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  ! width="25%" align="center" | Comando
 
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  ! width="20%" align="center" | Condiciones de éxito
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  | {{Anchor|ban}}<code>'''ban''' <''nombre''> [''razón …'']</code>
 
  | {{Anchor|ban}}<code>'''ban''' <''nombre''> [''razón …'']</code>

Revisión del 17:07 5 jul 2014


Los Comandos son funciones avanzadas que se activan escribiendo ciertas cadenas de texto.

En un cliente regular de Minecraft o en el stand alone client, los comandos se introducen a través de la ventana del chat de Minecraft, que se muestra al pulsar la tecla T (por defecto) o /. Usando la tecla / también se mostrará la ventana de chat e introducirá la barra diagonal que los comandos requieren como prefijo, por lo que es un atajo útil. Al pulsar Tab ↹ mientras se introducen comandos irán apareciendo cíclicamente los comandos o argumentos posibles.

Los comandos también se pueden introducir en la consola del server multijugador, pero no es necesario que vaya precedido por una / cuando se introducen de esta manera. Los comandos en el bloque de comandos pueden ser precedidos por la barra inclinada /, pero no es necesario. Los comandos en un bloque de comandos también pueden requerir un argumento opcional, por lo general el nombre de usuario de un jugador.

La mayoría de los comandos sólo están disponibles en las siguientes situaciones:

  • En un server multijugador de Minecraft, introducidos por un operador o bloque de comandos.
  • En otros mapas multijugador, introducidos por el jugador que abrió un mapa en LAN con los trucos habilitados o aloja su propio server multijugador.
  • En el singleplayer, si los trucos se han habilitado en la creación del mundo (a través del botón "Más opciones de Mundo...").

Algunos comandos de jugador también están disponibles en un solo jugador, incluso cuando los trucos no están habilitados.

Nota: En los mundos para un jugador donde los trucos no están habilitados en el menú de creación, se pueden activar de forma temporal mediante la apertura de la sesión de juego actual al juego LAN (Esc -> "Abrir en LAN", y luego el botón "Permitir trucos" y "Iniciar el mundo en LAN"). Realmente no es necesario no estar en una LAN o que otros se unan. Esto no es permanente, pero te permitirá el uso de los comandos hasta que se cierre el mundo, y los cambios que se realicen a través de comandos (objetos creados, etc.) se guardarán con el mundo. Se puede hacer esto cada vez que se empieza a jugar en el mundo otra vez. Hay que tener en cuenta que esto desactiva la pausa en el juego, por lo que mientras está abierto a la red LAN, se debe encontrar un lugar seguro o recargar el mundo antes de utilizar el menú del juego con total seguridad. Recuerda que se puede desactivar el mundo en LAN recargando el mundo.

Uso

Leyenda

En la lista a continuación, los comandos están escritos siguiendo en este formato:

Si ves.. Entonces
<corchetes angulares> Es un argumento requerido.
[corchetes cuadrados] Es un argumento opcional.
cursivas/italics Reemplaza esto por el valor apropiado.
texto plano Introducelo literalmente como sale.
x|y Selecciona una de las opciones.

Las opciones disponibles se muestran separadas por una barra vertical: |

… (elipsis) El argumento consiste en diversas palabras separadas por espacios.

Selector de objetivos

En vez de usar nombres de jugadores, con las siguientes variables o argumentos, se puede seleccionar diferentes tipos de objetivos al mismo tiempo:

Variable Función
@p El jugador más cercano.
@r Un jugador aleatorio.
@a Todos los jugadores.
@e Todas las entidades.
jugador Sustituyelo por el nombre del jugador/entidad, para referirse a un jugador o entidad en concreto.

Argumentos para el selector de objetivos

Después de usar un objetivo (@a, @p, @r, o @e) se puede utilizar opcionalmente argumentos. Esta es la forma de utilizar los argumentos: @<selector> [<argumento>=<valor>, <argumento>=<valor>, ...]
Nota: Hay que asegurarse de no agregar espacios ni puntos y aparte en el medio de los corchetes.

Argumento Funcción
x Coordenada X de la zona de búsqueda, siendo el centro de la selección radial y la esquina inicial (al noroeste inferior) para la selección cúbica. Nota, este debe ser un entero (integer).
y Coordenada Y de la zona de búsqueda, siendo el centro de la selección radial y la esquina inicial (al noroeste inferior) para la selección cúbica. Nota, este debe ser un entero.
z Coordenada Z de la zona de búsqueda, siendo el centro de la selección radial y la esquina inicial (al noroeste inferior) para la selección cúbica. Nota, este debe ser un entero.
(No poner nada) Por defecto son las coordenadas del que ejecuta el comando o "0"(cero).
dx Coordenada X de la esquina opuesta para definir un área de búsqueda rectangular. Ten en cuenta, que no puede ser negativo.
dy Coordenada Y de la esquina opuesta para definir un área de búsqueda rectangular. Ten en cuenta, que no puede ser negativo.
dz Coordenada Z de la esquina opuesta para definir un área de búsqueda rectangular. Ten en cuenta, que no puede ser negativo.
r Radio máximo de búsqueda.
rm Radio mínimo de búsqueda.
rx Rotación máxima de x.
rxm Rotación mínima de x.
ry Rotación máxima de y.
rym Rotación mínima de y.
m Modo de juego del jugador. -1 = Todo, 0 = Supervivencia, 1 = Creativo, 2 = Aventura, 3 = Espectador
c Número de objetivos para especificar. Si es negativo, utiliza los objetivos del final de la lista primero.
l Nivel de experiencia máximo de jugadores.
lm Nivel de experiencia mínimo de jugadores.
score_name Para el "nombre" del objetivo, la puntuación máxima que este jugador tiene.
score_name_min Para el "nombre" del objetivo, la puntuación mínima que este jugador tiene.
team Comprueba si el jugador está en el equipo especificado. Insertar un “!” antes del nombre del equipo comprueba solamente jugadores que no estén en ese equipo. No proporcionar ningún nombre de equipo permite la comprobación de todos los jugadores sin equipo.
name Comprueba si hay jugadores o entidades que llevan ese nombre. Usando =! en lugar de = comprueba sólo los jugadores/entidades que no tienen este nombre. (Ejemplo: name = !Notch)
type Comprueba si hay entidades con este tipo de entidad. (Ejemplo: type = EntityHorse) Esto puede también ser utilizado con =! (descrito anteriormente).

