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8

The /interact command

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  • 2
    Registered User commented
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    I agree with you on this topic, but not on the way you would do it.

    I'm coding Games with Commands and Datapacks for 2 years now and I think there would be an even better way to implement this.

    First of all, it would be great if you could open a non-existing chest. [NBT DATA]

    So your chest would not be in the World. (Useful for servers and Adventure Maps.)

    Second, you should be able to choose the type of Chest GUI. (Hopper, Minecart, Furnace, Crafting Table, Shulker box, chest, enchanting table, ...)

    Interact with players and mobs inventory would be really great!
    You could spawn an invisible Armor_Stand and get his armor per command.

    Opening an existing chest at a certain position is good.
    But due to chunk loading it would just cause many problems.

    A thing you should add is to modify the data of the GUI with /data merge
    And also test for Data inside it /data get.

    This new command would have a huge potential and would be used in many upcoming Maps and Functions.

  • 0
    Registered User commented
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    @Alex Testria

    Hello!

    I lost the original account I've made this post on but I totally agree with everything!

    To solve the chunk loading problem you can easily /forceload the chunk and opening a non-existing chest wouldn't have any chunk loading issues. 

  • 0
    Registered User commented
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    It's a nice idea. It would be even better if you could use non-existing blocks or entities (as Alex Testria said) and for chests actually use 9/18/27/36/45/54 slots chests GUIs like in servers with GUIs plugins.

  • 1
    Registered User commented
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    I would do a more built-in approach like the /ride command, something like

    /interact <player> entity @e[type=villager,limit=1]
    and
    /interact <player> block ~ ~ ~

    to stop an interaction and close the GUI, we could use

    /interact <player> close