#Blocks General

1 messages · Page 2 of 1

winter elk
#

Oh I didn't think about that @prime smelt , yep that would be a good use for them. Thank you 😊

karmic sierra
#

how can I make a custom block transperent?

white bobcat
#

alpha_test render method

karmic sierra
#
            "minecraft:material_instances": {
                "*": {
                    "texture": "water",
                    "render_method": "alpha_test"
                }
            },
karmic sierra
white bobcat
#

pretty sure alpha test is also transparent

karmic sierra
#

nope didn't work

white bobcat
#

Yeah it is also transparent.

#

But yeah blend is also transparent (:

frozen fulcrum
#

It's possible animate à block with animation like entity ?

white bobcat
#

Yes but is not as easy as animating an entity

frozen fulcrum
#

with bones ?

primal roost
#

flipbook _texture.json

#

?flipbook

woven novaBOT
white bobcat
#

Flipbook textures is not like entities animations

wanton horizon
#

Hello, im trying to make it so when a player breaks my block it runs a command. It seems not to run the command at all, could someone help me?

{
  "format_version": "1.16.0",
  "minecraft:block": {
    "description": {
      "identifier": "spooky:coal_ore"
    },
    "components": {
      "minecraft:on_player_destroyed": {
        "target": "other",
        "event": "player_broke"
      },
      "minecraft:destroy_time": 1,
      "tag:diamond_pick_diggable": {}
    },
    "events": {
      "player_broke": {
        "run_command": {
          "target": "other",
          "command": [
            "/say @s broke coal"
          ]
        }
      }
    }
  }
}```
white bobcat
#

Try setting target to self

wanton horizon
#

didnt work
\

white bobcat
#

Don’t include the / before the say command

#

And you don’t really need the target on the run_command

wanton horizon
#

okay ill try that

#

and okay

#

it does the command but doesnt say the players name

#

nvm i just had to change it

#

thank you

#

sm

white bobcat
#

No problem

cinder wadi
#

Can I change the direction that the block gets spawned using the /setblock command?

novel hedge
#

Does anyone know if there's a way to change the loot table of suspicious sands and gravel

vestal marsh
novel hedge
wind hedge
#

Is there a component to make it so that when you place a block on a custom block that block gets replaced?
Like grass

vestal marsh
wind hedge
#

too bad, will redo it with Scripting

white bobcat
#

You can do it with minecraft:on_interact, but you’ll have to read every possible block

wind hedge
white bobcat
#

If you block could be interacted with, that’s the only way to go.

vernal coral
#

hi guys. i'm trying to use scriptevent command to trigger some js function on player.

"on_interact": {
        "run_command": {
          "command": "scriptevent test:test",
          "target": "player"
        }
      }

This is what I have, and in API it returns that source that executes this command is a player. Is there a way to also grab the block it executes from? Like block executes a command that refences a player

vernal coral
# vestal marsh target self 👍

hmm. I may have to be a bit creative. Not sure if adding a tag on player, then use /execute command to trigger a scriptevent command would references the block object in script api
Edit: it doesn't work lol

jagged gale
#

what is up with the menu category component,it's so broken I literally have to use creative_category from 1.17 for my blocks to appear in the creative menu

white bobcat
#

Latest format versions do it like this

jagged gale
#

ty, now I'm regretting changing the my entire projects format value to 1.17

primal roost
cursive pebble
#

I know how to make a block but how do make the block model? and have it ing

#

Some1 please help

vestal marsh
#

Check the wiki, use the geometry component

cursive pebble
cursive pebble
# vestal marsh Check the wiki, use the geometry component
{ 
  "format_version": "1.19.30", 
  "minecraft:block": { 
    "description": { 
      "identifier": "zid:iron_gen" 
    }, 
    "components": { 
      "minecraft:geometry": "geometry.iron_gen"
    },
      "minecraft:material_instances": {
        "*": {
          "texture": "zid:iron_gen"
        }
      }
    } 
  } 
#

Uh

vestal marsh
#

Your json is wrong

cursive pebble
#

Can you help me?

vestal marsh
#

Consider opening a post and others will help

cursive pebble
#

okay

oak totem
#

how can I place two hitboxes in a block?

vestal marsh
white bobcat
#

You can’t with selection box nor collision box

brave salmon
#

does anyone have a custom block template with face directions

woven novaBOT
vestal marsh
#

@brave salmon

brave salmon
#

thanks

brave salmon
#

if a player placed my block, will "minecraft:on_player_placing" and "minecraft:on_placed" both execute? or just the on_player_placing one

oak ledge
#

Is there a way to make falling block and it using geometry model too?

edgy ledge
brave salmon
edgy ledge
#

I recommend that you run an experience.