Ejemplo: @p[x=1,y=30,z=26,r=10,rm=2,m=1,c=3,l=25,lm=3,score_Kills_min=1,score_Deaths=2,team=Red]

Distribución:

@p - Especifica que sólo al jugador más cercano.

x=1, y=30, z=26 - Establece el centro del radio a x: 1, y: 30 y Z: 26.

r=10 - Establece el radio máximo de búsqueda a 10.

rm=2 - Establece el radio mínimo de búsqueda a 2.

m=1 - Especifica jugadores con modo de juego 1 (creativo).

c=3 - Especifica los tres primeros jugadores en la lista (nota: para @p, el valor predeterminado de c es 1, a diferencia de @e y @a).

l=25 - Especifica todos los jugadores con nivel de experiencia de 25 o menos.

lm=3v - Especifica todos los jugadores con nivel de experiencia de 3 o más.

score_Kills_min=1 - Especifica todos los jugadores con al menos 1 "Kills" (puntuación).

score_Deaths=2 - Especifica todos los jugadores con un máximo de 2 "Kills" (puntuación).

team=Red - Específica todos los jugadores del equipo "Red".

Alternativamente, las coordenadas y de radio máximo (¡pero no mínimo!) se pueden proporcionar de forma más concisa, siempre y cuando sean de los primeros argumentos (hasta cuatro) y sin caracteres que los definan, por ejemplo:

@p[1,30,26,10,rm=2,m=1,c=3,l=25,lm=3,score_Kills_min=1,score_Deaths=2,team=Red]

Es idéntico al del ejemplo anterior.

Debido a que el argumento de 'c' utiliza jugadores del final de la lista primero, cuando es negativo, se puede utilizar @p[c =-1] para seleccionar el jugador más lejano en lugar del más cercano (con @e[c=-1] se seleccionará la entidad más alejada).

@e[type=Arrow,r=100,c=-1]

Encuentra el más lejano en un radio de búsqueda de 100.

Si r se especifica junto con dx, dy y/o dz, sólo las entidades dentro de la superposición de ambas regiones de búsqueda se encontrarán.

Hay que tener en cuenta que las distancias dx, dy y dz son compensaciones de las coordenadas originales x, y y z. No actúan como otro conjunto de coordenadas para definir un área cúbica. En otras palabras, no son las coordenadas de la esquina opuesta del cubo que se quiere definir, sino más bien la distancia a la que esta de la coordenada x, y y z original a la esquina opuesta. Por ejemplo, si se desea definir un cubo desde la esquina: x:50 y:10 z:50 para la otra esquina: x:100 y:20 z:200, se podría escribir los argumentos [x=50, y=10, z=50, dx=50, dy=10, dz=150], no [x=50, y=10, z=50, dx=100, dy=20, dz=200] porque dx, dy y dz "añaden" a la zona cúbica (50+50=100, 10+10=20, 50+150=200), pero no la definen.

Comandos de jugador

Estos comandos se pueden utilizar en la ventana de chat por cualquier jugador que tenga permitido conectarse a un server, y también se pueden utilizar en un solo jugador o incluso si no están habilitados los trucos.

Comando Descripción Condición de éxito[note 1]

help [página|nombre del comando]
? [página|nombre del comando]

Muestra algunos de los comandos disponibles o información adicional al usar nombre del comando (no se muestran todos). Nota: los comandos multijugador no aparecen en los juegos de un solo jugador, aunque esté abierto a jugadores en LAN.

Tiene éxito si página es válido o no se especifican. Técnicamente falla si se especifica nombre del comando, aunque se muestra el uso del comando.

me <acción …>

Permite describir una acción de manera narrativa que aparecería en el chat de esta forma: “nombre del jugador” “acción que dice que realiza” (ejemplo: Clappercito escribe: /me se toma un zumo, entonces aparecerá en el chat: *Clappercito se toma un zumo.) Si se utiliza un selector de objetivo multi-persona (por ejemplo, @a) con acción, la lista de nombres tendrá el siguiente formato: "nombre1 nombre2 nombre3", o "nombre1 nombre2" para dos nombres. Por lo tanto, independientemente del número de los selectores de objetivo que se utilicen en acción, este comando sólo dará el mensaje una sola vez.

Todos los selectores de objetivo (por ejemplo, @p) en acción deben evaluarse.

tell <jugador> <mensaje privado …>
msg <jugador> <mensaje privado …>
w <jugador> <mensaje privado …>

Se usa para mandar un mensaje privado corto a un jugador en el servidor. Muy útil en servidores si es necesario pedir/decir algo de/a otro jugador sin que otros jugadores lo vean. Si se utiliza el selector de objetivo multi-persona (por ejemplo, @a) en mensajes privados, la lista de nombres tendrá el siguiente formato: "nombre1 nombre2 nombre3", o "nombre1 nombre2"para dos nombres. Por lo tanto, independientemente del número de los selectores de destino que se utilicen en mensaje privado, este comando sólo dará el mensaje una sola vez - sin embargo, un selector para jugador puede enviar un mensaje a varias personas (que tengan parte del mismo nombre).

