Yes. I would like multiple lines if they did so. Like under the first command line there's a "add command" or something like that.
It would make things a lot easier. like, a whole mini game in just a few command blocks easier.
"I also believe it's time to move past chunk rendering and indefinite maps" "I also believe it's time to move past chunk rendering" "it's time to move past chunk rendering" Do you even understand what you're saying? How is terrain supposed to be loaded? Block by block? That would be even lagger than chunks.
And indefinite? Aka infinite (or at least lasting for an unknown)?
And yes, it would be just for command blocks. And for your reason, "I want to kill my brother," you don't even need multiple commands in one line to do this in 1.8.
/execute yourBrother ~ ~ ~ /kill @p. If it weren't just for command blocks, how would they go about doing it in chat?
With the commands currently being how they are now, I see no reason why this isn't already a thing.
When using command blocks to spawn books, and you want more than one page on it, it's a simple matter of knowing where to put "page" in the line of code. why couldn't there be the same for extra lines of code?
The Meaning of Life, the Universe, and Everything.
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Teleport 2 random players to a room far away, have a pressure plate on a command block to change all gamemodes in that room to survival, then have another command block teleport all players in that room to the place they need to be.
Nice idea, but this isn't really needed. You can create a button that leads to one command block activate a whole line of command blocks, using /setblock. Like this:
1. When the button is pressed it actives the one command block.
2. The command block sets a block of redstone (/setblock) at the start of a line of hidden command blocks.
3. The command block line does whatever it's supposed to do.
4. The last command block sets a block of air at the start of the line it's in, removing the redstone block, and allowing the circuit to be used again.I hope that made sense. It's really not complex.
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I support this idea because it would make it a lot easier to make maps and get commands executed. Sometimes, space just needs to be conserved especially if you need to test for multiple things at once.
The only problem I have with this is that the lag may just be the same (if lag constantly plagues you) even if you had a Redstone clock powering several command blocks at once.
I defnintely agree. Sometimes, like in map making, you don't necessarily have enough space to put multiple command blocks. With this, you could make the custom adventure maps a lot more decorative.
(I didn't really know how to express it, but that's how I came out with it)
No support, just learn to conserve space and be less lazy.
Fully support, & not for the sake of being "lazy" as some have suggested...
If you're not lazy enough to attempt an adventure map build, then the use of command blocks is a requirement.
How many you have to use is determined on how many commands you have to run. Limited by the number of commands, 1 per command block, AND the space available. Being able to do multiple commands per 1 bock would mean more possible features in an Adventure Map(s), as the # of command blocks needed VS space available wouldn't be an issue... Still would be limited by the total number of characters per command block, but with the current 39K+ chars, even that would seem a small issue compared to the 1 command, per 1 command block.
Yes there are "ways" around this, but...
Even DannkyDank's Java program simply summons more command blocks in mine carts, then destroys them = more server CPU resources = more client side lag, AND it's NOT the same thing as having more than 1 command per block, as it simply summons more command blocks. The very thing we're trying to get "FIXED".
okay, first off I totally support now here's why :
1 - the obvious thing everyone has said about the set block command.
2 - I am making a dungeon and want to use the /summon command but do not want to make a thousand command blocks to summon all of what I need the way I need.
It would make things a lot easier. like, a whole mini game in just a few command blocks easier.
"I also believe it's time to move past chunk rendering"
"it's time to move past chunk rendering"
Do you even understand what you're saying? How is terrain supposed to be loaded? Block by block? That would be even lagger than chunks.
And indefinite? Aka infinite (or at least lasting for an unknown)?
And yes, it would be just for command blocks. And for your reason, "I want to kill my brother," you don't even need multiple commands in one line to do this in 1.8.
/execute yourBrother ~ ~ ~ /kill @p. If it weren't just for command blocks, how would they go about doing it in chat?
No support, just learn to conserve space and be less lazy.
You've obviously never made a huge minecraft machine before have you? FULL SUPPORT
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When using command blocks to spawn books, and you want more than one page on it, it's a simple matter of knowing where to put "page" in the line of code. why couldn't there be the same for extra lines of code?
Back from the End, time to rebuild.
Redstoner, And map maker!
1. When the button is pressed it actives the one command block.
2. The command block sets a block of redstone (/setblock) at the start of a line of hidden command blocks.
3. The command block line does whatever it's supposed to do.
4. The last command block sets a block of air at the start of the line it's in, removing the redstone block, and allowing the circuit to be used again.I hope that made sense. It's really not complex.
The only problem I have with this is that the lag may just be the same (if lag constantly plagues you) even if you had a Redstone clock powering several command blocks at once.
Tool for doing exactly this exists; download link in his info on the youtube post.
(I didn't really know how to express it, but that's how I came out with it)
This would be convenient and useful.
I'm Waiting for the title of "Emerald Miner" then I'll keep it!
Fully support, & not for the sake of being "lazy" as some have suggested...
If you're not lazy enough to attempt an adventure map build, then the use of command blocks is a requirement.
How many you have to use is determined on how many commands you have to run. Limited by the number of commands, 1 per command block, AND the space available. Being able to do multiple commands per 1 bock would mean more possible features in an Adventure Map(s), as the # of command blocks needed VS space available wouldn't be an issue... Still would be limited by the total number of characters per command block, but with the current 39K+ chars, even that would seem a small issue compared to the 1 command, per 1 command block.
Yes there are "ways" around this, but...
Even DannkyDank's Java program simply summons more command blocks in mine carts, then destroys them = more server CPU resources = more client side lag, AND it's NOT the same thing as having more than 1 command per block, as it simply summons more command blocks. The very thing we're trying to get "FIXED".
1 - the obvious thing everyone has said about the set block command.
2 - I am making a dungeon and want to use the /summon command but do not want to make a thousand command blocks to summon all of what I need the way I need.
3 - Yep, /kit. that's a huge one.