As of 1.2.1, the build limit doubled from 128 to 256, while cloud height appears to not have moved. This means you actually have more room to build above the clouds (about 128) than you do between sea level and the clouds (about 64).
As of Beta 1.8, clouds now appear above the build limit. Notch also claims to have made the level height more consistent throughout the code, which leads me to assume that the clouds will always remain above the build limit regardless of that actual number.
I tested this by building the tallest possible pillar in creative mode. Standing on top of it (picture 1) puts your head just above the clouds. Flying beside it (picture 2) confirms that the clouds are above the build limit. Standing on a 1 meter shorter pillar puts the clouds just above your head, meaning that the clouds are about 1.5 meters above the build limit.
We cannot select LightningBolt in a target selector so we cannot detect all mobs around a lightning bolt. Instead we can detect all mobs that have a lightning bolt around them.
Setup:
/scoreboard objectives add Selector dummy
/scoreboard objectives add Initiated dummy
/scoreboard objectives add Marker dummy
/scoreboard objectives add Charged dummy
/scoreboard objectives add Change dummy
/scoreboard objectives add Kill dummy
Clock:
/scoreboard players set <Select Original Mob> Selector 1
/execute @e[score_Selector_min=1,score_Initiated=0] ~ ~ ~ summon Creeper ~ ~ ~ {CustomName:Marker,CustomNameVisible:0,Invulnerable:1,NoAI:1,Silent:1,PersistenceRequired:1}
/scoreboard players set @e[type=Creeper] Marker 1 {CustomName:Marker,CustomNameVisible:0,Invulnerable:1,NoAI:1,Silent:1,PersistenceRequired:1}
/scoreboard players set @e[score_Selector_min=1,score_Initiated=0] Initiated 1
/execute @e[score_Selector_min=1,score_Initiated=1] ~ ~ ~ tp @e[type=Creeper,r=1,c=1,score_Marker_min=1] @e[score_Selector_min=1,score_Initiate=1,r=0,c=1]
/scoreboard players set @e[type=Creeper,score_Marker_min=1] Charged 1 {CustomName:Marker,CustomNameVisible:0,Invulnerable:1,NoAI:1,Silent:1,PersistenceRequired:1,powered:1}
/execute @e[type=Creeper,score_Charged_min=1] ~ ~ ~ scoreboard players set @e[score_Selector_min=1,score_Initiate=1,r=1,c=1] Change 1
/scoreboard players set @e[type=Creeper,score_Marker_min=1] Kill 1
/execute @e[type=Creeper,score_Marker_min=1] ~ ~ ~ execute @e[score_Selector_min=1,score_Initiate=1,r=0] ~ ~ ~ scoreboard players set @e[type=Creeper,score_Marker_min=1] Kill 0
/tp @e[type=Creeper,score_Marker_min=1,score_Kill_min=1] ~ ~-600 ~
/scoreboard players set @e[score_Selector_min=1,score_Initiate=1] Initiate 0
/execute @e[score_Selector_min=1,score_Initiate=0] ~ ~ ~ execute @e[type=Creeper,r=1,c=1,score_Marker_min=1] ~ ~ ~ scoreboard players set @e[score_Selector_min=1,score_Initiate=0,r=0,c=1] Initiate 1
<Run command on entities with Change score of 1>
- Original Mobs Selected
- Creeper summoned on non-Initiated Selected mobs
- Mark the summoned Creeper
- Set the non-Initiated mobs to Initiated
- Tp the Creeper to the corresponding mob
- Mark Charged Creepers
- Mark Mobs that are selected, initiated, and have a charged creeper near them
- Reset kill score for all creepers
- Set kill score of all creepers that have a valid mob near them to 0
- Discard the remaining Creepers
- Reset Initiate score
- Set Initiate Score of all valid mobs that have a valid creeper near them to 1
- Run your command on the mobs marked with Change to swap the mobs.
Best Answer
No, you don't need to be worried. Look carefully:
Here is what happens:
First run
Minecraft adds the tag
test
to the player.Second run
Minecraft tries to add the tag
test
to the player but it already exists. So it throws the error.I don't know the limit off-hand, but it should be more than you ever need.