I want to make custom weapons, tools and armour with a datapack. I want to start with basic extra items like steel armour, ..., and I want to give it slightly higher durability than iron. Is this possible with fairly simple commands? I don't know if this is a duplicate, but I didn't find anything that answered my question.
120537
I have a Minecraft 1.8.1 vanilla server and would like to reward certain users. I would like to /give some users a 99999/99999 durability renamed Diamond Pickaxe (with all enchantments on it). How do I use commands to change/repair the durability of items? If possible, using only one command and use /give.
123009
According to  entry for Sawmill crafting; it requires the following:   10 Wood 2 Iron Bars 1 Iron Chain   As shown in the screenshot below, I'm meeting all the requirements(rather I've more objects than required)    As can be seen; I have 32 wood, 15 Iron bars and 1 Iron chain(3rd row, 5th column). Still no option to craft a sawmill is displayed either on workbench or on Anvil!  Is this a bug?  EDIT  I should mention that it is a multi-player instance(in case, it has anything to do with the issue).
59156
I am casually working on an RPG type game in Java but I am having trouble figuring out how I can have items that can do many different things without creating a different class for every item.  As an example, how would I create an Axe that could chop trees and attack monsters?  If I extend either the chopping or the weapon class then I can't extend the other class.  If I have chopping and weapon be an interface then I will have a lot of duplicated code when a dagger can also attack monsters and a different axe can cut trees.  I am hoping there is a way to have a single Item class and load the items and their respective abilities from a file. If that is possible how can it be done? If it isn't then what is the best way to have items in a game?
93298
This is a bit of an equipment logistics question so might not be all that interesting to everyone but... Reading the 5e PHB, the backpack weight listing says:      Backpack: 1 cubic foot/30 pounds of gear   (You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.)   Putting together a basic character, using class and background equipment, has given me about 108lbs of gear; including weapons, rations, rope and the like... So where does it all go?   Are weapons assumed to have scabbards/sheaths/belt loops and don't need to be in a backpack? Similarly, does ammunition automatically get a (weightless) quiver/case/pouch? Do you wear clothes under your armour? How much can you strap to the outside of a backpack?   Assuming some of these and generously hanging things on the outside of a backpack, my basic character is still carrying around 65lbs of equipment (though admittedly this does include a frankly ludicrous 25lb hunting trap!)  And this doesn't even take into account anything interesting/useful (magical or otherwise) he might find lying around. A week's rations alone weigh 14lbs - almost half of a backpack's capacity!  While I enjoy imagining my character rolling through a dungeon with 3 heavy-duty backpacks, a flaming torch or five down his pants, daggers strapped to every available limb and extra arrows tucked behind his ears - it doesn't quite have that level of realism I'm looking for.  My question then, is:  Where should all this stuff go?  Ideally, answers shouldn't be along the lines of "Ask your DM" or "Just ignore logistics - it's boring - assume it all fits in the bag". I know this kind of stuff isn't the bread and butter of a good DnD session but it just doesn't seem to make sense. Am I missing something here?  Just to clarify, this isn't a question about how much my character can carry - even at Strength 10, 108lbs of gear is manageable since it's below the 150lb carry limit (ignoring the encumbrance variant rules). This question is about where the equipment goes.  Yes, I can use a vehicle or a mount to carry my mountains of rations to the next dungeon but realistically where would a rogue or a cleric (for example) keep their equipment when they are in said dungeon? Presumably they're going to need that 11-foot pole or bag of ball-bearings at some stage and wouldn't leave it outside with the mules and wagons?
106003
As many of my players are into flavorful, unique magic items, I've been attempting to create some custom magic items. Most of them are fairly simple, a sword with an  extra 1d4 shock dmg, a broach that gives advantage to constitution saving throws, a staff that can be used as an everburning torch; stuff like that. One thing I've been having trouble figuring out though is which items should require attunement.      Is there some quality that determines if a magic item requires attunement?
13069
Overview:  Lots of games with RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit."  The specifics of each type of buff aren't really relevant.  I'm looking for a (presumably object-oriented) way to handle arbitrary buffs.  Details:  In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc.  Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded.  Then each character could have a vector of buffs currently applied.  Does this solution make sense?  I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions".  That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra.  And there's more complicated situations that ideally I could control.  I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want.  As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language.  Thoughts?  Has anyone here designed a fairly robust buff system before?  Edit: Regarding Answer(s):  I selected an answer primarily based on good detail and a solid answer to the question I asked, but reading the responses gave me some more insight.  Perhaps unsurprisingly, the different systems or tweaked systems seem to apply better to certain situations.  What system works best for my game will depend on the types, variance, and number of buffs I intend to be able to apply.  For a game like Diablo 3 (mentioned below), where nearly any bit of equipment can change a buff's strength, the buffs are just character stats system seems like a good idea whenever possible.  For the turn-based situation I'm in, the event-based approach may be more suitable.  In any case, I'm still hoping someone comes along with a fancy "OO" magic bullet which will allow for me to apply a +2 move distance per turn buff, a deal 50% of damage taken back to the attacker buff, and a automatically teleport to a nearby tile when attacked from 3 or more tiles away buff in a single system without turning a +5 strength buff into its own subclass.  I think the closest thing is the answer I marked, but the floor is still open.  Thanks to everyone for the input.
