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'''Commands''' are advanced functions activated by typing certain strings of text. {{TOC|right}} == Usage == In a regular ''Minecraft'' client or the [[stand alone client]], commands are entered via ''Minecraft's'' [[chat]] window, which is displayed by pressing the {{key|T}} key (default) or {{key|/}} key. Using the {{key|/}} key will also enter the forward slash that commands require as a prefix, so it is a useful shortcut. Pressing {{key|Tab}} while entering commands cycles through possible commands or arguments. Commands may also be entered in a multiplayer [[server]]'s console, but are '''not''' preceded by a {{key|/}} when entered this way. A server admin running commands in this way is often referred to as "ghosting". Commands in [[command block]]s '''can be''' preceded by a slash, but it is not required. Commands in a command block may also require an optional argument, usually a player's username. The majority of commands are only available in the following situations: * In a ''Minecraft'' [[multiplayer]] [[server]] game, entered by an [[operator]] or [[command block]]. * In other multiplayer games, entered by the player who opened a [[LAN]] game with cheats enabled, or is hosting their own multiplayer [[server]] * In [[singleplayer]], if cheats were enabled at world creation (via the "More World Options..." button). Some [[#Player commands|player commands]] are also available in singleplayer even when cheats are not enabled. '''Note:''' In singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( {{key|Esc}} β "Open to LAN", then "Allow Cheats" button and "Start LAN World"). You do not actually need to be on a LAN or have others join. This is not permanent, but will allow the use of commands until you quit the world, and changes you make via commands (items spawned, etc.) will be saved with the world. You can do this each time you start playing the world again. Note that this will disable game pausing for the duration, so while open to LAN, you should get somewhere safe or reload your world before using the Game Menu. Remember that you can disable your LAN world by reloading the world. === Tilde notation === Many commands allow ''relative'' coordinates to be specified using [[wikipedia:tilde|tilde]]s (<code>~</code>). A number following a tilde is an ''offset'' from something rather than a coordinate. The sign of the offset specifies whether to go in the positive or negative direction for that axis. A single tilde by itself is shorthand for <code>~0</code>. For example, <code>/tp 0 64 0</code> will teleport the user to the coordinate (0, 64, 0), while <code>/tp ~3 ~ ~-3</code> will teleport the user to a position +3 blocks in the "x" direction (i.e., east), keep their current height, and -3 blocks in the "z" direction (i.e., north). Usually absolute coordinates can be mixed with relative coordinates. For example, <code>/tp ~ 64 ~</code> will keep the user's "x" and "z" coordinates the same, but teleport them to absolute height of 64. The origin for the offset depends on the command. For example, in {{cmd|tp}} the offset is from the target's starting position. Other common offsets include from the position of the command's execution or from another coordinate specified by the command. === Target selectors === In most commands where a player may be specified as an argument, it is possible to "target" one or more players satisfying certain conditions instead of specifying players by name. To target players by condition, choose a target selector variable and, optionally, one or more target selector arguments to modify the conditions to be satisfied. For example, to change the game mode of all players on team Red to creative mode, instead of specifying them by name individually: :<code>/gamemode creative @a[team=Red]</code> <!-- please retain double newline above for section differentiation --> ==== Target selector variables ==== {| class="floatright wikitable" style="clear:none;margin-left:1em;" |+ Summary of target selector variables ! Variable !! Function |- | <code>@p</code> || nearest player |- | <code>@r</code> || random player |- | <code>@a</code> || all players |- | <code>@e</code> || all entities |} A target selector variable identifies the broad category of targets to select. There are four variables: ; <code>@p</code> : Targets the nearest player. If there are multiple nearest players, caused by them being precisely the same distance away, the player who most recently joined the server is selected. : [[#Target selector arguments|Target selector arguments]] may be used to reduce the set of players from which the nearest player will be selected. For example, <code>@p[team=Red]</code> will target the nearest player on team Red even if there are other players closer. : The <code>c</code> target selector argument can be used to increase the number of nearest players targeted (for example, <code>@p[c=3]</code> will target the three nearest players). When negative, <code>c</code> will reverse the order of targeting (for example, <code>@p[c=-1]</code> will target the ''farthest'' player). ; <code>@r</code> : Targets a random player (or entity with the <code>type</code> target selector argument). : [[#Target selector arguments|Target selector arguments]] may be used to reduce the set of players from which a random player will be targeted. For example, <code>@r[team=Red]</code> will only target a random player from team Red. : The <code>c</code> target selector argument can be used to increase the number of random players targeted. For example, <code>@r[c=3]</code> will target three random players. : When used without the <code>type</code> argument, <code>@r</code> always targets a random player. The <code>type</code> argument can be used to target non-player entities (for example, <code>@r[type=Zombie]</code> will target a random [[zombie]], <code>@r[type=!Player]</code> will target a random non-player entity, <code>@r[type=!Zombie]</code> will target a random non-zombie, etc.). ; <code>@a</code> : Targets all players, including dead players. No other selector will find dead players. : [[#Target selector arguments|Target selector arguments]] may be used to reduce the set of players targeted. For example, <code>@a[team=Red]</code> will only target players on team Red. ; <code>@e</code> : Targets all entities (including players). : [[#Target selector arguments|Target selector arguments]] may be used to reduce the set of entities targeted. For example, <code>@e[type=Cow]</code> will only target cows. <!-- please retain double newline above for section differentiation --> ==== Target selector arguments ==== {| class="floatright wikitable" style="clear:none;margin-left:1em;" |+ Summary of target selector arguments ! colspan="2" | Selection by Position |- ! Argument(s) !! Selection criteria |- | <code>x</code>, <code>y</code>, <code>z</code> | [[#Selecting targets by coordinate|coordinate]] |- | <code>r</code>, <code>rm</code> | [[#Selecting targets by radius|radius (max, min)]] |- | <code>dx</code>, <code>dy</code>, <code>dz</code> | [[#Selecting targets by volume|volume dimensions]] |- ! colspan="2" | Selection by Scoreboard Values |- ! Argument(s) !! Selection criteria |- | <code>score_''name''</code> | [[#Selecting targets by score|max score]] |- | <code>score_''name''_min</code> | [[#Selecting targets by score|min score]] |- | <code>tag</code> | [[#Selecting targets by tag|scoreboard tag]] |- | <code>team</code> | [[#Selecting targets by team|team name]] |- ! colspan="2" | Selection by Traits |- ! Argument(s) !! Selection criteria |- | <code>c</code> | [[#Selecting targets by count|count]] |- | <code>l</code>, <code>lm</code> | [[#Selecting targets by experience level|experience level (max, min)]] |- | <code>m</code> | [[#Selecting targets by game mode|game mode]] |- | <code>name</code> | [[#Selecting targets by name|entity name]] |- | <code>rx</code>, <code>rxm</code> | [[#Selecting targets by vertical rotation|vertical rotation (max, min)]] |- | <code>ry</code>, <code>rym</code> | [[#Selecting targets by horizontal rotation|horizontal rotation (max, min)]] |- | <code>type</code> | [[#Selecting targets by type|entity type]] |} After using a target selector, you can optionally use arguments to modify the set of targets selected. When used with <code>@a</code> or <code>@e</code>, arguments narrow down the number of targets from the full list to a specific few. When used with <code>@p</code> or <code>@r</code>, arguments narrow the number of targets down from the full list to a smaller set from which the nearest or random player is selected. Add argument-value pairs as a comma-separated list contained within square brackets after the target selector variable: : <code>@<variable>[<argument>=<''value''>,<argument>=<''value''>,β¦]</code>. Spaces are not allowed around the brackets, equal signs, or commas, and only commas may be used to separate argument-value pairs. Arguments are case-sensitive and unsupported arguments are silently ignored. For example, <code>kill @e[type=Creeper,r=20]</code> will kill all creepers in a 20-block radius, but <code>kill @e['''T'''ype=Creeper,r=20]</code> (the 't' in 'type' capitalized) will kill ''all'' entities (including players) in that radius because there is no longer a ''valid'' argument limiting the targets to just creepers. If the first few arguments (up to four) are specified simply as values without identifying the arguments, they are assumed to be, in order, <code>x</code>, <code>y</code>, <code>z</code>, and <code>r</code>. Thus, the following two commands are identical: :<code>/gamemode creative @a[x=10,y=20,z=30,r=4]</code> :<code>/gamemode creative @a[10,20,30,4]</code> ;{{anchor|Selecting targets by coordinate}}Selecting targets by coordinate : <code>[x=''X'',y=''Y'',z=''Z'']</code> β Selects targets based on distance to that exact position. Combine with selecting by radius to select only targets at that specific position. : The coordinates have to be integers and must be exact - [[#Tilde notation|tilde notation]] is not available for selector argument coordinates. ;{{anchor|Selecting targets by radius}}Selecting targets by radius : <code>[r=''R'']</code> β Selects only targets less than ''R'' blocks from the command's execution. : <code>[rm=''RM'']</code> β Selects only targets more than ''RM'' blocks from the command's execution. :If a coordinate (above) and either or both radius/i are both defined, the radius/i will center on the coordinate rather than the postion of the command's execution. By using a very distant coordinate and a very large radius, it is possible to simulate a near-linear edge to use to specify targets. ;{{anchor|Selecting targets by volume}}Selecting targets by volume : <code>[dx=''DX'',dy=''DY'',dz=''DZ'']</code> : Selects only targets within the volume defined as starting from the location where the command was executed and extending ''DX'' blocks in the "x" direction (i.e., east/west), ''DY'' blocks in the "y" direction (i.e., upwards/downwards), and ''DZ'' blocks in the "z" direction (i.e., north/south). If an initial coordinate is specified with the <code>x</code>, <code>y</code>, and <code>z</code> arguments, that will be used instead of the position of the command's execution for the lower northwestern corner (<code>dx</code>, <code>dy</code>, and <code>dz</code> still specify ''distances'' from that coordinate; they do ''not'' specify a separate coordinate). : It is possible to combine selection by radius and selection by volume, in which case the command will only select targets within the overlap of both regions (within certain radius/i of the volume's lower northwest corner and not outside the defined volume). ;{{anchor|Selecting targets by score}}Selecting targets by score : <code>[score_''name''=''SCORE'']</code> β Selects only targets with a score in objective ''name'' of no more than ''SCORE''. : <code>[score_''name''_min=''SCOREMIN'']</code> β Selects only targets with a score in objective ''name'' of no less than ''SCOREMIN''. : For example, <code>@a[score_points_min=30,score_points=39]</code> will select all players with a score in objective "points" between 30 and 39 (inclusive). {{see also|Scoreboard#Objectives}} ;{{anchor|Selecting targets by tag}}Selecting targets by tag : <code>[tag=''TAG'']</code> β Selects only targets that have been given the scoreboard tag ''TAG''. : <code>[tag=!''TAG'']</code> β Selects only targets that have ''not'' been given the scoreboard tag ''TAG''. : <code>[tag=]</code> β Selects only targets without ''any'' scoreboard tags. : <code>[tag=!]</code> β Selects only targets with ''any'' scoreboard tags. {{see also|Scoreboard#Tags_commands}} ;{{anchor|Selecting targets by team}}Selecting targets by team : <code>[team=''TEAM'']</code> β Selects only targets on team ''TEAM''. : <code>[team=!''TEAM'']</code> β Selects only targets ''not'' on team ''TEAM''. : <code>[team=]</code> β Selects only targets not on ''any'' team. : <code>[team=!]</code> β Selects only targets on ''any'' team. {{see also|Scoreboard#Teams}} ;{{anchor|Selecting targets by count}}Selecting targets by count : <code>[c=''C'']</code> β Selects only the specified number of targets. Usually in order of distance from the command executor. : When used with <code>@p</code> or <code>@r</code>, this argument defaults to 1, so using a higher number will ''increase'' the number of nearest or random targets returned. When used with <code>@a</code> or <code>@e</code>, this argument returns only the nearest targets. :If there are multiple nearest targets, caused by them being precisely the same distance away, targets are sorted by the time they have been on the server (since their most recent join for players or their creation for other entities) with the longest times selected first. For example, ''if equally distant'', <code>@a[c=1]</code> will select the player who has been on the server the longest and <code>@e[type=Creeper,c=3]</code> will select the three oldest creepers. : When used with a negative value, the order of targets is reversed. For example, <code>@p[c=-3]</code> will return the three ''farthest'' targets, and, if all potential targets are equally far away, <code>@e[c=-3]</code> will select the last three targets created. ;{{anchor|Selecting targets by experience level}}Selecting targets by experience level : <code>[l=''L'']</code> β Selects only targets with no more than ''L'' experience levels. : <code>[lm=''LM'']</code> β Selects only targets with no less than ''LM'' experience levels. ;{{anchor|Selecting targets by game mode}}Selecting targets by game mode : <code>[m=''M'']</code> β Selects only targets on the specified [[game mode]]. : <code>[m=!''M'']</code> β Selects only targets that are ''not'' on the specified [[game mode]]. : Permitted values for ''M'' are: :* <code>-1</code>: all game modes :* <code>0</code>, <code>s</code>, <code>survival</code>: survival mode :* <code>1</code>, <code>c</code>, <code>creative</code>: creative mode :* <code>2</code>, <code>a</code>, <code>adventure</code>: adventure mode :* <code>3</code>, <code>sp</code>, <code>spectator</code>: spectator mode ;{{anchor|Selecting targets by name}}Selecting targets by name : <code>[name=''NAME'']</code> β Selects only targets named ''NAME''. : <code>[name=!''NAME'']</code> β Selects only targets ''not'' named ''NAME''. ;{{anchor|Selecting targets by vertical rotation}}Selecting targets by vertical rotation : <code>[rx=''RX'']</code> β Selects only targets with a maximum vertical rotation of ''RX''. : <code>[rxm=''RXM'']</code> β Selects only targets with a minimum vertical rotation of ''RXM''. : Vertical rotation values vary from -90.0 facing straight up to 90.0 facing straight down (thus vertical rotation values increase with rotation ''downwards''). ;{{anchor|Selecting targets by horizontal rotation}}Selecting targets by horizontal rotation : <code>[ry=''RY'']</code> β Selects only targets with a maximum horizontal rotation of ''RY''. : <code>[rym=''RYM'']</code> β Selects only targets with a minimum horizontal rotation of ''RYM''. : Horizontal rotation values vary from -180.0 (facing due north), to -90.0 (facing due east), to 0.0 (facing due south), to 90.0 (facing due west), to 179.9 (just west of due north) before wrapping back to -180.0 (thus horizontal rotation values increase with rotation to the right, or clockwise viewed from above). ;{{anchor|Selecting targets by type}}Selecting targets by type : <code>[type=''TYPE'']</code> β Selects only targets of the specific entity type. : <code>[type=!''TYPE'']</code> β Selects only targets ''not'' of the specific entity type. : ''TYPE'' must be an [[Data values#Entity IDs|entity ID]] used to identify different types of entities internally (for example, <code>Creeper</code> for [[creeper]]s, <code>MinecartRideable</code> for regular [[minecart]]s, <code>PrimedTnt</code> for primed [[TNT]], etc.). Entity IDs are case-sensitive and invalid entity IDs will cause the command to fail. : When used with <code>@r</code>, can change its normal behavior of targeting only players to target other entities. <!