Todos los selectores de objetivo (por ejemplo, @p) con mensaje privado debe evaluarse, y el jugador debe estar en línea.

trigger <objectivo> <add|set> <valor>

Se utiliza junto con /tellraw para que los jugadores activen los sistemas hechos por los operadores o los creadores de mapas. El objetivo debe ser un objetivo habilitado del marcador del criterio de "trigger". El valor dado es o se añade a su valor actual, o se convierte en su nuevo valor, en función de si el segundo argumento es add o set. El valor del objetivo sólo se cambia para el jugador que utiliza el comando.

El trigger se agregará en la 1.8 y está disponible actualmente sólo en las snapshots.

El objetivo debe contar con los criterios de "trigger" y el jugador que ejecuta el comando debe ser capaz de modificar el objetivo.

  1. Las condiciones de éxito de un comando se deben cumplir para que el juego considere al comando "exitoso". Esto se utiliza para determinar una variedad de cosas, tales como la salida de un comparador de redstone
    alimentado por un bloque de comandos con un comando. Hay que tener en cuenta que no todos los comandos "exitosos" realmente hacen algo, y no todos los comandos "fracasados" fallan en hacer algo útil.

Comandos de operador

Estos comandos solo se pueden utilizar por ops (operadores, también conocidos como admins o administradores) desde la consola del servidor, así como a través de la ventana de chat cuando va precedido por el carácter del comando /. Los resultados de estos comandos se transmiten a otros operadores en línea.

Estos comandos también están disponibles en el modo para un jugador con los trucos activados o para los jugadores que alojan un mundo en línea o LAN.

Comando Descripción Condición de éxito

achievement give <stat_name> [jugador]

Da a un jugador un logro, y todos los requisitos para los logros previos, o incrementar una estadística en 1. stat_name debe utilizar achievement.achievement_name, donde achievement_name es un logro válido (ver Marcador o Logros para los nombres válidos), o stat.statistic_name, donde statistic_name es una estadística válida (ver Marcador para estadísticas válidas). Si el jugador no se especifica, el logro/estadística se dará al ejecutor del comando.

stat_name debe ser un nombre de logro/estadística válida. El jugador no es opcional en los bloques de comandos y el jugador debe estar en línea.

blockdata <x> <y> <z> <dataTag>

Edits the data tags of the block at the location x, y, z. For more information on data tags, see the Data tags section.

The blockdata command will be added in 1.8 and is currently available only in the snapshots.

dataTag must be a valid argument at the block located at x, y, z.

clear [player] [item] [data] [maxCount] [dataTag]

Clears the inventory of player (defaults to the executing player if unspecified) of the specified item:data, with the specified dataTag. Does not remove more than maxCount items. If no optional tags are specified, the entire inventory is cleared.

The maxCount and dataTag arguments will be added in 1.8 and are currently available only in the snapshots.

At least zero item(s) must be removed, and player must be online. Can output a comparator signal if successfully cleared item(s). data can be set to -1 to clear regardless of Damage value, and maxCount can be set to -1 to clear all of the selected item.

clone <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode] [mode2]

Clones the given area. The destination is (x, y, z), where the blocks are placed going into positive coordinate values.

mode can be:

  • replace - (the default), which copies all blocks.
  • masked - which copies all non-air blocks.
  • filtered - which removes any unnecessary blocks and replaces them with air.

mode2 can be:

  • move - where it replaces the cloned blocks with air (on filtered you must include what blocks to be filtered out).
  • force - which makes the command execute even if the area being cloned overlaps with the area blocks being cloned to (on filtered you must include what blocks to be filtered out).
  • normal - (on filtered you must include what blocks to be filtered out).

The clone command will be added in 1.8 and is currently available only in the snapshots.

The area being cloned and the area where the cloned blocks are going must both be rendered, must not overlap, and must be within the 32768 block limit (including air blocks)

debug <start|stop>

Starts a new debug profiling session or stops the session currently running. It notifies about potential performance bottlenecks in the console when active and creates a profiler results file in the folder debug when stopped.

Can only stop if a session is running. Cannot be used in a command block.

defaultgamemode <mode>

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; i.e., if the default game mode is creative, new players will start in creative. This command cannot enable or disable Hardcore mode.

mode must be a valid game mode: survival, creative, adventure, or spectator. The game modes can be abbreviated to "s/c/a/sp" or "0/1/2/3" respectively.

difficulty <new difficulty>

Changes the difficulty for as long as the server is running. If the server is restarted, the difficulty will go back to whatever difficulty is set in server.properties.

new difficulty must be a valid difficulty: peaceful, easy, normal, or hard. The difficulties can be abbreviated to "p/e/n/h" or "0/1/2/3" respectively.

effect <player> <effect> [seconds] [amplifier] [hideParticles]

Gives the targeted player (or entity, via the @e target selector) the specified effect for the specified time (default is 30 seconds). Effects have a limit of 1,000,000 seconds, and the amplifier field has a limit of 255. Effect id's can be found on the potion effects page. Setting seconds to 0 clears this effect. If you put the amplifier to a number of a variably high value, it will not give the desired amplifier. Setting hideParticles to true hides effect particles, if value not given, defaults to false.

If clearing an effect, the player must have this effect. effect must be a valid effect. player must be online.

effect <player> clear

Clears all effects on player (or entity, via the @e target selector).

At least one effect must be removed, and player must be online.

enchant <player> <enchantment ID> [level]

Enchants the item that the player is currently holding, according to enchantment ID. Note that this works within the normal limitations of enchanting items. Enchantments can only be applied to items which can normally receive that specific enchantment. Enchantment levels can not be above the normal highest achievable for the selected enchantment. Conflicting or overpowering enchantment combinations usually prevented are also prevented with this command.

The enchantment ID must be valid, the level must be valid for this enchantment (unless the held item is also invalid), the held item must be able to accept this enchantment, the held item cannot have conflicting enchantments, and player must be online.

execute <entity> <x> <y> <z> <command …>

Runs command as though it were executed by entity, and as though entity were located at x, y, z. The command will be run as though the entity has operator-level permission.

