Which Minecraft servers would you suggest

command

With a command Changes to the game can be caused outside of the actual game. Not all commands are always available to every player. There are some commands in the Bedrock Edition that are not available in the Java Edition.

Usability [edit]

Requirements for using the command:

  • Single player: This command can be used in single player mode.
  • Multiplayer: This command can be used in multiplayer mode. The publication of a single player world in the LAN ("LAN world") does not count as multiplayer, as this is not a server operation.
  • Cheat: This command can change the game and will therefore Cheat (English for cheating) called. In order to be able to use it, you have to activate the option "Allow cheats" in single player mode before generating the world or set it when publishing in the LAN. In multiplayer mode you must have operator rights. To execute the command you need at least the specified operator level, see ops.json. In multiplayer mode, all players are automatically informed about an operator command entered.
  • Command block command: This command requires an operator level of maximum 2 and can therefore be used by command blocks, command block loren and functions.

Most Minecraft servers also have so-called. Plugin commands are used, which make the administration, maintenance and, for example, the tracking down of troublemakers much easier. This type of command doesn't exist in the vanilla version of Minecraft, so it's not covered here either.

Command source [edit]

A command can be of different Command sources are executed. The position of the command source is crucial when entering relative coordinates. The following command sources are possible:

  • Input in the chat console through a player. To distinguish the command from a chat text, it must be marked with a leading slash. To open the chat console, press either the chat key or the command key, which immediately specifies the required slash.
  • Input in the Server console. A command can be entered there without a preceding slash, because direct chatting is not possible (only indirectly via commands). The server is not an object in the world. He cannot execute commands with the @ s selector.
  • Deposit in one Command block. As soon as this is activated by a redstone signal, the command is executed. If it is a repeat command block, this will be carried out over and over again. The slash can also be omitted in the command block.
  • Deposit in a Command blocklore. This makes the command mobile and the cart can be driven to any location that is connected to the rail network. The command is executed when the cart drives over an activation rail. The slash can also be omitted here.
  • Deposit in a functionthat is stored in a data package. The number of commands is unlimited and, in contrast to command blocks, functions are independent of loaded chunks. The slash must be omitted here. The command source is the caller of the function.
  • Achievement of a Progressin whose progress data a function is entered. The source of orders is the player who receives the progress.
  • With every tickif in the function aliasminecraft: tick one or more functions are entered. The command source is the server (see server console above in the list).
  • Use of a JSON text in command. This allows a message to be sent via the chat that contains one or more clickable text parts, each of which executes a command. The slash must be specified in the JSON text. The command source is the player who clicks on the text and thus executes the command.
  • By using a JSON text in a sign. If the JSON text contains clickable text parts, this makes the sign clickable and then triggers all commands. The command source is the player who clicks on the sign.
  • Use of a JSON text in a described book. This makes the command mobile and can be carried anywhere. Clicking on a piece of text in the book triggers the command. The command source is the player who clicks on the book.

If a command changes a block or an object in the world, the block or the object must be loaded, otherwise an error message is output.

Overview [edit]