-- please retain double newline above for section differentiation --> === Data tags === A '''data tag''' is a sequence of text which describes a data structure using [[wikipedia:attribute-value pair|attribute-value pair]]s. Data tags are used in commands to specify complex data for players, entities, and some blocks. A data tag consists of zero or more attribute-value pairs separated by commas and delineated by curly brackets. Each attribute-value pair consists of an attribute name and the attribute's value, separated by a colon. Some values, however, may themselves contain attribute-value pairs, allowing a data tag to describe a hierarchical data structure. :''Example:'' <code>{name1:123,name2:"sometext",name3:{subname1:456,subname2:789}}</code> The data structures that data tags describe are the same ones used in ''Minecraft'''s save files. These data structures are described in other articles and commands expect data tags to use the same attribute names (which are case-sensitive): {| class="wikitable" |+ Data Structure Specification Links ! Objects ! Examples |- | [[Chunk format#Block entity format|Block entities]] | chests, furnaces, command blocks, mob spawners, signs, etc. |- | [[Player.dat#Item structure|Items]] | items in inventories (includes specifications for enchantments, lore, custom names, etc.) |- | [[Chunk format#Items and XPOrbs|Item entities]] | items on the ground |- | [[Chunk format#Mobs|Mobs]] | creepers, cows, villagers, etc. |- | [[Chunk format#Projectiles|Projectiles]] | arrows, fireballs, thrown potions, etc. |- | [[Chunk format#Vehicles|Vehicles]] | boats, minecarts, etc. |- | [[Chunk format#Dynamic Tiles|Dynamic tiles]] |primed TNT, falling sand/gravel/anvils |- | [[Chunk format#Other|Other entities]] | firework rockets, paintings, and item frames |} The defined data structures also expect the values to be of the correct type. {| class="wikitable" |+ Data Tags Value Types ! Type ! Description |- | {{nbt|byte|Byte}} | An integer between -128 and 127 (inclusive). |- | {{nbt|short|Short}} | An integer between -32,768 and 32,767 (inclusive). |- | {{nbt|int|Int}} | An integer between -2,147,483,648 and 2,147,483,647 (inclusive). |- | {{nbt|long|Long}} | An integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807 (inclusive). |- | {{nbt|float|Float}}<br>{{nbt|double|Double}} | Numbers which can have a decimal portion (for example, <code>3.14159</code>). |- | {{nbt|string|String}} | A sequence of text, optionally delineated with double quotes. Double quotes ''must'' be used if the String contains commas, curly brackets, or square brackets. To include a double quote ''inside'' a String, add a backslash before the double quote. :''Example:'' <code>"Call me \"Ishmael\""</code> |- | {{nbt|list|List}} | A sequence of values, separated by commas and delineated with square brackets. The values must be of the same type, which is dictated by the first value in the sequence. :''Example:'' <code>[3.2,64.5,129.5]</code> |- | {{nbt|int-array|Int Array}} | A sequence of integers between -2,147,483,648 and 2,147,483,647 (inclusive), separated by commas and delineated with square brackets. |- | style="white-space:nowrap" | {{nbt|compound|Compound}} | A sequence of attribute-value pairs, separated by commas and delineated with curly brackets. :''Example:'' <code>{X:3,Y:64,Z:129}</code> Every data tag argument is itself a Compound. |} The {{nbt|byte-array|Byte Array}} type is unavailable to commands.<!-- see net/minecraft/server/MojangsonPrimitiveParser in mc-dev --> Some commands may require that a number's type be specified by adding a letter (B, S, L, F, D) to the end of the value. For example, <code>3s</code> for a short, <code>3.2f</code> for a float, etc. (This doesn't work with I for int.) The letter can be uppercase or lowercase. When no letter is used and Minecraft can't tell the type from context, it assumes double (if there's a decimal point), int (if there's no decimal point and the number is small enough to store as an int), or string (if neither is true). A square-bracketed literal is assumed to be an int array if every element that's between commas is an int; otherwise, it is assumed to be a list. An exception applies: <code>[]</code> is an empty list, but <code>[,]</code> is an empty int array. When commands such as {{cmd|testfor}}, {{cmd|testforblock}}, and {{cmd|clear}} are used to match data tags, they only check for the presence of the provided tags in the target entity/block/item. This means that the entity/block/item may have additional tags and will still match. This is true even for lists and arrays: the order of a list is not acknowledged, and as long as every requested element is in the list, it will match even if there are additional elements. The format used for data tags is a [https://google-gson.googlecode.com/svn/trunk/gson/docs/javadocs/com/google/gson/stream/JsonReader.html#setLenient%28boolean%29 lenient] form of [[wikipedia:JSON|JSON]]. === {{anchor|Raw JSON Text}} Raw JSON text === The {{cmd|tellraw}} and {{cmd|title}} commands use strict JSON syntax. Scores and target selectors are evaluated for a [[Sign]] when it is placed or edited and for a [[Written Book]] when it is "resolved" (opened for the first time after signing). They won't update after that, and they won't work if edited onto an existing sign with an NBT editor, or onto a book that's already marked resolved. There's no way to wrap text onto the next line of a sign or the next page of a book during resolution; instead, the extra text will simply disappear. The format of raw JSON text is a JSON Object which supports the following (mostly optional) elements: <div class="treeview"> * {{nbt|compound}} The base chat component Object ** {{nbt|string|text}}: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use '''selector''' instead. "\n" is newline (enter). ** {{nbt|list|extra}}: A list of additional objects, sharing the same format as the base object. *** {{nbt|compound}} A list element with the same format as the base object (recursive). Note that all properties of this object are inherited by children except for '''text''', '''extra''', '''translate''', '''with''', and '''score'''. This means that children will retain the same formatting and events as this object unless they explicitly override them. ** {{nbt|string|color}}: The color to render this text in. Valid values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white", and "reset" (cancels out the effects of colors used by parent objects). Technically, "bold", "underline", "italic", "strikethrough", and "obfuscated" are also accepted, but it may be better practice to use the tags below for such formats. ** {{nbt|string|bold}}: Boolean (true/false) - whether to render text in bold. Defaults to false. ** {{nbt|string|underlined}}: Boolean (true/false) - whether to render text underlined. Defaults to false. ** {{nbt|string|italic}}: Boolean (true/false) - whether to render text in italics. Defaults to false. ** {{nbt|string|strikethrough}}: Boolean (true/false) - whether to render text with a strikethrough. Defaults to false. ** {{nbt|string|obfuscated}}: Boolean (true/false) - whether to render text obfuscated. Defaults to false. ** {{nbt|string|insertion}}: When the text is shift-clicked by a player, this string will be inserted in their chat input. It will not overwrite any existing text the player was writing. ** {{nbt|compound|clickEvent}}: Allows for events to occur when the player clicks on text. *** {{nbt|string|action}}: The action to perform when clicked. Valid values are "open_url" (opens '''value''' as a URL in the player's default web browser), "open_file" (opens the '''value''' file on the users computer), "twitch_user_info" (opens info about a twitch user), "run_command" (has '''value''' entered in chat as though the player typed it themselves. This can be used to run commands, but the command will fail if the player does not have the required permissions to use it), "change_page" (can only be used in written books) changes to page '''value''' if that page exists, and "suggest_command" (similar to "run_command", but the text only appears in the player's chat input, and is not automatically entered. Unlike '''insertion''', this will replace the existing contents of the chat input). "open_file" and "twitch_user_info" cannot be used with commands. *** {{nbt|string|value}}: The URL, file, twitch user, chat, command or book page used by the specified '''action'''. Note that commands must be prefixed with the usual "/" slash. ** {{nbt|compound|hoverEvent}}: Allows for a tooltip to be displayed when the player hovers their mouse over text. *** {{nbt|string|action}}: The type of tooltip to show. Valid values are "show_text" (shows raw JSON text), "show_item" (shows the tooltip of an item which can have NBT tags), "show_achievement" (shows formatted text describing an achievement or statistic. Normal achievement names are green, final achievement names are dark_purple, and statistic names are gray. In addition, a description is given for achievements), and "show_entity" (shows an entity's name, possibly its type, and its UUID). *** {{nbt|string|value}}: The formatting of this tag varies depending on the action. Note that "show_text" is the only action to support an Object as the value; all other action values are Strings and should thus be wrapped in quotes. **** ''"show_text"'': Can be either a raw String of text, or an Object with the same formatting as this base object. Note that '''clickEvent''' and '''hoverEvent''' do not function within the tooltip, but the formatting and '''extra''' tags still work. **** ''"show_item"'': A ''string'' formatted like item NBT data. Contains the "id" tag, and optionally the "Damage" tag and "tag" tag (which is the same compound used as "dataTag" in the {{cmd|give}} command). **** ''"show_achievement"'': The achievement or statistic's name. This uses the same format as achievement and statistic [[Scoreboard#Objectives|Scoreboard objective criteria]] and the {{cmd|achievement}} command. **** ''"show_entity"'': A ''string'' formatted like a compound with the string values "type" (such as "Zombie"), "name", and "id" (should be an entity UUID, but can actually be any string). ** {{nbt|string|translate}}: The translation identifier of text to be displayed using the player's selected language. This identifier is the same as the identifiers found in lang files from assets or resource packs. The translated text will only be displayed if the '''text''' string is ''not'' used. ** {{nbt|list|with}}: A list of chat component arguments and/or string arguments to be used by '''translate'''. *** The arguments are text corresponding to the arguments used by the translation string in the current language, in order (for example, the first list element corresponds to "%1$s" in a translation string). ** {{nbt|compound|score}}: A player's score in an objective. Displays nothing if the player is not tracked in the given objective. Ignored completely if '''text''' or '''translate''' is present. *** {{nbt|string|name}}: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoreboard system. In addition, if the name is "*", it will show the reader's own score (for example, <code>/tellraw @a {score:{name:"*",objective:"obj"}}</code> will show every online player their own score in the "obj" objective). Note that non-player entity scores (such as @e[type=Cow]) do not show, even if the entity has been given a score in the objective. *** {{nbt|string|objective}}: The internal name of the objective to display the player's score in. *** {{nbt|string|value}}: Optional. If present, this value is used regardless of what the score would have been. ** {{nbt|string|selector}}: A string containing a selector (@p,@a,@r, or @e) and, optionally, selector arguments. Unlike '''text''', the selector will be translated into the correct player/entity names. If more than one player/entity is detected by the selector, it will be displayed in a form such as 'Name1 and Name2' or 'Name1, Name2, Name3, and Name4'. Ignored completely if '''text''', '''translate''', or '''score''' is present. Clicking a player's name inserted into a /tellraw command this way will suggest a command to whisper to that player. Shift-clicking a player's name will insert that name into chat. Shift-clicking a non-player entity's name will insert its UUID into chat. </div> Due to the '''extra''' tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json text doesn't have to be complicated at all: virtually all properties are optional and may be left out. To be valid, each object must have at least either '''text''', '''translate''', '''score''' or '''selector''' (everything else is optional). As a matter of shorthand, however, the entire Object may be substituted with a String. In this case, that string will be considered the value of the '''text''' property. For example, <code>"This is raw text"</code> is equivalent to <code>{text:"This is raw text"}</code>. This shorthand substitution is valid anywhere a raw text object is required (including the base <''raw json message''> argument of {{cmd|tellraw}}, the elements of the '''extra''' list, and the '''value''' of a "show_text" '''hover_event'''). /tellraw also accepts an array of objects and/or strings; they are concatenated. It even accepts a tree of nested arrays; they are traversed depth-first. For example: /tellraw @a ["Hello there, ",{selector:"@p"},"."] /tellraw @a [<!-- -->[<!-- -->[<!-- -->["The "<!-- -->],<!-- -->[<!-- -->["quick ",<!-- -->"brown "<!-- -->],<!-- -->[<!-- -->{selector:"@p"},<!-- -->" jumps "<!-- -->],<!-- -->"over "<!-- -->],<!-- -->"the "],<!-- -->[<!-- -->"lazy ",<!-- -->"dog."<!-- -->]<!-- -->]<!-- -->] Finally, unlike other commands using JSON, {{cmd|tellraw}} Strings support Unicode via the notation <code>\u####</code>, where #### is the Unicode hexadecimal number for the desired character. ;External links : [//www.minecraftforum.net/topic/1975697-174-tellraw-formatting-examples-updated-to-14w02c Skylinerw's JSON Formatting Examples] : [//minecraftjson.com Tellraw Generator] == Summary of commands == The table below summarizes available commands. Click a column heading to sort by that column. {| class="sortable wikitable" style="text-align:center;" |+ Summary of Commands ! style="text-align:left;" | Command ! style="text-align:left;" | Description ! {{Tooltip|Op Only|Commands only usable by operators}} ! {{Tooltip|OP level|Required to perform the command of OP level}} ! {{Tooltip|MP Only|Commands only usable in multiplayer}} ! {{Tooltip|Blocks|Commands which modify or query blocks}} ! {{Tooltip|Entities|Commands which modify or query entities (mobs, items, etc.)}} ! {{Tooltip|Players|Commands which modify or query players}} ! {{Tooltip|World|Commands which modify or query the world}} |- | style="text-align:left;" | {{cmd|achievement}} | style="text-align:left;" | Gives or removes an achievement from a player. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|ban}} | style="text-align:left;" | Adds player to banlist. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|ban-ip}} | style="text-align:left;" | Adds IP address to banlist. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|banlist}} | style="text-align:left;" | Displays banlist. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|blockdata}} | style="text-align:left;" | Modifies the data tag of a block. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|clear}} | style="text-align:left;" | Clears items from player inventory. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|clone}} | style="text-align:left;" | Copies blocks from one place to another. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|debug}} | style="text-align:left;" | Starts or stops a debugging session. | {{tc|yes|Op}} || 3 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|defaultgamemode}} | style="text-align:left;" | Sets the default [[game mode]]. | {{tc|yes|Op}} || 3 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|deop}} | style="text-align:left;" | Revoke operator status from a player. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|difficulty}} | style="text-align:left;" | Sets the difficulty level. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|effect}} | style="text-align:left;" | Add or remove [[status effect]]s. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|enchant}} | style="text-align:left;" | Enchants a player item. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|entitydata}} | style="text-align:left;" | Modifies the data tag of an entity. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|execute}} | style="text-align:left;" | Executes another command. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|fill}} | style="text-align:left;" | Fills a region with a specific block. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|gamemode}} | style="text-align:left;" | Sets a player's [[game mode]]. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|gamerule}} | style="text-align:left;" | Sets or queries a game rule value. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|give}} | style="text-align:left;" | Gives an item to a player. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|help}} | style="text-align:left;" | Provides help for commands. | {{tc|-}} || 0 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|kick}} | style="text-align:left;" | Kicks a player off a server. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|kill}} | style="text-align:left;" | Kills entities (players, mobs, items, etc.). | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|list}} | style="text-align:left;" | Lists players on the server. | {{tc|yes|Op}} || 0 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|me}} | style="text-align:left;" | Displays a message about yourself. | {{tc|-}} || 0 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|op}} | style="text-align:left;" | Grants operator status to a player. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|pardon}} | style="text-align:left;" | Removes entries from the banlist. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|particle}} | style="text-align:left;" | Creates particles. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|playsound}} | style="text-align:left;" | Plays a sound. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|publish}} | style="text-align:left;" | Opens single-player world to local network. | {{tc|yes|Op}} || 4 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|replaceitem}} | style="text-align:left;" | Replaces items in inventories. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|save-all}} | style="text-align:left;" | Saves the server to disk. | {{tc|yes|Op}} || 4 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|save-off}} | style="text-align:left;" | Disables automatic server saves. | {{tc|yes|Op}} || 4 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|save-on}} | style="text-align:left;" | Enables automatic server saves. | {{tc|yes|Op}} || 4 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|say}} | style="text-align:left;" | Displays a message to multiple players. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|scoreboard}} | style="text-align:left;" | Manages objectives, players, teams, and tags. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|seed}} | style="text-align:left;" | Displays the [[world seed]]. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|setblock}} | style="text-align:left;" | Changes a block to another block. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|setidletimeout}} | style="text-align:left;" | Sets the time before idle players are kicked. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|setworldspawn}} | style="text-align:left;" | Sets the [[Spawn#Player spawning|world spawn]]. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|spawnpoint}} | style="text-align:left;" | Sets the spawn point for a player. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|spreadplayers}} | style="text-align:left;" | Teleports entities to random locations. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|stats}} | style="text-align:left;" | Update objectives from command results. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|stop}} | style="text-align:left;" | Stops a server. | {{tc|yes|Op}} || 4 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|stopsound}} | style="text-align:left;" | Stops a sound. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|summon}} | style="text-align:left;" | Summons an entity. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|teleport}} | style="text-align:left;" | Teleports entities. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|tell}} | style="text-align:left;" | Displays a private message to other players. | {{tc|-}} || 0 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|tellraw}} | style="text-align:left;" | Displays a JSON message to players. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|testfor}} | style="text-align:left;" | Counts entities matching specified conditions. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|testforblock}} | style="text-align:left;" | Tests whether a block is in a location. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|testforblocks}} | style="text-align:left;" | Tests whether the blocks in two regions match. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|yes|Blocks}} || {{tc|-}} || {{tc|-}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|time}} | style="text-align:left;" | Changes or queries the world's game time. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|title}} | style="text-align:left;" | Manages screen titles. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|toggledownfall}} | style="text-align:left;" | Toggles the weather. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|tp}} | style="text-align:left;" | Teleports entities. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|yes|Entities}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|trigger}} | style="text-align:left;" | Sets a trigger to be activated. | {{tc|-}} || 0 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|weather}} | style="text-align:left;" | Sets the weather. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|whitelist}} | style="text-align:left;" | Manages server whitelist. | {{tc|yes|Op}} || 3 || {{tc|yes|MP}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |- | style="text-align:left;" | {{cmd|worldborder}} | style="text-align:left;" | Manages the [[world border]]. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|World}} |- | style="text-align:left;" | {{cmd|xp}} | style="text-align:left;" | Adds or removes player [[experience]]. | {{tc|yes|Op}} || 2 || {{tc|-}} || {{tc|-}} || {{tc|-}} || {{tc|yes|Players}} || {{tc|-}} |} == List of commands == ;Syntax :{| class="wikitable" style="text-align:center" data-description="Syntax" ! If you seeβ¦ !! Then |- | plain text || '''Enter this literally''', exactly as shown. |- | ''italics'' || '''Replace this''' with an appropriate value. |- | <''angle brackets''> || This is a '''required argument'''. |- | [''square brackets''] || This is an '''optional argument'''. |- | x<nowiki>|</nowiki>y | '''Pick one''' of the options shown. Available options are shown separated by vertical bars: <nowiki>|</nowiki> |- | ellipsis β¦ || The argument may consist of multiple words separated by spaces. |} ;Success Conditions : A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a [[redstone comparator]] feeding from [[command block]] with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful. ;Restrictions : Describes restrictions on who can use the command or in what context. :* ''None:'' The command can be used by any player in any world. The following commands have no restrictions: {{cmd|help}}, {{cmd|me}}, {{cmd|tell}}, and {{cmd|trigger}}. :* ''Operator:'' The command may only be used by an [[operator]] or in singleplayer mode with cheats enabled. On multiplayer servers, the results of these commands are broadcast to other ops online. :* ''Multiplayer:'' The command is only available on a multiplayer server. The following commands are restricted to multiplayer servers: {{cmd|ban}}, {{cmd|ban-ip}}, {{cmd|banlist}}, {{cmd|deop}}, {{cmd|kick}}, {{cmd|list}}, {{cmd|op}}, {{cmd|pardon}}, {{cmd|pardon-ip}}, {{cmd|save-all}}, {{cmd|save-off}}, {{cmd|save-on}}, {{cmd|setidletimeout}}, {{cmd|stop}}, {{cmd|whitelist}}. :: No multiplayer commands permit target selectors in arguments. :: Except for {{cmd|list}}, multiplayer commands cannot be used in [[command block]]s. :: Many of these commands can be used on players who have never been to the server, or even on names which are not (or cannot be) registered as ''Minecraft'' accounts. :* ''No [[command block]]s:'' The command cannot be executed by a command block. <!-- please retain double newline above for section differentiation --> === blockdata === {{/infobox |blockdata |op |1.8|14w02a }} Modifies the data tag of a block. ;Syntax : <code>blockdata <''x''> <''y''> <''z''> <''dataTag''></code> ;Arguments : ''x y z'' :: Specifies the coordinates of the block to be modified. May be provided in [[#Tilde notation|tilde notation]] to identify a position relative to the command's execution. : ''dataTag'' :: Specifies the [[#Data tags|data tag]] elements to be added to, or overwrite elements of, the specified block. Must be a compound [[NBT tag]] (for example, <code>{CustomName:Fred}</code>). ;Result : Fails if the arguments are not specified correctly, or if the block is "not a data holder block," as in it is not associated with a [[block entity]]. : On success, modifies the data tag of the targeted block. ;Examples : To change the primary power of the beacon at (0,64,0) to [[Haste]]: :: <code>blockdata 0 64 0 {Primary:3}</code> ;See also :* [[Chunk format#Block entity format]] β defined data tags for tile entity blocks :* {{cmd|entitydata}} β changes an entity's data tag :* {{cmd|replaceitem}} β replaces items in a block's inventory :* {{cmd|setblock}} β places a new block at a position :* {{cmd|stats}} β sets a block's CommandStats <!-- please retain double newline above for section differentiation --> === clear === {{/infobox |clear |op |1.4.2|12w37a }} Clears items from player inventory. ;Syntax : <code>clear [''player''] [''item''] [''data''] [''maxCount''] [''dataTag'']</code> ;Arguments : ''player'' (optional) :: Must be a player name or a [[#Target selectors|target selector]]. If not specified, defaults to the player who executed the command. Not optional in command blocks. : ''item'' (optional) :: Specifies the [[Data values|id]] of the item to be cleared. If not specified, all items in the player's inventory are cleared. : ''data'' (optional) :: Specifies the [[Data values|data value]] of the item to be cleared. If not specified, or if <code>-1</code>, all items that match ''item'' are cleared, regardless of their data. : ''maxCount'' (optional) :: Specifies the maximum number of items to be cleared. If not specified, or if <code>-1</code>, all items that match ''item'' and ''data'' are cleared. If <code>0</code>, does not clear items, but returns successfully if there were items that could have been cleared (allowing detection of items rather than clearing of items). : ''dataTag'' (optional) :: Specifies the data tags of the item to be cleared (only items matching the specified data tags will be cleared β data tags not specified will not be considered). Must be a compound [[NBT tag]] (for example, <code>{display:{Name:Fred}}</code>). ;Result : Fails if the arguments are not specified correctly, if ''player'' fails to resolve to one or more online players, or if no items are removed (except when ''maxCount'' is <code>0</code>) : On success, removes the specified items from the player(s). ;Examples : To clear your entire inventory: <code>clear</code> : To clear all items from Alice's inventory: <code>clear Alice</code> : To clear all wool items from Alice's inventory: <code>clear Alice minecraft:wool</code> : To clear all orange wool items from the inventory of all players: <code>clear @a minecraft:wool 1</code> : To clear all golden swords with the "Sharpness I" enchantment from the nearest player, regardless of their damage value: :: <code>clear @p minecraft:golden_sword -1 -1 {ench:[{id:16s,lvl:1s}]}</code> ;See also : {{cmd|blockdata}} β can change or remove items in block inventories : {{cmd|entitydata}} β can change or remove items in entity inventories : {{cmd|give}} β give items to player : {{cmd|kill}} β can destroy item entities : {{cmd|replaceitem}} β can replace items in block or entity inventories <!-- please retain double newline above for section differentiation --> === clone === {{/infobox |clone |op |1.8|14w03a }} Clones blocks from one region to another. ;Syntax : <code>clone <span style="background-color:#FDD"><''x1''> <''y1''> <''z1''></span> <span style="background-color:#FFD"><''x2''> <''y2''> <''z2''></span> <span style="background-color:#DDF"><''x''> <''y''> <''z''></span> [''maskMode''] [''cloneMode''] [''TileName'']</code> :''Color added to make reading easier. The in-game help for the clone command does not list the final argument β ''TileName'' is a placeholder name for the purpose of discussion.'' ;Arguments : <span style="background-color:#FDD">''x1 y1 z1''</span> and <span style="background-color:#FFD">''x2 y2 z2''</span> :: Specifies the coordinates of two opposing corner blocks of the source region. May use [[#Tilde notation|tilde notation]] to specify distances relative to the command's execution. :: The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis will be right on the region boundary, but the greater coordinates will be one block from the boundary, and the block volume of the source region will be (x<sub>greater</sub> - x<sub>lesser</sub> + 1) Γ (y<sub>greater</sub> - y<sub>lesser</sub> + 1) Γ (z<sub>greater</sub> - z<sub>lesser</sub> + 1). For example, <code>0 0 0 0 0 0</code> has a 1-block volume, and <code>0 0 0 1 1 1</code> and <code>1 1 1 0 0 0</code> both identify the same region with an 8-block volume. : <span style="background-color:#DDF">''x y z''</span> :: Specifies the lower northwest corner (i.e., the smallest coordinates of each axis) of the destination region. May use [[#Tilde notation|tilde notation]] to specify a distance relative to the command's execution. : ''maskMode'' (optional) :: Specifies whether to filter the blocks being cloned. Must be one of the following: ::* <code>filtered</code> β Clone only blocks with the block id specified by ''TileName''. ::* <code>masked</code> β Copy only non-air blocks. Blocks in the destination region that would otherwise be overwritten by air are left unmodified. ::* <code>replace</code> β Copy all blocks, overwriting ''all'' blocks of the destination region with the blocks from the source region. :: If left unspecified, defaults to <code>replace</code>. : ''cloneMode'' (optional) :: Specifies how to treat the source region. Must be one of the following: ::* <code>force</code> β Force the clone even if the source and destination regions overlap. ::* <code>move</code> β Clone the source region to the destination region, then replace the source region with air. When used in filtered mask mode, only the cloned blocks will be replaced with air. ::* <code>normal</code> β Don't move or force. :: If left unspecified, defaults to <code>normal</code>. : ''TileName'' (optional) :: Specifies the block id (e.g., <code>minecraft:stone</code>) to copy when ''maskMode'' is set to <code>filtered</code>. Not optional when using <code>filtered</code> mode. ;Result : Fails if the arguments are not specified correctly, if the block volume of the source region is greater than 32768 (enough for the equivalent of eight chunk sections), if the source and destination region overlap (unless using force clone mode), or if one or both regions isn't currently rendered. : On success, overwrites blocks in the destination region with blocks from the source region, leaving the source region unmodified (unless using move clone mode). ;See also : {{cmd|fill}} β fill a region with a block <!-- please retain double newline above for section differentiation --> === debug === {{/infobox |debug |op |cmdblock=0 |1.3.1|12w27a }} Starts or stops a debugging session. ;Syntax : <code>debug <start|stop></code> ;Arguments : <code>start</code> :: Starts a new debug profiling session. : <code>stop</code> :: Stops the active debug profiling session. ;Result : Fails if trying to start a debug session when one is already active, or if trying to stop a debug session when none is running. : On success, starts or stops the debug session. While active, includes notifications about potential performance bottlenecks in the console. When stopped, creates a profiler results file in the folder "debug". <!-- please retain double newline above for section differentiation --> === defaultgamemode === {{/infobox |defaultgamemode |op |1.3.1|12w22a }} Sets the default [[game mode]] (creative, survival, etc.) for new players entering a multiplayer server. ;Syntax :<code>defaultgamemode <''mode''></code> ;Arguments : ''mode'' :: Specifies the default game mode for new players. Must be one of the following: ::* <code>survival</code> (can be abbreviated as <code>s</code> or <code>0</code>) for [[survival]] mode ::* <code>creative</code> (can be abbreviated as <code>c</code> or <code>1</code>) for [[creative]] mode ::* <code>adventure</code> (can be abbreviated as <code>a</code> or <code>2</code>) for [[adventure]] mode ::* <code>spectator</code> (can be abbreviated as <code>sp</code> or <code>3</code>) for [[spectator]] mode ;Result : Fails if the arguments are not specified correctly. : If successful, sets the default game mode that is shown on the world selection menu. New players that join the world will be put into the default game mode. ;Examples : To set the default game mode to survival: <code>defaultgamemode survival</code>, <code>defaultgamemode s</code>, or <code>defaultgamemode 0</code> ;See also :{{cmd|gamemode}} β changes a player's game mode <!-- please retain double newline above for section differentiation --> === difficulty === {{/infobox |difficulty |op |1.4.2|12w32a }} Sets the difficulty level (peaceful, easy, etc.). ;Syntax : <code>difficulty <''difficulty''></code> ;Arguments : ''difficulty'' :: Specifies the new difficulty level. Must be one of the following: ::* <code>peaceful</code> (can be abbreviated as <code>p</code> or <code>0</code>) for [[peaceful]] difficulty ::* <code>easy</code> (can be abbreviated as <code>e</code> or <code>1</code>) for [[easy]] difficulty ::* <code>normal</code> (can be abbreviated as <code>n</code> or <code>2</code>) for [[normal]] difficulty ::* <code>hard</code> (can be abbreviated as <code>h</code> or <code>3</code>) for [[hard]] difficulty ;Result : Fails if the arguments are not specified correctly. : If successful, changes the game's [[difficulty]]. On a multiplayer server lasts only until the server is restarted β on restart, difficulty is reloaded from server.properties. ;Examples : To change the difficulty to hard: <code>difficulty hard</code>, <code>difficulty h</code>, or <code>difficulty 3</code> ;See also : {{cmd|gamemode}} β changes a player's game mode (creative, survival, etc.) <!