trying to use the /testfor to test if I have written '/f map' in chat, and if I have, it would show me a custom generated map. I don't know how to word this better xD Essentially what I want is for it to test if I have written a command in chat, and if I have, display something.
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I've figured out that if you do /spawnpoint it changes your spawnpoint for the LAN world. So every time I die, I spawn where I want to. And I don't have to use my bed! I'd like to learn other commands, what are they?