I'm currently working on some maps, but I always find myself lost when I'm trying to find a specific item in a slot in my inventory.  This time it's the head, which is 103b. Currently, I don't have any way to check for it, so all I'm doing is checking for a skull, which makes it easy to bypass.  Here is an example:  /scoreboard players set @a Hulk 1 {Inventory:[{Slot:103b,id:"minecraft:skull"}]}   This is an easy way to find the skull, but I want it to be more specific. For example, a skull with a name, enchantments, etc.  This is the specific item I'm looking for:   /give @p minecraft:skull 1 3 {HideFlags:1,display:{Name:"The Hulk",Lore:[The head of the Hulk]},SkullOwner:Oconna,ench:[{id:0,lvl:10}]}   But since I can't copy  {HideFlags:1,display:{Name:"The Hulk",Lore:[The head of the Hulk]},SkullOwner:Oconna,ench:[{id:0,lvl:10}]} into the other command (which would result in this):   /scoreboard players set @a Hulk 1 {HideFlags:1,display:{Name:"The Hulk",Lore:[The head of the Hulk]},SkullOwner:Oconna,ench:[{id:0,lvl:10}]}   I can't find it easily.  Is there any way to easily find a head with specific attributes, or do I need to type it all down?
20378
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]}]}`
32249
In a map I'm making the player has to survive while locked in a maze. To stop them from breaking out, they will be in adventure mode. However, I still want them to be able to craft items and use them with specified blocks. I have tried several methods already but they all have a flaw.  One method is to have a scoreboard objective called item and giving certain item entities a specific score using something like:  /scoreboard players set @e[type=Item] item 1 {Item:{id:"minecraft:sapling"}}   Then it is possible to select these items with:  /entitydata @e[type=Item,score_item=1,score_item_min=1] {Item:{tag:{CanPlaceOn:["dirt"],HideFlags:24}}}   This works but it requires the item to be dropped, which isn't a problem for saplings, but for tools and other craftable items, it becomes a hassle.  To fix this, I'm currently clearing tools without damage and giving the player a slightly damaged tool in return:  /clear @a minecraft:stone_axe 0 1   /give @a minecraft:stone_axe 1 1 {CanDestroy:["log","log2","leaves","leaves2"],HideFlags:24}   This doesn't work for items without damage values (e.g. torches), but I don't mind these having to be dropped as there aren't too many of these. However, there is another problem. In the nether, the player will have access to an enchantment table and an anvil. This means they can repair enchanted tools, which will cause them to be cleared and replaced with unenchanted ones as soon as they go back to the overworld.  I also thought about using a stat.craftItem scoreboard objective and giving them the usable item if they craft it. However, this would result in the player having a duplicate of every item they crafted, as I think it is impossible to select an item without NBT-data in the /clear command.  Is there any way to make this work? And if not, would it be better to have the player drop all crafted items or have duplicates of them all?
92489
I'm attempting to give a player an enchanted sword using the following command: /give @p diamond_sword 1 0 {&quot;ench&quot;:[{&quot;id&quot;:5,&quot;lvl&quot;:1}]}  Why do I see this error? This copied from example for Bedrock Edition, but not working.
37832
I'm trying to make a sign that you can right click and it will clear cacti from your inventory, then give you 18 cookies named "$100 Cookie" with the lore "$100". But when I put it in a command block and power it, the command block says this:     [04:23:51] Data tag parsing failed: Unexpected token '$' at: $100 Cookie\",Lore:[$100]}}\"}}",Text3:"{\"text\":\"iIiIiIi\",\"color\":\"light_purple\",\"strikethrough\":true,\"obfuscated\":true}",Text4:"{\"text\":\"[Sell]\",\"color\":\"dark_purple\",\"bold\":true}"   The command I'm using is:  /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"[Sell]\",\"color\":\"dark_purple\",\"bold\":true,\"clickEvent\":{\"action\":\"run_command\",\"value\":\"clear @p[name=rainbowlack,r=3] cactus 0 2304\"}}",Text2:"{\"text\":\"2304 Cacti\",\"color\":\"red\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"give @p[name=rainbowlack,r=3] minecraft:cookie 18 0 {display:{Name:\"$100 Cookie\",Lore:[$100]}}\"}}",Text3:"{\"text\":\"iIiIiIi\",\"color\":\"light_purple\",\"strikethrough\":true,\"obfuscated\":true}",Text4:"{\"text\":\"[Sell]\",\"color\":\"dark_purple\",\"bold\":true}"},display:{Name:"Custom Sign"}}   What's wrong with this command? I've tried backslashes and stuff. Can you please try to fix the command and test out your potential fix in-game? Thank you!  You'll have to change the [name=rainbowlack,r=3] parts to whatever your username is (example: [name=playerplayer123,r=3]).
107528
I need help for detecting a number of specific items in my inventory whether it's stack or not.  This is the command I used:  execute if entity @a[nbt={Inventory:[{id:"minecraft:apple",Count:64b}]}] run command  But the command only detects a stack of items.
