|Block Entity ID||
See § Data values
See § Data values
|— Duncan Geere|
Command blocks are not available in the Creative inventory. It can either be obtained by using the pick block control, or by using various commands, such as
/give @s minecraft:command_block, or
/setblock ~ ~ ~ minecraft:command_block.
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 data inside.
A command block can execute commands when activated by redstone power. 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
/give, 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.
To enter or modify the command in a command block, use the Use Item control on the command block to open the command block GUI (graphical user interface). The GUI will only open if the player is in Creative mode, and has the proper permissions. In singleplayer, cheats must be enabled to edit command blocks. In multiplayer, command blocks can only be edited successfully by operators in Creative mode, and for command blocks to work at all the following values must be set in the server.properties file:
enable-command-blockmust be set to
op-permission-levelmust be set to
2or 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 target selectors.
- 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
Xwhen 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're receiving the chunk updates. To avoid this, simply have all of your command blocks not track their output at all, except for temporary debugging purposes.
- 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. These will execute their commands once per game tick as long as they are activated (20 times per second, barring lag).
- 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 activated 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).
- Click the "Done" button or ↵ Enter to save the command and leave the command block GUI.
- Click the "Cancel" button or Esc to leave the command block GUI without saving any changes.
Command blocks are redstone mechanisms and can be activated by:
- An adjacent active power component: for example, a redstone torch (except that a redstone torch will not activate a command block it is attached to), a block of redstone, a daylight sensor, a button etc.
- An adjacent powered block (for example, an opaque block with an active redstone torch under it)
- A powered redstone comparator or redstone repeater facing the mechanism component
- Powered redstone dust 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 note block, a command block can be activated every game tick (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 setblock clock).
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
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).
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.
- 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 ops in multiplayer mode, unless it has been suppressed with
/gamerule commandBlockOutput false. Some commands may write additional text to the chat as their normal function which won't be suppressed (for example, the
/saycommand 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
@as the player name. If the command block had been named in an anvil before placement, that name will be used instead.
- Logs: The output message is written to multiplayer server logs unless it has been suppressed with
/gamerule 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
/statscommand or by modifying the command block's NBT data directly with the
The following commands cannot be used in a command block:
/publish, 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):
/scoreboard players, and
/scoreboard teams list.
Running "Searge" as the command in the command block without a preceding "
/" will now set the previous output to "#itzlipofutzli". Additionally, if
/help is run via command block, it gives various messages prefixed with "Searge says: ".
|Impulse Command Block|
|Chain Command Block|
|Repeating Command Block|
|Name||Name ID||Numeric ID|
|Impulse Command Block||
|Chain Command Block||
|Repeating Command Block||
In Bedrock Edition, a command block's block data specifies whether the command block is currently activated.
A 3-bit field storing the command block's facing:
6 and 7 are unused but produce command blocks facing down and up respectively.
|0x8||Whether the block is in conditional mode.|
|Name||Default value||Allowed values||Description|
|conditional||True if the command block is in conditional mode.|
|facing||The direction the command block is pointing.|
A command block has a block entity associated with it that holds additional data about the block.
- Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- CustomName: Optional. The name of this command block in JSON text component, which will replace the usual '@' when using commands such as
- 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 gamerule 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.
|July 27, 2012||Jeb 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.|
|July 31, 2012||During Notch's AMA he hinted the block may be in Java Edition 1.4-pre.|
|1.4.2||12w32a||Added command block.|
|1.5||13w03a||Command block success can now power a redstone comparator.|
|13w04a||Command blocks renamed with an anvil now use their name instead of @ in the chat.|
|1.6.1||13w19a||Command blocks are no longer mineable in survival.|
|Command blocks are now no longer damaged by explosions, except by Blue wither skulls.|
|1.7.2||13w37a||A bar that shows the previous output of command blocks has now been added.|
|The character limit when inserting a command in a command block has now been increased from 256 to 16,369. Using a third-party editor allows the player to reach 32,767 characters.|
|1.8||14w07a||Dispensers will now place command blocks, instead of shooting them out.|
|14w20a||The in-game character limit of 16,369 has now been removed, allowing access to the full 32,767 characters.|
|14w27a||Added CommandStats NBT tag.|
|1.8.6||Dispensers will now no longer place command blocks.|
|1.9||15w33a||Character limit for command blocks is now 32,500 instead of 32,767.|
|15w34a||Added the chain command block and the repeating command block.|
|Added block facing for command blocks.|
|Command block textures have now been updated.|
|15w34b||Added Conditional mode within command blocks.|
|Added tab completion support within command blocks.|
|15w35a||Updated texture of all three command blocks.|
|Added Always active and needs redstone options for command blocks.|
|When command blocks are set to conditional, the back of the arrow texture is curved.|
|15w36a||Players are now unable to use commands, such as |
|Players, who unable to use commands, can now no longer place command blocks.|
|15w36d||Each command block type will now appear with different colors on maps.|
|16w04a||Running "Searge" as the command in the command block without a preceding "|
|1.11||16w32a||The block entity ID is changed from |
|1.12||17w16a||Chains of command blocks will no longer schedule their commands to be run in the next tick. Instead, they will 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.|
|pre6||Tab-completing command names in command blocks will now no longer add a |
|1.13||17w47a||Prior to The Flattening, the numeral IDs for the command block, repeating command block, and chain command block were 137, 210, and 211, respectively.|
|pre1||The player can now tab-complete in command blocks again.|
|Upcoming Java Edition|
|1.14||18w43a||Changed the texture of command blocks.|
|18w47b||Changed the texture of impulse and repeating command blocks.|
|1.0.5||alpha 18.104.22.168||Added all types of command blocks.|
|1.8.0||beta 22.214.171.124||Command blocks will now have a default name of |
|Upcoming Bedrock Edition|
|1.12.0||beta 126.96.36.199||Added tab-complete to command blocks.|
|Added a delay option to command blocks, which allows a delay to be added to a redstone tick delay field.|
|Legacy Console Edition|
|TU19||CU7||1.12||Patch 1||Added command blocks.|
|Command blocks do not have any functionality and can only be obtained with mods.|