-- please retain double newline above for section differentiation --> === effect === {{/infobox |effect |op |1.5|13w09b }} The '''effect''' command manages [[status effect]]s on players and other entities. ;Syntax : <code>effect <''player''> clear</code> (removes all effects) : <code>effect <''player''> <''effect''> [''seconds''] [''amplifier''] [''hideParticles'']</code> (gives an effect) ;Arguments : ''player'' :: Specifies the target(s). Must be a player name or a [[#Target selectors|target selector]] (<code>@e</code> is permitted to target entities other than players). : ''effect'' :: Specifies the effect to grant. Must be a [[Data values#Status effects|status effect id]] (for example, <code>1</code> or <code>minecraft:speed</code>). : ''seconds'' (optional) :: Specifies the effect's duration in seconds. Must be between 0 and 1,000,000 (inclusive). If not specified, defaults to 30 seconds. : ''amplifier'' (optional) :: Specifies the number of additional levels to add to the effect. Must be between 0 and 255 (inclusive). If not specified, defaults to 0. Note that the first tier of a status effect (e.g. Regeneration I) is 0, so the second tier, for example Regeneration II, would be specified by an amplifier level of 1. : ''hideParticles'' (optional) :: Specifies whether the [[particle]]s of the status effect should be hidden. Must be either <code>true</code> or <code>false</code>. If not specified, defaults to <code>false</code>. ;Result : Fails if arguments are not specified correctly, if ''player'' fails to resolve to one or more valid entities (named players must be online), if ''seconds'' was specified as 0 and the target did not have the effect, or if no effects were removed in <code>clear</code> mode. : On success: :* <code>clear</code> β clears all status effects from the target(s). :* ''effect'' β Adds the status effect to the target(s). If a target already has the status effect, a new status effect with the same amplifier will only override the old duration if it is longer, but a new status effect with a higher duration will override any previous duration. If seconds is set to 0, cancels the specified effect instead. ;Examples : To grant a Speed 1 effect to the nearest player for 60 seconds: <code>effect @p 1 60</code> : To grant a Speed 3 effect to the nearest player for 60 seconds: <code>effect @p minecraft:speed 60 2</code> : To clear any Haste effects from all players: <code>effect @a minecraft:haste 0</code> : To clear all effects from all zombies: <code>effect @e[type=Zombie] clear</code> <!-- please retain double newline above for section differentiation --> === enchant === {{/infobox |enchant |op |1.4.4|1.4.4-pre }} Adds an [[enchantment]] to a player's selected item, subject to the same restrictions as an [[anvil mechanics|anvil]]. ;Syntax : <code>enchant <''player''> <''enchantment ID''> [''level'']</code> ;Arguments : ''player'' :: Specifies the target(s). Must be a player name or [[#Target selectors|target selector]]. : ''enchantment ID'' :: Specifies the enchantment to be added to the item held by the target. Must be a valid [[Data values#Enchantment IDs|enchantment ID]] (for example, <code>16</code> or <code>minecraft:sharpness</code>). : ''level'' (optional) :: Specifies the enchantment level. Must be at least 1 and not greater than the [[Data values#Enchantment IDs|maximum level]] for the specified enchantment. If not specified, defaults to 1. ;Result : Fails if arguments are not specified correctly, if ''player'' fails to resolve to one or more online players, or if the enchantment is not valid for the item or conflicts with current enchantments (for example, "Fire Protection" cannot be given to armor which already has "Protection", and "Sharpness III" cannot be given to a sword which already has "Sharpness I"). : On success, adds the specified enchantment to the item held by the target. ;Examples : To give the Infinity enchantment to all players holding a bow: <code>enchant @a 51</code> ;Note : Although <code>/enchant</code> enforces maximum levels and compatibility, other commands (such as {{cmd|give}}, {{cmd|replaceitem}}, and {{cmd|entitydata}}) can bypass these restrictions. <!-- please retain double newline above for section differentiation --> === entitydata === {{/infobox |entitydata |op |1.8|14w32b }} Modifies the data tag of an entity. ;Syntax : <code>entitydata <''entity''> <''dataTag''></code> ;Arguments : ''entity'' :: Specifies the entity(ies) to be modified. Must be an entity UUID or the <code>@e</code> [[#Target selectors|target selector]]. : ''dataTag'' :: Specifies the [[#Data tags|data tag]] elements to be added to, or overwrite elements of, the specified entity (data tags cannot be removed and strings cannot be set to a null value). Must be a compound [[NBT tag]] (for example, <code>{CustomName:Fred}</code>). ;Result : Fails if the arguments are not specified correctly, or if ''entity'' fails to resolve to one or more non-player entities (players can not be changed). : On success, modifies the data tag of the targeted entity(ies). ;Examples : To prevent all current zombies from picking up loot: :: <code>entitydata @e[type=Zombie] {CanPickUpLoot:0}</code> <!-- please retain double newline above for section differentiation --> === execute === {{/infobox |execute |op |1.8|14w07a }} Executes a command on behalf of one or more other entities, with originating permissions, optionally on condition that a single-block {{cmd|testforblock}}-style check passes. ;Syntax : <code>execute <''entity''> <span style="background-color:#FDD"><''x''> <''y''> <''z''></span> <''command β¦''></code> : An alternate syntax allows the command to be executed only if a specific block is detected: : <code>execute <''entity''> <span style="background-color:#FDD"><''x''> <''y''> <''z''></span> detect <span style="background-color:#DDF"><''x2''> <''y2''> <''z2''></span> <''block''> <''data''> <''command β¦''></code> ''Color added to make reading easier.'' ;Arguments : ''entity :: Specifies the target to be the command's executor. Must be a player name or [[#Target selectors|target selector]]. If more than one entity is selected, the command will be run once as each of them. : <span style="background-color:#FDD">''x y z''</span> :: Specifies the position from which to run the command. ''x'' and ''z'' must be within the range [[World boundary|-30,000,000 to 30,000,000]] (inclusive). Coordinates specified with [[#Tilde notation|tilde notation]] are relative to the target, not to the position of the command's execution. : ''command'' :: Specifies the command to be run. Must be a valid command. : <span style="background-color:#DDF">''x2 y2 z2''</span> (<code>detect</code> mode only) :: Specifies the position of the block to check. ''x2'' and ''z2'' must be within the range [[World boundary|-30,000,000 to 30,000,000]] (inclusive). May use [[#Tilde notation|tilde notation]] to specify distances relative to (''x'',''y'',''z''). : ''block'' and ''data'' (<code>detect</code> mode only) :: Specifies the [[Data values#Block IDs|block id and data]] which the block at (''x2'',''y2'',''z2'') must match for the command to run. ''block'' must be a valid block id (for example, <code>minecraft:stone</code>), and ''data'' must be a valid block data for that type of block or <code>-1</code> to match any block data. ;Result : Fails if arguments are not specified correctly, if ''entity'' fails to resolve to one or more valid entities (named players must be online), if the checked block is not of the correct block id and data, or if the specified command fails. : On success, executes the specified command as if executed by the specified target(s) with [[operator]]-level permission at the specified coordinate. ;Examples : To summon lightning bolts at the positions of every zombie: :: <code>execute @e[type=Zombie] ~ ~ ~ summon LightningBolt</code> : To summon lightning bolts at the positions of every zombie standing on any type of sand: :: <code>execute @e[type=Zombie] ~ ~ ~ detect ~ ~-1 ~ minecraft:sand -1 summon LightningBolt</code> : To summon 10 creepers at the nearest player's position (only works as long as there are at least 10 entities in the loaded world): :: <code>execute @e[c=10] ~ ~ ~ execute @p ~ ~ ~ summon Creeper</code> ;See also : {{cmd|testforblock}} β tests for a certain block at a specified position (including specific data tags) <!-- please retain double newline above for section differentiation --> === fill === {{/infobox |fill |op |1.8|14w03a }} Fills all or parts of a region with a specific block. ;Syntax : <code>fill <span style="background-color:#FDD"><''x1''> <''y1''> <''z1''></span> <span style="background-color:#DDF"><''x2''> <''y2''> <''z2''></span> <''TileName''> [''dataValue''] [''oldBlockHandling''] [''dataTag'']</code> : The fill command also has an optional alternate syntax when using the <code>replace</code> option: : <code>fill <span style="background-color:#FDD"><''x1''> <''y1''> <''z1''></span> <span style="background-color:#DDF"><''x2''> <''y2''> <''z2''></span> <''TileName''> <''dataValue''> replace [''replaceTileName''] [''replaceDataValue'']</code> : ''Color added to make reading easier.'' ;Arguments : <span style="background-color:#FDD">''x1 y1 z1''</span> and <span style="background-color:#DDF">''x2 y2 z2''</span> :: Specifies any two opposing corner blocks of the region to be filled (the "fill region"). May use [[#Tilde notation|tilde notation]] to specify distances relative to the command's execution. :: The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis will be right on the region boundary, but the greater coordinates will be one block from the boundary, and the block volume of the source region will be (x<sub>greater</sub> - x<sub>lesser</sub> + 1) Γ (y<sub>greater</sub> - y<sub>lesser</sub> + 1) Γ (z<sub>greater</sub> - z<sub>lesser</sub> + 1). For example, <code>0 0 0 0 0 0</code> has a 1-block volume, and <code>0 0 0 1 1 1</code> and <code>1 1 1 0 0 0</code> both identify the same region with an 8-block volume. : ''TileName'' :: Specifies the block to fill the region with. Must be a [[Data values#Block ID|block id]] (for example, <code>minecraft:stone</code>). : ''dataValue'' (optional) :: Specifies the block data to use for the fill block. Must be between 0 and 15 (inclusive). : ''oldBlockHandling'' (optional) :: Must be one of: ::* <code>destroy</code> - Replaces all blocks (including air) in the fill region with the specified block, dropping the existing blocks (including those that are unchanged) and block contents as entities as if they had been mined with an unenchanted diamond [[shovel]] or [[pickaxe]]. (Blocks that can only be mined with [[shear]]s, such as [[vines]], will not drop; neither will liquids.) ::* <code>hollow</code> - Replaces only blocks on the outer edge of the fill region with the specified block. Inner blocks are changed to air, dropping their contents as entities but not themselves. If the fill region has no inner blocks (because it is smaller than three blocks in at least one dimension), acts like <code>replace</code>. ::* <code>keep</code> - Replaces only air blocks in the fill region with the specified block. ::* <code>outline</code> - Replaces only blocks on the outer edge of the fill region with the specified block. Inner blocks are not affected. If the fill region has no inner blocks (because it is smaller than three blocks in at least one dimension), acts like <code>replace</code>. ::* <code>replace</code> - Replaces all blocks (including air) in the fill region with the specified block, without dropping blocks or block contents as entities. Optionally, instead of specifying a data tag for the replacing block, block id and data values may be specified to limit which blocks are replaced (see ''replaceTileName'' and ''replaceDataValue'' below) ::If not specified, defaults to <code>replace</code>. : ''dataTag'' (optional) :: Specifies the data tag to use for the fill block (for example, contents of a chest, patterns on a banner, etc.). Must be a compound [[NBT tag]] (for example, <code>{CustomName:Fred}</code>). Cannot be combined with the ''replaceTileName'' and ''replaceDataValue'' arguments. : ''replaceTileName replaceDataValue'' (optional) :: Arguments are only valid when ''oldBlockHandling'' is <code>replace</code>. Cannot be combined with the ''dataTag'' argument. ::Specifies the [[Data values#Block ID|block id and data]] of the blocks in the fill region to be replaced. If ''replaceDataValue'' is not specified, data value is ignored when determining which blocks to replace. If both arguments are not specified, replaces all blocks in the fill region. ;Result : Fails if the arguments are not specified correctly, if the fill region is not rendered, if the block volume of the fill region is greater than 32768, if ''dataValue'' or ''dataTag'' are invalid for the specified block id, or if no blocks were changed. : On success, changes blocks in the fill region to the specified block. ;Examples : <code>/fill <span style="background-color:#FDD">52 63 -1516</span> <span style="background-color:#DDF">33 73 -1536</span> minecraft:gold_block 0 replace minecraft:stained_hardened_clay 1</code> :: Replaces all the orange stained hardened clay in the selected area with gold blocks. : <code>/fill <span style="background-color:#FDD">~-3 ~-3 ~-3</span> <span style="background-color:#DDF">~3 ~-1 ~3</span> minecraft:water 0</code> :: Replaces with water the blocks in a 7x7x3 cube directly beneath the player. : <code>/fill <span style="background-color:#FDD">~-3 ~ ~-4</span> <span style="background-color:#DDF">~3 ~4 ~4</span> minecraft:planks 2 hollow</code> :: Creates a house-sized box around the player and replaces with air any blocks that would have been inside the box. <!-- please retain double newline above for section differentiation --> === gamemode === {{/infobox |gamemode |op |1.3.1|12w16a }} Sets a player's [[game mode]]. ;Syntax : <code>gamemode <''mode''> [''player'']</code> ;Arguments : ''mode'' :: Must be one of: ::* <code>survival</code> (can be abbreviated as <code>s</code> or <code>0</code>) for [[survival]] mode ::* <code>creative</code> (can be abbreviated as <code>c</code> or <code>1</code>) for [[creative]] mode ::* <code>adventure</code> (can be abbreviated as <code>a</code> or <code>2</code>) for [[adventure]] mode ::* <code>spectator</code> (can be abbreviated as <code>sp</code> or <code>3</code>) for [[spectator]] mode :: "[[hardcore]]" is not a valid option for the ''mode'' argument, as it is technically not a game mode. :''player'' (optional) ::If specified, must be either a player's username or a [[#Target selectors|target selector]]. If unspecified, defaults to the player using the command. When used in a command block, ''player'' is not optional. ;Result :Fails if the arguments are not specified correctly, or if ''player'' fails to resolve to one or more online players. :If successful, changes the game mode of the default or specified players. ;Examples :To put yourself into creative mode: <code>gamemode creative</code>, <code>gamemode c</code>, or <code>gamemode 1</code> :To put all players into survival mode: <code>gamemode 0 @a</code> ;See also :[[#defaultgamemode|defaultgamemode]] β sets the initial game mode for players joining the world <!