Undo command in Minecraft












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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.










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    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.










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      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.










      share|improve this question














      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






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      asked Apr 16 '16 at 19:21









      KimatuyKimatuy

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          2 Answers
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          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?






          share|improve this answer
























          • 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



















          0














          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






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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            5














            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?






            share|improve this answer
























            • 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
















            5














            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?






            share|improve this answer
























            • 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














            5












            5








            5







            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?






            share|improve this answer













            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?







            share|improve this answer












            share|improve this answer



            share|improve this answer










            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



















            • 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













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            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






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            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.

























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              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






              share|improve this answer








              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.























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                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






                share|improve this answer








                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







                share|improve this answer








                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.









                share|improve this answer



                share|improve this answer






                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

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                New contributor




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                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.






























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