The execute command will be added in 1.8 and is currently available only in the snapshots.

entity must resolve to one or more valid entities (including players, who must be online if specified by name). x and z must be within the range -30,000,000 to 30,000,000 (inclusive). command must execute successfully.

execute <entity> <x> <y> <z> detect <x2> <y2> <z2> <block> <data> <command …>

Runs command as though it were executed by entity, and as though entity were located at x, y, z. It will only run command if the specified block is located at x2, y2, z2, starting from x, y, z for relative coordinates. The command will be run as though the entity has operator-level permission.

The execute command will be added in 1.8 and is currently available only in the snapshots.

entity must resolve to one or more valid entities (including players, who must be online if specified by name). x and z must be within the range -30,000,000 to 30,000,000 (inclusive). The specified block must be found at x2, y2, z2. command must execute successfully.

fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> [dataValue] [oldBlockHandling] [dataTag]

Fills the given area with a block specified by TileName, dataValue, and dataTag. oldBlockHandling mode is either destroy, keep, hollow, or outline.

  • replace - Destroys any blocks within the target location and replaces them with "TileName", without dropping item entities.
  • destroy - Destroys any blocks within the target location, dropping them as item entities, and replacing them with "TileName".
  • keep - Only replaces air blocks found in the fill area with "TileName".
  • hollow - Wraps only the outer layer of the fill area, creating a square box of "TileName", and replacing all blocks inside of the box area with air. Containers inside of the box will drop their contents, but not their block.
  • outline - Wraps only the outer layer of the fill area, creating a square box of "TileName". (Leaves all blocks leftover inside the box area alone and doesn't destroy them)

The fill command will be added in 1.8 and is currently available only in the snapshots.

A starting point and an end point must be input followed by a block. Your feet (y-value), will be the point where blocks will begin to fill. Chunks must be loaded and can only fill within a 32768 block limit (including air blocks)

fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> <dataValue> replace [replaceTileName] [replaceDataValue]

Replaces all blocks matching replaceTileName and replaceDataValue in a given area with TileName and dataValue. If replaceTileName and replaceDataValue are not given, any block will be replaced. Note that the replace operation does not support a dataTag argument if replaceTileName is given (use above syntax instead to replace any block and have dataTag support).

The fill command will be added in 1.8 and is currently available only in the snapshots.

A starting point and an end point must be input followed by a block. Your feet (y-value), will be the point where blocks will begin to fill. Chunks must be loaded and can only fill within a 32768 block limit (including air blocks)

gamemode <mode> [player]

Changes the game mode for player. If no player is given, it will set your own gamemode.

mode must be a valid game mode: survival, creative, adventure, or spectator. The game modes can be abbreviated to "s/c/a/sp" or "0/1/2/3" respectively.

player must currently be online. player is not optional for command blocks.

gamerule <rule name>
gamerule <rule name> [value]

Activates or deactivates the rule name. If value is not given, displays the current status of rule name.

Available rules are:

  • commandBlockOutput - Whether command blocks should notify admins when they perform commands
  • doDaylightCycle - Whether time progresses
  • doFireTick - Whether fire should spread and naturally extinguish
  • doMobLoot - Whether mobs should drop items
  • doMobSpawning - Whether mobs should naturally spawn
  • doTileDrops - Whether blocks should have drops
  • keepInventory - Whether the player should keep items in their inventory after death
  • mobGriefing - Whether Creepers, Endermen, Ghasts, Withers and Villagers should be able to change blocks or zombies, skeletons, and Zombie Pigmen can pick up items
  • naturalRegeneration - Whether the player can regenerate health naturally if their hunger is full enough

The following rules will be added in 1.8 and are currently available only in the snapshots:

  • logAdminCommands - Whether to log admin commands to server log
  • randomTickSpeed - How often a random tick occurs, such as plant growth, leaf decay, etc. Can be 0 to disable random updates
  • sendCommandFeedback - Whether the feedback from commands executed by a player should show up in chat
  • showDeathMessages - Whether a message appears in chat when a player dies

Valid value for all gamerules are true or false, except randomTickSpeed which can be any non-negative integer.

Succeeds in all cases - even absent/invalid rule name or a property besides true or false.

give <player> <item> [amount] [data] [dataTag]

Spawns amount (defaults to 1) of the item defined by item with the specified data (defaults to 0) at the location of player, using dataTag for the "tag" NBT tag. For example typing /give John planks 30 1 {display:{Lore:["Wooden planks"]}} will give a player called John 30 blocks of Spruce Wood Planks with Lore that says "Wooden planks".

item must be a valid ID or item name, amount must be from 0 to 64, and player must be online.

kill [player|entity]

Inflicts 1000 (Heart.svg × 500) void damage to the target, killing the target instantly even if in Creative mode (a high-level Resistance effect cannot protect the player either). The text "Ouch! That looks like it hurt." will be displayed after executing. Useful when lost, stuck, or to restore health and hunger (assuming you can get your items back easily or the keepInventory gamerule is set to "true"). If player|entity is not specified, the player running the command will be killed.

The player|entity argument will be added in 1.8 and is currently available only in the snapshots.

player|entity is not optional in command blocks.

particle <name> <x> <y> <z> <xd> <yd> <zd> <speed> [count] [player|entity]

Spawns particles in a given area or at a given player/entity.

The particle command will be added in 1.8 and is currently available only in the snapshots.

name must be a valid particle name. x and z must be within the range -30,000,000 to 30,000,000 (inclusive). player|entity is not optional in command blocks.

playsound <sound> <player> [x] [y] [z] [volume] [pitch] [minimumVolume]

Plays the selected sound to the selected player. The value of sound is any event defined in sounds.json (for example, mob.pig.say). Note that Resource Packs 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). If an event contains multiple sounds, this command will select randomly between them (chances are modified by each sound's "weight" property), just as the game normally would. For example, "mob.pig.say" will play one of several pig sounds at random, because the event has multiple sounds associated with it.

The coordinates x, y, and z are the coordinates to play the sound from. If prefixed with "~", they will be relative to the player's current location. Note that "~" is shorthand for "~0", and thus "~ ~ ~" can be used as a substitute for the player's current location.

The volume argument controls the distance from which a sound may be heard. At values less than 1.0, the sound will be quieter and have a smaller sphere within which it may be heard. At 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.

The minimumVolume argument controls the volume of the sound for players outside its normal audible sphere. If the player is outside the normal sphere, the sound will instead be centered some short distance (<4 blocks) from the player, and minimumVolume will determine its volume.

The pitch argument alters both the pitch and the duration of the sound (which means that it's actually changing its speed).

player must be online, volume must be at least 0.0, pitch must be between 0.0 and 2.0 (inclusive), minimumVolume must be between 0.0 and 1.0 (inclusive), and the player must be able to hear the sound from where it is played.

publish

Opens your single-player game for LAN friends to join. This command appears in the singleplayer cheats.

Cannot be used in a command block.

replaceitem block [x] [y] [z] <slot> <item> [amount] [data] [dataTag]

Replaces an item in a certain slot of a container block with another item.

The slot argument must be slot.container.* (where * is replaced with a number for the correct inventory slot).

The replaceitem command will be added in 1.8 and is currently available only in the snapshots.

The block must be a container block and the slot and item arguments must be correct.

replaceitem entity <selector> <slot> <item> [amount] [data] [dataTag]

Replaces an item in a certain slot of an entity (player or mob) with another item.

The slot argument must be one of (where * is replaced with a number for the correct inventory slot):

  • slot.armor.feet|legs|chest|head
  • slot.enderchest.*
  • slot.horse.armor|chest.*|saddle
  • slot.hotbar.*
  • slot.inventory.*
  • slot.villager.*
  • slot.weapon

slot.equipment.* is not currently a valid argument, but mob equipment can be replaced with slot.armor.* or slot.weapon (listed above).

The replaceitem command will be added in 1.8 and is currently available only in the snapshots.

The player must be online and the slot and item arguments must be correct.

say <message …>

Broadcasts message to all players on the server. If a multi-person target selector (e.g., @a) is used, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used, this command will only output once.

All target selectors (e.g., @p) in the message must evaluate.

scoreboard <objectives|players|teams>

See Scoreboard for more information. Scoreboard-specific commands.

Main Article

seed

Displays the seed. This command can always be used in single-player mode, regardless of whether cheats are enabled or not.

Always succeeds (if user is a command block, player in singleplayer, or server op).

setblock <x> <y> <z> <TileName> [dataValue] [oldBlockHandling] [dataTag]

Places the block in the x, y and z coordinates specified.

TileName must exist, dataValue must exist if specified, oldBlockHandling must be either replace, keep or destroy if specified and dataTag must evaluate if specified.

setworldspawn
setworldspawn <x> <y> <z>

Sets the world's spawn to the specified coordinates. The worldspawn is where you first spawn and where you respawn if you die and your bed is missing or obstructed. If no coordinates are specified, the world spawn will be set to the executor's current location. Note that a 10 chunk (160 block) radius around the worldspawn is kept loaded at all times. However this only applies if the chunks are already loaded when it is set. Setting it to a place where no player is will NOT cause the area to load. Also compasses (which in minecraft point to the worldspawn rather than north) will not update to the change until you reload the world.

x, y, and z must be within the range -30,000,000 to 30,000,000 (inclusive). x, y, and z are not optional in command blocks.

spawnpoint
spawnpoint <player>
spawnpoint <player> <x> <y> <z>

Sets the spawnpoint of that player to that position, or to the current position if x y and z are not specified. player is optional if x y z are not specified; will set the spawnpoint of the user to their current location. NOTE: Spawnpoint coordinates must be specified in integers. No decimals.

Sleeping in a bed will also set a spawn point where the bed is, but you can only sleep in beds at night or when it rains.

player must be online, and x, y, and z must be within the range -30,000,000 to 30,000,000 (inclusive).

spreadplayers <x> <z> <spreadDistance> <maxRange> <respectTeams> <player …>

This command allows players to spread out over a long or short distance.

x and z mark the center of the area across which players are to be spread.

spreadDistance is the rough minimum distance players will be spread apart.

maxRange is the maximum distance from x, z where players will be put. Note that this distance is not a circular radius; it represents the maximum distance on either coordinate (thus forming a box ranging from x-maxRange to x+maxRange and z-maxRange to z+maxRange).

respectTeams may be true or false, and represents whether players should be moved individually or teams should be kept together.

player is the list of players to spread. Names are separated by spaces.

x and z must be within the range -30,000,000 to 30,000,000 (exclusive), spreadDistance must be at least 0, maxRange must be at least 1.0 greater than spreadDistance, and there must not be too many players to fit within the area. If maxRange is larger than 30,000,000, the command can fail with even one player if it attempts to place them outside the world boundary). Players do not spread to lava.

summon <EntityName> [x] [y] [z] [dataTag]

Spawns an entity. For example, to create a charged creeper named Powered Creeper at the player's current location:

/summon Creeper ~ ~ ~ {powered:1,CustomName:Powered Creeper}

x and z must fall within the range -30,000,000 to 30,000,000 (inclusive), and y must be at least 0. If coordinates aren't specified the entity will spawn at the player's location (or inside a command block if the command was executed by one).

tellraw <player> <raw json message>

Sends a JSON message to specified player(s), allowing formatting and clickable actions in chat text. Color defaults to white and all formatting (bold, italic, etc.) defaults to false.

player must be online, and the message text must be correctly coded in JSON.

testfor <player> [dataTag]

Used to test whether the given player (or entity, by the @e target selector) could be located, and whether it has all tags specified by dataTag. A redstone comparator as output from a command block with this command will indicate the number of players/entities matched by it. For example, "testfor @a[r=3]" will output the number of players within 3 meters of the command block, and added in snapshot 14w02a, "testfor @e[type=Arrow,r=3] {inGround:1b}" will output the number of arrows stuck in a block within 3 meters.

player and dataTag must be valid and match some entity if specified.

testforblock <x> <y> <z> <TileName> [dataValue] [dataTag]

Used to test whether a particular block is in the x, y and z coordinates specified. Datatags will not work unless a special syntax is used to specify what type of NBT tag is used (s for Short, b for Byte, l for Long, f for Float and d for Double). Also all relevant tags must be included even if they are unused (e.g.: Chest contents must include Slot, id, Damage, and Count.)