-- please retain double newline above for section differentiation --> === gamerule === {{/infobox |gamerule |op |1.4.2|12w32a }} Sets or queries a game rule value. ;Syntax : <code>gamerule <''rule name''> [''value'']</code> ;Arguments : ''rule name'' :: Specifies the game rule to set or query. May be ''any'' value, but only certain predefined game rules will affect gameplay (see ''Predefined Game Rules'' below). : ''value'' (optional) :: Specifies the value to set the game rule to. May be ''any'' value, though only <code>true</code> or <code>false</code> specified for predefined game rules will actually affect gameplay, except in the case of <code>randomTickSpeed</code> and <code>spawnRadius<code>, where any integer 0 or greater will affect gameplay (see ''Predefined Game Rules'' below). :{| class=wikitable |+ Predefined Game Rules ! Rule Name ! Description ! Default Value |- | <code>commandBlockOutput</code> | Whether [[command block]]s should notify admins when they perform commands | style="text-align:center" | <code>true</code> |- | <code>disableElytraMovementCheck</code> | Whether the server should skip checking player speed when the player is wearing [[elytra]]. | style="text-align:center" | <code>false</code> |- | <code>doDaylightCycle</code> | Whether the [[day-night cycle]] and [[moon]] phases progress | style="text-align:center" | <code>true</code> |- | <code>doEntityDrops<code> | Whether entities that are not mobs should have drops | style="text-align:center" | <code>true</code> |- | <code>doFireTick</code> | Whether fire should spread and naturally extinguish | style="text-align:center" | <code>true</code> |- | <code>doMobLoot</code> | Whether mobs should drop items | style="text-align:center" | <code>true</code> |- | <code>doMobSpawning</code> | Whether mobs should naturally spawn | style="text-align:center" | <code>true</code> |- | <code>doTileDrops</code> | Whether blocks should have drops | style="text-align:center" | <code>true</code> |- | <code>keepInventory</code> | Whether the player should keep items in their inventory after death | style="text-align:center" | <code>false</code> |- | <code>logAdminCommands</code> | Whether to log admin commands to server log | style="text-align:center" | <code>true</code> |- | <code>mobGriefing</code> | Whether [[creeper]]s, [[zombie]]s, [[endermen]], [[ghast]]s, [[wither]]s, [[ender dragon]]s, [[rabbit]]s, [[sheep]], and [[villager]]s should be able to change blocks and whether villagers, zombies, [[skeleton]]s, and [[zombie pigmen]] can pick up items | style="text-align:center" | <code>true</code> |- | <code>naturalRegeneration</code> | Whether the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as [[golden apple]]s, the [[Regeneration|Regeneration effect]], etc.) | style="text-align:center" | <code>true</code> |- | <code>randomTickSpeed</code> | How often a random [[block tick]] occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick. 0 will disable random ticks, higher numbers will increase random ticks | style="text-align:center" | <code>3</code> |- | <code>reducedDebugInfo</code> | Whether the debug screen shows all or reduced information | style="text-align:center" | <code>false</code> |- | <code>sendCommandFeedback</code> | Whether the feedback from commands executed by a player should show up in chat. Also affects the default behavior of whether command blocks store their output text | style="text-align:center" | <code>true</code> |- | <code>showDeathMessages</code> | Whether a message appears in chat when a player dies | style="text-align:center" | <code>true</code> |- | <code>spawnRadius</code> | The number of blocks outward from the world spawn coordinates that a player will spawn in when first joining a server or when dying without a spawnpoint. | style="text-align:center" | <code>10</code> |- | <code>spectatorsGenerateChunks</code> | Whether players in [[spectator]] mode can generate chunks | style="text-align:center" | <code>true</code> |} ;Result : Fails if ''rule name'' is not defined and ''value'' is not provided (i.e., attempting to query an undefined game rule). : On success, returns the value of the game rule (if ''value'' is not provided) or sets the game rule to the specified value (if ''value'' is provided). : New game rules may be defined and set (by providing a value) or queried (by not providing a value). ;Examples : To stop the day-night cycle: <code>gamerule doDaylightCycle false</code> : To stop natural healing: <code>gamerule naturalRegeneration false</code> : To define a new game rule called <code>MyNewRule</code> and sets its value to 10: <code>gamerule MyNewRule 10</code> <!-- please retain double newline above for section differentiation --> === give === {{/infobox |give |op |1.3.1|12w16a }} Gives an item to a player. ;Syntax : <code>give <''player''> <''item''> [''amount''] [''data''] [''dataTag'']</code> ;Arguments : ''player'' :: Specifies the target to give item(s) to. Must be a player name or [[#Target selectors|target selector]]. : ''item'' :: Specifies the item to give. Must be a valid [[Data values#Item IDs|item id]] (for example, <code>minecraft:iron_shovel</code>), or [[Data values#Block IDs|block id]] for which items exist. Numerical ids are unsupported. : ''amount'' (optional) :: Specifies the number of items to give. Must be between 1 and 64 (inclusive), but can be 64 even when that's more than one stack. If not specified, defaults to <code>1</code>. : ''data'' (optional) :: Specifies the [[Player.dat format#Item structure|item data]] of the given item(s). Must be an integer between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values which are invalid for the specified item id revert to 0. If not specified, defaults to 0. : ''dataTag'' (optional) :: Specifies the data tag of the given item(s). Must be a compound [[NBT tag]] (for example, <code>{display:{Name:Fred}}</code>). ;Result : Fails if the arguments are not specified correctly, or if ''player'' fails to resolve to one or more online players. : On success, summons the specified item(s) at the location(s) of the target(s). If ''player'' resolves to multiple targets, each receives the specified number of items. The [[Chunk format#Items|item entity]]'s Owner tag is set to the target and its PickupDelay tag set to 0{{verify}} so that it immediately enters the target's inventory if there is room. ;Examples : To summon 30 blocks of spruce wood planks at John's location with Lore that says "Wooden planks": :: <code>give John minecraft:planks 30 1 {display:{Lore:["Wooden planks"]}}</code> :To give Block of Diamond that can be placed on dirt and can break quartz block that can be done in adventure mode. :: <code>give John minecraft:diamond_block 1 0 {CanPlaceOn:["minecraft:dirt"],CanDestroy:["minecraft:quartz_block"]}</code> ;See also :{{cmd|summon}} β summon any entity at any location <!-- please retain double newline above for section differentiation --> === help === {{/infobox |help | |1.3.1|12w17a }} Provides help/list of commands. ;Syntax : <code>help [''page''<nowiki>|</nowiki>''command name'']</code> : <code>? [''page''<nowiki>|</nowiki>''command name'']</code> ;Arguments : ''page|command name'' (optional) :: Specifies the page number of the command list or the command to provide help for. If not specified, defaults to <code>1</code> (the first page of the command list). ;Result : Fails if ''page'' is not a valid page number, or if ''command name'' is not a valid command name. Technically fails even if a valid command name is specified, although it displays the usage of the command. : On success, displays a page of the command list. Multiplayer commands will not be displayed while in singleplayer, even when open to LAN players. : If a valid command name was specified, displays the usage for that command. For some complicated commands may show only the basic usage β additional information can sometimes be gained by attempting to type the command and using the auto-complete control (defaults to {{key|tab}} key) to explore available options for each argument. : If the command is run via [[command block]], it gives various messages prefixed with "Searge says: " as the previous output when activated: "Yolo", "/achievement take achievement.understandCommands @p", "Ask for help on twitter", "/deop @p", "Scoreboard deleted, commands blocked", "Contact helpdesk for help", "/testfornoob @p", "/trigger warning", "Oh my god, it's full of stats", "/kill @p[name=!Searge]", "Have you tried turning it off and on again?", "Sorry, no help today". ;Examples : To display the first page of the command list: <code>?</code> or <code>help</code> : To display the third page of the command list: <code>? 3</code> : To display the usage for the help command: <code>help help</code> <!-- please retain double newline above for section differentiation --> === kick === {{/infobox |kick |mp |Alpha 1.0.16 }} Kicks a player off a server. ;Syntax :<code>kick <''player''> [''reason β¦'']</code> ;Description :Forcibly disconnects ''player'' from the server, displaying an optional ''reason'' to them. ;Success Conditions :''player'' must be online. <!-- please retain double newline above for section differentiation --> === kill === {{/infobox |kill |op |1.3.1|12w16a }} Kills entities (players, mobs, items, etc.). ;Syntax :: <code>kill [''player''<nowiki>|</nowiki>''entity'']</code> ;Arguments : ''player|entity'' :: Specifies the target(s) to be killed (including "non-living" entities like items, vehicles, etc.). Must be a player name or a [[#Target selectors|target selector]]. If not specified, defaults to the command's user. Not optional in command blocks. ;Result : Fails if ''player|entity'' fails to resolve to one or more entities (named players must be online). : On success, inflicts 3.4 x 10<sup>38</sup> void damage to targets β killing them instantly even if in Creative mode or protected by a high-level Resistance [[effect]] β and issues the appropriate [[death message]]. Players and mobs killed this way drop loot, and [[slime]]s and [[magma cube]]s that aren't already of minimum size spawn smaller ones. Destroys [[boat]]s, [[minecart]]s, [[item (entity)|loose items]] and [[experience orb]]s if they are targeted. ;Examples : To kill yourself: <code>kill</code> : To kill a player named Bob: <code>kill Bob</code> : To "kill" all item entities (making them vanish from the world): <code>kill @e[type=Item]</code> : To "kill" all entities within loaded chunks, including yourself: <code>kill @e</code> <!-- please retain double newline above for section differentiation --> === list === {{/infobox |list |mp |cmdblock=1 |Alpha 1.0.16_02 }} Lists players on the server. ;Syntax :<code>list [uuids]</code> ;Description :Shows the names of all currently-connected players (the same can be achieved when pressing tab). :If 'uuids' is specified, player UUIDs will be shown alongside names. ;Success Conditions :Always succeeds, even in a command block. <!-- please retain double newline above for section differentiation --> === me === {{/infobox |me | |Classic 0.0.15a_03 }} Displays a message about yourself. ;Syntax : <code>me <''action ...''></code> ;Result : Fails if any target selectors do not resolve to at least one online player, or if any named players are not online. : On success, sends a narrative message to the other players in the form of "* ''Your Name'' ''action''" (e.g., "* Alice sneezes." or "* Alice exploded." ). If a multi-person [[#Target selectors|target selector]] (e.g., @a) is used in ''action'', the list of names is formatted as "name1 and name2" for two players, or "name1, name2, ... and nameN" for N players. <!-- please retain double newline above for section differentiation --> === op === {{/infobox |op |mp |Alpha 1.0.16 }} Grants operator status to a player. ;Syntax :<code>op <''player''></code> ;Result :Always succeeds. Grants ''player'' [[operator]] status on the server. <!-- please retain double newline above for section differentiation --> === particle === {{/infobox |particle |op |1.8|14w04a }} Creates particles. ;Syntax : <code>particle <''name''> <span style="background-color:#FDD"><''x''> <''y''> <''z''></span> <span style="background-color:#DDF"><''xd''> <''yd''> <''zd''></span> <''speed''> [''count''] [''mode''] [''player''] [''params ...'']</code> : ''Color added to make reading easier.'' ;Arguments : ''name'' :: Specifies the particle to create. Must be a [[Particles#Particles|particle name]] (for example, <code>explode</code>). : <span style="background-color:#FDD">''x y z''</span> :: Specifies the position at which to create the particle. All values (including ''y'') must be between [[World boundary|-30,000,000 and 30,000,000]] (inclusive, without the commas). May use [[#Tilde notation|tilde notation]] to specify a position relative to the command's execution. : <span style="background-color:#DDF">''xd yd zd''</span> :: Specifies the size of the area to spawn particles in. :: ''Exception:'' When ''name'' is <code>reddust</code>, <code>mobSpell</code>, or <code>mobSpellAmbient</code> and ''count'' is 0 or not specified, and ''speed'' is not 0, specifies the color of the particle in RGB format offset from the particle's default color (<code>reddust</code>'s default is a near-red (a random red tint between 0.8 and 1.0), while the others default to black). For example, with <code>reddust</code>, <code>0 0 0</code> produces a red particle, <code>-1 1 0</code> produces a green particle (red is reduced to 0 and green increased to 1), <code>0 0 1</code> produces a purple particle (blue is added to the original red), etc. With <code>mobSpell</code> or <code>mobSpellAmbient</code>, <code>0 0 0</code> produces a black particle, <code>0 1 0</code> produces a green particle, <code>0 0 0.5</code> produces a dark blue particle, etc. If ''count'' is greater than 0, colors are randomized. : ''speed'' :: Specifies the speed of the particle. Must be at least 0. : ''count'' (optional) :: Specifies the number of particle effects to create. Must be at least 0 (which produces one particle). : ''mode'' (optional) :: Specifies the display mode. May be anything but only <code>force</code> will have an effect: to allow the particle(s) to be seen up to 256 blocks away and by players that use the minimal particles setting. : ''player'' (optional) :: Allows control of which player should view this particle instead of everyone in the viewing range of the particle. : ''params'' (optional) :: Allows <code>blockdust</code>, <code>iconcrack</code>, <code>blockcrack</code> and <code>fallingdust</code> to be modified to view a specific item or block. Two parameters are accepted for <code>iconcrack</code>. ::: For <code>blockdust</code>, <code>blockcrack</code> and <code>fallingdust</code>, the ''params'' argument specifies a [[Data values/Block IDs|numeric id]] (block only) and a data value, using a single number: id+(dataΓ4096). ::: For <code>iconcrack</code>, two ''params'' arguments specify the numeric id ([[Data values/Block IDs|block id]] or [[Data values/Item IDs|item id]]) and the data value separately. ;Result : Fails if the arguments are not specified correctly. : On success, creates the specified particle. ;Examples : To create a stationary huge explosion particle 10 blocks to the east: :: <code>particle hugeexplosion ~10 ~ ~ 0 0 0 0</code> <!-- please retain double newline above for section differentiation --> === playsound === {{/infobox |playsound |op |1.6.1|1.6.1-pre }} Plays a sound. ;Syntax : <code>playsound <''sound''> <''source''> <''player''> [''x''] [''y''] [''z''] [''volume''] [''pitch''] [''minimumVolume'']</code> ;Arguments : ''sound'' :: Specifies the sound to play. Must be a sound event defined in [[Sounds.json#Sound events|sounds.json]] (for example, <code>mob.pig.say</code>). :: A sound event may be affiliated with multiple sounds, and the sound which is actually produced will be chosen at random from them, modified by their "weight", just as the game normally would. For example, the <code>mob.pig.say</code> sound event will play one of several pig sounds at random, because the event has multiple sounds associated with it. ::[[Resource pack]]s may add their own events to sounds.json; the command will successfully play these. File names are ''not'' used by this command; it strictly uses the events defined in sounds.json (which may not even be similar to the original file names and paths), and thus a resource pack adding new sound files must define events for them (this is not necessary when replacing old sounds which are already in defined events). : ''source'' :: Specifies which category in the music & sound options the sound falls under. Must be <code>master</code>, <code>music</code>, <code>record</code>, <code>weather</code>, <code>block</code>, <code>hostile</code>, <code>neutral</code>, <code>player</code>, <code>ambient</code>, or <code>voice</code>. : ''player'' :: Specifies the sound's target. Must be a player name or a [[#Target selectors|target selector]].<!-- 1.8 note: cannot target non-players, even with @e --> : ''x y z'' (optional) :: Specifies the position to play the sounds from. May use [[#Tilde notation|tilde notation]] to specify a position relative to the target(s). : ''volume'' (optional) :: Specifies the distance that the sound can be heard. Must be at least 0.0. For values less than 1.0, the sound will be quieter and have a smaller sphere within which it may be heard. For values greater than 1.0, the sound will not actually grow louder, but its audible range (a 16-block radius at 1.0) will be multiplied by ''volume''. There will always be a gradual falloff to silence based on distance from the center of the sphere. : ''pitch'' (optional) :: Specifies the pitch of the sound. Must be between 0.0 and 2.0 (inclusive), and values less than 0.5 are equivalent to 0.5. Values lower than 1.0 lower the pitch and increase the duration; values greater than 1.0 raise the pitch and reduce the duration. The pitch value is a multiplier applied to the frequency, so if a value between 0.5 and 1.0 (inclusive) is doubled, the pitch will be an octave higher. (If you're a musician wishing to convert other intervals to pitch values, see [[Note block#Usage]], but be aware that 1.0 won't be Fβ― for all sound effects.) If not specified, defaults to 1.0. : ''minimumVolume'' (optional) :: Specifies the volume for targets outside the sound's normal audible sphere. If a target is outside the normal sphere, the sound will instead be centered some short distance from the target (less than four blocks away), and <code>''minimumVolume''</code> will determine its volume. Must be between 0.0 and 1.0 (inclusive). ;Result : Fails if the arguments are not specified correctly, if ''player'' fails to resolve to one or more online players, or if the targets are unable to hear the sound from where it is played. : On success, plays a sound for the targeted players. <!