Undo command in Minecraft
I would want to know if there is a sort of "undo" command in Minecraft (no mods) that undo one action at the time. For example, the player pressed a button that started a huge redstone system or he detonated one TNT that detonated other TNTs.
minecraft-commands
add a comment |
I would want to know if there is a sort of "undo" command in Minecraft (no mods) that undo one action at the time. For example, the player pressed a button that started a huge redstone system or he detonated one TNT that detonated other TNTs.
minecraft-commands
add a comment |
I would want to know if there is a sort of "undo" command in Minecraft (no mods) that undo one action at the time. For example, the player pressed a button that started a huge redstone system or he detonated one TNT that detonated other TNTs.
minecraft-commands
I would want to know if there is a sort of "undo" command in Minecraft (no mods) that undo one action at the time. For example, the player pressed a button that started a huge redstone system or he detonated one TNT that detonated other TNTs.
minecraft-commands
minecraft-commands
asked Apr 16 '16 at 19:21
KimatuyKimatuy
4552520
4552520
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
No, there is no built-in undo system.
However, if you are prepared for it, you can use the /clone command. You'll want to clone the part of the map (periodically) you are working on to another, far away area. Then, if you want to "undo" this, simply reverse this cycle, and clone the "backup" area into the "work" area.
Tip: Make sure not to clone from the building area constantly, because that destroys the whole purpose of this. Make sure you clone it every so often; maybe every day-night cycle?
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
@Kimatuy Ah, I see. But you really shouldn't need/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?
– APCoding
Apr 17 '16 at 2:59
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
add a comment |
how do you un deop a player in Minecraft because I accidentally deopped myself in my own game and I need to know how to undo it
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
Your Answer
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "41"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgaming.stackexchange.com%2fquestions%2f262756%2fundo-command-in-minecraft%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
No, there is no built-in undo system.
However, if you are prepared for it, you can use the /clone command. You'll want to clone the part of the map (periodically) you are working on to another, far away area. Then, if you want to "undo" this, simply reverse this cycle, and clone the "backup" area into the "work" area.
Tip: Make sure not to clone from the building area constantly, because that destroys the whole purpose of this. Make sure you clone it every so often; maybe every day-night cycle?
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
@Kimatuy Ah, I see. But you really shouldn't need/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?
– APCoding
Apr 17 '16 at 2:59
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
add a comment |
No, there is no built-in undo system.
However, if you are prepared for it, you can use the /clone command. You'll want to clone the part of the map (periodically) you are working on to another, far away area. Then, if you want to "undo" this, simply reverse this cycle, and clone the "backup" area into the "work" area.
Tip: Make sure not to clone from the building area constantly, because that destroys the whole purpose of this. Make sure you clone it every so often; maybe every day-night cycle?
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
@Kimatuy Ah, I see. But you really shouldn't need/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?
– APCoding
Apr 17 '16 at 2:59
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
add a comment |
No, there is no built-in undo system.
However, if you are prepared for it, you can use the /clone command. You'll want to clone the part of the map (periodically) you are working on to another, far away area. Then, if you want to "undo" this, simply reverse this cycle, and clone the "backup" area into the "work" area.
Tip: Make sure not to clone from the building area constantly, because that destroys the whole purpose of this. Make sure you clone it every so often; maybe every day-night cycle?
No, there is no built-in undo system.
However, if you are prepared for it, you can use the /clone command. You'll want to clone the part of the map (periodically) you are working on to another, far away area. Then, if you want to "undo" this, simply reverse this cycle, and clone the "backup" area into the "work" area.
Tip: Make sure not to clone from the building area constantly, because that destroys the whole purpose of this. Make sure you clone it every so often; maybe every day-night cycle?
answered Apr 16 '16 at 19:27
APCodingAPCoding
1,390414
1,390414
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
@Kimatuy Ah, I see. But you really shouldn't need/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?
– APCoding
Apr 17 '16 at 2:59
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
add a comment |
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
@Kimatuy Ah, I see. But you really shouldn't need/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?
– APCoding
Apr 17 '16 at 2:59
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
If you want to know how to do this in more depth, feel free to ask another question.
– APCoding
Apr 16 '16 at 19:28
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
Wow, that was quick. However, what you are telling me here is in sort of one my failed project (it required the /testforblocks command you can check the question here:gaming.stackexchange.com/questions/262125/… )
– Kimatuy
Apr 16 '16 at 19:45
@Kimatuy Ah, I see. But you really shouldn't need
/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?– APCoding
Apr 17 '16 at 2:59
@Kimatuy Ah, I see. But you really shouldn't need
/testforblocks. Since you should only "backup" the area every so often, that should create no lag. If you backed it up whenever someone places a block, then the two fields would be identical, including right after the player detonates TNT in that area. If both areas are destroyed, what's the point of having the backup?– APCoding
Apr 17 '16 at 2:59
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
Yeah, you're surely right. But what I want my system to do is to detect if there is a change in the area, and if yes, change it back. Of course, there will be an "edit mode" system, so that we can change the build. But when not on, the /testforblocks command should be able to know that he will have a different build to check. This is my question, or more my project question.
– Kimatuy
Apr 18 '16 at 0:16
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
@Kimatuy Ah, I see. Please look at my comment on your other question, I might be able to help you there.
– APCoding
Apr 18 '16 at 0:58
add a comment |
how do you un deop a player in Minecraft because I accidentally deopped myself in my own game and I need to know how to undo it
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
how do you un deop a player in Minecraft because I accidentally deopped myself in my own game and I need to know how to undo it
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
how do you un deop a player in Minecraft because I accidentally deopped myself in my own game and I need to know how to undo it
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
how do you un deop a player in Minecraft because I accidentally deopped myself in my own game and I need to know how to undo it
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
answered 15 mins ago
Braedan SaldivarBraedan Saldivar
1
1
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Braedan Saldivar is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
add a comment |
Thanks for contributing an answer to Arqade!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgaming.stackexchange.com%2fquestions%2f262756%2fundo-command-in-minecraft%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown