AntOfThy

Minecraft Torch Burnout (command blocks)

Dec 7th, 2014
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  1. Torch Burnout (version 1.2)
  2. by AntOfThy (on MineCraft, Reddit, PasteBin, YouTube, and GMail)
  3. Comment on Reddit: http://redd.it/2n8013
  4. Commands in Paste: http://pastebin.com/8CGWCZp3
  5.  
  6.  
  7. When a torch is placed a "TorchTimer" Bat is summoned at Y=0 (in bedrock) that
  8. way the entity is completely out of the way of all players. It also does need
  9. invisibility potion effects.
  10.  
  11. When the 'timeout' is reaches all torches in that column is removed.
  12.  
  13. Start Function
  14. /scoreboard objectives add placeTorch stat.useItem.minecraft.torch
  15. /scoreboard objectives add TorchTimeout dummy
  16.  
  17. Clock (Fast)
  18. # Set torch timeout entity (bottom to top)
  19. /execute @p[score_placeTorch_min=1] ~ 0 ~ /summon Bat ~ ~ ~ {CustomName:"TorchTimer",NoAI:1b,Invulnerable:1,PersistenceRequired:1,Silent:1b}
  20.  
  21. /scoreboard players set @p[score_placeTorch_min=1] placeTorch 0
  22.  
  23. Clock (slow) - minecart-in-web clock
  24. # Increment timeout count
  25. /scoreboard players add @e[name=TorchTimer] TorchTimeout 1
  26.  
  27. # Timeout - remove torchs, kill entity
  28. /execute @e[name=TorchTimer,score_TorchTimeout_min=<desired time>] ~ ~ ~ /fill ~-5 0 ~-5 ~5 255 ~5 air 0 replace torch
  29. /kill @e[name=TorchTimer,score_TorchTimeout_min=<desired time>]
  30.  
  31. Testing - See Torch Timer Bat counts
  32. /scoreboard objectives setdisplay sidebar TorchTimeout
  33.  
  34. Notes:
  35. * The value 90 in the above is the time out. Adjust to suit (1-2 hours)
  36. * For debugging change bat placement to ~2 to place it above the player.
  37. This does not effect the torch removal effect. This is not recommended
  38. normally as the bat (even if also made invisible) gets in the way of
  39. players wanting to place blocks, with at that location, or through that
  40. location.
  41.  
  42. The value 90 in last two commands is the timeout, and with 2 webs is about 1 to 2 hours. adjust to suit.
  43.  
  44. The result of the mod has been a large number of pumpkin patches, and having
  45. to prepare your lighting before caving (not more simply making torches in caves).
  46. Also having to grow them limits the rate at which players light up areas. And
  47. having limits on the amount of lighting placed in caves, results in more dark
  48. spots and thus more mobs, and the danger in any caving adventure.
  49.  
  50. I suppose you could add something to make jack-o-lanterns also time out but
  51. last a LOT LOT longer, but that has not been done. I felt it would produce
  52. too many entities.
  53.  
  54. FUTURE EVIL IDEA... spawn N entities, player spread them to randomise, then in
  55. 5x5 columns around entities, remove torches, and replace jacks with pumpkins,
  56. so that lighting fail at random through out the area. This may be the better
  57. option as the entities no longer need to remain active all the time.
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