  • Create 2 events
  • Each event runs a different say command
  • Have each event triggered by the components
#

Place the block and see what happens

#

@brave salmon

brave salmon
#

that's why i ask so i wont have to test it myself 💀

edgy ledge
#

🤣 you would have known by if you did

brave salmon
#

my minecraft loads so slow af, it takes 5-10 minutes just to load a flat world, that's why i code for a day then test at the end then debug what's wrong

#

so thats why i also asked instead of testing by myself

brave salmon
edgy ledge
#

I am working on something right now. When I am done, If will check it out for you if someone hasn't already

white bobcat
white bobcat
edgy ledge
#

Is there a filter for block states?

edgy ledge
white bobcat
edgy ledge
#

I want the block sensor to only trigger when fully grown crops for broken

white bobcat
#

You can use permutations to read the block properties and execute something from that

edgy ledge
#

Carrots, wheat, potatoes

edgy ledge
#
"minecraft:block_sensor": {
          "sensor_radius": 16,
          "on_break": [
            {
              "block_list": ["minecraft:carrots:7"],
              "on_block_broken": "crop_broken"
            }
          ]
        }
#

I did that but I get an error

#

growth:7 represents a fully grown carrot

white bobcat
#

Is that the correct state? Look it on the page I sent

edgy ledge
#

Am I missing something?

white bobcat
#

Yes

#

It should be ["growth" : 7]

#

not minecraft:carrots:7

edgy ledge
#

"minecraft:carrots['growth':7]" like that?

white bobcat
#

Literally just what I told you

#
"minecraft:block_sensor": {
          "sensor_radius": 16,
          "on_break": [
            {
              "block_list": ["growth": 7],
              "on_block_broken": "crop_broken"
            }
          ]
        }
white bobcat
#

I haven’t used that component nor know it’s syntax at all as far as I remember so unless your syntax is wrong, nothing else should be wrong

edgy ledge
#
"minecraft:behavior.move_to_block": {
                    "priority": 10,
                    "tick_interval": 1,
                    "start_chance": 0.5,
                    "search_range": 6,
                    "search_height": 4,
                    "goal_radius": 1.0,
                    "stay_duration": 20.0,
                    "target_selection_method": "random",
                    "target_offset": [0, 0.25, 0],
                    "target_block_filters": { "test": "is_waterlogged", "subject": "block", "operator": "==", "value": false },
                    "target_blocks": [
                        "minecraft:red_flower",     // All small flowers except Dandelion
                        "minecraft:yellow_flower",  // Dandelion
                        "minecraft:wither_rose",
                        "minecraft:double_plant:8", // Sunflower top
                        "minecraft:double_plant:9", // Lilac top
                        "minecraft:double_plant:12", // Rose Bush top
                        "minecraft:double_plant:13",  // Peony top
                        "minecraft:flowering_azalea", //Flowering azalea
                        "minecraft:azalea_leaves_flowered", //Flowering Azalea leaves
                              "minecraft:mangrove_propagule"
                    ],
                    "on_stay_completed": [
                        {
                            "event": "collected_nectar",
                            "target": "self"
                        }
                    ]
                }
#

this is the closest reference I have found and its from the bee

#

see how it handles the sunflower

#

carrots:7 also work when I tested it there so I assumed it would consistent

white bobcat
#

I guess you fixed it, my apologies and glad you fixed it

winter yarrow
#

Hi, im kinda new to coding and i have a question. Can you make a block spawn from sculk charge similar to sculk sensors and sculk shriekers?

tardy fox
#

say i want to make a custom pressureplate model and i have the texturing of it done, where do i go from there to add these custom pressure plates

white bobcat
#

?intro to blocks

woven novaBOT
tardy fox
#

where exactly would i look on that

#

because i don't think it mentions anything about pressure plates

vestal marsh
tardy fox
vestal marsh
tardy fox
strange spruce
#

it was for my block to generate a villager when it is generated in the world, but it is not working, does anyone know why?

vestal marsh
strange spruce
vestal marsh
prime smelt
rugged niche
#

Any ideas on this? geometry.empty is literally an empty geometry.

rugged niche
# vestal marsh It's not allowed

It's been working up until 1.20. I use it to allow a placeable block with the HCF block components, for example, placement filters. That upon placing summons an entity, if conditions are met.

final geyser
#

how can i distinguish different types of blocks with data values, "minecraft:leaves2" for example?

final geyser
vestal marsh
final geyser
vestal marsh
final geyser
vestal marsh
prime smelt
#

This works now for the app and the list on ms.learn ?block-states but needs the s else does geo ... and there is ?aux and ?data-values

red sky
sterile eagle
#

Mojang changed something in minecraft:material_instances?

"minecraft:material_instances": {
  "up": {
    "texture":"dirt"
  },
  "down": {
    "texture":"bedrock"
  },
  "sides": {
    "texture":"obsidian"
  }
}
#

or they changed something in minecraft:unit_cube?

vestal marsh
sterile eagle
vestal marsh
#

What format ver?

sterile eagle
#

1.20.0

vestal marsh
#

Change sides to *

neat summit
#

side doesn't exist

#

Never in my lifetime have I seen "sides" being used in that

sterile eagle
vestal marsh
#

Ive seen ends

sterile eagle
neat summit
#

now you know "sides" don't exist

#

Thanks poggy

#

Man you're a genius poggy

white bobcat
#

Instead you use north, south, east, west or *

vestal marsh
#

Also "ends"

wanton horizon
#

how do I make my custom block run a command when I interact with it?