3479
I need help with a specific command that I am using in a new game that I am creating inside of Minecraft. The command is:  /give @p sign 1 0 {BlockEntityTag:{Text1:"{"text":" [MF2]","color":"gold","clickEvent": {"action":"run_command","value":"tellraw @a [""{"text":"[MF2]  ","color":"gold"},{"selector":"@p","color":"dark_aqua"},{"text":" is now an admin of the server!","color":"white"}]"}}",Text3:"{"text":"Click to join Admin","color":"dark_aqua","clickEvent": {"action":"run_command","value":"scoreboard teams join admin @p"}}"},display: {Name:"Custom Sign"}}   If I take out the /tellraw command then the command works fine, but I need the command in there to announce to the game that a new admin has joined.  With the tellraw command, the error message is the following:  Data tag parsing failed: Unexpected token 't' at: text":" [MF2]","color":"gold","clickEvent":{"action":"run_command","value":"tellraw @a [""{"text":"[MF2] ","color":"gold"}, {"selector":"@p","color":"dark_aqua"},{"text":" is now an admin  of the server!","color":"white"}]"}}",Text3:"{"text":"Click to join Admin","color":"dark_aqua","clickEvent": {"action":"run_command","value":"scoreboard teams join admin @p"}}"   If anyone knows how to fix this, please let me know.
74197
I have a spawn area I am hoping to make a safe haven, so I have a command block on a clock that kills each hostile mob type. This works to keep the place free of any hostile mobs, however every night I see rotten flesh, bones, arrows, and string everywhere.  I would like to add something to my command blocks so that they are killed without dropping loot. How can I accomplish this?  Note that I want mobs to drop loot generally elsewhere in the world, so /gamerule doMobLoot false will not do the trick for me. I'm hoping for a command that only applies to the mobs killed by the command block, and not anything else.
2859
I have heard it was possible to change the names and lores of Minecraft items WITHOUT the use of third-party programs like MCEdit. Given the things that my friends have told me, and from the information gathered online, my guess is that, since Minecraft has started using JavaScript, /give @p 35 1 14 {name:"Red Wool",lore:"bob"}. Whenever I run this command block, all I get is a piece of Red Wool with no Lore, nor a name. I also get no errors in this process.
84975
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.
105054
So, right now I'm using this:  /give @p minecraft:diamond_pickaxe 1 0 {CanDestroy:[minecraft:stone]}   But I need one that also has the Name value. Anyone know this one?
23098
After beating the game, I still have several empty inventory spots.  I most likely missed several items in my addicted frenzy to finish the game.  What are all the items that can be found in the game? And where can they found?
54926
How do I fix my Minecraft inventory? I am trying to select items, but ever since the recent update, I have to click on the item and drag it to my inventory. It isn't working to fast move it using shift either. Also when I go to the crafting table it won't let me separate the items only one at a time?
64083
I am working on a command block contraption on my server that involves armor giving you certain potion effects.  /execute if entity @p[nbt={Inventory[{Slot:100b,id:"minecraft:leather_boots",tag:{display:{Name:"{\"text\":\"Frog Boots\"}"}}}]}] run effect give @s jump_boost 1 1 true  However, it only works if the boots are named in an anvil. How would I write the command if I wanted to test if the player was wearing boots named "Frog Boots" in bold and green text?
46785
I'm at Reachwater Rock and I've encountered a series of doors, the first I had to open using the Emerald Claw I found near a body, but now the door's telling me to use an Ivory Claw. Where can I find it, because I don't have it in my inventory yet.
107872
I am trying to make a custom food recipe. I'm using spawn eggs with /replaceitem because spawn eggs are not obtainable in survival. This works fine when the player crafts only one spawn egg, but when I scroll over multiple spawn eggs, I receive only 1 of the custom food. BTW this food uses custommodeldata, so I can't simply add it into the crafting recipe. I cannot seem to find a way around this. If I make the item non-stackable, such as a piece of armor, mass crafting would be impossible. If I make an item.dropped scoreboard, the player could keep the item and use it to spawn mobs (griefing or for own profit.)  My command:    execute as @a[nbt={SelectedItem:{id:"minecraft:villager_spawn_egg"}}] run replaceitem entity @s weapon  minecraft:melon_slice{CustomModelData:10000101,display:{ Name:"{\"text\":\"Blue Melon Slice\",\"italic\":\"false\"}"}}     My problem is that the command does not see item count, as it is often used for weapons and armor only.    One way I thought to fix this issue is by storing the amount of custom food crafted in a scoreboard item and then giving the player that same count of the custom food, but I do not know how to do this; consequently, I don't know if this works.    Is there a way to do this method, or is there another, simpler method possible?
71229
I'm making an adventure map, and at some points I need there to be items on the ground. But when I use the /summon command, it always ends up as a stone block.  Here's what I've used:   /summon Item ~ ~ ~ {Item:{id:276,Count:1,tag:{display:{Name:"Mirage"},Unbreakable:1},Damage:0}}   This did not work, so I tried a simpler command:  /summon Item ~ ~ ~ {Item:{id:276,Count:1,tag:{},Damage:0}}   Which also summoned a stone block. Please note that I am in the Minecraft 1.9 snapshot 16w05b
99717
There are plenty of guides on how to , but I can't find any on when to bother with it. Certain levels may have many of the same type of monster which will drop much of the same types of items (ex, ). Turn management can be critical in many places, say, bad circumstances, early game,  , , , etc.  Obviously, this can be highly circumstantial - say needing a particular drop -  but I'm more interested in the best general approach to the best general bell-curve of turns/circumstances vs items.  I'm also interested in addressing the item hoarder's fear: "I didn't try on every [common monster]'s drops - what if I missed something good?"   When should I be taking the time to identify items, and which items should I not bother with? What about cursed items? What about shops, which can have a wide variety of items? What about when there are hordes of the same monster?