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Command Block

 

Minecraft is one of the best ways to introduce young and new people to coding. Command blocks are easy to learn and use, and Java programming is right around the corner with Minecraft mods and Bukkit plugins. It's also just a very fun place for experienced coders to tinker in.

  1. The rainbow lucky block unit adds this command to the game. This lucky block is no different from the others, except as appearance. When approaching the lacquer block, you will see a small rainbow effect that looks incredibly beautiful and epic. Download Command Rainbow lucky block for Minecraft 1.11.2.
  2. Ever since version 1.9 of Minecraft, there have actually been three kinds of command block, which you can switch between with a button in the interface. The impulse one is orange, and executes once every time it’s activated. The chain command block is green and executes when a command block pointing to it is executed.

Contents. Obtaining Command blocks can be obtained by using the pick block or with various, such as / @p minecraft:commandblock.

Just like other blocks that can store NBT data, using pick block + ctrl will copy the command and options inside the command block. This allows it to be placed elsewhere without having to re-enter the the data inside.

Command blocks are not available in the inventory, cannot be broken in or if you do not have operator permissions, are not flammable, and have the same as. Command blocks cannot be moved by a. Usage See also: and A command block can execute commands when. It always has all permissions, so it can be used to allow a specific use of a command by players who can't use that command in general (for example, allowing anyone to obtain a specific item with /, without allowing everyone to /give themselves whatever they want). A command block has an orientation ('facing') which determines which chain command block will be activated, and which blocks will be checked to see if a command block in 'Conditional' mode executes.

Modification. Command block GUI. To enter or modify the command in a command block, use the Use Item on the command block to open the command block GUI (graphical user interface).

The GUI will only open if the player is in, and has the proper permissions. In, cheats must be enabled to edit command blocks. In, command blocks can only be edited successfully by in Creative mode, and for command blocks to work at all the following values must be set in the file:. enable-command-block must be set to true. op-permission-level must be set to 2 or above (default is 4) Console Command Commands can be entered in the top text pane. The text limit for commands in a command block is 32,500 characters, but the text pane can only show a small portion of this amount at a time.

Press Tab ↹ to complete words or cycle through options. Commands in a command block do not need to be prefixed with the forward slash ( /) as they do in the chat window, but doing so will still work. Below the console command text pane are some reminder tips about how to use. Previous Output The bottom text pane displays the output message (success or failure) of the last executed command (initially blank).

Its text is not editable. A button to the right of the Previous Output text pane specifies whether the last output should be stored and displayed. It shows O (the default) when the output should be stored and X when the output should not be stored. A command block that's tracking its output while executing its command will cause a block update, and when you have 64 of those command blocks tracking their output while executing their command sharing the same chunk, it will then cause 1 or more chunk updates because 64 block updates in 1 chunk will cause one or more chunk updates. If the amount of chunk updates is high enough, then it can cause fps drops for players if they receiving the chunk updates. To avoid this, simply have all of your command blocks not track their output at all. The track output option should only be used temporarily for debugging purposes.

Impulse/Chain/Repeat Click the 'Impulse/Chain/Repeat' button to change the command block's type. The default state is 'Impulse', but non-default command blocks can be placed. The command block also changes color when changing its command block type:. 'Impulse' command blocks are orange. These execute once every time they are activated. 'Chain' command blocks are green.

These execute only after the command block pointing to it is processed. This differs from the Conditional option in that it detects what is pointing to it, instead of simply behind it. The command blocks pointing to it also don't need to be chain command blocks themselves to trigger the chain. 'Repeat' command blocks are purple.

Command Block Commands

These will execute their commands once per game tick as long as they are activated (20 times per second, barring lag). Top: Command blocks in 'Unconditional' mode. Bottom: Command blocks in 'Conditional' mode. Click the 'Conditional/Unconditional' button to change the command block's conditional behavior:.

'Conditional': A command block in conditional mode will only execute its command after the command block behind it has executed successfully ('behind it' in the sense of opposite to the direction the command block is facing, regardless of chain direction or even if chaining is occurring). 'Unconditional' (default): A command block in unconditional mode will execute its command (if activated correctly) even if there's a command block behind it that didn't execute its command successfully. Always Active/Needs Redstone Click the 'Always Active/Needs Redstone' button to change the command block's activation requirements:. 'Needs Redstone' (the default for impulse and repeat command blocks): A command block in the 'Needs Redstone' setting must be with redstone in order to execute its command. 'Always Active' (the default for chain command blocks): The command block is always active even without redstone activation (chain command blocks will execute their command when chained, repeating command blocks will execute their command every game tick (20 times every second), and impulse command blocks activate once then cannot be activated again). Done Click the 'Done' button or ↵ Enter to save the command and leave the command block GUI.