TileName must exist, dataValue must exist if specified, and dataTag must evaluate if specified.

testforblocks <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]

Compares the blocks at two locations in cuboid regions. (x1, y1, z1) and (x2, y2, z2) specifies the lowest and highest coordinate corners of the source region (the block pattern to check for), and (x, y, z) specifies the lowest coordinate corner of the destination region (the region to be checked).

mode is masked (air blocks in the source region will match any block in the destination region) or all (all blocks must match exactly, even air).

The testforblocks command will be added in 1.8 and is currently available only in the snapshots.

x1, z1, x2, z2, x, and z must fall within the range -29,999,984 to 29,999,984 (inclusive). y must be 0 to 189, and y2 must be 0 to 187.

time set <value>

Sets the world time. value is an integer between 0 and 24000, inclusive, where 0 is dawn, 6000 midday, 12000 dusk and 18000 midnight. value can be greater than 24000; in this case, the time of day wraps around, but the moon's phase is advanced. However, setting the time "backward" (earlier than the current time) does not change the moon. "time set day" sets the time to 1000, and "time set night" sets the time to 13000.

value must be 0 or positive, or day or night.

time add <value>

Increments the world time, as above.

value must be 0 or positive. The daytime wraps, and the moon's phase advances; adding 24000 will advance the moon's phase by one day.

title <player> clear

Removes title from player.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player.

title <player> reset

Resets subtitle, fadeIn time, stay time, and fadeOut time for player.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player.

title <player> subtitle <raw json title>

Sets the subtitle text for player. This is only displayed if a title is on the player's screen at the same time (can be empty).

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player. raw json title must be a single word of text (not delimited by curly brackets) or a valid json specification.

title <player> times <fadeIn> <stay> <fadeOut>

Sets the time in game ticks for title (and optional subtitle) to fade in, persist, and fade out, for player.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player.

title <player> title <raw json title>

Sets the title text for player and shows the title (optionally, with prespecified subtitle). Titles are displayed in the middle of your screen.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player. raw json title must be a single word of text (not delimited by curly brackets) or a valid json specification.

toggledownfall

Toggles rain and snow.

Always succeeds.

tp [target player] <destination player>

Teleports target player (or entity, by the @e target selector) to the location of destination player (or entity, by the @e target selector). If no player/entity is specified, it will teleport yourself.

target player is not optional in command blocks. Both players must be online.

tp [target player] <x> <y> <z> [<y-rot> <x-rot>]

Teleports target player (or entity, by the @e target selector – or yourself if no player/entity is specified) to coordinates x,y,z. Can also relatively move the player/entity by adding the ~ character before the coordinate value. For example typing /tp John ~3 64 ~3 will teleport a player called John 3 blocks away from his current x and z, and to y 64. Additionally, y-rot and x-rot may optionally be used to specify the yaw and pitch in degrees - these also accept ~.

The rotation arguments will be added in 1.8 and are currently available only in the snapshots.

x and z must fall within the range -30,000,000 to 30,000,000 (exclusive), and y must be at least 0. target player is not optional in command blocks, and the player must be online.

weather <clear|rain|thunder> [duration in seconds]

Changes the weather for the specified duration.

duration in seconds must be at least 1, and cannot be greater than 1,000,000, and a valid weather condition must be provided.

worldborder add <sizeInBlocks> [timeInSeconds]

Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

Always succeeds even if the worldborder isn't set.

worldborder center <x> <z>

Sets the center of the world border.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

x and z must fall within the range -30,000,000 to 30,000,000 (exclusive).

worldborder damage amount <damagePerBlock>

Sets the amount of damage inflicted per second per block past the world border buffer (defaults to 0.2). 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).

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

damagePerBlock must be at least 0.0.

worldborder damage buffer <sizeInBlocks>

Sets the buffer distance outside the world border before damage begins to be inflicted (defaults to 5.0).

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

sizeInBlocks must be at least 0.0.

worldborder set <sizeInBlocks> [timeInSeconds]

Sets the diameter of the world border. sizeInBlocks is the new diameter. timeInSeconds is the number of seconds it should take for the border to move from its previous location to the new location. If timeInSeconds is not specified, the diameter changes immediately.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

sizeInBlocks must fall within the range 1 to 60,000,000 (inclusive).

worldborder warning distance <blocks>

Sets the distance inside the world border where visual warning of world border proximity begins (defaults to 5).

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

blocks must be at least 0.

worldborder warning time <seconds>

Sets the time before a moving world border intersects the player when visual warning of the world border starts (defaults to 15). For example, if seconds is 5, players will get a visual warning when the moving world border is 5 seconds or less away from passing their position.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

seconds must be at least 0.

xp <amount> [player]

Gives the specified user the given number of orbs. Maximum is 2,147,483,647 per command. Negative amounts may not be used to remove experience points.

amount can be at most 2,147,483,647. player is not optional in command blocks, and player must be online.

xp <amount>L [player]

Gives player the amount number of experience levels. Maximum is 2,147,483,647 — if a player is given levels pushing them past this limit, they get reset to 0. Negative amounts may be used to remove experience levels.

amount must be between -2,147,483,648 and 2,147,483,647, inclusive. player is not optional in command blocks, and player must be online.

