give Lobby Commands a 1 tick delay between each command
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TheForsakenFurby6 messagesstarted Sep 20, 2026, 7:21 AM
other
Currently, lobby commands are all run on the same tick. This prevents a few commands from being used effectively, as they aren't able to react to the results of commands earlier in the list.
Here's an example to illustrate:
If you manually run these commands one at a time in a creative world, they work as intended, and are likely to land the player in a crimson or warped forest.
But if you put these as your lobby commands, they universally teleport players to around 500 500 in the overworld. I think what's happening is that the predicates in the execute commands are all testing the original position, before any of the previous teleportations have actually been carried out.
NOTE TO OTHERS: I encourage you to comment if you can think of a use-case for lobby commands which would stop working with a one tick delay added. I can't think of anything, but I'm not a command genius.
Here's an example to illustrate:
/execute in minecraft:the_nether run tp @a 0 128 0
/execute as @a unless predicate {"condition":"minecraft:location_check","predicate":{"biomes":["minecraft:warped_forest","minecraft:crimson_forest"]}} run tp @s ~500 ~ ~500
/execute as @a unless predicate {"condition":"minecraft:location_check","predicate":{"biomes":["minecraft:warped_forest","minecraft:crimson_forest"]}} run tp @s ~500 ~ ~500
/execute as @a unless predicate {"condition":"minecraft:location_check","predicate":{"biomes":["minecraft:warped_forest","minecraft:crimson_forest"]}} run tp @s ~500 ~ ~500
/execute as @a unless predicate {"condition":"minecraft:location_check","predicate":{"biomes":["minecraft:warped_forest","minecraft:crimson_forest"]}} run tp @s ~500 ~ ~500
/execute as @a unless predicate {"condition":"minecraft:location_check","predicate":{"biomes":["minecraft:warped_forest","minecraft:crimson_forest"]}} run tp @s ~500 ~ ~500
/execute at @a run spreadplayers ~ ~ 0 100 under 100 true @aIf you manually run these commands one at a time in a creative world, they work as intended, and are likely to land the player in a crimson or warped forest.
But if you put these as your lobby commands, they universally teleport players to around 500 500 in the overworld. I think what's happening is that the predicates in the execute commands are all testing the original position, before any of the previous teleportations have actually been carried out.
NOTE TO OTHERS: I encourage you to comment if you can think of a use-case for lobby commands which would stop working with a one tick delay added. I can't think of anything, but I'm not a command genius.
4
noura 🜛5 days ago
maybe they should work more like .mcfunctions, so consecutively, but not with a 1 tick delay between each fommand
TheForsakenFurbyOP5 days ago(edited)
I've run into the same teleportation problem with .mcfunctions too actually 
TheForsakenFurbyOP5 days ago
But with those you can work around it by putting the later commands in a different function, and schedule those functions for 1 tick after the first
TheForsakenFurbyOP5 days ago(edited)
(It was a year or three ago though, so nvm if mojang changed it)
noura 🜛5 days ago
ah :<