Cancel Click the 'Cancel' button or Esc to leave the command block GUI without saving any changes. Activation Command blocks are and can be activated by:. An adjacent active: for example, a (except that a redstone torch will not activate a command block it is attached to), a, a, a etc. An adjacent powered block (for example, an opaque block with an active redstone torch under it). A powered or facing the mechanism component.

Powered configured to point at the command block (or on top of it) or directionless; a command block is not activated by adjacent powered redstone dust which is configured to point away from it. In addition, when a command block is cloned by a command to a powered location, the new command block will only execute its command if the original has never been activated (visible in the F3 debug screen as 'triggered'). Unlike all other redstone components except the, a command block can be activated every (20 times per second, barring lag). However, if it's set to Needs Redstone, then activating it two game ticks in a row requires that it transition from powered to unpowered and back during the same tick (for example, with a ).

A command block in 'Always Active' mode is always activated. The default state is 'Needs Redstone', which means that it runs only when powered. When activated, a command block will try to execute its command.

Depending on the command block's type:. a command block ('Impulse') will try to execute its command once. a chain command block ('Chain') will not try to execute its command until another command block facing it executes its own command. a repeating command block ('Repeat') will try to execute its command every game tick until no longer activated Chained execution If any command block faces a chain command block (a command block in 'Chain' mode) when activated, it will notify the chain command block to also attempt execution. The chain command block will only execute its command if activated and, if in 'Conditional' mode, if the command block behind it executed successfully (behind in the sense of the direction it is facing, not in the sense of which command block chained to it). Whether or not the chain command block is activated or executes successfully, if it is facing another chain command block, it will notify it to attempt execution as well.

Chained command blocks execute in the same game tick in the order they are chained. Chained execution cannot be passed to a command block which has already executed in that game tick (loops execute only once).

Output When activated, a command block can produce multiple types of output: Redstone Comparator A command block can power a redstone comparator facing away from it (possibly separated by a block) with a signal strength specific to the last executed command (for example, the number of players affected by the command). The signal strength always reflects the last command executed, even after the command block is deactivated. Message The output message describes the success or failure of the executed command, and may be written to multiple destinations: Previous Output: The output message is always written to the 'Previous Output' text pane of the command block GUI. Chat: The output message is written to the chat text in singleplayer mode, or broadcast to all other in multiplayer mode, unless it has been suppressed with / commandBlockOutput false.

Some commands may write additional text to the chat as their normal function which won't be suppressed (for example, the / command will write a message to the chat of all players), separate from the output message. Chat messages which would usually be prefaced by a player's name (such as from the /, / and / commands) use @ as the player name. If the command block had been named in an before placement, that name will be used instead. Logs: The output message is written to multiplayer server logs unless it has been suppressed with / logAdminCommands false. Command Stats Command blocks can post various success results to scoreboard objectives, including:.

SuccessCount: the number of successes (previously also available by redstone comparator output, but not limited to 15). AffectedBlocks: the number of blocks that were altered. AffectedEntities: the number of entities that were altered (including players). AffectedItems: the number of items that were altered. QueryResult: value returned by command The objectives to be used can be specified by running the / command or by modifying the command block's NBT data directly with the / command.

Notes The following commands cannot be used in a command block: /, /, /, /, /, /, /, /, /, /, /, /, /, /, and / (i.e., /, /, and all of the multiplayer-only commands except /). The following commands are usable but with limited functionality (their output only displays in the command block's Previous Output pane rather than being displayed in the chat): /, /, /, / objectives, / players, and / teams list. The following commands use the command block's name (defaults to @) in their output: /, /, and /. Easter eggs. Main article: Running ' as the command in the command block without a preceding ' /' will now set the previous output to '#itzlipofutzli'.

Additionally, if / is run via command block, it gives various messages prefixed with 'Searge says: '. Data values A command block has an ID name of minecraft:commandblock and is further defined by its block data and block entity. A command block also has a block state which is expected to replace the functionality of block data in.

Codes

ID A command block's ID determines its mode: Name ID Name Block/Item ID Command Block minecraft:commandblock 137 Repeating Command Block minecraft:repeatingcommandblock 210 Chain Command Block minecraft:chaincommandblock 211 Block data See also: A command block's block data specifies whether the command block is currently activated. Bits Values 0x1 0x2 0x4 A 3-bit field storing the command block's facing:. 0: facing down. 1: facing up. 2: facing north. 3: facing south.

