You are missing an opening bracket for the item compound.
{Item: id:"m
should be {Item:{id:"m
Your damage value is testing for an integer and needs to test for a short so it needs to be followed by an s.
Damage:8
should be Damage:8s
For a final command of:
scoreboard players set @e[type=Item] S 1 {Item:{id:"minecraft:wool",Damage:8s,Count:1b,tag:{display:{Name:"South"}}}}
Also, just to note it, you can give the item a scoreboard tag which will allow you to target the item without having to create a scoreboard objective. It will use the same dataTag from above.
Here is the command:
scoreboard players tag @e[type=Item] add S {Item:{id:"minecraft:wool",Damage:8s,Count:1b,tag:{display:{Name:"South"}}}}
To target the item, you can use the tag argument in the target selector within another command. An example command to kill the item:
/kill @e[tag=S]
Try This Command:
/summon fireball ~ ~ ~ {ExplosionPower:0,direction:[1.0,0.0,0.0],power:[1.0,0.0,0.0],Passengers:[{id:"minecraft:falling_block",BlockState:{Name:"minecraft:sand"},Time:1}],Item:{id:"minecraft:sand",Count:1b}}
It summons a falling block riding a fireball which travels infinitely (I think) It won't look just like a block but you can adjust the item for the fireball and the block for the falling block. You can adjust the power and direction tag for movement.
Made using:
https://mcstacker.net/
Idea two:
/summon falling_block ~ ~ ~ {NoGravity:1b,Time:1,Motion:[1.0,0.0,0.0]}
No Gravity tag should prevent gravity effects from being used. Which could have been stopping the block?
Giant Idea:
/summon giant ~ ~ ~ {NoGravity:1b,Silent:1b,Invulnerable:1b,NoAI:1b,Tags:["TPme"],ArmorItems:[{},{},{},{id:"minecraft:sand",Count:1b}],ActiveEffects:[{Id:14b,Amplifier:1b,Duration:999999}]}
or
/summon armor_stand ~ ~ ~ {NoGravity:1b,Silent:1b,Invisible:1b,Tags:["TPme"],DisabledSlots:4144959,ArmorItems:[{},{},{},{id:"minecraft:sand",Count:1b}]}
Repeat:
/execute as @e[tag=TPme] at @s run tp @s ~0.1 ~ ~
Best Answer
For some reason all types of fireballs (
fireball
,small_fireball
anddragon_fireball
) and wither skulls have an additionaldirection
tag that acts the same asMotion
and seems to overwrite whatever they have in theirMotion
tag. Additionally they have apower
tag, which accelerates them in X, Y and Z direction every tick, even if you setdirection
to[0.0,0.0,0.0]
every tick.So the proper way to stop these is:
Shulker bullets have a completely different way of moving. The easiest way I found to stop them was this:
Llama spit turned out to be the most difficult one of these, for some reason. It completely ignores its
Motion
tag, but it also has nodirection
or similar to replace it. In fact, it has no unique NBT tags at all, exceptOwner
. So the brute force method is the only one that works:You summon an armour stand that doesn't interact with the world at the llama spit and then continuously teleport it there. When the llama spit doesn't exist anymore, the last command kills the armour stand to improve performance.
Mostly the llama spit just turns invisible, sometimes it reappears at its origin position a few times and visually moves in its regular direction, but it does not hurt you anymore. Directly after being shot by a llama it always visually moves in its usual direction at first, which is usually far enough to look like it would hit you. But it never damages you, unless you walk directly into the position where it actually is.