command description
Manages data packets.
Starts or stops writing a debug log.
Executes a list of commands or a function alias that are in a mcfunction file.
Lists one or more commands and their syntax.
Displays the coordinates of the closest structure.
Displays the coordinates of the closest biome.
Reloads data packets.
Manages self-defined scores.
Name the starting value of the world.
command description
Sends the name of the sender together with an action text in the chat.
Sends a message to a player in chat (called a whisper).
Sends a message to all players in chat.
Identical with .
Sends a message in chat to all players on the same team.
Short form of
Sends a message to a player in chat, which can be formatted and mouse-sensitive.
Identical to whisper).
command description
Gives the player an advance.
Changes an attribute of the being.
Shows the player a boss bar.
Removes items from the player's inventory.
Changes a creature's properties.
Gives the being a status effect.
Gives an enchantment to the item the player is holding.
Issues an order and / or checks conditions from a being / position.
Gives or takes experience points from the player.
Changes the player's game mode.
Adds items to the player's inventory.
New with version 1.17:
Replaces, modifies, or copies items in the entity's inventory.
Immediately kill the creature.
Generates loot tables for creatures / blocks
Makes particles appear around a being / position.
Plays a sound for the player.
Gives or takes craft recipes from the player.
Not applicable with version 1.17:
Replaces items in the creature's inventory.
Changes the scores of objects (beings or inanimate objects) and / or variables.
Changes the player's spawn point.
Can observe any creature in spectator mode.
Distributes the beings within a given area in the landscape.
Stops playing all or one sound for the player.
Gives or removes a label from the being.
Manages teams for objects (beings or inanimate objects) and / or variables.
Teleports the being to the target and / or rotates it.
Displays a title screen to the player.
Identical to command
Changes the player's score.
Identical with .
command description
Copies / moves an entire block area to another position.
Changes the block object data of a block in the world.
Changes the default game mode in the world.
Changes the difficulty of the world.
Fills an entire block area with a specific block.
Permanently loads certain chunks.
Changes a basic attitude in the world.
Makes particles appear in a certain position in the world.
Makes the world available for playing together in a LAN (local network).
Replaces items in a container's inventory.
Places or deletes a block in a specific position in the world.
Changes the world spawn area.
Creates an object (creature etc.).
Bedrock-exclusive: Loads certain chunks permanently.
Changes the world time.
Bedrock Exclusive: Changes the rainfall.
Changes the weather in the world.
Changes the size of the world barrier around the world.
command description
Permanently bans a player from the server.
Permanently blocks an IP address from the server.
Shows all blocked players or IP addresses of the server.
Removes operator rights from a player for this server.
Immediately removes an active player from the server.
Lists all active players on the server.
Gives operator rights for this server to a player.
Unbans a player from the server.
Unblocks an IP address from the server.
Immediately back up the world on the server.
Issues the automatic backup of the world on the server.
Automatically backs up the world on the server.
Sets a limit to how long players can stand motionless on the server.
Immediately stop the server and shut it down.
Administration of the guest list for the server.

Parameter [edit]

Most commands have additional ones parameter or Arguments. Their order is determined by the Command syntax given. Parameters are always through Spaces separated from each other.

There are different types of parameters. To distinguish them, special syntaxes are used Metacharacters used. These are only used to identify the type of parameter and are Not entered with. There are the following types of parameters:

  • are without pointed meta brackets immutable Words that must be entered exactly like this.
  • with pointed meta brackets are placeholders for one value, e.g. B. for a player name or for coordinates.
  • or with square meta brackets - regardless of whether it is an unchangeable word or a placeholder optional, d. H. you can also enter them if you want.
  • or with vertical meta lines Alternatives. Grasp the round meta brackets necessary Alternatives together, d. H. one of those got to can be selected while square brackets optional Summarize alternatives that can be omitted.

Example:

  • The command is called.
  • The first parameter is an immutable word.
  • The second parameter is a choice of alternatives. The alternatives,, and are immutable words, while the last alternative is a placeholder for a time.
  • Meaning: You can enter e.g. or.

Input help [edit]

The -Button is of great help when entering commands and parameters because it lists possible entries and switches between them. This does not apply to the server console.

To Repetition an input is used in chat with the key.

The command shows the syntax for each command. In most cases it is the complete syntax, but not always.

In the example, the command has three parameters: (object), (optional position), and (optional NBT data), the last of which is not displayed by the / help command.

In the menu / options / chat settings you can turn on the "command suggestions", which displays a list of all available commands when entering a slash (in single player mode most server commands are not available; and are available, but not very effective). If the option is switched off, the selection list is not displayed.

The commands parser has an automatic one Input assistancewhich makes entering commands very easy. In each selection list you can make a selection with the keys and or with the mouse. If you turn the mouse wheel, the content of the list moves on. Once you have reached the list below, the key leads back to the beginning or, if you are at the beginning, the key leads to the end. Each letter entered shortens the selection list.

For example, if you enter "/ s", you will only see commands that begin with "/ s". The command parser checks the command as it is entered and displays it in red as long as it is not recognized.

The key automatically completes the entry from the selection list. Pressing repeatedly selects the selections from the list one after the other. With you come back again if you pressed too often.

This is the signal for the command parser to begin the next parameter. The input help shows the appropriate selection list for each parameter.

In the example it is a list of all objects. If you move the mouse over an ID name, the translation is displayed in the set language.

If you press, the current and the next parameter to be entered are displayed instead of the selection list. To see the selection list again, go back one character and then forwards again.

After entering the parameter and again, the input help shows the next parameter. In the example it is one position. If the crosshair points to a block, you will see the block's hitbox and its coordinates will be suggested automatically.