-- please retain double newline above for section differentiation --> === publish === {{/infobox |publish |op |cmdblock=0 |1.3.1|12w24a }} Opens single-player world to the local network. ;Syntax :<code>publish</code> ;Description :Opens your single-player game for LAN friends to join. This command appears in the singleplayer cheats. ;Success Conditions :Cannot be used in a command block. :Cannot be used on a multiplayer server, and will fail if the world is already published to LAN. <!-- please retain double newline above for section differentiation --> === replaceitem === {{/infobox |replaceitem |op |1.8|14w26a }} Replaces items in the inventories of blocks (chest, furnaces, etc.) or entities (players or mobs) with the given item(s). ;Syntax : <code>replaceitem block <''x''> <''y''> <''z''> <''slot''> <''item''> [''amount''] [''data''] [''dataTag'']</code> : <code>replaceitem entity <''selector''> <''slot''> <''item''> [''amount''] [''data''] [''dataTag'']</code> ;Arguments : ''x y z'' (<code>block</code> mode only) :: Specifies the position of the block to be modified. May use [[#Tilde notation|tilde notation]] to specify a position relative to the command's execution. : ''selector'' (<code>entity</code> mode only) :: Specifies one or more entities to modify. Must be a player name or [[#Target selectors|target selector]]. : ''slot'' :: Specifies the inventory slot to be modified. Valid values depend on whether a block or an entity is being modified. :: For blocks, must be <code>slot.container.''slot_number''</code> where ''slot_number'' is replaced with a number specifying the slot. ::* [[Chest]]s, [[dispenser]]s, [[dropper]]s, [[hopper]]s, and [[trapped chest]]s are numbered 0 for the top-left slot and then increase first horizontally, then vertically (so, for example, a chest's top row slots are numbered 0 to 8 from left to right). Double chests and double trapped chests are treated as two single container blocks. ::* A [[brewing stand]]'s bottom slots are numbered 0 to 2 from left to right, and its top slot is 3. ::* A [[furnace]]'s slots are numbered 0 for the input slot, 1 for the fuel slot, and 2 for the output slot. ::Other blocks which hold items but don't have inventory GUIs ([[flower pot]]s and [[jukebox]]es) can only be changed with {{cmd|blockdata}}. :: For entities, must be one of the following, where ''slot_number'' is replaced with a number specifying the slot: :::{| class="wikitable" data-description="Slot information" !Slot !Slot Numbers !Restrictions |- |<code>slot.armor.chest</code> | |rowspan=4|[[armor stand]]s, [[mob]]s, and [[player]]s only (though not all mobs will show or make use of the items) |- |<code>slot.armor.feet</code> | |- |<code>slot.armor.head</code> | |- |<code>slot.armor.legs</code> | |- |<code>slot.weapon.mainhand</code> | |rowspan=2|works on players, [[armor stand]]s and [[mob]]s (though not all mobs will show or make use of the items). |- |<code>slot.weapon.offhand</code> | |- |<code>slot.enderchest.''slot_number''</code> |style="text-align: center;"|0 to 26 |rowspan=3|[[player]]s only |- |<code>slot.hotbar.''slot_number''</code> |style="text-align: center;"|0 to 8 |- |<code>slot.inventory.''slot_number''</code> |style="text-align: center;"|0 to 26 |- |<code>slot.horse.saddle</code> | |[[horse]]s, donkeys, and mules only; ''item'' must be a [[saddle]] |- |<code>slot.horse.armor</code> | |[[horse]]s only; ''item'' must be a type of [[horse armor]] |- |<code>slot.horse.chest.''slot_number''</code> |style="text-align: center;"|2 to 16 |donkeys and mules with chests only |- |<code>slot.villager.''slot_number''</code> |style="text-align: center;"|0 to 7 |[[villager]]s only |} :: The inventory of an [[item frame]] can only be changed with {{cmd|entitydata}}. : ''item'' :: Specifies the item to be placed in the block or entity's inventory slot. Must be an [[Data values#Item IDs|item id]], or a [[Data values#Block IDs|block id]] for which an item exists (for example, <code>minecraft:golden_sword</code>). : ''amount'' (optional) :: Specifies the number of items to be placed in the block or entity's inventory slot. Must be between 1 and 64 (inclusive), even for items with a smaller stack size. : ''data'' (optional) :: Specifies the item data for the item(s) to be placed in the block or entity's inventory slot. Must be an integer between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values which are invalid for the specified item id will default to 0. If not specified, defaults to 0. : ''dataTag'' (optional) :: Specifies the [[#Data tag|data tag]] for the item(s) to be placed in the block or entity's inventory slot. Must be a compound [[NBT tag]] (for example, <code>{display:{Name:Fred}}</code>). ;Result : Fails if the arguments are not specified correctly, if the specified block is not a container, if ''selector'' fails to resolve to one or more entities (named players must be online), or if none of the targeted entities have the specified slot (for example, zombies don't have <code>slot.horse.armor</code>). : On success, replaces the items in the specified slot with the specified items (previous items in that slot are lost) wherever possible. ;Examples : To replace the items in the bottom-right slot of a single chest one block above with four spruce saplings: :: <code>replaceitem block ~ ~1 ~ slot.container.26 minecraft:sapling 4 1</code> : To replace the items in the rightmost hotbar slot of the nearest player with four spruce saplings: :: <code>replaceitem entity @p slot.hotbar.8 minecraft:sapling 4 1</code> ;See also : {{cmd|blockdata}} β can also replace items in a container : {{cmd|entitydata}} β can also replace items in a mob's inventory, or modify the drop chances of armor and weapons : {{cmd|give}} β give items to players without specifying specific inventory slots or overwriting other items <!-- please retain double newline above for section differentiation --> === save === {{/infobox |save |mp |Alpha 1.0.16_01 }} These commands manage server saves. <!-- please retain double newline above for section differentiation --> ==== save-all ==== Saves the server to disk. ;Syntax : <code>save-all [flush]</code> ;Description : Causes the server to mark all chunks and player data as needing to be saved. They will be saved over time (about 24 every 45 seconds) until all are flushed to disk. : If 'flush' is specified as the sole argument to the command, all the chunks will be saved to disk immediately, freezing the server for a short time. ;Success Conditions : Succeeds if the map is successfully saved to disk. If an error occurs (such as the disk being full, or another copy of Minecraft has the map open) the command will fail. <!-- please retain double newline above for section differentiation --> ==== save-off ==== Disables automatic server saves. ;Syntax : <code>save-off</code> ;Description : Disables the server writing to the world files. All changes will temporarily be queued. ;Success Conditions : Always succeeds. <!-- please retain double newline above for section differentiation --> ==== save-on ==== Enables automatic server saves. ;Syntax : <code>save-on</code> ;Description : Enables the server writing to the world files. This is the default behavior. ;Result : Always succeeds. <!-- please retain double newline above for section differentiation --> === say === {{/infobox |say |op |Classic 0.0.16a_01 }} Sends a message in the chat to other players ;Syntax :<code>say <''message β¦''></code> ;Result : Fails if any target selectors do not resolve to at least one online player, or if any named players are not online. : On success, broadcasts ''message'' to all players on the server. If a multi-person [[#Target selectors|target selector]] (e.g., @a) is used in ''message'', the list of names is formatted as "name1 and name2" for two players, or "name1, name2, ... and nameN" for N players. <!-- please retain double newline above for section differentiation --> === scoreboard === {{/infobox |scoreboard |op |1.5|13w04a }} These commands manage scoreboard objectives, players, and teams. ;Syntax :<code>scoreboard <<nowiki>objectives|players|teams</nowiki>> β¦</code> See [[Scoreboard#Command reference]] for more information. <!-- please retain double newline above for section differentiation --> === seed === {{/infobox |seed |op |1.3.1|12w21a }} Displays the world [[Seed (level generation)|seed]]. ;Syntax :<code>seed</code> ;Result : Always succeeds. This command can always be used in single-player mode, regardless of whether cheats are enabled or not. <!-- please retain double newline above for section differentiation --> === setblock === {{/infobox |setblock |op |1.7.2|13w37a }} Changes a block to another block. ;Syntax : <code>setblock <''x''> <''y''> <''z''> <''TileName''> [''dataValue''] [''oldBlockHandling''] [''dataTag'']</code> ;Arguments : ''x y z'' :: Specifies the position of the block to be changed. May use [[#Tilde notation|tilde notation]] to specify a position relative to the command's execution. : ''TileName'' :: Specifies the new block. Must be a [[Data values#Block IDs|block id]] (for example, <code>minecraft:stone</code> or <code>stone</code>). : ''dataValue'' (optional) :: Specifies additional data to further describe the new block. Must be between 0 and 15 (inclusive). If not specified, defaults to <code>0</code>. : ''oldBlockHandling'' (optional) :: Specifies how to handle the block change. Must be one of: ::* <code>destroy</code> β The old block drops both itself and its contents (as if destroyed by a player). Plays the appropriate block breaking noise. ::* <code>keep</code> β Only air blocks will be changed (non-air blocks will be "kept"). ::* <code>replace</code> β The old block drops neither itself nor any contents. Plays no sound. :: If not specified, defaults to <code>replace</code>. : ''dataTag'' (optional) :: Specifies the [[#Data tag|data tag]] for the new block. Must be a compound [[NBT tag]] (for example, <code>{CustomName:Fred}</code>). ;Result : Fails if the arguments are not specified correctly, if tried to change a non-air block in keep mode, tried to replace a block with an identical copy in keep or replace mode, or if the coordinates are in an unloaded chunk. : On success, changes the block at the specified position. ;See also :* {{cmd|blockdata}} β modifies the data tags of a block :* {{cmd|clone}} β copies blocks from one region to another :* {{cmd|fill}} β fills a region with a block <!-- please retain double newline above for section differentiation --> === setidletimeout === {{/infobox |setidletimeout |mp |Classic 0.0.15a_03 }} Sets the time before idle players are kicked from the server. ;Syntax :<code>setidletimeout <''Minutes until kick''></code> ;Description :Set the idle kick timer. Any players idle for ''Minutes until kick'' will be kicked. ;Success Conditions :Always succeeds. <!-- please retain double newline above for section differentiation --> === setworldspawn === {{/infobox |setworldspawn |op |1.7.2|13w43a }} Sets the [[Spawn#Player spawning|world spawn]]. ;Syntax : <code>setworldspawn</code> : <code>setworldspawn <''x''> <''y''> <''z''></code> <!-- 1.8 Usage: <code>setworldspawn [<''x''> <''y''> <''z''>]</code> --> ;Arguments : ''x y z'' (optional) :: Specifies the coordinates of the [[Spawn#Player spawning|world spawn]]. ''x'' and ''z'' must be within the range [[World boundary|-30,000,000 to 30,000,000]] (inclusive). ''y'' must be between 0 and 256 (inclusive). May use [[#Tilde notation|tilde notation]] to specify coordinates relative to the command's execution. If not specified, defaults to the position of the command's execution. Not optional in command blocks. :: If the server is not in [[adventure mode]], players will always spawn on the topmost block near (''x'',''z'') β ''y'' is effectively ignored. If the server is in adventure mode, then the new spawnpoint will be the coordinates given exactly, including the ''y'' coordinate (even if underground and even if there is no block there) -- if the ''y'' level given does not have space for the player then it will move up on the y axis until it does, at most y level 256. :: Although [[spawn chunk]]s are usually kept loaded at all times, new spawn chunks won't be loaded by this command until a player moves within range. [[Compass]]es (which in ''Minecraft'' point to the world spawn rather than north) will also not update to the change until the world is reloaded. ;Result : Fails if the arguments are not specified correctly. : On success, sets the world spawn to the specified coordinate. <!-- please retain double newline above for section differentiation --> === spawnpoint === {{/infobox |spawnpoint |op |1.4.2|12w32a }} Sets the spawn point for a player. ;Syntax :<code>spawnpoint</code> :<code>spawnpoint <''player''></code> :<code>spawnpoint <''player''> <''x''> <''y''> <''z''></code> ;Arguments : ''player'' (optional) :: Specifies the player whose spawn point should be set. Must be a player name or a [[#Target selectors|target selector]]. If not specified, defaults to the command's user. Not optional in command blocks. : ''x y z'' (optional) :: Specifies the coordinates of the player's new spawn point. ''x'' and ''z'' must be integers within the range [[World boundary|-30,000,000 to 30,000,000]] (inclusive). ''y'' must be an integer between 0 and 256 (inclusive). May use [[#Tilde notation|tilde notation]] to specify coordinates relative to the command's execution. If not specified, defaults to the position of the specified player(s). ;Result : Fails if the arguments are not specified correctly, or if ''player'' fails to resolve to one or more online players. : On success, sets the spawn point of the targeted player(s) to the specified coordinate. <!-- please retain double newline above for section differentiation --> === spreadplayers === {{/infobox |spreadplayers |op |1.6.1|13w23a }} Teleports entities (players, mobs, items, etc.) to random surface locations within an area. ;Syntax : <code>spreadplayers <''x''> <''z''> <''spreadDistance''> <''maxRange''> <''respectTeams''> <''player β¦''></code> ;Arguments : ''x z'' :: Specifies the center of the region to spread targets to. ''x'' and ''z'' must be between [[World boundary|-30,000,000 and 30,000,000]] (exclusive). May use [[#Tilde notation|tilde notation]] to specify coordinates relative to the command's execution. : ''spreadDistance'' :: Specifies the minimum distance between targets. Must be at least 0.0. : ''maxRange'' :: Specifies the maximum distance on each horizontal axis from the center of the area to spread targets (thus, the area is square, not circular). Must be at least 1.0 greater than ''spreadDistance''. : ''respectTeams'' :: Specifies whether to keep teams together. Must be <code>true</code> or <code>false</code>. If <code>true</code>, targets on the same team will be teleported to the same location. : ''player'' :: Specifies the targets to spread. Must be one or more player names and/or [[#Target selectors|target selectors]] separated by spaces (<code>@e</code> is permitted to target entities other than players). ;Result : Fails if the arguments are not specified correctly, if there are too many targets to satisfy the ''spreadDistance'' requirement within the specified area, or if a target is attempted to be spread to outside the [[world boundary]]. : On success, teleports targets to random surface locations within the specified area. Targets will always be placed on the top block at a location, and never on [[lava]]. ;Examples : To teleport all players by team to random surface locations in a 1,000Γ1,000-block area centered on (0,0), with a minimum distance between teams of 200 blocks: :: <code>spreadplayers 0 0 200 500 true @a</code> : To teleport one random player from each of three teams (Red, Blue, and Green), as well as Alice and Bob, to random surface locations in a 200Γ200-block area centered on (0,0), with a minimum distance between players of 50 blocks: :: <code>spreadplayers 0 0 50 100 false @r[team=Red] @r[team=Blue] @r[team=Green] Alice Bob</code> ;See also : {{cmd|tp}} and {{cmd|teleport}} β different commands that teleport a single player or entity to a specific position (even underground). <!-- please retain double newline above for section differentiation --> === stats === {{/infobox |stats |op |1.8|14w28a }} Manages the updating of scoreboard objectives with the results of other commands. Commands can be executed by blocks (specifically, [[command block]]s and [[sign]]s) or by entities (players can execute commands directly, and other entities can be the origin of commands indirectly with the {{cmd|execute}} command). When a command is executed, the command returns one or more "command stats": the success count, number of blocks affected, number of entities affected, number of items affected, and/or a query result (such as from {{cmd|time query daytime}}). The stats command allows "selectors" and "objectives" to be set (or cleared) for each of these command stats for specific blocks or entities. Selectors (for example, <code>@e</code>) are stored exactly as entered, and don't get evaluated immediately. When a command is later run by the block or entity, the stored selector is then used to target (other) entities and update their [[scoreboard]] objective with the value of the command stat. That value can then be displayed or operated on, just like any other scoreboard value. The success count from a command block can also be acquired with a [[redstone comparator]], but that is capped at a maximum value of 15, while scoreboard objectives can hold any value from -2,147,483,648 to 2,147,483,647. Success counts and query results are also usually displayed in the chat. {{see also|Tutorials/Command stats}} ;Syntax : <code>stats block <''x''> <''y''> <''z''> clear <''stat''></code> : <code>stats block <''x''> <''y''> <''z''> set <''stat''> <''selector''> <''objective''></code> : <code>stats entity <''selector2''> clear <''stat''></code> : <code>stats entity <''selector2''> set <''stat''> <''selector''> <''objective''></code> ;Arguments : ''x y z'' (<code>block</code> mode only) :: Specifies the position of the block to post command stats from. ''x'' and ''z'' must be between [[World boundary|-30,000,000 and 30,000,000]] (inclusive, without the commas) and ''y'' must be between 0 and 256 (inclusive). May use [[#Tilde notation|tilde notation]] to specify a position relative to the command's execution. : ''selector2'' (<code>entity</code> mode only) :: Specifies the entity to post command stats from. Must be a player name or a [[#Target selectors|target selector]]. <!