51332
This question was triggered by .  Basically, it goes like this: If you have a weapon with a certain magical effect, let's say the minor property unbreakable (can not be broken, requires special means) or temperate (no harm in temperatures between -20 to 120 F), it can bypass the immunity of something like a Werewolf because it is magical instead of mundane. This goes for any minor property because those properties are under the Magic Items portion of the DMG on pg.143.  How does this differ from a pair of gauntlets with the exact same effect being used as an improvised weapon (emphasis added for clarity) from dealing damage in the same manner to the same Werewolf? Or something that's clearly not a weapon like a Shield of Missile Snaring being used to bash an opponent?
16015
i dont know what's it called in the CG world so here's a screenshot from payday 2 AK-47. it's really just a texture, not an actual holes and bolts.    how do you make those in blender ?
119280
The new crafting rooms don't indicate what, if any, SPECIAL stat is best for dwellers in that room.  Do any of the stats affect crafting weapons or armor in any way? How?
67771
So i'm trying to do different kinds of pickaxes and axes, and I don't now a way to change the blocks that a pickaxe can break. Like how do i to make a diamond pickaxe break bedrock. if possible teach how to do it on 1.16.1. I found that command... /give @s minecraft:diamond_pickaxe 1 0 {&quot;minecraft:can_destroy&quot;:{&quot;blocks&quot;:[&quot;bedrock&quot;]}} ...But it isn't for 1.16.1
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.
71354
I have edited a script that creates some nodes, but the only problem is, it always created a new material. I want it to either add the nodes on the existing material, or a pre-defined material. Here is the script base I am using.    Thanks for the help in advance! :D
11885
I am trying to build a custom Adventure Island. At this moment I am trying to limit the allowed items on this island. I'm trying to do this by filtering on a certain enchantment which is not item-specific.  For example.   When you want to filter an wooden sword with a custom name, you use this command:  /testfor @p[r=5] {Inventory:[{tag:{display:{Name:"Custom Sword"}}}]} &lt;   When you want to filter a wooden sword with a custom name and specific enchantement, you can use:  /testfor @p[r=5] {Inventory:[{tag:{display:{Name:"Custom Sword"},ench:[{id:16,lvl:1}]}}]} &lt;   But how can I filter on items with a specific enchantment on ANY item? I tried:  /testfor @p[r=5] {Inventory:[{tag:{ench:[{id:16,lvl:1}]}}]} &lt;   But this ain't work. Does anyone know how to solve this issue?
86895
Instead of only smithing weapons to exquisite, how I can smith better weapons? I have tried to use the weapon smithing skills constantly but I just can't figure it out.
50455
My blacksmith is at Level 3 (Adept) and I don't see fist weapons that I can craft.  Will be able to craft any fist weapons later? If so, what are the requirements?
11096
I heard an advice once to level up your gear before dismantling to produce more parts and materials. From my subjective experience this seems to work more or less with rare items, though I can't say for sure.  As I care most for Ascendant Shards and other top-level materials, the question is mainly about legendary gear. So basically what I'm asking is this: is there a difference in material output between these options:   Dismantle item right away; Level up item before dismantling, but without actually upgrading it; Level up item and upgrade (buy) it's skills before dismantling;   I can't seem to find any concrete info on this, and don't have enough legendaries to experiment yet (the ones from Queen don't produce Shards).
12265
I didn't address this in a while because I was busy with something else, but now it has cycled back into my schedule.  Right now I have a shirt modeled and bones set in place. It's already technically rigged, but the only issue is the buttons.   I'm not entirely sure how to go about connecting them to the shirt's deformations. I tried to combine them and the shirt into one object, but because of the shirt's modifiers, (Solidify and subsurf, which I don't want to apply yet), the buttons become extremely deformed. I've tried to match the weight painting intensity where a button is at in correspondence with the shirt, but that doesn't seem to work, maybe it has to do with the specifics of where the button is?   Is there a way to make the buttons follow the shirt's deformations without deforming the mesh vertices of the button? I know that if I probably apply the modifiers on the shirt and combine it with the buttons, it would be okay, but I'm not okay with doing that just yet with the shirt.    I rigged the shirt by deleting all vertex groups, assigning empty groups to the mesh from the armature, and then assigned automatic groups in the weight paint menu.  Is there a way to do this?