If the crosshair does not point to a block, three tildes are displayed, which stand for the current position of the command source (here the feet of the player entering the command in the chat).

If you press, the current and the next parameter are displayed again.

As long as a parameter is displayed in gray, it has not yet been entered. The suggestion is accepted with. Then the parameter is in a specific colour displayed. The colors always have the same order, regardless of the meaning of the parameter: the first parameter is always light blue, the second is yellow, the third is light green, etc.

There is an input help for entering target selections, which shows all selectors and the players present. If you move the mouse over one Selector, its meaning is displayed in the set language. Is the command suitable for objects and the crosshair points to a object, its UUID is also made available for selection.

Filters can be used when entering target selections. There is also an input aid for this and the meaning is displayed when you hover over it with the mouse.

The input help for blocks and objects also shows the associated alias data, they always begin with a.

Blocks can be in a specific Block state be set. To do this, you have to open a square bracket directly after the block. The input help then shows the possible block states. After selecting a block status, the input help shows the possible values ​​for the block status. Further block states can be added after entering a comma. The entry is concluded with square brackets.

Blocks and objects can be entered with NBT data. The input help displays a curly bracket at the relevant point. After entering the NBT data in the form of SNBT, you have to close the curly brackets again. Important: Block states and NBT data belong directly to the block or object, so there must be no spaces between the ID name and the square or curly brackets. Spaces within the brackets, on the other hand, are allowed.

Destination selection [edit]

In all commands in which the parameter or occurs, you can filter all players or players with certain characteristics instead of a specific player name. With some commands, objects can even be selected as targets. These Target selection is mainly used with the command block, but can also be used with a command in the chat console. This is basically one of the five Selectors to be specified, optionally with Filter can be connected. The simple target selection only makes sense in multiplayer mode (but it also works in single player mode). When filters are added, target selection also makes a lot of sense in single player mode.

Selectors [edit]

Selector importance
The player (p = player) closest to the command source (the command block or the executing player) is selected. equivalent to
All players (a = Alles) are selected. equivalent to
A random player (r = random), or when specified type-Filter also another object, is selected. equivalent to
All objects (e = entity) are selected, i.e. all players, creatures, vehicles, drops, flying projectiles etc.
The command source itself (s = self). Example for a player or a command block:. With the command, all objects found can serve as a command source, e.g. B. Not quite equivalent to

If the target selection is used instead of a parameter in a command, the command is executed one after the other for all targets found. If the selector "@e" is used with a parameter (singular), this leads to the message "Only one object is allowed, but the specified selector could supply several", for example with. In this case, the execute command is preceded and the @ s selector is used in the subcommand:.

If the target selection is sent as part of a chat message, it is replaced in the message text by a list of the targets found. This can be used to test the target selection by using the target selection with the command in single player mode, e.g.. In multiplayer mode, however, this would send a message to all players in the chat.

Filter [edit]

To make a target selection with one or more Filter connect them directly to the selector in square brackets and without spaces. The syntax is as follows:. A player or object is found when all filter conditions met are.

The filters are divided into three groups:

  • Restriction of the Selection area. Without limitation, the selection area is the whole world.
  • Restriction of Selected set. Without limitation, these are all destinations in the selection area.
  • Restriction of Target properties. Without limitation, these are all destinations in the selection area.
filter importance
Selection area: Coordinates for the center point of the selection area when specifying a radius or for a corner when specifying a cuboid area. For each coordinate that is omitted, the corresponding coordinate of the command source is used; H. without specifying a single coordinate, the command source is the center point or the corner of the selection area. Negative coordinates and decimal numbers are possible, but not relative coordinates, such as x = ~ 7. If the decimal place is omitted, ".0" is automatically assumed, which is in the lower northwest corner of a block.
Selection area: Radius in blocks around the center of the selection area. With a single value, only targets that are exactly on the radius are selected. A range of values ​​is indicated with two points, e.g. B. for "between 5 and 7 inclusive". It is also possible, for. B. for "7 and smaller" or z. B. for "5 and larger". The radius is spherical. An object is found if the center of its feet is in the selection area, the head is not checked. If the radius is omitted, the whole world is included. Floating numbers are possible. Examples:
All players whose center is in a spherical area with a radius of 15.5 around the command source as the center.
All players whose center is in a spherical area with a radius of 40 around the center (100, 60, -80).


