Your suggestion is probably clearer to the user, but I think mine handles the follow-up commands better, especially when you include the @l target selector and the executing of conditional commands when the previous command executes on multiple entities of which some execute the command succesfully while others don't.
Maybe we should combine the best of those suggestions.
BTW: you can already execute multiple commands as a 'script' when you power multiple of them with a /fill command (filling redstone blocks or an other power source), and they'll always execute in the same order.
I don't see how it could be overpowered, since command blocks are used only for mapmaking. This would make things much easier to mapmakers. For example, let's say I want to replace a block with air and play a sound at the same time... I could use only one command block, saving space. Extend this to many commands, and the space saved would be much more.
I also suggest a new GUI, with different text fields, so you won't get crazy by searching different commands in a single line. Maybe something like this:
With the "+" you can add a command line, and with the arrows you can change the text field.
Another great thing would be command dependecies: if a square near the command is flagged, then it will activate only if the command before it was successful (so no need of redstone comparators anymore).
FULL SUPPORT.
That would take the fun out of redstone. People would make giant things with just 1 command block. That's pretty OP if you ask me.
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You want these emeralds? Too bad! These are MY emeralds! I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
Well, actually you can already make giant things without having to involve complex redstone mechanisms. With the commands setblock and fill you can do almost everything, you just have to place multiple command blocks and connect them with a redstone repeater... which isn't actually that fun.
You can still make any "fun redstone mechanism", nobody forbid it! Furthermore, there are some redstone mechanisms that will always be necessary, such as AND/OR gates, etc.
Exactly, So why do we need multiple commands for command blocks if we already have that in a nutshell. Also, redstone is suppose to be hard.
No support.
You want these emeralds? Too bad! These are MY emeralds!
I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
I support:
Your suggestion is probably clearer to the user, but I think mine handles the follow-up commands better, especially when you include the @l target selector and the executing of conditional commands when the previous command executes on multiple entities of which some execute the command succesfully while others don't.
Maybe we should combine the best of those suggestions.
BTW: you can already execute multiple commands as a 'script' when you power multiple of them with a /fill command (filling redstone blocks or an other power source), and they'll always execute in the same order.
That would take the fun out of redstone. People would make giant things with just 1 command block. That's pretty OP if you ask me.
You want these emeralds? Too bad! These are MY emeralds!
I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
You can now use Ctrl + Pickblock to copy command blocks.
You want these emeralds? Too bad! These are MY emeralds!
I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
Exactly, So why do we need multiple commands for command blocks if we already have that in a nutshell. Also, redstone is suppose to be hard.
You want these emeralds? Too bad! These are MY emeralds!
I don't care if you have a egg or dragon in your signature. I'm not gonna click it.