So I have three simple ideas for the command block which would make the command block much more powerful.
The first idea is multiple lines, basically instead of just one line of commands, there's multiple lines so that you can make one command block do the work of many. So instead of having 5 command blocks that give you armor and sword or whatever you want them to do, you could have one command block that pulled off all of those commands. I think this would help those who make adventure maps a lot by not making them require so much space.
The two last ideas work similarly but does two very different things, and both would require a new type of information that could be shown in the debug info, which is the block you are looking at. For these two next ideas to work you would have to know the position (x, y and z coordinates) of a block, and the best way (that I could come up with) for doing this is showing the position of the block you are looking at. So if you're looking at a grass block so that it has the black outline around it, the debug info would for instance show the information as: bp: 23, 125, 68. None of the coordinates would of course have decimals, seeing has how the are in the "perfect" position, which would make this easy.
The second idea is a "'check" command, it would check if there's a specific block at a specific block position, then it would run the following commands if there is, sort of like an if statement. So for instance the quest in an adventure map would be to gather 5 red flowers and put them in 5 specific places, then you push a buttonx to teleport to a graveyard or something. The button would be hooked up to a command block that would check if the 5 red flowers are there and then teleport the players to the new location (I've made a block of code at the bottom to show how this could be done). I think this sort of command has the potential to do a lot of things for adventure maps, and would make adventure maps more immersive. Having to drag around a button or a redstone torch is not as immersive or cool as epically bearing a flower!
The third idea is a "replace" command, it would also use the position of a block to replace that space (empty or not) with a specific block. So for instance if you wanted a tall, unbreakable wall to seal the adventurers in, you could use this command to put some bedrock around them. Of course this isn't meant to replace thousands and thousands of blocks at the same time, I think Minecraft would crash if it tried to, but it's an easy fix to replace some blocks quickly. If a thousand blocks were needed to be replaced (it's smaller than you think, a thousand blocks are only 10 blocks long, wide and tall), multiple command blocks could replace some blocks at a time proportionally. Also, this command combined with the check command has an even bigger potential.
Code for how to make the command block check if 5 red flowers are placed in specific positions:
So what it does here is it first checks if there's a red flower (id 38, the last number) at the coordinates 58 (x coordinate), 13 (y coordinate) and 24 (z coordinate). If it's true, then it checks if there's a red flower on the coordinates 12, 9 and 14 and so on and so forth. If all the check commands go through and they're all true, then the last command, the teleport command, is run, teleporting everyone on the server to a specific location. Of course, the name of the command and what order the numbers should be run in is just an idea I've had, basically this:
/check <x> <y> <z> [data-value]
I thought it would be the best way to have the arguments in this order because the data-value that it checks is actually optional. If no item-value is added, it will check if the block position is empty. For the replace command, it would basically be the same arguments:
/replace <x> <y> <z> [data-value]
Similar to the check command, this commend doesn't need a data-value argument because it might also be used to remove blocks as well as make them appear from thin air or replace blocks.
x: the command block could also be powered by an automatic redstone circuit sending out power to the command block every 5 seconds or so
So what do you guys think? Yes? No? Maybe? Could need some work? Constructive criticism is, as always, appreciated.
Excellent idea, but the reason that the command blocks don't have multiple lines at this time is to reduce lag: all the commands can be done at once by multiple blocks. but with one the lag would be awful.
However, I FULLY SUPPORT your idea of a block id/pos checker, it would add so much to adventure maps!
Excellent idea, but the reason that the command blocks don't have multiple lines at this time is to reduce lag: all the commands can be done at once by multiple blocks. but with one the lag would be awful.
However, I FULLY SUPPORT your idea of a block id/pos checker, it would add so much to adventure maps!
Thanks, I didn't really know that it would lag that much with multiple lines, maybe there could be a delay between every line? There must be a better way to set off a bunch of commands without having to use tonnes of command blocks everywhere.
And yeah, I'm really psyched about adventure maps too, it's honestly one of the best things in the game, for me at least.
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The first idea is multiple lines, basically instead of just one line of commands, there's multiple lines so that you can make one command block do the work of many. So instead of having 5 command blocks that give you armor and sword or whatever you want them to do, you could have one command block that pulled off all of those commands. I think this would help those who make adventure maps a lot by not making them require so much space.
The two last ideas work similarly but does two very different things, and both would require a new type of information that could be shown in the debug info, which is the block you are looking at. For these two next ideas to work you would have to know the position (x, y and z coordinates) of a block, and the best way (that I could come up with) for doing this is showing the position of the block you are looking at. So if you're looking at a grass block so that it has the black outline around it, the debug info would for instance show the information as: bp: 23, 125, 68. None of the coordinates would of course have decimals, seeing has how the are in the "perfect" position, which would make this easy.
The second idea is a "'check" command, it would check if there's a specific block at a specific block position, then it would run the following commands if there is, sort of like an if statement. So for instance the quest in an adventure map would be to gather 5 red flowers and put them in 5 specific places, then you push a buttonx to teleport to a graveyard or something. The button would be hooked up to a command block that would check if the 5 red flowers are there and then teleport the players to the new location (I've made a block of code at the bottom to show how this could be done). I think this sort of command has the potential to do a lot of things for adventure maps, and would make adventure maps more immersive. Having to drag around a button or a redstone torch is not as immersive or cool as epically bearing a flower!
The third idea is a "replace" command, it would also use the position of a block to replace that space (empty or not) with a specific block. So for instance if you wanted a tall, unbreakable wall to seal the adventurers in, you could use this command to put some bedrock around them. Of course this isn't meant to replace thousands and thousands of blocks at the same time, I think Minecraft would crash if it tried to, but it's an easy fix to replace some blocks quickly. If a thousand blocks were needed to be replaced (it's smaller than you think, a thousand blocks are only 10 blocks long, wide and tall), multiple command blocks could replace some blocks at a time proportionally. Also, this command combined with the check command has an even bigger potential.
Code for how to make the command block check if 5 red flowers are placed in specific positions:
So what it does here is it first checks if there's a red flower (id 38, the last number) at the coordinates 58 (x coordinate), 13 (y coordinate) and 24 (z coordinate). If it's true, then it checks if there's a red flower on the coordinates 12, 9 and 14 and so on and so forth. If all the check commands go through and they're all true, then the last command, the teleport command, is run, teleporting everyone on the server to a specific location. Of course, the name of the command and what order the numbers should be run in is just an idea I've had, basically this:
I thought it would be the best way to have the arguments in this order because the data-value that it checks is actually optional. If no item-value is added, it will check if the block position is empty. For the replace command, it would basically be the same arguments:
Similar to the check command, this commend doesn't need a data-value argument because it might also be used to remove blocks as well as make them appear from thin air or replace blocks.
x: the command block could also be powered by an automatic redstone circuit sending out power to the command block every 5 seconds or so
So what do you guys think? Yes? No? Maybe? Could need some work? Constructive criticism is, as always, appreciated.
However, I FULLY SUPPORT your idea of a block id/pos checker, it would add so much to adventure maps!
Thanks, I didn't really know that it would lag that much with multiple lines, maybe there could be a delay between every line? There must be a better way to set off a bunch of commands without having to use tonnes of command blocks everywhere.
And yeah, I'm really psyched about adventure maps too, it's honestly one of the best things in the game, for me at least.