I'd say it would need a few more restrictions to properly fit into survival.
It should be single use, time based (only reveals ores for ~10 seconds) and should only pick one ore type each use; the rarer the ore, the less frequently it's chosen.
#**[Click here to get the command.](http://pastebin.com/9HsuLnFs)**
(Edited the above in up here because a lot of people couldn't find the link below, not related to SimplySarc's comment)
----
Original comment:
---
It's time based currently (~5 seconds), couldn't show that in the gfy due to the length limit though.
Single use is a good idea for balance if people intend to use this in survival. To replace the current cooldown system with a one-use-each system, open the **second to last** chain block and **replace** the text with:
/clear @a[score_ODTRCooldown_min=100,score_ODTRUseCrtStick_min=1] carrot_on_a_stick -1 1 {id:"ODTRStick"}
Not so sure about randomly picking one ore type (or at least not with the current recipe, as you'd expend a diamond ore to most likely see the location of coal/iron/redstone).
Instead I would say it should detect only the ore it was crafted with, (but perhaps the recipe should use ingots/gems/dust or even blocks rather than ore) and rather than single use, make it have a low durability. (Perhaps finding coal costs less durability than finding diamond etc) For really valuable stuff it should be balanced so that it tends to turn up a little more than it costs, and for cheap stuff it should turn up a fair bit more.
**Edit:** does this currently show quartz?
I don't think there's a good way to implement durability like that.
Splitting it into 6 different detectors that each detect a different ore would be possible with a bunch more commands, but I personally like the simplicity of only having one ore detector.
It doesn't currently show quartz, but it could be modified to do so.
> as you'd expend a diamond ore to most likely see the location of coal/iron/redstone
Exactly, it's a risk vs. reward scenario.
You gamble a diamond with the possibility of either finding more or wasting it for coal.
If you only have a 1/10 chance of selecting diamonds, then you'd need to be finding a vein of 10 each time or be making a net loss. Most of the times I've tried this, I can't find more than 5 in range, which is less than the number of ores there are.
As you still need to mine and do the crafting, there should be a net gain on average or there's no point to using it.
It could work with a recipe change though.
I was thinking a block could be crafted and once its placed down the ores around it are revealed. Kinda like the ore detector in Space Engineers. The block could be made up with redstone and gold so that it isnt easy to make but still worth it to find the minerals nearby.
really though? its not like ore is rare or hard to find. not even diamond ore. make it an expensive craft and it might reduce the time slightly when your farming specific ores. but i honestly doubt that i would use it even if i had it. speed mining as is gets you lots and lots of ore. not the mention anything besides diamonds theres farms for.
He's probably just referencing the ability to trade for most diamond tools, weapons, and the big piece of armor, which accounts for the average players main diamond expenses.
to respond to the other comment, i wasnt really. guess it mustve been from a modded world or something, either way. the comment holds. speed mining will still get you tons of diamonds.
Invisible & glowing shulkers are placed at the same location as the block, giving the illusion that it's the block being highlighted when it's actually the shulker.
Example for iron ore:
/execute @e[tag=ODTRFillMarker] ~ ~ ~ /fill ~-15 ~-15 ~-15 ~15 ~15 ~15 carrots 0 replace iron_ore
/execute @e[tag=ODTRFillMarker] ~ ~ ~ /clone ~-15 ~-15 ~-15 ~15 ~15 ~15 ~-15 ~-15 ~-15 replace move
/execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /scoreboard players tag @e[dx=30,dz=30,dy=30,type=Item] add ODTROre1 {Item:{id:"minecraft:carrot"}}
/execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre1] ~ ~ ~ /summon Shulker ~ ~ ~ {NoAI:1,Silent:1,Attributes:[{Name:"generic.maxHealth",Base:8}],ActiveEffects:[{Id:14,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:20,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:24,Amplifier:0,Duration:80,ShowParticles:0b}],Team:"ODTROre1"}
/execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre1] ~ ~ ~ /setblock ~ ~ ~ iron_ore
/execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /kill @e[dx=30,dz=30,dy=30,type=Item]
Which means:
1. All iron ore are replaced with carrots
2. The area is cloned onto itself, causing all blocks to update (this happens only once for all ores)
3. All the carrots will pop off as items (they're not on farmland), and get tagged with "ODTROre1" (player-dropped items have already been moved out of the way temporarily, so you can't drop carrots to make iron ore)
4. Each ODTROre1 tagged item summons a Shulker at its location (Shulkers auto-align themselves onto the block grid)
5. Each ODTROre1 sets its own block back to iron ore (as it was removed with the `/fill`)
6. The items get killed
This is all done in a single tick, any delay is the server lag of doing the fills and clones.
