It was revealed by a user that altered their saved game code that the block and texture for the command block was implemented in the most recent update (along with functional stained glass), but there is no legitimate way as yet to access these blocks in the game.
The user noted in the Bugs thread that the Command Block was inert, and had no functionality (ie. it could only be used as a decorative block as of right now). but I'm hoping this is an indication that 4J is seriously considering adding this feature in the future.
One of the biggest problems with implementing a command block on the console platform is that the current design relies heavily on a keyboard, and I know that 4J would rather move away from that and would prefer to have an easier to use Graphical User Interface for the Command Block.
In doing a little digging, I've noticed that some people have already implemented similar ideas, including leaving in the command line if required, but allowing most of the commands be built using a Command Block User Interface.
I just want to provide some links just to get the creative juices flowing for a console based User Interface design:
This is just to get some basic ideas rolling... the ending design should be able to accommodate the current listing of available commands and be able to grow as new commands are added to the game. The list of available commands should accommodate the majority of the list found here: http://minecraft.gamepedia.com/Commands#Summary_of_commands
I will play around with some ideas and see about streamlining a more user friendly GUI template to post later.
Ok... I was looking at command blocks and one of the more advanced uses of the command block is to chain multiple commands and encapsulate multiple chained entities as they relate to each other fairly dynamically and I asked myself how this would best be done on a GUI.
So I started thinking of the Windows device manager, or the folder structure on an email client, or even how a directory structure might be represented graphically...
They could use [+] [-] buttons to add or remove individual sequential command tags that appear vertically in a list with their parameter tags listed out to the right of them, and in the event that similar 'chaining' occurs (such as entity A, riding entity B, riding entity C, riding entity D, etc.) can then occur as similar sub-branches off of an indented structure to link related parameters and the same or further indented for sub-levels.
When a Tag (a Command or a Parameter Tag) is selected, the UI for that Tag Type appears for the user to edit additional parameter information as needed or relating additional tags as needed.
Of course, the text line should remain at the bottom and can be selected for manual (aka keyboard/typing) input if it is selected.
Looks nice, this could work. I'm not really one to use commands, so there isn't much more I can say. But thanks for finding this, hopefully 4j will look into it.
A listing of the generic commands to be considered for future formatting purposes for a GUI format for both a host/operator manual command and for a command block interface:
- worldborder get (returns the world border diameter)
- worldborder set <sizeInBlocks> [timeInSeconds] (sets the world border size and speed)
- worldborder warning distance <blocks> (specifies the world border warning distance)
- worldborder warning time <seconds> (specifies the world border warning time)
xp <amount>[L] [player]
The inclusion of commands for command blocks should also include similar GUI functionality for host/operator commands. Part of this might be to bring the Host Options Screen as well as the game difficulty default mode to be accessible from inside the game by the host (or operators), and the ability to set the default game mode as well as being able to change the game mode for specific individual players so that switching between creative/survival/adventure can be done on a per player basis within the game.
Hrm... formatting the text this way is not spoiler friendly....
Ok, so before the Command Block UI is built, the core Command User Interface should be built first... here is an expansion from what I found above which would be useful for additions to Host Options, the Core Command UI still needs to be fleshed out (to be done at a later time):
If a Player is 'Banned' they are moved to the Ban List tab, from there, there would be a similar option to Pardon (or remove the Ban) the Players listed there.
Actually, this is a well done idea. It's simple and easy to use for most if not, all players, 4J Studios most likely won't add it though, but I support this!
The user noted in the Bugs thread that the Command Block was inert, and had no functionality (ie. it could only be used as a decorative block as of right now). but I'm hoping this is an indication that 4J is seriously considering adding this feature in the future.
One of the biggest problems with implementing a command block on the console platform is that the current design relies heavily on a keyboard, and I know that 4J would rather move away from that and would prefer to have an easier to use Graphical User Interface for the Command Block.
In doing a little digging, I've noticed that some people have already implemented similar ideas, including leaving in the command line if required, but allowing most of the commands be built using a Command Block User Interface.
I just want to provide some links just to get the creative juices flowing for a console based User Interface design:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287783-ssp-smp-1-4-7-command-block-gui-1-1
http://www.planetminecraft.com/forums/command-block-gui-simplifies-command-block-use-t330257.html
This is just to get some basic ideas rolling... the ending design should be able to accommodate the current listing of available commands and be able to grow as new commands are added to the game. The list of available commands should accommodate the majority of the list found here: http://minecraft.gamepedia.com/Commands#Summary_of_commands
I will play around with some ideas and see about streamlining a more user friendly GUI template to post later.
So I started thinking of the Windows device manager, or the folder structure on an email client, or even how a directory structure might be represented graphically...
They could use [+] [-] buttons to add or remove individual sequential command tags that appear vertically in a list with their parameter tags listed out to the right of them, and in the event that similar 'chaining' occurs (such as entity A, riding entity B, riding entity C, riding entity D, etc.) can then occur as similar sub-branches off of an indented structure to link related parameters and the same or further indented for sub-levels.
When a Tag (a Command or a Parameter Tag) is selected, the UI for that Tag Type appears for the user to edit additional parameter information as needed or relating additional tags as needed.
Of course, the text line should remain at the bottom and can be selected for manual (aka keyboard/typing) input if it is selected.
- Scoreboard Team Options Include: <team>: {color|friendlyfire|seeFriendlyInvisibles|nametagVisibility|deathMessageVisibility}
The inclusion of commands for command blocks should also include similar GUI functionality for host/operator commands. Part of this might be to bring the Host Options Screen as well as the game difficulty default mode to be accessible from inside the game by the host (or operators), and the ability to set the default game mode as well as being able to change the game mode for specific individual players so that switching between creative/survival/adventure can be done on a per player basis within the game.
Hrm... formatting the text this way is not spoiler friendly....
If a Player is 'Banned' they are moved to the Ban List tab, from there, there would be a similar option to Pardon (or remove the Ban) the Players listed there.
Tagged Mobs Are A Great Edition To Console Versions!
Mewtwo is the best pokemon!