Comandos multijugador

Estos comandos sólo están disponibles en el modo multijugador, y son utilizables por ops (operadores) usando la consola del servidor, así como a través de la ventana de chat cuando va precedido por el carácter
del comando /.

Ninguno de estos comandos hacen uso del selector de objetivos y, con la excepción del comando /list, ninguno de estos comandos se puede ejecutar con un bloque de comandos.

Muchos de estos comandos se puede utilizar en jugadores que nunca han estado en el servidor, o incluso en nombres que no estén (o no pueden estar) registrados en cuentas de Minecraft.

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.

Comando Descripción Condición de éxito
ban <nombre> [razón …] Inscribe en la lista negra el nombre del jugador desde el servidor de manera que ya no pueden conectarse. Nota: El ban reemplaza cualquier lista blanca en su lugar. Siempre exitoso.
ban-ip <dirección|nombre> [razón …] Bloquea la entrada a los jugadores añadiendo sus ips a la lista negra. La dirección debe ser una IP válida o usando el nombre del jugador, este debe estar en línea.
banlist [ips|jugador] Muestra la lista negra de bloqueados (baneados) por direcciones IP o nombres. Siempre exitoso.
deop <jugador> Revoca el puesto de Op (operador) del jugador indicado. Siempre exitoso.
kick <jugador> [razón …] Fuerza la desconexión del jugador indicado del servidor, pudiendo darle de manera opcional una razón del porqué. El jugador debe estar en línea.
list Muestra en el chat todos los jugadores conectados, también sirve tecla Tab ↹.
op <jugador> Hace Op (operador) al jugador indicado en el servidor. Siempre exitoso..
pardon <nombre> Saca de la lista negra al nombre del ex-jugador indicado, permitiéndole volver a conectarse al server. Siempre exitoso.
pardon-ip <dirección> Saca de la lista negra esa dirección IP indicada, permitiendo a los los ex-jugadores con esa dirección IP volver a conectarse. La dirección debe ser una IP válida.
save-all Fuerza al servidor a guardar en el disco todos los cambios pendientes del mundo. Siempre exitoso.
save-off Deshabilita el guardado automático, todos los cambios posteriores temporalmente no serán guardados. Siempre exitoso.
save-on Habilita el guardado automático, que es el estado normal de funcionamiento. Siempre exitoso.
setidletimeout <minutos antes de echarlo> Da un tiempo de margen al jugador antes de ser desconectado del servidor. Siempre exitoso.
stop Guarda todos los cambios en el servidor y después lo apaga. Siempre exitoso.
whitelist <add|remove> <jugador> Añade (o quita) al jugador especificado a la lista blanca. Siempre exitoso.
whitelist list Muestra la lista de jugadores de la lista blanca. Siempre exitoso.
whitelist <on|off> Habilita o deshabilita el uso de la lista blanca, que sirve, cuando se activa, para dejar paso sólo a los jugadores que en ella se encuentran. Nota: El operador del servidor siempre podrá conectarse aunque no aparezca en la lista. Siempre exitoso.
whitelist reload Recarga la lista blanca de los jugadores del disco duro usando el archivo white-list.txt (para la 1.7.5 o anterior) o whitelist.json (para la 1.7.6 o posterior) (se usa cuando la lista ha sido modificada fuera del Minecraft). Siempre exitoso.

Data tags

NBT tags can be specified for items and entities created with the /give, /summon and other commands. Data tags are data structures. The format is JSON, although it is not strict (lenient). The data is represented as a comma separated list of pairs. Each pair has the format <key>:<value>. The key is the name of the NBT tag and the value is the data that should be assigned to it. Tag names are case-sensitive, and whitespace outside keys or values is ignored.

The value can be different types:

  • String is a piece of text, can be wrapped with double-quotes. Double quotes have to be used if the String contains commas, curly braces or square brackets. To use double-quotes inside Strings, the quote is escaped by a backslash (\"). When using most commands, escaping is disabled (except for double quotes) and keys must not be quoted (probably a bug [1]). This causes an issue where trailing backslashes do not work (as do any other things that need to be escaped), even when escaped properly. The reason is that it escapes the quotation mark after the string which causes a malformed JSON object. Example:"My name is \"Steve\""
  • Number are 1 or more digits that can have a leading sign (+/-). They're classified in Integers, that don't have a decimal mark, Doubles, that uses a dot (.) as a decimal mark, and Floats, that also have f appended after the number. Examples: integer:-128; double:-1.2345; & float:1.2f
  • List (or 'Array') is multiple, comma separated values wrapped with square brackets. The containing values do not need to be of the same type. Example:[1,2,3]
  • Boolean can either be true or false, but using Numbers works, too. When using numbers, 0 is false, everything else is true. Example:true
  • Compound or 'Object' is a container for data structures (as explained above). They are wrapped with curly braces.
Notice: The Data tag itself is a Compound. Example: {Health:18,CustomName:"Friend"}
  • null This is a placeholder an empty value. Do not put quotes. Example:null

When commands such as /testfor, /testforblock, and /clear are used to match NBT tags, they only check for the presence of the given 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/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.

For a complete listing of defined tags (though not all can be modified by commands), see:

For a complete list of identifiers, see:

Raw JSON Text

The /tellraw command uses a specific lenient JSON format for raw chat messages. Similar to the NBT format notation above, concepts such as Strings, Objects (Compounds), and Lists are used to represent the various properties of raw chat.

For a direct tutorial to tellraw commands, see this thread. For a tool to easily create tellraw commands, see this. Note that both links are external to the Minecraft Wiki and may be outdated.

