Block settings
The settings block allows you to automatically configure the game. Allows you to set the settings to the set value or add a specific value to settings with numeric values. Can work from Redstone. By default, the performance of the blocks is disabled, but there is a separated setting that includes them. Also adjusts the level of allowance to blocks. 1 allowance level - work with graphics: appearance, graphics settings (except interface scale), chat settings (except for a speaker). 2 Level of allowance - music and sounds, + speaker. 3 Admission level - control, language, + scale interface, pause and output from the map. Separately work with resource packages. Does not manage data collection settings, own settings. It is also worth adding the possibility of forced visual loading of a remote chunk and nearest to it in the memory buffer.
Dynamic resource (data packets)
A function that allows you to load the resource on the go without your loading screen. Also, it can also take individual elements (for example, textures) from different resources creating temporary custom software. This feature can replace the items in turns to change them one by one, immediately several elements or one action (if the power of the computer allows). The settings block supports working with dynamic resource (data packets).
Calculation block
The calculation block allows you to work with written numeric command values in the command blocks. Replace and perform mathematical actions with these numeric values (multiplication, subtraction, summation and division), perform their permutation, compare them. It can read in-game numeric values (player coordinates, time of day, etc.) and work with them. Also can create a text file (with the name of the block name) on a computer with data that displays various game events and preset information in response to the Redstone signal and delete it.
To prevent the load on the computer, the setting blocks with the textural change function and the calculation unit in the information recording mode in the text file should limit the frequency of their possible response.
Redstone Stick (Wand)
He has two functions. 1 Function: Usage Causes Forced Block Update. 2 Function: A blow feeds the Redstone signal to the block duration of the corresponding pressing of the stone button. The strength of the signal is increased by 1 blow when squatted or set by pressing Ctrl + mouse wheel.
Indicator (Color Lamp)
The color of the indicator depends on the redstone signal strength, there is no signal - black, power signal 15 is white. Colors match the colors of wool.
As fun as these ideas sound, I have to say no to some of these for a couple of reasons.
1). The Settings Block. There are two scenarios that are apparent, and I have qualms with mainly one of them despite the chances of you picking it are unlikely to begin with. The first one is if you intend for the Settings Block to have server-sided control over all clients. This would be extremely intrusive and has the potential to be heavily abused. Example; Player1 has a potato computer, and Player2 decides to set Player1's render distance to 32. However, as stated before, I doubt you would go with this option as the consequences are fairly glaring. The second one is for the Settings Block to have only client-sided control. This one is a lot more feasible, and I wouldn't mind it. But I still have to question as to why we need to make an entirely new block for this when a command block could receive an addition that allows for client setting alterations. It just seems a bit redundant.
2). The Calculation Block. I would love to see an easier way to do mathematic expressions, but I have the distinct feeling Mojang would say "No. A part of redstone is innovating using the tools given." Because of how advanced it is compared to what we have now, I don't see it ever being a thing despite how useful it could be.
As for the elements I think could work...
The Indicator doesn't sound too out of place, but on the downside, could be considered redundant due to existing redstone circuit components being able to determine signal strength, and could be considered confusing if someone has a hard time remembering what colors correlate to which signal strength. However, with some redesign, this concept could be improved to be less confusing and more practical.
And finally, the Redstone Stick. As long as it isn't available in Survival, and follows the same logic as the Debug Stick, I'm completely fine with this item and see no problem with it.
Block settings
The settings block allows you to automatically configure the game. Allows you to set the settings to the set value or add a specific value to settings with numeric values. Can work from Redstone. By default, the performance of the blocks is disabled, but there is a separated setting that includes them. Also adjusts the level of allowance to blocks. 1 allowance level - work with graphics: appearance, graphics settings (except interface scale), chat settings (except for a speaker). 2 Level of allowance - music and sounds, + speaker. 3 Admission level - control, language, + scale interface, pause and output from the map. Separately work with resource packages. Does not manage data collection settings, own settings. It is also worth adding the possibility of forced visual loading of a remote chunk and nearest to it in the memory buffer.
Dynamic resource (data packets)
A function that allows you to load the resource on the go without your loading screen. Also, it can also take individual elements (for example, textures) from different resources creating temporary custom software. This feature can replace the items in turns to change them one by one, immediately several elements or one action (if the power of the computer allows). The settings block supports working with dynamic resource (data packets).
Calculation block
The calculation block allows you to work with written numeric command values in the command blocks. Replace and perform mathematical actions with these numeric values (multiplication, subtraction, summation and division), perform their permutation, compare them. It can read in-game numeric values (player coordinates, time of day, etc.) and work with them. Also can create a text file (with the name of the block name) on a computer with data that displays various game events and preset information in response to the Redstone signal and delete it.
To prevent the load on the computer, the setting blocks with the textural change function and the calculation unit in the information recording mode in the text file should limit the frequency of their possible response.
Redstone Stick (Wand)
He has two functions. 1 Function: Usage Causes Forced Block Update. 2 Function: A blow feeds the Redstone signal to the block duration of the corresponding pressing of the stone button. The strength of the signal is increased by 1 blow when squatted or set by pressing Ctrl + mouse wheel.
Indicator (Color Lamp)
The color of the indicator depends on the redstone signal strength, there is no signal - black, power signal 15 is white. Colors match the colors of wool.
As fun as these ideas sound, I have to say no to some of these for a couple of reasons.
1). The Settings Block. There are two scenarios that are apparent, and I have qualms with mainly one of them despite the chances of you picking it are unlikely to begin with. The first one is if you intend for the Settings Block to have server-sided control over all clients. This would be extremely intrusive and has the potential to be heavily abused. Example; Player1 has a potato computer, and Player2 decides to set Player1's render distance to 32. However, as stated before, I doubt you would go with this option as the consequences are fairly glaring. The second one is for the Settings Block to have only client-sided control. This one is a lot more feasible, and I wouldn't mind it. But I still have to question as to why we need to make an entirely new block for this when a command block could receive an addition that allows for client setting alterations. It just seems a bit redundant.
2). The Calculation Block. I would love to see an easier way to do mathematic expressions, but I have the distinct feeling Mojang would say "No. A part of redstone is innovating using the tools given." Because of how advanced it is compared to what we have now, I don't see it ever being a thing despite how useful it could be.
As for the elements I think could work...
The Indicator doesn't sound too out of place, but on the downside, could be considered redundant due to existing redstone circuit components being able to determine signal strength, and could be considered confusing if someone has a hard time remembering what colors correlate to which signal strength. However, with some redesign, this concept could be improved to be less confusing and more practical.
And finally, the Redstone Stick. As long as it isn't available in Survival, and follows the same logic as the Debug Stick, I'm completely fine with this item and see no problem with it.
Constantly evolving, reaching further heights.