Talk:Command Block

"Conditional" Command Blocks
All command blocks use this feature, not just Chain command blocks. Furthermore, all command blocks check behind themselves, including Chain blocks, rather than in sequence ("previous"). In this image, #4 is set to conditional and requires #1 to be successful in output, not #3. It needs #3 in order to connect to the chain of commands.

Impulse blocks behave as expected (image); the command block on the right is conditional but cannot run its command unless the one "behind" it (opposite of its facing) is successful.

Repeating blocks are the same as Impulse blocks, except they will not constantly send a signal if the block behind them was unsuccessful.

And while a conditional command block does not run its command if the block behind it fails, it will still push a signal through chain blocks. That means in this image, if the Repeating block is conditional and fails, all the chain blocks are activated once. Since it's a Repeating block, it will not send a signal after that point until a block behind it is successful. It's the same for Impulse blocks, minus the fact that they can't clock.

Not in a position to do major edits though, so just relaying info. Skylinerw (talk) 20:08, 20 August 2015 (UTC)


 * I think I see what you're saying. I'll make a stab at correcting the article. &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 20:20, 20 August 2015 (UTC)

DEFAULT Setting for Chain blocks
Chain command blocks all defaults to "always active", meaning they will activate depends on what chained to it, regardless the redstone. 221.221.224.140

Animated grid image
As with sea lanterns and prismarine, it would be nice if we could have an animated version of the grid image. —Fenhl 12:08, 12 September 2015 (UTC)