I know a way to activate a command boat you could have a water current and wit it is beside an on state red stone torch or red stone block it will activate the command boat keep the image on there
Actually, that has been fixed for a long time. As you can see, Lily Pads are not supposed to destroy boats anymore. meaning we can make Lily Pad activators possible.
And I thought that I knew Minecraft a lot :s. Oh well, I guess I should then remove the health thing still it would be nice to not have to put someone in a team to do that. About the boat thing, if I understood you well you mean that if the torch is next to the command block and the boat right? If so then I guess that could work. Just tell me if that is what you meant and I will put the image back.
Edit* Yes, it rants. Just stick through the whole thing, it explains why I support and why I am iffy about it. I also hate using "tl;dr" for whatever reason.
Double edit* Also just saw your post above mine from twenty minutes ago, so just ignore the healing bit.
Right, I support, but, well there is a very thin line separating my support and my lack of support. Probably none of you know this, but awhile back (way before command blocks were even mentioned in a tweet) I had suggested an environmental control block that would be capable of controlling weather, day cycle and all those things with the expressed purpose to help custom map makers. Needless to say it was shot down relentlessly by those that responded, but I am going to borrow a few arguments.
While I like the idea of having much more power with the commands, we have to be careful of not adding too much power. Sounds insane, I know, but hear me out. First a link to my old thread.
Most of the argument from these guys wouldn't make sense, so I'll get to the meat and bones.
-snip-
Minecraft shouldn't just jump to futuristic technology like weather control without a backbone.
As you can see, we have weather control now, but I am wondering if any of the new features you suggested have any backbone? I mean I like some of these ideas but do we really need items to be switched out while on the ground? Wouldn't it be easier to make like a trade-in shop for the player to trade items for others? I just don't see any point to having the ability to detect nearby items. We do, after all, have weighted pressure plates and there are plenty of item detection systems going around. And instead of switching out mobs, wouldn't it be easier to have a command that disables specific mobs, rather than replacing them? Also the "wait" command can be accomplished with easy redstone wiring. The last thing I am against is the healing thing. Now, I do like some parts, mainly detecting players with X health. But let's take a look at how the healing bit can be abused. Take trolly operator A. He sets up a machine that rapidly removes 100 health points every two ticks. All of a sudden, anyone who logs onto the server is instantly killed! The only way to combat this issue is to disable command blocks on the server. If there are other command block things set up on the server, like stores, then those would be removed as well.
Okay I have good things to say! I really like the idea of controlling players' hunger. And even though I did say I was against the "wait"
command, it has its uses. I mean, who would want to build a ten minute timer out of redstone if it could be accomplished with a command? I still have my worries about it though. Anyhow I also like the whole detection feature. I do agree we should have more targeting options. I also think it would be nice to be able to spawn things in without setting up some dispenser magic, so there is a command I suggest, a spawn mob command. But more to the point, I like the targeting feature, that would help. Like if you wanted to fill a room with x amount of mobs, the targeting feature could alert the mob spawning system when the room had that many mobs. Just a thought. Or even something to moderate lag, detecting how many item drops are in the world and removing them if there are too many. Just ideas.
So in the end here, be careful with some of the suggestions. Otherwise, you have my support.
Well about the item thing I guess I suggested it to add some more freedom to map makers. For example to make it so that you cannot drop an item of a certain type on the ground. Still I do get what you mean and I must admit that it probably isn't worth putting if it has such little use if any. The mob disabling command is a good idea. Really, the only reason I thought of the replace command was for blocks but then I thought: "Hey, why not make it so that you could do it with mobs and items too? Why not", so mobs and items aren't really what I wanted to use it with. Now I know that the wait command can be done but like you said it is MUCH better to have it be done with one single command. Much better than having to create tons of repeaters and if it's near the players it could also cause lag(although most people place them somewhere unreachable by the players). Next is the healing part. While it is correct that OPs can troll with it this can also be done with other commands which have already been added. Also, a good server owner must choose the right people to give OP status and must also keep frequent backups for his/her world to protect it from hackers and such. What I suggest is the ability to disable whatever command you want in the server properties to fix this problem. The spawn mob thing is also very useful and I will add that to the main post also. I suppose I should come up with some ideas for new features so that it doesn't seem to empty.
Glad I could help. It is very unfortunate that most suggestions here aren't taken into consideration, but I do really hope that this one is an exception to that and is viewed by more people. More commands = more happiness among the command block community, too, so that will hopefully attract a lot of attention. I for one don't know what I would do without command blocks, it really is impossible to overstate their contributions to the community.
A number of items argument could be quite useful! I don't quite understand what you mean about the @hg variable as I already added a feed command and a hunger argument in the list . Still, the first idea is good and I will add it.