-- the in-game usage help currently names this argument "selector" which is identical to another argument in the same command. This argument name has been altered here for discussion clarity because the other argument is common to both stats block and stats entity. --> : ''stat'' :: Specifies the command stat whose selector and objective are to be cleared or set. Must be one of: ::* <code>AffectedBlocks</code> β returns the number of blocks affected by a command ::* <code>AffectedEntities</code> β returns the number of entities affected by a command ::* <code>AffectedItems</code> β returns the number of items affected by a command ::* <code>QueryResult</code> β returns the result of a command query ::* <code>SuccessCount</code> β returns a command's success count : ''selector'' (<code>set</code> mode only) :: Specifies the selector to be evaluated when a command is run by the specified block or entity to determine which entity(ies) scoreboard objective is to be updated with the result returned by ''stat''. May be anything because it won't be evaluated until a command is run by the specified block or entity, but only a player name or a [[#Target selectors|target selector]] will produce useful results (though player names can be fake, so even real players don't need to be online). : ''objective'' (<code>set</code> mode only) :: Specifies the name of the objective to be updated with the result returned by ''stat''. May be anything because it won't be evaluated until a command is run by the specified block or entity, but only the name of a defined objective will produce useful results. ;Result : Fails if the arguments are not specified correctly, if the specified block cannot track stats (in other words, it fails if the specified block is not a command block or sign), or if ''selector2'' fails to evaluate to one or more valid entities (named players must be online). : On success, clears or sets the selector and objective to be updated with the result returned by ''stat''. ;Examples : To set the block at (0,64,0) to update scoreboard objective MyObj of the nearest player with the value of any query result returned by the block: :: <code>stats block 0 64 0 set QueryResult @p MyObj</code> : To stop the block at (0,64,0) from updating any scoreboard obectives with the success count of commands it executes: :: <code>stats block 0 64 0 clear SuccessCount</code> : To have the nearest [[wither skull]] update the scoreboard objective NumBlocks of fake player #FakePlayer with the number of blocks affected by commands executed by the wither skull: :: <code>stats entity @e[type=WitherSkull,c=1] set AffectedBlocks #FakePlayer NumBlocks</code> ;See also : {{cmd|blockdata}} β can also change the selector and objectives of blocks by altering data tags directly : {{cmd|entitydata}} β can also change the selector and objectives of entities by altering data tags directly <!-- please retain double newline above for section differentiation --> === stop === {{/infobox |stop |mp |Alpha 1.0.16 }} Stops a server. ;Syntax : <code>stop</code> ;Result : Always succeeds. Saves all changes to disk, then shuts down the server. <!-- please retain double newline above for section differentiation --> === stopsound === {{/infobox |stopsound |op |1.9.3|1.9.3-pre2 }} Stops a sound. ;Syntax : <code>stopsound <''player''> [''source''] [''sound'']</code> ;Arguments : ''player'' :: Specifies the sound's target. Must be a player name or a [[#Target selectors|target selector]].<!-- 1.8 note: cannot target non-players, even with @e --> : ''source'' (optional) :: Specifies which category in the music & sound options the sound falls under. Must be <code>master</code>, <code>music</code>, <code>record</code>, <code>weather</code>, <code>block</code>, <code>hostile</code>, <code>neutral</code>, <code>player</code>, <code>ambient</code>, or <code>voice</code>. : ''sound'' (optional) :: Specifies the sound to stop. Must be a sound event defined in [[Sounds.json#Sound events|sounds.json]] (for example, <code>mob.pig.say</code>). ;Result <!-- : Fails if the arguments are not specified correctly, if ''player'' fails to resolve to one or more online players. or if the targets are unable to hear the sound from where it is played. : On success, plays a sound for the targeted players. --> <!-- please retain double newline above for section differentiation --> === summon === {{/infobox |summon |op |1.7.2|13w36a }} Summons an [[entity]] (mobs, projectiles, items, vehicles, etc.). ;Syntax : <code>summon <''EntityName''> [''x''] [''y''] [''z''] [''dataTag'']</code> ;Arguments : ''EntityName'' :: Specifies the entity to be summoned. Must be an [[Data values#Entity IDs|entity id]] (for example, <code>Bat</code>, <code>EntityHorse</code>, <code>WitherSkull</code>, <code>XPOrb</code>, <code>PrimedTNT</code>, etc.) or <code>LightningBolt</code>. : ''x y z'' (optional) :: Specifies the position to summon the entity. ''x'' and ''z'' must be between [[World boundary|-30,000,000 to 30,000,000]] (inclusive), and ''y'' must be at least 0. May use [[#Tilde notation|tilde notation]] to specify a position relative to the command's execution. If not specified, defaults to the position of the command's execution. : ''dataTag'' (optional) :: Specifies the [[Commands#Data tags|data tag]] for the entity. Must be a compound [[NBT tag]] (for example, <code>{CustomName:Fred}</code>). Lightning has no additional data tags that can be specified. ;Result : Fails if the arguments are not specified correctly. : On success, creates the specified entity at the specified position. ;Examples : To summon a charged creeper named "Powered Creeper" at the current position: :: <code>summon Creeper ~ ~ ~ {powered:1,CustomName:Powered Creeper}</code> : To summon lightning 10 blocks west of the current position: :: <code>summon LightningBolt ~-10 ~ ~</code> : To summon an Armor stand wielding a lava bucket and wearing a skeleton skull: :: <code>summon ArmorStand ~ ~ ~ {ArmorItems:[{},{},{},{id:skull}],HandItems:[{id:lava_bucket},{}]}</code> <!-- please retain double newline above for section differentiation --> === teleport === {{/infobox |tp |op |1.10|1.10-pre1 }} Teleports entities (players, mobs, items, etc.). ;Syntax : <code>teleport <''target entity''> <''x''> <''y''> <''z''> [<''y-rot''> <''x-rot''>]</code> ;Arguments : ''target entity'' :: Specifies the entity(s) to be teleported. Must be either a player name or a [[#Target selectors|target selector]]. : ''x y z'' :: Specifies the coordinates to teleport the target(s) to. ''x'' and ''z'' must fall within the range -30,000,000 to 30,000,000 (exclusive, without the commas), and ''y'' must be within the range -4096 to 4096 inclusive. May use [[#Tilde notation|tilde notation]] to specify a position relative to the position of the executor of the command. {{cmd|tp}} or {{cmd|execute}} can be used to teleport using coordinates relative to the target. : ''y-rot'' (optional) :: Specifies the horizontal rotation (-180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of due north, before wrapping back around to -180.0). Tilde notation can be used to specify a rotation relative to the target's previous rotation. : ''x-rot'' (optional) :: Specifies the vertical rotation (-90.0 for straight up to 90.0 for straight down). Tilde notation can be used to specify a rotation relative to the target's previous rotation. ;Result : Fails if the arguments are not specified correctly, if ''target player'' fails to resolve to one or more entities (named players must be online), or if ''destination player'' fails to resolve to a single entity (a named player must be online). Fails individually for each entity referenced by ''target player'' that is not in the same dimension as the ''destination player'', if specified.{{verify|this behavior is merely copied from /tp, should be verified}} : On success, teleports the targets to the specified destination. ;Examples : To teleport all cows to yourself: <code>teleport @e[type=Cow] ~ ~ ~</code> : To teleport yourself to x=100 and z=100, but three blocks above your current position: <code>teleport @p 100 ~3 100</code> : To rotate yourself 10 degrees to the right without changing your position: <code>teleport @p ~ ~ ~ ~10 ~</code> <!-- please retain double newline above for section differentiation --> === {{anchor|msg|w}} tell === {{/infobox |tell | |Alpha 1.0.16_02 }} Sends a private message to one or more players. ;Syntax : <code>tell <''player''> <''message β¦''></code> : <code>msg <''player''> <''message ...''></code> : <code>w <''player''> <''message ...''></code> ;Arguments : ''player'' :: Specifies the targeted player(s) to send the private message to. Must be a player name (or a [[#Target selectors|target selector]], but only if the user is an [[operator]]). : ''private message'' :: Specifies the message to send. May include spaces (as well as [[#Target selectors|target selectors]], but only if run from the server console β in other words, from the computer running the server, or by remote access to it). ;Result : Fails if the arguments are not specified correctly, if ''any'' target selectors in either argument fail to resolve to at least one online player, or if a named player is not online. : On success, only the targeted player(s) see the private message in their chat. If a multi-person [[#Target selectors|target selector]] (e.g., @a) is used in ''message'', the list of names is formatted as "name1 and name2" for two players, or "name1, name2, ... and nameN" for N players. ;Examples : To privately tell Alice to start the mission: <code>tell Alice Start the mission!</code> <!-- please retain double newline above for section differentiation --> === tellraw === {{/infobox |tellraw |op |1.7.2|13w37a }} Sends a JSON message to players. ;Syntax : <code>tellraw <''player''> <''raw json message''></code> ;Arguments : ''player'' :: Specifies the player(s) to send the message to. Must be a player name or [[#Target selectors|target selector]]. : ''raw json message'' :: Specifies the message to send. Must be valid [[#Raw JSON text|raw JSON text]] (for example, <code>{"text":"Hi there!","bold":true}</code>). ;Result : Fails if the arguments are not specified correctly, or if ''player'' fails to evaluate to one or more online players. : On success, the targeted players receive the JSON message in their chat. ;See also : {{cmd|say}} β send a simple text message to all players : {{cmd|tell}} β send a simple text message to specific players <!-- please retain double newline above for section differentiation --> === testfor === {{/infobox |testfor |op |1.5|13w03a }} Counts entities (players, mobs, items, etc.) matching specified conditions. ;Syntax : <code>testfor <''player''> [''dataTag'']</code> ;Arguments : ''player'' :: Specifies the targets to count. Must be a player name or a [[#Target selectors|target selector]] (<code>@e</code> is permitted to target entities other than players). : ''dataTag'' (optional) :: Specifies the data tags the entities must have to match successfully. Must be a compound [[NBT tag]] (for example, <code>{XpLevel:3}</code>). ;Result : Fails if the arguments are not specified correctly, or if ''player'' fails to resolve to one or more entities (named players must be online). : On success, produces a success count equal to the number of targets matching ''player'', which can be measured by a [[redstone comparator]] facing away from the command block. ;Examples : To test if Alice is online: <code>testfor Alice</code> : To count the number of players in survival mode within a 3-block radius of (0,64,0): <code>testfor @a[0,64,0,3,m=0]</code> : To count the number of zombies within a 20-block radius of (0,64,0): <code>testfor @e[0,64,0,20,type=Zombie]</code> : To count the number of players currently flying: <code>testfor @a {abilities:{flying:1b}}</code> : To test if a arrow is in a block <code>testfor @e[type=Arrow] {inGround:1b}</code> <!-- please retain double newline above for section differentiation --> === testforblock === {{/infobox |testforblock |op |1.7.2|13w37a }} Tests whether a certain block is in a specific location. ;Syntax : <code>testforblock <''x''> <''y''> <''z''> <''TileName''> [''dataValue''] [''dataTag'']</code> ;Arguments : ''x y z'' :: Specifies the position of the block to test. ''x'' and ''z'' must be between [[World boundary|-30,000,000 and 30,000,000]] (inclusive, without the commas) and ''y'' must be between 0 and 255 (inclusive). May use [[#Tilde notation|tilde notation]] to specify a position relative to the command's execution. : ''TileName'' :: Specifies the block to test for. Must be a valid [[Data values#Block IDs|block id]] (for example, <code>minecraft:stone</code>). : ''dataValue'' (optional) :: Specifies the [[Data values#Block IDs|block data]] to test for. ''dataValue'' must be between -1 and 15 (inclusive). If not specified, or if <code>-1</code>, ''dataValue'' matches any block data value. : ''dataTag'' (optional) :: Specifies the block [[#Data tags|data tags]] to test for. Must be a compound [[NBT tag]] (for example, <code>{CustomName:Fred}</code>). If not specified, ''dataTag'' matches any block data tag. ;Result : Fails if the arguments are not specified correctly, if the block at the specified position does not match the specified block id or data, or if the specified data tag has different values than are defined in the block's data tag (''dataTag'' does not need to match the block's entire data tag, and data tags in the argument which are undefined in the block will ''not'' cause the command to fail). : On success, returns a success count of 1. ;Examples : To test if the block at (0,64,0) is any type of [[wool]]: :: <code>testforblock 0 64 0 minecraft:wool</code> :: <code>testforblock 0 64 0 minecraft:wool -1</code> : To test if the block at (0,64,0) is orange wool: :: <code>testforblock 0 64 0 minecraft:wool 1</code> : To test if the block below is a [[jukebox]] with the "mall" [[record]] inside: :: <code>testforblock ~ ~-1 ~ minecraft:jukebox -1 {Record:2261}</code> <!-- please retain double newline above for section differentiation --> === testforblocks === {{/infobox |testforblocks |op |1.8|14w07a }} Tests whether the blocks in two regions match. ;Syntax : <code>testforblocks <span style="background-color:#FDD"><''x1''> <''y1''> <''z1''></span> <span style="background-color:#FFD"><''x2''> <''y2''> <''z2''></span> <span style="background-color:#DDF"><''x''> <''y''> <''z''></span> [''mode'']</code> : ''Color added to make reading easier.'' ;Arguments : <span style="background-color:#FDD">''x1 y1 z1''</span> and <span style="background-color:#FFD">''x2 y2 z2''</span> :: Specifies two opposing corners of the region to use as the pattern to test for (the "source region"). ''x1'', ''z1'', ''x2'', and ''z2'' must all be between [[World boundary|-30,000,000 and 30,000,000]] (inclusive, without the commas), and ''y1'' and ''y2'' must be between 0 and 255 (inclusive). May use [[#Tilde notation|tilde notation]] to specify coordinates relative to the command's position. The number of blocks in the source region must not exceed 524,288. : <span style="background-color:#DDF">''x y z''</span> :: Specifies the lower northwestern corner (the corner with the most-negative values) of the region to be checked (the "destination region"). ''x'' and ''z'' must both be between [[World boundary|-30,000,000 and 30,000,000]] (inclusive, without the commas), and ''y'' must be between 0 and 255 (inclusive). May use [[#Tilde notation|tilde notation]] to specify coordinates relative to the command's position. Source and destination regions may overlap. : ''mode'' (optional) :: Specifies how to match blocks. Must be one of: ::* <code>all</code> β every block in the source and destination regions must match exactly. ::* <code>masked</code> β [[air]] blocks in the source region will match any block in the destination region. :: If not specified, defaults to <code>all</code>. ;Result : Fails if the arguments are not specified correctly, or if the source and destination regions do not match. : On success, returns the number of matching blocks (the total number of blocks in ''all'' mode, or the number of source region non-air blocks in ''masked'' mode). <!