A cart with a square hitbox of 0.98 blocks is created at position (0, 56, 0). If the center of the selection area is (0.5, 56, 0.5) and the radius is 0.5, the center of the cart will not be found because it is outside the circular radius. First a larger radius √22 (e.g. 0.7071068), lets the center of the cart lie within the radius.
Selection area: Instead of specifying a radius, the extent can also be specified. dimension) of a cuboid. The position x y z describes a corner of the cuboid. The other corner point diagonally opposite is not specified directly, but results from the addition of the values dx dy dz. Negative values ​​and decimal numbers are possible. If one or two values ​​are omitted, they are assumed to be 0. If, on the other hand, all three values ​​are omitted, the selection area is the whole world. In contrast to the spherical area, an object is found in the cuboid area as soon as part of its hitbox is in the selection area. One can dx dy dz with a radius distance combine, whereby the resulting selection area is then the space that both items enclose. Examples:
All players whose hitbox contains the point (100, 60, -80).
All players whose hitbox intersects the 4 × 2 × 5 cuboid, which is described by the diagonal corner points (100, 60, -80) and (104, 62, -75).


A cart with a square hitbox of 0.98 blocks is created at position (0, 56, 0). The edge of the hitbox at (0.49, 56, 0) lies exactly on the edge of the selection area, so the cart is found.
Selected Set: If there is less than limit If targets are in the selection area, this filter has no effect. Otherwise only the limit Players selected who are closest to the center of the selection area or at sort = furthest the limit Players furthest from the center. Examples:
The 10 closest players (@p) within a 5 block radius around the center point (100, 60, -80).
The two farthest players from the center (0, 64, 0).
The five closest players within a 10 block radius of the command source.
Selected set: The sorting in connection with a limit restricts the selection set accordingly: nearest (the most obvious), furthest (the most distant), random (randomly selected) and arbitrary (unsorted). The selector @p contains as standard sorting sort = nearest, the selector contains @r as a standard sort sort = random and the selectors @a and @e contain as standard sorting sort = arbitrary.
Objective trait: game modesurvival = Survival mode, creative = Creative mode, adventure = Adventure mode, spectator = Spectator mode. Negations are possible with. Multiple answers are only possible with negation. Examples:
All players in creative mode.
All players who are not in Creative Mode and Spectator Mode.
Target attribute: level of experience. In the case of a single value, only targets that have exactly this level are selected. A range of values ​​is indicated with two points, see distance. Example:
The next three players in spectator mode within a radius of 2-10 blocks around (1, 70, 26) who have an experience level between 3 and 25.
Target attribute: head tilt angle. Sensible values ​​are between -90 (vertically upwards) through 0 (horizontally) to 90 (vertically downwards). Floating numbers are possible. With a single value, only targets with this exact head tilt angle are selected. A range of values ​​is indicated with two points, see distance.

Objects with their head tilt not in the rotation-Save properties, such as armor stands, are selected with 0. The own angle of inclination of the head can be read off on the debug screen under "Facing". In conjunction with other filters, for example, a player can be selected who is standing in a very specific position and looking at a specific object (by looking in a specific direction).

Target property: angle of view. Sensible values ​​are between -180 (north) through -90 (east), 0 (south), 90 (west) to 180 (north). Floating numbers are possible. In the case of a single value, only targets are selected that have precisely this angle of view. A range of values ​​is indicated with two points, see distance.

Your own viewing angle can be read on the debug screen under "Facing". In connection with other target selection filters, for example, a player can be selected who is standing in a very specific position and looking at a specific object (by looking in a specific direction). Example:

All players who stand in the 1 × 1 block between (1, 70, 26) and (2, 70, 27), look to the west (at an angle between 102 and 103 degrees) and tilt their head upwards (in Angle -40 to -39 degrees).
Target property: One or more scores of scoreboard targets. Each point balance is specified within the curly brackets with its internal name and a value, whereby value ranges are also possible which are specified with two points, see distance. Examples:

.

All objects that do not yet have any score from any target.

.