That is an amazing list of features. I personally would like to see /testfor at player with a certain item and amount; ex: 5 Gold Nuggets, then /clear, item ID and a specific amount which the clear command does not currently do. And finally to /give the player a certain item, ex 32 cookies. This would create vanilla shops without the use of the upcoming redstone/hopper things. Also commands for controlling all block braking AND placing, including specific item IDs would be great for creating vanilla spawn villages, adventure maps and jobs/factories.
ex; Players are cleared of any cobble as they enter the "cobblestone factory". they mine cobblestone from generators upon leaving they go to the "drop off". A command block circuit checks for and removes 64 cobble and in return gives the player 8 gold nuggets. As they leave they are once again cleared of any cobble.
it would be nice to also be able to control the amount of blocks above or below a command block. so you could have a block thats protected 150 blocks on the x an z axis but only 10 on the y axis. Im Hoping once the command blocks get refined a bit we will see more community, non-creative mode builder and role play servers instead of just faction PVP.
it would be nice to also be able to control the amount of blocks above or below a command block. so you could have a block thats protected 150 blocks on the x an z axis but only 10 on the y axis. Im Hoping once the command blocks get refined a bit we will see more community, non-creative mode builder and role play servers instead of just faction PVP.
Well using the replace command you could set up a clock that would replace whatever block you want with an air block. Basically you would be able to make it impossible to "edit" a certain area!
I would have clicked all of the above for the first question, but it wasn't there.
I fully support the concept of command blocks being fleshed out. It will only result in more diversity and creativity.
no, use the value of a scoreboard to address a scoreboard... what do u not understand?
alternative a scriptlanguage would do it. but with a variable addressable scoreboard and the testfor command we are only a "loop" away from that.
I am REALLY sorry but I seriously don't get this much. Still I shall try one more time... Are you saying you want the ability to have scoreboards inside scoreboards? I seriously don't get it :(.
I would have clicked all of the above for the first question, but it wasn't there.
I fully support the concept of command blocks being fleshed out. It will only result in more diversity and creativity.
Double edit* Also just saw your post above mine from twenty minutes ago, so just ignore the healing bit.
Right, I support, but, well there is a very thin line separating my support and my lack of support. Probably none of you know this, but awhile back (way before command blocks were even mentioned in a tweet) I had suggested an environmental control block that would be capable of controlling weather, day cycle and all those things with the expressed purpose to help custom map makers. Needless to say it was shot down relentlessly by those that responded, but I am going to borrow a few arguments.
While I like the idea of having much more power with the commands, we have to be careful of not adding too much power. Sounds insane, I know, but hear me out. First a link to my old thread.
Most of the argument from these guys wouldn't make sense, so I'll get to the meat and bones.
As you can see, we have weather control now, but I am wondering if any of the new features you suggested have any backbone? I mean I like some of these ideas but do we really need items to be switched out while on the ground? Wouldn't it be easier to make like a trade-in shop for the player to trade items for others? I just don't see any point to having the ability to detect nearby items. We do, after all, have weighted pressure plates and there are plenty of item detection systems going around. And instead of switching out mobs, wouldn't it be easier to have a command that disables specific mobs, rather than replacing them? Also the "wait" command can be accomplished with easy redstone wiring. The last thing I am against is the healing thing. Now, I do like some parts, mainly detecting players with X health. But let's take a look at how the healing bit can be abused. Take trolly operator A. He sets up a machine that rapidly removes 100 health points every two ticks. All of a sudden, anyone who logs onto the server is instantly killed! The only way to combat this issue is to disable command blocks on the server. If there are other command block things set up on the server, like stores, then those would be removed as well.
Okay I have good things to say! I really like the idea of controlling players' hunger. And even though I did say I was against the "wait"
command, it has its uses. I mean, who would want to build a ten minute timer out of redstone if it could be accomplished with a command? I still have my worries about it though. Anyhow I also like the whole detection feature. I do agree we should have more targeting options. I also think it would be nice to be able to spawn things in without setting up some dispenser magic, so there is a command I suggest, a spawn mob command. But more to the point, I like the targeting feature, that would help. Like if you wanted to fill a room with x amount of mobs, the targeting feature could alert the mob spawning system when the room had that many mobs. Just a thought. Or even something to moderate lag, detecting how many item drops are in the world and removing them if there are too many. Just ideas.
So in the end here, be careful with some of the suggestions. Otherwise, you have my support.
Thanks for the review and suggestions!
?
ex; Players are cleared of any cobble as they enter the "cobblestone factory". they mine cobblestone from generators upon leaving they go to the "drop off". A command block circuit checks for and removes 64 cobble and in return gives the player 8 gold nuggets. As they leave they are once again cleared of any cobble.
it would be nice to also be able to control the amount of blocks above or below a command block. so you could have a block thats protected 150 blocks on the x an z axis but only 10 on the y axis. Im Hoping once the command blocks get refined a bit we will see more community, non-creative mode builder and role play servers instead of just faction PVP.
Well using the replace command you could set up a clock that would replace whatever block you want with an air block. Basically you would be able to make it impossible to "edit" a certain area!
Thanks for the support though
What do you mean exactly?
http://i.imgur.com/sE9uzvy.png?1
hi
I fully support the concept of command blocks being fleshed out. It will only result in more diversity and creativity.
http://www.minecraft...orld-version-3/
I am REALLY sorry but I seriously don't get this much. Still I shall try one more time... Are you saying you want the ability to have scoreboards inside scoreboards? I seriously don't get it :(.
Added a choice similar to what you wanted :D.
Yes! I deleted my vote then re-voted.
http://www.minecraft...orld-version-3/