/summon EntityHorse ~ ~1 ~ {Tame:1,Saddle:1,Attributes:[{Name:generic.movementSpeed,Base:.32},{Name:horse.jumpStrength,Base:1}]}   I'm trying to make a custom horse in Minecraft 1.11.2, but it keeps saying "unable to summon object". I'm using the command above, and old commands don't seem to work?
121814
when I try to use type=ArmorStand in a command in minecraft 16w38a it says Entity Type 'minecraft:armorstand is invalid' is this a known bug or just me?  example command i'm using: /kill @e[type=ArmorStand] or /entitydata @e[type=ArmorStand] {}
29121
I'm used to creating Java Edition Minecraft maps, where NBT can be used to set many different block, item, and entity properties, like an item's CanPlaceOn/CanDestroy list, a chest's items, and more! To open my maps up to more players, I've started creating maps on Minecraft Bedrock Edition as well. But NBT is inaccessible from commands in BE, which I knew before, but didn't know how much of a problem I would have creating these complicated command chains. One of the things that I've always been doing is giving players items with custom item names, lores, enchantments, and other properties. But there is a problem. All this would have been done in NBT in Java Edition. In Bedrock, NBT is inaccessible from commands, meaning the commands I used in JE don't work. Are my dreams crushed?
13689
I've asked this question towards a developer for Minecraft and I thought I'd ask here too since they might not see the question.  How do I select all but two types of entities in Minecraft?  For example, something like: /say @e[type=![Player,Item],r=50] (to clarify I also tried type=Item,Player, type=Item,type=Player etc)  Should select any entity that does not match players or items, so things like Creepers, Ghasts, XPOrbs, PrimedTNT and so on within a radius of 50 blocks and print them to the chat.  Instead it ignores one of the flags, and works with the other instead.
85637
So I entered this and it says this all the time      Data Tag Parsing Failed: Encountered Multiple Top Tags, Only One Expected   And here is the command:   /summon Villager ~ ~1 ~ {NoAI:1,Rotation:[45.0f,-15.0f]},{CustomName:"Fire"}
57
What if I want to make a command like this:  execute @e[score_A=10] ~ ~ ~ summon Creeper   So that the entity must have a score of 10 (not less, not more)?  Does it even exist that or a [score_A_max=] argument?  I know about scoreboard players test, but i guess it is not the case to use it.
16071
I am trying to make a Custom Trade on a villager. I need to make him buy 8 gold nuggets and sell a Cow Spawn Egg.  basically you pay 8 nuggets for a Cow Spawner.  The ID of the Cow Spawn Egg is 92 but I don't know where to put it in the command /summon Villager ~ ~2 ~ {Invulnerable:1,CustomName:Spawner_Vendor,Profession:2,Career:1,Offers:{Recipes:[{buy:{id:gold_nugget,Count:8},sell:{id:spawn_egg,Count:1}}]}}
52706
I tried the custom loot tables here:                                (with his website:  ).  I successfully obtained my chest with the custom loot using:   /give @p minecraft:chest 1 0 {BlockEntityTag:{LootTable:"mctools:chests/loot_table"}}   The problem is that I want to summon the chest instead of giving it to the player. I tried the command:   /setblock ~1 ~ ~ chest 0 replace {BlockEntityTag:{LootTable:"mctools:chests/loot_table"}}   The chest did place, but when I opened it, the chest was always empty. Why can't I retrieve my loot this way? And if possible, how can this be done?
20030
I currently trying to join two rigged (and animated) models, which both has separate meshes, separate bones and separate animations. The first mesh is the horse while the second mesh is human:   So I am interested to join human model onto horse model to make a rider:   I think the best way would be to make horse as a parent and human as a child during the join process. In that case I would like that all horse animations (there are 3 of them - idle, walk and run) would remain as they are, while I can lose human animations, as I will need different ones for it. I was also thinking to make human root bone as a child of one horse back bones, that when horse moves up and down it would move entire human mesh together. It would be also good to keep the same weights that human bones would not start deforming horse mesh and vice versa.  I tried to use Ctrl+J by selecting various combinations between bones and meshes in object mode, however, I noticed that it messes up scaling and rotation of the child object. So I was wondering how it would be possible to properly join these models to create a rider?
30967
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
60684
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?
5781
I want to be able to give an entity damage for a command I’m making, but instant damage effect is way too much, how do I apply other amounts of damage with command blocks?
99191
My brother has been trying different ways of getting the artifact without the Annoying Dog consuming it, but has been unsuccessful. I'm kind of curious as well. The artifact is obviously a throwing ball, but I kind of want to know the description for the artifact itself, and if you need to cheat to get it... If it even is an item in the code, too.
8127
I recently opened a map which I thought was broken, because I could not load it anymore. I increased the memory for the Java VM to 8GB and now I can open it but it is impossible to play on this map, because there are thousands of cows! I think this is why the map could not be opened with 768 MB of memory for Java.  So my question is, if there is any tool with which I can remove those cows. I've heard of several tools to manipulate the landscape, your spawn point, etc. But I don't know if there are tools that let you remove and place animals without having the map opened. When I open the world I have like one frame every 5 seconds...  Can you recommend a tool with which I can remove animals or other entities from a Minecraft world?
5717
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}
96893
My 1.12 solution can be found . When trying to update command blocks to 1.13, I have the following:  scoreboard objectives add invert dummy   (run at start) then:  scoreboard players set FakePlayer invert 1   (impulse unconditional repeat) chained into:  execute at @e[tag=summoned] run scoreboard players reset FakePlayer invert   (chain unconditional repeat) chained into:  execute if score FakePlayer invert = 1 invert run say "All summoned animals are dead!"   This should reset FakePlayers score continuously until all entities with tag "summoned" are dead, then it should run the final condition. This does not happen, and I can't see why.
62
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.
7782
I want to make a special villager that will trade a custom structure block upon the given items. I don't know how to get a villager to trade items with NBT tags though. What would I do with this example:  /summon Villager ~ ~ ~ {Profession:0,CustomName:"Carpenter",CustomNameVisible:0,Career:4,CareerLevel:42,CanPickUpLoot:0,PersistenceRequired:1,Silent:1,Invulnerable:1,Attributes:[{Name:"generic.knockbackResistance",Base:"1f"},{Name:"generic.movementSpeed",Base:"0f"}],Offers:{Recipes:[{buy:{id:"stick",Count:8},buyB:{id:"wooden_pressure_plate",Count:1},maxUses:9999999,sell:{id:"structure_block",Count:1},rewardExp:false}]}}