Commands & Data guides
Minecraft guides filed under Commands & Data.
Why Minecraft says \"Too Expensive!\" — and the anvil order that avoids it
The prior-work penalty doubles every time you touch an anvil. Here is the rule behind it, and how to sequence combines so a full enchant set never hits the 40-level wall.
The /give command after data components: what replaced NBT tags
1.20.5 replaced item NBT with data components, and most /give snippets online are still written the old way. Here is the mapping from the tags you know to the components that work now.
Ominous Bottles and Bad Omen I–V: what each level actually changes
Bad Omen no longer starts raids on its own. Here is what the five Ominous Bottle levels do to trial chambers and raids, and the give command for each.
The gamerules worth changing — and the defaults people get wrong
There are over 40 gamerules and most guides list them without saying which matter. Here are the ones that change how a world plays, with their real default values.
/execute: why as/at order matters and how store actually works
Most broken execute chains come from confusing who runs the command with where it runs. Here is what each subcommand changes, and the order that fixes it.
/fill and /clone: the 32,768 block limit and the modes that get around it
Both commands cap at 32,768 blocks per call and fail silently past it. Here are the hollow, outline and replace modes, the clone masks, and how to move a build bigger than the cap.
/tellraw JSON text: clickEvent, hoverEvent and why your message shows nothing
A single wrong bracket makes tellraw fail silently. Here is the component shape, the click and hover actions that actually work in chat, and the escaping rule people miss.
/summon with NBT: equipment, attributes and the tags that make a mob behave
Summoning a mob is one word. Making it keep its gear, not despawn, not burn and not wander off takes six specific tags. Here is what each one does.
/attribute: base value versus modifiers, and why yours keeps resetting
Setting a base value is permanent and setting a modifier is not — unless you pick the wrong operation. The three operations, the stacking order, and the slot trap.
Loot tables: pools, rolls and the difference between entries and functions
A loot table that drops nothing usually has its weights or its conditions in the wrong layer. Here is what each nesting level controls, and the functions worth knowing.
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