Minecraft guides — page 2 — page 2
Practical write-ups on commands, datapacks, building and server performance — each one paired with the tool that does the work.
/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.
Beacon pyramids: blocks needed per level, real range, and tinting the beam
A level 4 beacon costs 164 blocks and reaches 50 blocks, not 64. Here are the exact counts per tier, what each level unlocks, and how stained glass mixes the beam colour.
Comparator signal strength from containers: the formula and the stack-size trap
A chest with one item outputs signal 1, but so does a chest with sixty-three. The formula explains why, and why shulker boxes and buckets break every calculation you had.
server.properties: the settings that change performance, and the ones that do nothing
view-distance and simulation-distance are not the same lever, and one of them is where your TPS goes. What each setting actually costs, with sensible values.
/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.
Custom model data: giving one item many models without replacing anything
The item-model system replaced the old CustomModelData predicate. Here is the folder layout, the JSON that maps values to models, and why your texture shows as a purple cube.
Reading level.dat: hardcore status, spawn point and what you can actually fix
A hardcore death is one boolean in level.dat. Here is what the file holds, what a corrupted save looks like, and the honest limits of what inspection can recover.
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