-- please retain double newline above for section differentiation --> === time === {{/infobox |time |op |1.3.1|12w16a }} Changes or queries the world's game [[time]]. ;Syntax : <code>time <add|query|set> <value></code> ;Arguments : ''value'' :: Specifies the time to add, query, or set: ::* <code>add</code> - Must be between 0 and 2,147,483,647 (inclusive, without the commas) ::* <code>query</code> - Must be <code>daytime</code>, <code>gametime</code> or <code>day</code>. ::* <code>set</code> - Must be between 0 and 2,147,483,647 (inclusive, without the commas), <code>day</code>, or <code>night</code>. ;Result : Fails if the arguments are not specified correctly. : On success: :* <code>add</code> - adds ''value'' to the world's game time :* <code>query daytime</code> - returns the number of game ticks since dawn. :* <code>query gametime</code> - returns the age of the world in game ticks. :* <code>query day</code> - returns the number of in-game days passed (matching the debug screen). :* <code>set</code> - sets the world game time to ''value'' (<code>day</code> = 1,000, <code>night</code> = 13,000). ;Examples : To set the time to 1,000: <code>time set 1000</code> or <code>time set day</code> : To add one day to the world time: <code>time add 24000</code> <!-- please retain double newline above for section differentiation --> === title === {{/infobox |title |op |1.8|14w20a }} Controls screen titles. Screen titles are displayed to players as a single line of large center-aligned text in the middle of their displays and can include a second line of text called a "subtitle". Both lines are specified using [[#Raw JSON text|complicated formatting]]. Screen titles can be set to fade in and fade out, and the duration they are displayed can also be specified. Screen titles scale in size with the [[Options#Video Settings|GUI Scale]] and screen titles which are too big to fit on the screen are not line-wrapped (they just overflow off the screen on both sides). ;Syntax : The command has five variations, each with different arguments. : <code>title <''player''> clear</code> (removes the screen title from the screen) : <code>title <''player''> reset</code> (resets options to default values) : <code>title <''player''> subtitle <''title''></code> (specifies the subtitle text) : <code>title <''player''> times <''fadeIn''> <''stay''> <''fadeOut''></code> (specifies fade-in, stay, and fade-out times) : <code>title <''player''> title <''title''></code> displays the screen title) ;Arguments : ''player'' :: Specifies the player(s) to display a screen title to. Must be a player name or [[#Target selectors|target selector]]. : ''title'' (<code>subtitle</code> and <code>title</code> mode only) :: Specifies the text to display as a title or subtitle. Must be valid [[#Raw JSON text|raw JSON text]] (for example, <code>{"text":"Chapter I","bold":true}</code>). : ''fadeIn'', ''stay'', and ''fadeOut'' (<code>times</code> mode only) :: Specifies the time in [[Tick|game tick]]s (1/20ths of a second) for the screen title to fade in, stay, and fade out. All values must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values below 0 will be treated as 0. If not specified (or if reset), defaults to 20 (1 second), 60 (3 seconds), and 20 (1 second). ;Result [[File:Title command.png|thumb|Example result of the title command.]] : Fails if the arguments are not specified correctly, or if ''player'' fails to evaluate to one or more online players. : On success: :* <code>clear</code> β Clears the screen title from the screens of the specified player(s). If no screen title is currently being displayed, has no effect. :* <code>reset</code> β Resets the subtitle text to blank text, and the fade-in, stay and fade-out times to their default values for the specified player(s). :* <code>subtitle</code> β If a screen title is currently being displayed to the specified player(s), changes the current subtitle to ''title''; otherwise, specifies the subtitle for the next screen title to be displayed to the specified player(s). :* <code>times</code> β Changes the fade-in, stay, and fade-out times of all current and future screen titles for the specified player(s). :* <code>title</code> β Displays a screen title to the specified player(s), or changes the current screen title to ''title''. After fading out, resets the subtitle back to blank text, but does not reset fade-in, stay, and fade-out times. ;Examples : To display a bold screen title "Chapter I" with a gray italic subtitle "The story beginsβ¦" to all players: :# <code>title @a subtitle {"text":"The story beginsβ¦","color":"gray","italic":true}</code> :# <code>title @a title {"text":"Chapter I","bold":true}</code> <!-- please retain double newline above for section differentiation --> === toggledownfall === {{/infobox |toggledownfall |op |1.3.1|12w16a }} Toggles the weather. ;Syntax : <code>toggledownfall</code> ;Result : Always succeeds. If weather is currently clear, rain or snow will start. If weather is currently rain, snow, or a thunderstorm, it will become clear. Can be overridden by the /weather command. <!-- please retain double newline above for section differentiation --> === tp === {{/infobox |tp |op |Alpha 1.0.16_01 }} Teleports entities (players, mobs, items, etc.). ;Syntax : <code>tp [''target player''] <''destination player''></code> : <code>tp [''target player''] <''x''> <''y''> <''z''> [<''yaw''> <''pitch''>]</code> ;Arguments : ''target player'' (optional) :: Specifies the entity(s) to be teleported. Must be either a player name or a [[#Target selectors|target selector]]. If not specified, defaults to the player who executed the command. Not optional in command blocks. : ''destination player'' :: Specifies the entity to teleport the target(s) to. Must be either a player name or a target selector. : ''x y z'' :: Specifies the coordinates to teleport the target(s) to. ''x'' and ''z'' must fall within the range -30,000,000 to 30,000,000 (exclusive, without the commas), and ''y'' must be within the range -4096 to 4096, inclusive. May use [[#Tilde notation|tilde notation]] to specify a position relative to the target's current position β an exception to tilde notation's usual rule of being relative to the executor of the command. {{cmd|teleport}} can be used to teleport relative to executor of the command. : ''yaw'' (optional) :: Specifies the horizontal rotation (-180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of due north, before wrapping back around to -180.0). Tilde notation can be used to specify a rotation relative to the target's previous rotation. : ''pitch'' (optional) :: Specifies the vertical rotation (-90.0 for straight up to 90.0 for straight down). Tilde notation can be used to specify a rotation relative to the target's previous rotation. ;Result : Fails if the arguments are not specified correctly, if ''target player'' fails to resolve to one or more entities (named players must be online), or if ''destination player'' fails to resolve to a single entity (a named player must be online). Fails individually for each entity referenced by ''target player'' that is not in the same dimension as the ''destination player'', if specified. : On success, teleports the targets to the specified destination. ;Examples : To teleport yourself to Alice: <code>tp Alice</code> : To teleport all players to yourself: <code>tp @a @p</code> : To teleport yourself to x=100 and z=100, but three blocks above your current position: <code>tp 100 ~3 100</code> : To rotate the nearest player 10 degrees to the right without changing their position: <code>tp @p ~ ~ ~ ~10 ~</code> <!-- please retain double newline above for section differentiation --> === trigger === {{/infobox |trigger | |1.8|14w06a }} Modifies a scoreboard objective with a "trigger" criteria. ;Syntax : <code>trigger <''objective''> <add<nowiki>|</nowiki>set> <''value''></code> ;Description : Used together with <code>[[#tellraw|/tellraw]]</code> to let players activate systems made by operators or mapmakers. ;Arguments : ''objective'' :: An enabled scoreboard objective with the "trigger" criteria. : ''add|set'' :* <code>''add''</code> β Adds ''value'' to the current value of ''objective''. :* <code>''set''</code> β Sets the value of ''objective'' to ''value''. ;Result : Fails if the arguments are not specified correctly, if ''objective'' does not have the "trigger" criteria, or if the player who executed the command is not able to modify ''objective''. : On success, the value of ''objective'' is changed for the player that executed the command. <!-- please retain double newline above for section differentiation --> === weather === {{/infobox |weather |op |1.4.2|12w32a }} Sets the weather. ;Syntax : <code>weather <nowiki><clear|rain|thunder></nowiki> [''duration'']</code> ;Arguments : ''clear|rain|thunder'' :* <code>clear</code> β Set the weather to clear. :* <code>rain</code> β Set the weather to rain (or snow in cold biomes). :* <code>thunder</code> β Set the weather to a thunderstorm (or a thunder snowstorm in cold biomes). : ''duration'' (optional) :: Specifies the time in seconds for the specified weather to last. Must be between 1 and 1,000,000 (inclusive, without the commas). If ''duration'' is omitted, the duration will be set between 6,000 and 18,000 ticks. ;Result : Fails if the arguments are not specified correctly. : On success, changes the weather for the specified duration (in seconds). ;Examples : To get clear weather for one ''Minecraft'' day: <code>weather clear 1200</code> : To make it rain, but let it end at its own pace: <code>weather rain</code> <!-- please retain double newline above for section differentiation --> === whitelist === {{/infobox |whitelist |mp |Beta 1.3 }} Manages the server whitelist. Server ops will ''always'' be able to connect when the whitelist is active, even if their names do not appear in the whitelist. ;Syntax : The command has six variations. : <code>whitelist add <''player''></code> : <code>whitelist list</code> : <code>whitelist off</code> : <code>whitelist on</code> : <code>whitelist reload</code> : <code>whitelist remove <''player''></code> ;Arguments : ''player'' (<code>add</code> and <code>remove</code> mode only) :: Specifies the player(s) to add or remove from the whitelist. ;Result : Fails if the arguments are not specified correctly, or if ''player'' doesn't exist : On success: :* <code>add</code> β Adds the player name to the whitelist. The player does not need to be online. :* <code>list</code> β Displays all player names in the whitelist. :* <code>off</code> β Disables the server's use of a whitelist. :* <code>on</code> β Enables the server's use of a whitelist. :* <code>reload</code> β Reloads the list of player names in <code>white-list.txt</code> (1.7.5 or earlier) or <code>whitelist.json</code> (1.7.6 or later) from disk (used when <code>white-list.txt</code> or <code>whitelist.json</code> has been modified outside of ''Minecraft''). :* <code>remove</code> β Removes the player name from the whitelist. The player does not need to be online. <!-- please retain double newline above for section differentiation --> === worldborder === {{/infobox |worldborder |op |1.8|14w17a }} These commands control the [[world border]]. ;Syntax : The command has eight variations, each with different arguments: : <code>worldborder add <''distance''> [''time'']</code> (increases the world border diameter) : <code>worldborder center <''x''> <''z''></code> (recenters the world boundary) : <code>worldborder damage amount <''damagePerBlock''></code> (specifies the world border damage rate) : <code>worldborder damage buffer <''distance''></code> (specifies the world border damage buffer distance) : <code>worldborder get</code> (returns the world border diameter) : <code>worldborder set <''distance''> [''time'']</code> (sets the world border diameter) : <code>worldborder warning distance <''distance''></code> (specifies the world border warning distance) : <code>worldborder warning time <''time''></code> (specifies the world border warning time) ;Arguments : ''distance'' (<code>add</code>, <code>damage buffer</code>, <code>set</code> and <code>warning distance</code> modes only) :: Specifies a distance in blocks: ::* <code>add</code> β Specifies the number of blocks to add to the world border diameter. ::* <code>damage buffer</code> β Specifies the distance outside the world buffer a player must be before they start taking damage. Must be at least 0.0. Initially set to 5.0. ::* <code>set</code> β Specifies the new diameter for the world border. Must be between 1.0 and 60,000,000 (inclusive, without the commas). ::* <code>warning distance</code> β Specifies the distance from the world border at which players will begin to see a visual warning of the world border's proximity. Must be at least 0. Initially set to 5. : ''time'' (<code>add</code>, <code>set</code> and <code>warning time</code> modes only) :: Specifies a time in seconds: ::* <code>add</code> β Specifies the number of seconds it should take for the world border to move from its current diameter to the new diameter. Must be at least 0. If not specified, defaults to 0. ::* <code>set</code> β Specifies the number of seconds it should take for the world border to move from its current diameter to the new diameter. Must be at least 0. If not specified, defaults to 0. ::* <code>warning time</code> β Specifies the number of seconds that a player will begin to see a visual warning before a moving world border passes their position. Must be at least 0. Initially set to 15. : ''x z'' (<code>center</code> mode only) :: Specifies the horizontal coordinates of the world border's center. Must be between [[World border|-30,000,000 and 30,000,000]] (inclusive, without the commas). May use [[#Tilde notation|tilde notation]] to specify coordinates relative to the command's execution. : ''damagePerBlock'' (<code>damage amount</code> mode only) :: Specifies the damage a player takes per second per block past the world border buffer. For example, if ''damagePerBlock'' is 0.1, a player 5 blocks outside the world border buffer will take 0.5 damage per second (damage less than half a heart might not change the visual health display, but will still accumulate). Must be at least 0.0. Initially set to 0.2. ;Result : Fails if the arguments are not specified correctly, or if the new world diameter will be less than 1.0 or greater than 60,000,000. : On success: :* <code>add</code> β The world border begins changing its diameter by the specified amount. If ''distance'' is positive, the world border will turn green and start increasing; if negative, the world border will turn red and start decreasing. If ''time'' is 0 or unspecified, the change occurs immediately; otherwise the change proceeds at a rate of (''distance''/2)/''time'' blocks per second. :* <code>center</code> β The center of the world border immediately moves to the specified coordinates. :* <code>damage amount</code> β Sets the world border damage amount to the specified value. Any player outside the world border buffer will take this amount of damage per second per block past the world border buffer distance. :* <code>damage buffer</code> β Sets the world border buffer distance to the specified value. Players won't take damage until they move past this distance from the world border. :* <code>get</code> β Shows the current world border diameter in the chat. :* <code>set</code> β The world border begins changing its diameter to the specified value. If ''distance'' is bigger than the current diameter, the world border will turn green and start increasing; if smaller, the world border will turn red and start decreasing. If ''time'' is 0 or unspecified, the change occurs immediately; otherwise the change proceeds at a rate of ((''distance''-<current diameter>)/2)/''time'' blocks per second. :* <code>warning distance</code> β Sets the world border warning distance to the specified value. :* <code>warning time</code> β Sets the world border warning time to the specified value. <!-- please retain double newline above for section differentiation --> === xp === {{/infobox |xp |op |1.3.1|12w16a }} Adds [[experience]] to a player. ;Syntax : <code>xp <''amount''> [''player'']</code> : <code>xp <''amount''>L [''player'']</code> ;Arguments : ''amount'' :: Specifies the amount of experience to give to the player. Must be between 0 and 2,147,483,647 (inclusive, without the commas). :: If an <code>L</code> is added to the end, adds levels instead. Levels must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas) β negative values remove levels instead of adding them. : ''player'' (optional) :: Specifies the target of the command. If not specified, defaults to the command's executor. Not optional in command blocks. ;Result : Fails if arguments are not specified correctly, or if ''player'' fails to resolve to one or more online players. : On success, adds experience or adds/removes levels. Total experience and levels will not be reduced below 0. ;Examples : To give 7 experience to yourself: <code>xp 7</code> : To give 3 levels to Alice: <code>xp 3L Alice</code> : To remove all levels from all players: <code>xp -2147483648L @a</code> <!-- please retain double newline above for section differentiation --> == See also == * [[Formatting codes]] * [[Entity format]]
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