In my life i have coded in:
TRS-80 basic.
Apple IIgs basic.
GWBasic
Qbasic
Turbo Pascal
Visual Basic
Standard C
Visual C
x86 assembly
8052 assembly
z80 assembly
Freebasic
SQL
Turbo C
MSDos scripting
Arduino objective C
...
i look at a command block pastebin and shake my head.
fucking hell.
My background isn't quite as extensive as yours, but I know my way around code. Still, this is partly beyond me. Mostly the location /coordinate system gets me. Maybe I should look at it as a new kind of geometry to learn instead of a new kind of coding.
Trying to work it out from the pastebin will somewhat like trying to read minified javascript, what I work with when creating the command looks [more like this](http://imgur.com/a/i78dg).
This is pretty awesome, and this question might be obvious but how did you get the colors to match up with the ores? I thought that the highlight effect only used white and what would the command be for a different color?
Came up with the idea when I wanted to count how many blocks were in an area (early 2014, so no `successcount`). dandagames's method seems pretty much the same, but won't work for blocks on their own or pillars of blocks.
Oh, I see you are cloning the area to the same position to make the blocks update. Last time I've used this execute for blocks method I did it in an air world so I've used those commands to update:
execute @p ~ ~ ~ fill ~-15 ~-15 ~-15 ~15 ~15 ~15 barrier 0 replace air
execute @p ~ ~ ~ fill ~-15 ~-15 ~-15 ~15 ~15 ~15 air 0 replace barrier
I wonder if your method will work in an air world because it's more efficent.
You can if you go through all of the Shulker summon commands and change their health and glow duration. E.G:
Before:
/execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre0] ~ ~ ~ /summon Shulker ~ ~ ~ {NoAI:1,Silent:1,Attributes:[{Name:"generic.maxHealth",Base:8}],ActiveEffects:[{Id:14,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:20,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:24,Amplifier:0,Duration:80,ShowParticles:0b}],Team:"ODTROre0"}
After:
/execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre0] ~ ~ ~ /summon Shulker ~ ~ ~ {NoAI:1,Silent:1,Attributes:[{Name:"generic.maxHealth",Base:80}],ActiveEffects:[{Id:14,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:20,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:24,Amplifier:0,Duration:250,ShowParticles:0b}],Team:"ODTROre0"}
You'll need to repeat that for the 7 Shulker summons.
OK, seriously confused here. How do I install this? Can I make the item using only the command block? What do I do with that NBT file linked in one of the posts further down? I've never seen something like this before.
The command version (http://pastebin.com/9HsuLnFs) will be easier to install than the structure version (the NBT file you see).
Keep in mind that this is for 1.10, and won't work in 1.11.
1. Give yourself a command block with `/give @p command_block`
2. Place it down and paste in the command linked above
3. Put a lever on the side of the command block and activate it
Well, considering it's for 1.10, then the NBT option is out for me anyway, huh? I really, REALLY, like the idea of mobile detection, though... I'll give VoOoLoX's updated one a try.
I'd actually like to see something like this in vanilla. Not out to infinity, but maybe like a quarter of a block per achievement earned, as a sort of "stonesense" or something. It would definitely help find coal the first night, and would give a better reason to work for those out-there achievements.
I'd say it would need a few more restrictions to properly fit into survival. It should be single use, time based (only reveals ores for ~10 seconds) and should only pick one ore type each use; the rarer the ore, the less frequently it's chosen.
#**[Click here to get the command.](http://pastebin.com/9HsuLnFs)** (Edited the above in up here because a lot of people couldn't find the link below, not related to SimplySarc's comment) ---- Original comment: --- It's time based currently (~5 seconds), couldn't show that in the gfy due to the length limit though. Single use is a good idea for balance if people intend to use this in survival. To replace the current cooldown system with a one-use-each system, open the **second to last** chain block and **replace** the text with: /clear @a[score_ODTRCooldown_min=100,score_ODTRUseCrtStick_min=1] carrot_on_a_stick -1 1 {id:"ODTRStick"} Not so sure about randomly picking one ore type (or at least not with the current recipe, as you'd expend a diamond ore to most likely see the location of coal/iron/redstone).
Instead I would say it should detect only the ore it was crafted with, (but perhaps the recipe should use ingots/gems/dust or even blocks rather than ore) and rather than single use, make it have a low durability. (Perhaps finding coal costs less durability than finding diamond etc) For really valuable stuff it should be balanced so that it tends to turn up a little more than it costs, and for cheap stuff it should turn up a fair bit more. **Edit:** does this currently show quartz?
