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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)
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
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)
There appears to be a small discrepancy in the page describing how the new command blocks work Two excerpts from the wiki:
And the statement that:
This seems to imply that both options use the same type of 'success' and that it only differs between which block is checked, however a simple test shows this is not the case:
Setup: A button, a line of redstone weakly powering a command block, pointing into to another command block whose "back" correctly faces the previous. ( Images here ) ** CB1 is a regular impulse containing a 'testfor playernamehere' command CB2 contains 'say CB2 fired'
Tests:
(1.9/vanilla) (* not shown in image, ** Alternatively, you can power a block next to CB1 for the chain-block tests.)
Because of the alignment, both the conditional and chain draw their 'success' check from the same preceding block, which means they determine success differently if the wiki's description is true. However, this information is not present on the wiki page.
In particular, it appears the Chain command block executes whenever the previous command block is executed, regardless of the command's success value,
and the Conditional block executes when the previous command block is executed AND the command has succeeded.
-- 72.214.181.74 02:57, 12 March 2016 (UTC)
The article states " "Chain" blocks are green. These execute only..." Are they not Light Blue, as opposed to green?
OlidogMC (talk) 16:12, 19 April 2016 (UTC)
I think that it takes an extra tick for command blocks to trigger across chunk boarders, similar to redstone circuits. Or, at least, some oddity occurs when going across. You can confirm this with a scoreboard that sets a score on one chunk, and resets it and list scores on the other. This should probably be added after the comment about them running on the same tick.
Also, I would like to ask if anyone knows if these can be used for loading chunks, and if so, what do we need to do (is just being on the chunk boarder good enough, need to point out of it, have our condition on the other side)? Firefish5000 (talk) 06:51, 19 May 2016 (UTC)
Command Blocks stop operating when in a chunk that isn't currently loaded but there appears to be an exception when the command block is close to the world spawn. I'm not sure if this is intended behavior or a convenient loophole, but it enables the creation of commands that have a global scope. This knowledge could make a big difference in how command blocks are used and placed, and certainly something I was trying to learn about when reading the Command Block article. Should we add it in somewhere?
--Lebrenth (talk) 02:07, 29 July 2016 (UTC)
1.11 custom sounds, can someone please give me the command for custom sounds in 1.11, there is no information on this anywhere, and it would be appreciated. Do I need to change the sound file again, which worked in 1.10 perfectly. –Preceding unsigned comment was added by 60.227.230.217 (talk) at 06:16, 17 November 2016 (UTC). Please sign your posts with ~~~~
/playsound command? – Sealbudsman talk/contr 12:12, 17 November 2016 (UTC)Im trying to use one command block per block to add effects to blocks. It works for one word blocks but with blocks like snow tops and end stone. It doesn't word because there more than one word and adding an underscore in between the words like end_stone doesn't work either. Waluigi goes waa (talk) 03:49, 6 April 2019 (UTC)
The command I normally use is Execute ~ ~ ~ detect ~ ~-1 ~ (block) (color coad) (effect) Waluigi goes waa (talk) 03:54, 6 April 2019 (UTC)
Delay field has been added to 1.12 Bedrock Edition. Official and wiki changelog states this number is in redstone ticks (0.1s) though tests with a repeating command `time query gametime` on delay 20 shows otherwise. Requesting addition of this info to this page. Note may also be needed for the 1.12 page --Majellico (talk) 16:28, 22 October 2019 (UTC)
In Bedrock Edition, I found if you open up the GUI for the Command Block, there should be an editable text box and when empty says “Hover Note”. Can anybody put in what this is supposed to be for and how to use it? Thank you! —98.230.115.82 01:56, 26 April 2020 (UTC)
For man hunt 91.141.74.254 18:21, 8 May 2025 (UTC)
This article forgot that they added a game rule called command_blocks_work that was added,please fix this