All objects that have found up to 50 bonus points and treasure no. 5.
All players who have run and sneaked at least once.
Target attribute: Membership in a scoreboard team. The internal name of the team is requested. Negations are possible with. Multiple answers are only possible with negation. If a team name is not specified, the players who do not belong to a team are affected. Examples:


An armor stand that is created with the "Staender" team. It can be found through this.
All players who do not belong to any team.
All players belonging to any team.
All players who belong to the "Craftsmen" team.
All players who are not part of the "Craftsman" or "Miner" team.
Target Trait: Name of the player or creature. Negations are possible with. Multiple answers are only possible with negation. Names with spaces are written in quotation marks. Examples:
All objects that have no name.
All objects that have any name.


An armor stand that is created with the name "Fritz". It can be found through this.
All players by name oyo123 and an experience level of at least 30. The command is successful as soon as oyo123 has reached an experience level of at least 30.
All players except yoyo, anna and bibi.
All objects with the name "anna and bibi"including spaces.
Target property: Object ID of the target. Negations are possible with. Multiple answers are only possible with negation. With alias data, groups of objects can be selected with a filter. There is a special ID for taking players into account player. Namespaces are possible, but can also be omitted, in which case it is assumed. Examples:
The five creepers closest to the command source.
All objects within 10 blocks of the command source, but not players in this area.
Any object within 30 blocks of the command source that is not a cow, chicken or sheep.
All objects within 50 blocks of the command source that belong to the alias group.
Target property: An object can be provided with one or more free text labels that can be filtered in order to select the object. Negations are possible with. Multiple answers are possible with and without negation. Examples:
All objects that do not have a label.
All objects that have one or more labels.


A zombie with the labels "Rogue" and "Scoundrel" is created. If all objects with the label "Scoundrel" are selected, this zombie is included.
All objects that have the label "Scoundrel" but not the label "Scoundrel". The zombie is not there.
Target property: NBT data is queried within curly brackets. Negations are possible with. Multiple answers to the filter are possible with and without negation. Caution: Optional NBT properties can only be queried with the negative, since it is possible that some or all of the objects do not have the properties. The command can provide information on the exact spelling of an NBT property or an NBT value (in SNBT numbers are marked with letters). Namespaces must also be specified when testing for them, otherwise the test will fail. Examples:


All objects that have or do not have NBT data. But pointless, since creatures always have them.
All players who are in the Nether.
All players who are not in the Nether (i.e. in the upper world or in the end).
All players who are not in the nether and are flying.
All objects in the overworld that have 20 life points.
All boats with a pig in it.
We are looking for all objects that make noises, but none are found because the SilentProperty is optional and an object only has it if it true is.
All objects that make noise.
Goal property: Progress is queried within curly brackets. They can be determined with or. Namespaces are possible, but can also be omitted, in which case it is assumed. Examples:
All objects that have not yet made progress.
All players who progress "What a deal!" achieved.
All players who have achieved the "What a deal!" Progression but not "Beyond the Horizon" progression.
Target property: Predicates are queried and checked with their namespace, the namespace can also be omitted, then it is accepted. Predicates are conditions that JSON files were formulated within a data packet and can be checked. Negations are possible with. Multiple answers are possible with and without negation. . Examples:


All objects to which a condition applies or no condition applies. However, this is pointless as a non-existent condition always fails.
All players who meet the condition that they are in the overworld and stand on a block of grass.
All players who do not meet the condition that they are in the nether and do not hold a torch rod in their hand and are in the biome jungle.

NBT data [edit]

The parameter that some commands contain is a very powerful tool. This allows the extensive Data structure used by Minecraft. This is used to manage all game elements and to save the world. Minecraft's data structure is tree-like built according to the so-called NBT format. For some commands, parts of this data structure can be used as parameters in the form of Stringified NBT (SNBT) must be entered.

Application [edit]

Example of a data tree

You have to be very precise when entering SNBT, otherwise the command will fail. You can do this as follows:

1. Finding the right dates
For example, the NBT data of an object is different from that of a creature. Therefore, you first have to know what you want to address with the command. This results in the associated NBT data:

2. Analysis of the tree structure
When you have determined the correct data, you can look at the tree structure of the data in the corresponding article. Example: a banner has the following block object data:

  • Patterns: List of patterns
    • A pattern
      • Color: Pattern color
      • Pattern: Pattern type

The tree structure starts here with the property Patterns. This is a list, as can be recognized by the symbol, which you can also hover over with the mouse. The symbols are explained in the NBT format article. The data types Cunning and Compound are, so to speak, containers for further properties. They mean a branching of the data tree into many branches. In the article, however, only one instance of the branch is ever mentioned. For the banner that means: Die Patterns-List can contain many patterns. Each pattern then has two further branches or properties: Color and Pattern.