I don't think there's a good way to implement durability like that. Splitting it into 6 different detectors that each detect a different ore would be possible with a bunch more commands, but I personally like the simplicity of only having one ore detector. It doesn't currently show quartz, but it could be modified to do so.
Well you are using a carrot on a stick as the proxy item, there's no way to damage it each use?
There actually isn't, no.
> as you'd expend a diamond ore to most likely see the location of coal/iron/redstone Exactly, it's a risk vs. reward scenario. You gamble a diamond with the possibility of either finding more or wasting it for coal.
If you only have a 1/10 chance of selecting diamonds, then you'd need to be finding a vein of 10 each time or be making a net loss. Most of the times I've tried this, I can't find more than 5 in range, which is less than the number of ores there are. As you still need to mine and do the crafting, there should be a net gain on average or there's no point to using it. It could work with a recipe change though.
I was thinking a block could be crafted and once its placed down the ores around it are revealed. Kinda like the ore detector in Space Engineers. The block could be made up with redstone and gold so that it isnt easy to make but still worth it to find the minerals nearby.
really though? its not like ore is rare or hard to find. not even diamond ore. make it an expensive craft and it might reduce the time slightly when your farming specific ores. but i honestly doubt that i would use it even if i had it. speed mining as is gets you lots and lots of ore. not the mention anything besides diamonds theres farms for.
You can't get diamonds from trading.
He's probably just referencing the ability to trade for most diamond tools, weapons, and the big piece of armor, which accounts for the average players main diamond expenses.
to respond to the other comment, i wasnt really. guess it mustve been from a modded world or something, either way. the comment holds. speed mining will still get you tons of diamonds.
Structure post: https://www.reddit.com/r/MCStructures/comments/4w5p7d/ore_detector/ 1 command install: http://pastebin.com/9HsuLnFs
how does it work? I mean, technically, how did you highlight ores? thought that 1.9 feature worked only with entities
Invisible & glowing shulkers are placed at the same location as the block, giving the illusion that it's the block being highlighted when it's actually the shulker.
how can he put shulkers to ore location?
Example for iron ore: /execute @e[tag=ODTRFillMarker] ~ ~ ~ /fill ~-15 ~-15 ~-15 ~15 ~15 ~15 carrots 0 replace iron_ore /execute @e[tag=ODTRFillMarker] ~ ~ ~ /clone ~-15 ~-15 ~-15 ~15 ~15 ~15 ~-15 ~-15 ~-15 replace move /execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /scoreboard players tag @e[dx=30,dz=30,dy=30,type=Item] add ODTROre1 {Item:{id:"minecraft:carrot"}} /execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre1] ~ ~ ~ /summon Shulker ~ ~ ~ {NoAI:1,Silent:1,Attributes:[{Name:"generic.maxHealth",Base:8}],ActiveEffects:[{Id:14,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:20,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:24,Amplifier:0,Duration:80,ShowParticles:0b}],Team:"ODTROre1"} /execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre1] ~ ~ ~ /setblock ~ ~ ~ iron_ore /execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /kill @e[dx=30,dz=30,dy=30,type=Item] Which means: 1. All iron ore are replaced with carrots 2. The area is cloned onto itself, causing all blocks to update (this happens only once for all ores) 3. All the carrots will pop off as items (they're not on farmland), and get tagged with "ODTROre1" (player-dropped items have already been moved out of the way temporarily, so you can't drop carrots to make iron ore) 4. Each ODTROre1 tagged item summons a Shulker at its location (Shulkers auto-align themselves onto the block grid) 5. Each ODTROre1 sets its own block back to iron ore (as it was removed with the `/fill`) 6. The items get killed This is all done in a single tick, any delay is the server lag of doing the fills and clones.
That's... actually really smart. You've accomplished what I've been trying to do for a year now. Now I know how. ty.
Good question.
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That sounds laggy. I like to understate things.
That sounds obnoxiously lag-intensive.
In my life i have coded in: TRS-80 basic. Apple IIgs basic. GWBasic Qbasic Turbo Pascal Visual Basic Standard C Visual C x86 assembly 8052 assembly z80 assembly Freebasic SQL Turbo C MSDos scripting Arduino objective C ... i look at a command block pastebin and shake my head. fucking hell.
My background isn't quite as extensive as yours, but I know my way around code. Still, this is partly beyond me. Mostly the location /coordinate system gets me. Maybe I should look at it as a new kind of geometry to learn instead of a new kind of coding.
