Still, all you need is just a bunch of command blocks and a Redstone signal turning them on at the same time. I don't really think it's worth the trouble to add this.
That doesn't work if you are working with limited space. If you want to build a structure from 1 command block, you cannot with only 1 command, thus the community requests multiple commands.
Could just use multiple command blocks, not that hard. No Support.
You cannot fit multiple command blocks into a small space, nor can you just have the command block set another block to a redstone block to output a signal, because then you cannot efficiently use relative co-ordinates.Oh, and Support. Clearly, otherwise i wouldn't be replying to everyone :P. Tweeted to Dinnerbone and jeb.
This is essentially what I was trying to do however on a large scale (say 10*10*10) you end up having something like 1000 minecarts and the game simply can't handle that. If you could put many commands in one block then it would all be possible
Rollback Post to RevisionRollBack
I make stuff on youtube check me out there gentlegiantJGC
If you want to build a structure from 1 command block, you cannot with only 1 command, thus the community requests multiple commands.
Not to burst any bubbles, because this method is obviously fairly limited:
Command blocks are already powerful enough as it is. Should multiple lines be added, I think there would need to be a hard limit of the number of lines available.
I also feel that there should be a feature using this command block scope: if the first command uses a player selector (@p), any players selected through that command will be used in place of players selectors in other commands in the same command block. Without a feature like this, multi-lines don't really add much other than extra lines; no functionality would change. By changing the player selectors to the initial players selected, this would both enhance the feature and limit it accordingly (in the event you want to use separate players, you would need to put down a second command block).
Could just use multiple command blocks, not that hard. No Support.
That's a stupid statement, because on my server im trying to make it so at the end of a parkour, a player receives money and is teleported back to spawn. If there is 2 command blocks, the players will just keep standing on the one that gives them money and wont go to spawn. Support
That's a stupid statement, because on my server im trying to make it so at the end of a parkour, a player receives money and is teleported back to spawn. If there is 2 command blocks, the players will just keep standing on the one that gives them money and wont go to spawn. Support
That's a stupid statement, because on my server im trying to make it so at the end of a parkour, a player receives money and is teleported back to spawn. If there is 2 command blocks, the players will just keep standing on the one that gives them money and wont go to spawn. Support
Support, but some of the reasons don't make sense... Like in places you have space for only one command block, just have that command block place a redstone block next to some other command block grouping far away...
Rollback Post to RevisionRollBack
if (∞/0!=∞):
System.out.println("Test successful, " + ∞/0 + " is not infinity");
I support. I just finished building the launch chutes for respawn rooms for the PvP arena I am making and it is ridiculous. I made it about as compact as it can be considering I added 3 variable items to each chute and it is still not exactly tiny. I used Dispensers to keep from giving items to the wrong people by accident (and because of splash potions) but if I could set it to one Command Block, I could place it very nearby to the player and cut down the size of the chute by a very large margin.
I'd still need the dispensers for the variables, but eso si que es. It would still save a lot of space.
BRILLIANT NEWS!!!!!!!!!!
In the new snapshot there is the option to clone a section of land to a new location which makes some of what we are doing possible. You do still need the thing to copy but it removes the lag made by mine carts and only uses one command block
THIS IS EXACTLY WHAT I NEED
Rollback Post to RevisionRollBack
I make stuff on youtube check me out there gentlegiantJGC
I support this. I find it quite annoying adding multiple command blocks for the same thing and wasting lots of space. Especially when I am using commands like the /setblock command and the /tellraw command, it takes up way too much space. Along with this, I think you should also be able to execute multiple commands with the /tellraw.
Instead of adding more rows for each command and still be limited to the amount of lines, I'd like the possibility to seperate commands with a ;
Like this:
/time set day;/tell QUBiCA Time has been set to day.
This will make the amount of commands almost unlimited. I'd like to have more than one command on a Command Block, but not by adding more lines.
If they were to add multiple lines in, then this is probably the format that would be used in the NBT structure if only one tag remains used, and also for the /tellraw. However, in command blocks, it would get a little unorganised, especially if you had heaps of /setblock commands.
For the sake of user friendliness, I think that multiple lines should be added, maybe about 3 or 4, but you can scroll through them all if you have more than that amount.
I support. This would be useful, because what I want is like a event system where on screen it would say "Looks like something didn't digest very well" and it would give them nausea for 15 seconds. I would use a @r command, but using 2 command blocks, I am afraid that it would target one person and say the message, and someone else would get the nausea.
Again, I extremely support, and it should be a feature.
This is already possible with multiple command blocks.
You can use a scoreboard objective and instead, set a random player to have the objective set to 1. Then test for the player that has this using a selector in each of your commands.
First add the objective. You can name it whatever you want, so long as you use it for everything else.
/scoreboard objectives add nausea dummy
Make sure that every player has the nausea objective set to them.
/scoreboard players set @a nausea 0
Then set a random player to have the nausea objective set to 1.