3. Transfer of the tree structure in SNBT
To write down the tree structure in Minecraft SNBT (Stringified NBT) is used. This format has certain rules that must be strictly adhered to. Branches of the tree structure are represented by curly or square brackets, with curly for the data type Compound are to be used, angular for the data type Cunning. For details, see the SNBT article. For a banner with two patterns, the tree structure in SNBT looks like this:

{Patterns: [{Color: Value, Pattern: Value}, {Color: Value, Pattern: Value}]}

4. Inserting the values
Each value is of a specific data type. Texts are of the data type String, Can pay Byte, Short, Int, Long, Float or Double be. This can be seen from the symbol of the value. For example, the banner has the ColorProperty an "I" in the symbol, so it is of the data type Int. You can also see this when you move the mouse over the symbol. Depending on the data type, you must now use the correct SNBT notation. A letter is usually appended to numbers, except for the data type Int. For details, see the SNBT article. For a banner with two white stripes on the left and right it looks like this:

{Patterns: [{Color: 15, Pattern: ls}, {Color: 15, Pattern: rs}]}

5. Insertion into the command
You can write all NBT data in one line:

setblock ~ ~ ~ yellow_banner {Patterns: [{Color: 15, Pattern: ls}, {Color: 15, Pattern: rs}]}

In the case of extensive or nested NBT data, the structured notation is recommended, which can be copied directly into a command block. The spaces and indentations don't interfere with Minecraft when it executes the command:

/ setblock ~ ~ ~ yellow_banner {Patterns: [{Color: 15, Pattern: ls}, {Color: 15, Pattern: rs}]}

6. Troubleshooting
If the command was unsuccessful, Minecraft throws a more or less helpful error message. Now you enter the command in an extremely abbreviated form, test this and complete it little by little until you can isolate and correct the faulty place.If you still can't find the error, you can google for examples of this command. Example:

/ setblock ~ ~ ~ yellow_banner / setblock ~ ~ ~ yellow_banner {Patterns: [{Color: 15, Pattern: ls}]} / setblock ~ ~ ~ yellow_banner {Patterns: [{Color: 15, Pattern: ls}, {Color: 15, Pattern: rs}]}

NBT data for the [edit] commands

command Example with NBT data NBT data
Gives a leather cap in the color cornflower blue
Item data
Erases a leather cap in the color cornflower blue
Item data
Put a chicken head on the player
Item data
puts up a sign at the current position with the text "Welcome" in line 1
Block object data
Place 2 × 2 signs at the current position with the text "Welcome" in line 1
Block object data
Changes the text of the sign in line 1 to "Wiki" at the current position
Block object data
Checks whether there is a sign at the current position with the text "Wiki" in line 1
Block object data
Creates a llama with a blue carpet as a saddle
Object data
Creature data
Put a saddle on all pigs within 5 blocks
Object data
Creature data
Checks all players to see if one is flying
Object data
Creature data
Player data
Checks whether the performer is in the nether and depending on the outcome this becomes weightless or not.
Object data
Creature data
Saves the JSON text in a value memory, which can be called up with.
JSON text

NBT path [edit]

Some commands use the NBT path instead of the SNBT form to only get certain values. While SNBT is a combination of names and values ​​(), only the names are used for the NBT path (). This chain of names forms the path to the value you are looking for.

NBT pathdescriptionSNBT
Returns the value of Surname back. {Surname:value}
If the returned value is an object, you can search for its values ​​directly. {Name1: {Name2:value}}
If the returned value is an object, you can query its content without changing the return value of the path. If the query fails, nothing is returned. {Name1:{Name2: value2}}
Even after the query, you can continue the path normally. {Name1: {Name2: Value2, Name3:Value3 }}
If the returned value is a list, the appropriate entry can be obtained with the index. The first entry has the index 0. {Name: [value1, Value2, Value3]}
You can also continue the path normally after lists. {Name1: [{Name2:Value1}, Value2, value3]}
With a negative index one starts with the last entry. {Name: [value1, value2, Value3 ]}
If the returned value is a list, then all entries are returned. {Surname:[ Value1, Value2, Value3 ]}
You can continue the path normally even with several entries. {Name1: [{Name2:Value1}, {Name2:Value2}, {Name2:Value3} ]}
If the returned value is a list of objects, you can select entries from the list according to their content. If none of the entries meet the query, nothing is returned. If several entries meet the query, all applicable entries are returned. {Name1: [{Name2: Value1}, {Name2: value2}, {Name2: value3}]}
Even after the query, you can continue the path normally. {Name1: [{Name2: Value1}, {Name2: Value2, Name3:Value4 }, {Name2: Value3}]}

Some commands change the returned value. If the specified path does not yet fully exist, the path will be created.