4: facing west. 5: facing east 6 and 7 are unused but produce command blocks facing down and up respectively. 0x8 Whether the block is in conditional mode.

Block entity See also: A command block has a block entity associated with it that holds additional data about the block. The block's block entity ID is commandblock. Block entity data. Tags common to all block entities see.

CustomName: Optional. The name will replace the usual '@' when using commands such as / and /. CommandStats: Information identifying scoreboard parameters to modify relative to the last command run.

SuccessCountName: Player name to store success of the last command. Can be a player selector but may only have one resulting target. SuccessCountObjective: Objective's name to store the success of the last command. AffectedBlocksName: Player name to store how many blocks were modified in the last command. Can be a player selector but may only have one resulting target.

AffectedBlocksObjective: Objective's name to store how many blocks were modified in the last command. AffectedEntitiesName: Player name to store how many entities were altered in the last command. World of warships free ship. Can be a player selector but may only have one resulting target. AffectedEntitiesObjective: Objective's name to store how many entities were altered in the last command. AffectedItemsName: Player name to store how many items were altered in the last command. Can be a player selector but may only have one resulting target.

AffectedItemsObjective: Objective's name to store how many items were altered in the last command. QueryResultName: Player name to store the query result of the last command. Can be a player selector but may only have one resulting target. QueryResultObjective: Objective's name to store the query result of the last command. Command: The command to issue to the server. SuccessCount: Represents the strength of the analog signal output by redstone comparators attached to this command block. Only updated when the command block is activated with a redstone signal.

LastOutput: The last line of output generated by the command block. Still stored even if the commandBlockOutput is false.

Appears in the GUI of the block when right-clicked, and includes a timestamp of when the output was produced. TrackOutput: 1 or 0 (true/false) - Determines whether or not the LastOutput will be stored.

Can be toggled in the GUI by clicking a button near the 'Previous Output' textbox. Caption on the button indicates current state: 'O' if true, 'X' if false. powered: 1 or 0 (true/false) - States whether or not the command block is powered by redstone or not. auto: 1 or 0 (true/false) - Allows to activate the command without the requirement of a redstone signal. conditionMet: 1 or 0 (true/false) - Indicates whether a conditional command block had its condition met when last activated.

True if not a conditional command block. UpdateLastExecution: 1 or 0 (true/false) - Defaults to true. If set to false, loops can be created where the same command block can run multiple times in one tick. LastExecution: stores the tick a chain command block was last executed in.

Block state See also: Value Description conditional true false True if the command block is in conditional mode. Facing north south east west up down The direction the command block is pointing.

History See also: began tweeting of a new block he had created to start expanding Adventure mode. He began posting pictures, ideas and hints of what the block will be able to do. During 's AMA he hinted the block may be in 1.4. Added command block. Command block success can now power a. Command blocks renamed with an now use their name instead of @ in the chat. Command blocks are no longer mineable in Survival, and are also not damaged by except by Blue.

Added a bar that shows the previous output. Increased the character limit from 256 to 16,369 when inserting a command in-game. Using a third-party editor allows you to reach 32,767 characters. Now place command blocks, instead of shooting it out. Removed the in-game character limit of 16,369, allowing access to the full 32,767 characters. Added CommandStats NBT tag. Dispensers no longer place command blocks.

Character limit is now 32,500 instead of 32,767 Added Chain Command Block and Repeating Command Block. Added block facing.

Updated block textures. Added Conditional mode. Added tab completion support. Updated texture of all three command blocks Added Always active and needs redstone options.

Added auto NBT tag to control this. When set to conditional, the back of the arrow texture is curved. Players unable to use such as / can no longer place command blocks. Each command block type now appears with different colors on maps. Running / in a command block will now randomly use one of various different humorous phrases as the previous output. Running ' as the command in the command block without a preceding ' /' will now set the previous output to '#itzlipofutzli'.

The block entity ID is changed from Control to commandblock. Chains of command blocks no longer schedule their commands to be run in the next tick, they now execute all in the same tick they are read. This allows later blocks in a chain to be modified via earlier blocks, allowing techniques like branching and looping, all in the same tick. Added maxCommandChainLength game rule to control the max length of such a chain. Added UpdateLastExecution and LastExecution NBT tags, which control the tracking of which tick a chain command block was last executed in.

Command Block Codes

Tab-completing command names in command blocks will no longer add a / prefix. Added all types of command blocks. Gallery.