/scoreboard players set @r nausea 1
Now you can do your stuff with the nausea, but input a selector to test for the player with nausea set to 1 (e.g. "@a[score_nausea_min=1]"). In this command block, you must use @a instead of @r as the random player has already been found.
/effect @a[score_nausea_min=1] 9 15
/tell @a[score_nausea_min=1] Looks like something didn't digest very well.
Lastly, make sure you remember to reset everybody's nausea objective back to 0.
I support. This would be useful, because what I want is like a event system where on screen it would say "Looks like something didn't digest very well" and it would give them nausea for 15 seconds. I would use a @r command, but using 2 command blocks, I am afraid that it would target one person and say the message, and someone else would get the nausea.
Again, I extremely support, and it should be a feature.
I think what you need is variables, like in pretty much ALL programming languages.
I support this for several reasons. 1 being I don't use plugins or mods. 2 It wouldn't be just for commands blocks, but for commands in general. I run a server and I'd like to run multiple commands at the same time. If I want to kill my brother I have to be faster than him. Currently I have to type /gamemode 0 <playername> enter it, and by the time I type /effect <playername> 7 30 200 he could have changed his gamemode back to creative. Very frustrating. There are also hundreds of benefits from multiple commands in one line. Say I haven't built a daylight sensor with a command block, Or I haven't enabled command blocks and I want to toggle downfall and set the time to day. I could do it all at once or enter to different commands. You may call me lazy, but I will rebuttal with saying the developers are lazy for not doing it in the first place.I also believe it's time to move past chunk rendering and indefinite maps, but thats for a different thread. Still think there should be a rain sensor but hey that's just me. Imagine a command block that togglesdownfall for you.
Seems useful, but maybe only one more line, because of the output line. Maybe there should be a button to open the command lines to edit, then the output lines to see if it worked.
Rollback Post to RevisionRollBack
There are things known as the 10 Suggestion Commandments. Many know the obvious, such as, "Thou shalt search before typing thy post," or, "Thou shalt not be vague," but one that no one knows is, "Thou shalt organize thy post." More people need to know of this commandment.
You obviously don't do too much redstoning. Having the ability to have multiple lines or have multiple commands would be incredibly useful.
That doesn't work if you are working with limited space. If you want to build a structure from 1 command block, you cannot with only 1 command, thus the community requests multiple commands.
You cannot fit multiple command blocks into a small space, nor can you just have the command block set another block to a redstone block to output a signal, because then you cannot efficiently use relative co-ordinates.Oh, and Support. Clearly, otherwise i wouldn't be replying to everyone :P. Tweeted to Dinnerbone and jeb.
This is essentially what I was trying to do however on a large scale (say 10*10*10) you end up having something like 1000 minecarts and the game simply can't handle that. If you could put many commands in one block then it would all be possible
I make stuff on youtube check me out there gentlegiantJGC
Not to burst any bubbles, because this method is obviously fairly limited:
Command blocks are already powerful enough as it is. Should multiple lines be added, I think there would need to be a hard limit of the number of lines available.
I also feel that there should be a feature using this command block scope: if the first command uses a player selector (@p), any players selected through that command will be used in place of players selectors in other commands in the same command block. Without a feature like this, multi-lines don't really add much other than extra lines; no functionality would change. By changing the player selectors to the initial players selected, this would both enhance the feature and limit it accordingly (in the event you want to use separate players, you would need to put down a second command block).
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Neglect should not be a basis for support:
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Put the two command blocks under eachother
I'd still need the dispensers for the variables, but eso si que es. It would still save a lot of space.
In the new snapshot there is the option to clone a section of land to a new location which makes some of what we are doing possible. You do still need the thing to copy but it removes the lag made by mine carts and only uses one command block
THIS IS EXACTLY WHAT I NEED
I make stuff on youtube check me out there gentlegiantJGC
If they were to add multiple lines in, then this is probably the format that would be used in the NBT structure if only one tag remains used, and also for the /tellraw. However, in command blocks, it would get a little unorganised, especially if you had heaps of /setblock commands.
For the sake of user friendliness, I think that multiple lines should be added, maybe about 3 or 4, but you can scroll through them all if you have more than that amount.
This is already possible with multiple command blocks.
You can use a scoreboard objective and instead, set a random player to have the objective set to 1. Then test for the player that has this using a selector in each of your commands.
First add the objective. You can name it whatever you want, so long as you use it for everything else.
Make sure that every player has the nausea objective set to them.
Then set a random player to have the nausea objective set to 1.
Now you can do your stuff with the nausea, but input a selector to test for the player with nausea set to 1 (e.g. "@a[score_nausea_min=1]"). In this command block, you must use @a instead of @r as the random player has already been found.
Lastly, make sure you remember to reset everybody's nausea objective back to 0.
Hope that helps!
Spliced, create new items and blocks by splicing together existing ones!
I think what you need is variables, like in pretty much ALL programming languages.
Click me!
I am building giant siege robot which can clone itself lol i need this now.