Notes [edit]

By using values ​​that are not normally used by the program, effects can be achieved that are not always useful. In the worst case, the game can even crash. It is therefore advisable to try out new values ​​and combinations in a test world before using them.

Not all properties can be changed either. For some, the change is ignored by the program (e.g. zombie horses with a different coat color). Properties that are not visible (e.g. health points) can only be checked with a program such as the "NBT Explorer". In this case, the test is recommended in a world of the flatland type (i.e. without caves) in chunk 0/0, which can be easily found with the NBT Explorer (it is in the region file r.0.0.mca).

If a command is longer than 256 characters, it can no longer be used in the chat console, but only in a command block. A structured structure is recommended for longer commands. The command can also be copied into a command block in this structured form; it is not necessary to remove the spaces and line breaks. However, the line breaks must be removed for use in a function.

Example [edit]

/ summon minecraft: horse ~ ~ ~ {Tame: true, Variant: 3, ArmorItem: {id: "minecraft: golden_horse_armor", Count: 1b}, Passengers: [{id: "minecraft: witch", HandItems: [{id : "minecraft: blaze_rod", Count: 1b}]}]}

The command creates a horse with NBT data. The horse must be tame (Tame: 1), otherwise the witch will throw it off again. It has brown fur (variant: 3) and wears gold armor (id: golden_horse_armor). Rider on Horseback (Passengers) is a witch (id: witch) who holds a tan rod (id: blaze_rod) in her hand. The HandItems-Property always contains two objects. If only the first is given, the second is assumed to be empty.

Data packets [edit]

Data packets are files created by the player, such as alias data, functions and progress data, that can be retrieved.

Features [edit]

Functions are a list of commands contained in a mcfunctionFile that is called with the command.

Technology [edit]

Gallery [edit]

  • Here you can activate the cheat commands in single player mode

History [edit]

Version history of the Java Edition
Classic
0.0.15a
  • Multiplayer mode added for the first variant of Minecraft (creative mode)
  • The server has a console where you can enter commands
  • The client receives a chat console in which you can also enter commands, but only in multiplayer mode
  • The first orders are[1]: / op, / deop, / broadcast, / teleport, / kick, / ban, / unban, / banip
0.0.16a
  • / say is an abbreviation for / broadcast
0.0.17a
0.0.20
  • New command / solid, with which you can switch on or off that the indestructible bedrock is generated instead of stone
Alpha1.0.16
  • Multiplayer mode added for the second variant of Minecraft (survival mode)
  • The model is the multiplayer mode for the creative mode, almost all commands are adopted, except for / solid and / setspawn
  • The command / teleport is adopted as / tp
  • The chat console for the client is also taken over, it can still only be used in multiplayer mode
  • New commands / help (or /?), / Banlist, / pardon-ip, / stop
  • New command / home that teleports the player to his spawn point
  • New commands for plundered server worlds, they only work every five minutes: / iron gives the player 5 iron bars, / wood gives the player 5 oak logs, / give gives the player the specified amount of the item with the specified ID [2][3][4]; the commands / iron and / wood will be removed a few versions later
Alpha1.0.16.1
Alpha1.0.17
Alpha1.2.4
Alpha1.2.5
  • The / home command is removed again
Alpha1.2.6
Beta1.3
Beta1.7.3
Full version 1.0(Beta 1.9-pre1)
Full version 1.3
12w16a
  • The chat console will also be made usable in single player mode
  • The following multiplayer mode commands are also available as cheats in single player mode: / gamemode, / give, / kill, / time, / toggledownfall and / xp
12w17a
  • The / help command is added to single player mode
12w21a
12w22a
12w24a
  • The / tp command is added to single player mode
  • New command / publish
12w25a
  • Cheat commands can be switched off when opening a LAN world
12w27a
Full version 1.4