The format of "<raw JSON message>" is a JSON Object which supports the following (mostly optional) elements:

  • Nbtsheet.png
    The base chat component Object
    • Nbtsheet.png
       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.
    • Nbtsheet.png
       extra: A list of additional objects, sharing the same format as the base object.
      • Nbtsheet.png
        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.
    • Nbtsheet.png
       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.
    • Nbtsheet.png
       bold: Boolean (true/false) - whether to render text in bold. Defaults to false.
    • Nbtsheet.png
       underlined: Boolean (true/false) - whether to render text underlined. Defaults to false.
    • Nbtsheet.png
       italic: Boolean (true/false) - whether to render text in italics. Defaults to false.
    • Nbtsheet.png
       strikethrough: Boolean (true/false) - whether to render text with a strikethrough. Defaults to false.
    • Nbtsheet.png
       obfuscated: Boolean (true/false) - whether to render text obfuscated. Defaults to false.
    • Nbtsheet.png
       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.
    • Nbtsheet.png
       clickEvent: Allows for events to occur when the player clicks on text.
      • Nbtsheet.png
         action: The action to perform when clicked. Valid values are "open_url" (opens value as a URL in the player's default web browser), "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), 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).
      • Nbtsheet.png
         value: The URL, chat, or command used by the specified action. Note that commands must be prefixed with the usual "/" slash.
    • Nbtsheet.png
       hoverEvent: Allows for a tooltip to be displayed when the player hovers their mouse over text.
      • Nbtsheet.png
         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).
      • Nbtsheet.png
         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 /give command).
        • "show_achievement": The achievement or statistic's name. This uses the same format as achievement and statistic Scoreboard objective criteria and the /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).
    • Nbtsheet.png
       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.
    • Nbtsheet.png
       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).
    • Nbtsheet.png
       score: A compound for displaying 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.
      • Nbtsheet.png
         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 player's own score (for example, /tellraw @a {score:{name:"*",objective:"obj"}} 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.
      • Nbtsheet.png
         objective: The internal name of the objective to display the player's score in.
      • Nbtsheet.png
         value: Optional. If present, this value is used regardless of what the score would have been.
    • Nbtsheet.png
       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.

Due to the extra tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json string 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, or score (everything else is optional). As a matter of shorthand, however, the entire Object may be substituted for a String. In this case, that string will be considered the value of the text property. For example, "This is raw text" is equivalent to {text:"This is raw text"}. This shorthand substitution is valid anywhere a raw text object is required (including the base <raw json message> argument of /tellraw, the elements of the extra list, and the value of a "show_text" hover_event).

Finally, unlike other commands using JSON, /tellraw Strings support Unicode via the notation \u####, where #### is the Unicode hexadecimal number for the desired character.

Historia

Classic
0.0.15a_03Añadidos /ban, /ban-ip, /banlist, /broadcast, /deop, /kick, /list, /op, /pardon, /pardon-ip, /save-all, /save-on, /save-off, /stop, y /whitelist.
0.0.16a_01Cambiado /broadcast a /say.
0.0.17aAñadido /setspawn.
0.0.20Añadido /solid.
Lanzamiento oficial
1.3.112w16aAñadido el modo de trucos y /gamemode, /give, /kill, /time, /toggledownfall, y /xp.
12w21aAñadido /seed.
12w22aAñadido /defaultgamemode.
12w24aAñadido /publish.
12w25aAhora los trucos puedes ser activados o desactivados cuando se abre el mundo a otros jugadores a través del LAN.
12w27aAñadido /debug.
1.4.212w32aAñadidos /difficulty, /gamerule, /spawnpoint, y /weather.
Añadidos selectores de objetivo.
12w37aAñadido /clear.
12w38a/clear ahora puede usarse para retirar bloques/objetos específicos.
12w41aEl limite para /xp ahora es 2.147.483.647 en vez de 5.000.
1.4.41.4.4preAñadido /enchant.
1.513w03aAñadido /testfor.
13w04aAñadido/scoreboard.
13w09bAñadido /effect.
1.613w23aAñadido /spreadplayers.
Añadido gamerule naturalRegeneration.
13w24aAñadido gamerule doDaylightCycle.
1.6preAñadido clear argumento para /effect.
1.6.1preAñadido /playsound.
1.7.213w36aAñadido /summon.
Añadido el argumento dataTag para /give.
13w37aAñadidos /setblock, /tellraw, y /testforblock.
13w38aAñadido /setidletimeout.
13w43aAñadido /setworldspawn.
Próximamente
1.814w02aAñadido /blockdata.
Añadido el selector @e.
Añadido el argumento opcional jugador/entidad para /kill.
Añadido un argumento adicional para /clear y /testfor.
/testfor ya no es exclusivo de los bloques de comandos.
Añadido insertion tag para /tellraw.
14w03aAñadidos argumentos de rotación a /tp.
Añadidos dx, dy, y dz al selector de argumentos.
Añadidos /clone y /fill.
Añadido gamerule logAdminCommands.
14w04aAñadido /particle.
14w05aAñadidos spectator a /gamemode y /defaultgamemode.
14w06aAñadido el argumento hideParticles para /effect.
Added /trigger.
14w07aAñadidos /execute y /testforblocks.
/testfor ahora puede comprobar búsquedas de NBT tags parciales.
14w08aLos comandos que funcionan usando /execute ahora pasan su valor de exito de vuelta al bloque de comandos que los está ejecutando.
14w10aAñadido gamerule showDeathMessages.
Añadido la opción force a /clone.
14w17aAñadido /worldborder.
Añadido gamerule randomTickSpeed.
14w19aAñadidos los argumentos damage y warning para /worldborder.
14w20aAñadido /title.
Añadido el argumento selector para /tellraw.
Añadido la opción move para /clone.
14w26aAñadido el argumento add para /worldborder.
Añadido /replaceitem.
Añadido gamerule sendCommandFeedback

Véase también