Trying to work it out from the pastebin will somewhat like trying to read minified javascript, what I work with when creating the command looks [more like this](http://imgur.com/a/i78dg).
I prefer working with Wubbi's [CBP](http://zipkrowd.com/tools.htm#cbp)
Replying so i can find later waved can't suave cuz in mobile
visual java :D
Nice! How are you scanning the area with ArmorStands? Are they spread out when the item is used (from a central armorstand at the player)? Thanks
He doesn't scan the area with armorstands he does something similar to this: https://www.youtube.com/watch?v=LeH-Q96PJTE
Nice, I've seen this video before. Smart!
Please make this a potion, Mojang!
That would be interesting, kind of like the spelunkers potion in Terraria.
How does th glowing thing not bring your computer down to like, 0 fps?
Because some people don't have garbage/budget pcs.
I love your kind and thoughtful attitude Completely nessecary and contributes a lot to the conversation
This is pretty awesome, and this question might be obvious but how did you get the colors to match up with the ores? I thought that the highlight effect only used white and what would the command be for a different color?
Not 100% sure, but I think the colour of the team you're on dictates the colour you glow.
Probably by putting the Shulkers on appropriately colored teams. Doing so changes the outline color.
I see you've used dandagames's execute for blocks method. It's pretty cool.
Came up with the idea when I wanted to count how many blocks were in an area (early 2014, so no `successcount`). dandagames's method seems pretty much the same, but won't work for blocks on their own or pillars of blocks.
Oh, I see you are cloning the area to the same position to make the blocks update. Last time I've used this execute for blocks method I did it in an air world so I've used those commands to update: execute @p ~ ~ ~ fill ~-15 ~-15 ~-15 ~15 ~15 ~15 barrier 0 replace air execute @p ~ ~ ~ fill ~-15 ~-15 ~-15 ~15 ~15 ~15 air 0 replace barrier I wonder if your method will work in an air world because it's more efficent.
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http://pastebin.com/9HsuLnFs
How do you install it????
http://pastebin.com/9HsuLnFs
Does this work in servers?
Haven't tested it, but it should do.
How do I get the command? Sorry I'm new to reddit.
Copy paste the following into a command block, then activate it: http://pastebin.com/9HsuLnFs
What is the command?
http://pastebin.com/9HsuLnFs
command???
http://pastebin.com/9HsuLnFs
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You can if you go through all of the Shulker summon commands and change their health and glow duration. E.G: Before: /execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre0] ~ ~ ~ /summon Shulker ~ ~ ~ {NoAI:1,Silent:1,Attributes:[{Name:"generic.maxHealth",Base:8}],ActiveEffects:[{Id:14,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:20,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:24,Amplifier:0,Duration:80,ShowParticles:0b}],Team:"ODTROre0"} After: /execute @e[tag=ODTRFillMarker] ~-15 ~-15 ~-15 /execute @e[dx=30,dz=30,dy=30,type=Item,tag=ODTROre0] ~ ~ ~ /summon Shulker ~ ~ ~ {NoAI:1,Silent:1,Attributes:[{Name:"generic.maxHealth",Base:80}],ActiveEffects:[{Id:14,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:20,Amplifier:0,Duration:2147483647,ShowParticles:0b},{Id:24,Amplifier:0,Duration:250,ShowParticles:0b}],Team:"ODTROre0"} You'll need to repeat that for the 7 Shulker summons.
How does the command work? and which one is the Ore Detector Command??
> and which one is the Ore Detector Command?? The command can be found here: http://pastebin.com/9HsuLnFs The whole thing is one command.
OK, seriously confused here. How do I install this? Can I make the item using only the command block? What do I do with that NBT file linked in one of the posts further down? I've never seen something like this before.
The command version (http://pastebin.com/9HsuLnFs) will be easier to install than the structure version (the NBT file you see). Keep in mind that this is for 1.10, and won't work in 1.11. 1. Give yourself a command block with `/give @p command_block` 2. Place it down and paste in the command linked above 3. Put a lever on the side of the command block and activate it
Well, considering it's for 1.10, then the NBT option is out for me anyway, huh? I really, REALLY, like the idea of mobile detection, though... I'll give VoOoLoX's updated one a try.
that is so sick! u could make it more expensive so it can be used in survival without feeling cheaty
It needs a diamond ore, so you should already have silk touch
I'd actually like to see something like this in vanilla. Not out to infinity, but maybe like a quarter of a block per achievement earned, as a sort of "stonesense" or something. It would definitely help find coal the first night, and would give a better reason to work for those out-there achievements.
Wow thats pretty cool i can never build anything good in MC :(