totally forgot, with this method you would also want to kill any block displays if they are in air, so add to the function this line on the first line to do that: execute if block ~ ~ ~ air run return run kill @s
Every cloud wolf video has the 'write that down! WRITE THAT DOWN!' moment. This time its the library and and command block filling in a custom dimension
I like your dimension method of running the command at each position, very creative Personally would probably just iterate over the area, but that was certainly a clever cheat
@@user-pd3zl9fv3h I cut out my discussion on it so the video wouldn’t be too long. You need to change the scale of the displays but then change the translation based on their x y z offset which you need to calculate based off of the game’s block tick execution order. Each display add 1 to a counter and give it that score. Then you need to convert index in 1D to 3D cords based off the size of the structure. Then the resulting x y z u put on the translation and multiply by the scale. So if the original x y z is 2,2,2 and u make it 1/2 size the new xyz is 1,1,1
By having the command blocks be at the same coordinates as the blocks you want to convert, you don’t have to do any finagling with relative coordinates- it can just check for ~ ~ ~
cant you just sort of make a variable with the scoreboard. for example execute if block 0 0 0 bedrock run scoreboard add bedrock 1 (i dont know the commands out of my head, this is just to give you a idea of what i mean) and then execute if score bedrock = 1 run summon display_block bla bla bla
@@commander6432 there are over 2000 blocks in the game and over 15,000 block states (red stone on vs off etc) so u would need over 15,000 block check commands. I did what you suggested in the past using block tags and a binary tree to make it about 21 commands for normal blocks but about 300 commands for noteblocks. BlockState is way better since all of it is handled by a loot table, meaning 1 command and less files and it has better performance than 21 commands
@@commander6432 tldr every way to do this would require u test for every block in the game and every combination of block state. Checking for blocks in predicates / json files is more efficient than the execute if block command