#

nvm^^

tender dirge
#

Can i change material for existing vanilla block?

prime smelt
woven robin
#

hi there, I saw a video of a building in java, and was curious if it is possible to make it on bedrock and how it would be possible? Can you see on the photo, that the brick stone interact with the side cobblestone to give a more relistic feel?

white bobcat
#

Yeah is possible, however one of the blocks need to be custom, either the stone bricks or the cobblestone. You would check for neighbor blocks and change the texture of the cobblestone accordingly

#

It would probably be better for the sake of being specific to make both blocks custom, since there are many blocks under the stone tag, but is good to know you’ll only need one for certain circumstances

woven robin
#

humn... I think I got the idea, will try that, thx

neat shell
#

how can i make the game ignore a custom block when respawning the player
i made a custom block that when the player go through it the player get spawnpoint but when he die the he can't spwan in it saw the game chose another spawnpoint
the block already have collision_box

white bobcat
#

I don’t think I understand your issue, and to fix it understand it is crucial. May you please elaborate?

prime smelt
# neat shell

That is because the spawnpoint did not give space for the head, so the person will sufficate, it will natually put you to where you are safe.... have the spawnpoint be one space down from that star thingy, that is wher the feet would be... for a player.... but that is a ball... and I am not sure you have 2 blocks there anyway

neat shell
prime smelt
#

I think it may be the rendering.... see what they use for crops... could be alpha_test or blend.... one or both of them make breathable blocks.... or you can make the player breathe solids...

neat shell
#

Isn't that just for appearance

prime smelt
#

is the diamond share a custom block? so that is a full blck, was not sure cause there is no perspective

prime smelt
prime smelt
#

a few others would know

neat shell
#

i will try changing the rendering
or just putting the block to the left and add an offset to the model from the center

granite vale
#

Does anyone know how bee nest and bee hive entity data works?

#

The wiki has block data for which way its facing and how much honey is in it, but is it possible for me to use the number of bees in it somehow?

#

I would like to be able to break bee nest or hive blocks, but only while the bees aren't in them

somber cosmos
#

What experiment are block traits under? Is it upcoming creator features?

woven robin
#

hi there, so I m trying to make a grass block that uses the grass top texture on all the sides and bellow, but I wanted it to use the colors of the grass like the vanila grass that changes based on the biome.
how can I make it?

wanton horizon
#

Hello, I made a custom block geo in blockbench but I was wondering how would i add it in game?

#

It also has multiple textures which is a bit confusing for me, I am new to custom blocks.

prime smelt
prime smelt
prime smelt
# wanton horizon It also has multiple textures which is a bit confusing for me, I am new to custo...

This is what it adds inside the geo, which you can also add yourselfjson "north": {"uv": [0, 0], "uv_size": [3, 1], "material_instance": "light"}, "east": {"uv": [0, 0], "uv_size": [3, 1], "material_instance": "light"},This is how you use it inside the blockjson "minecraft:material_instances": { "frame": {"texture":"color_powder_black","render_method":"blend"}, "light": {"texture":"color_glassy_silver","render_method":"blend"}, "wick": {"texture":"color_powder_silver","render_method":"blend"} }So instead of the default names, use your alias names.

#

If that does not work, consider putting all the texture elements into the one bigger file. Just make it 64x64 for the space and move the textures inside and point to the positions in there, that way it will map correctly. Also, make sure exporting geo is done last so that it gets all of this information.

neat shell
#

why this event wont work?

            "mba:placed": {
                "target": "self",
                "command": [
                        "execute if block ~ ~ ~ mba:ring_big ["mba:rotation":5] if block ~~1~ air run setblock ~~1~ mba:ring_big ["mba:rotation":4]",
                        "execute if block ~ ~ ~ mba:ring_big ["mba:rotation":4] if block ~~-1~ air run setblock ~~-1~ mba:ring_big ["mba:rotation":5]",
                        "execute if block ~ ~ ~ mba:ring_big ["mba:rotation":2] if block ~~~1 air run setblock ~~~1 mba:ring_big ["mba:rotation":3]",
                        "execute if block ~ ~ ~ mba:ring_big ["mba:rotation":3] if block ~~~-1 air run setblock ~~~-1 mba:ring_big ["mba:rotation":2]"
                ]    
            }
prime smelt
neat shell
#

isn't that the same format?

prime smelt
#

unless you have an invisible run_command in yours, then NO

neat shell
#

lol i didn't read the commands

#

thanks man

prime smelt
#

you are welcome woman

neat shell
#

oh sorry

prime smelt
#

np... LOL.. thought we were playing a gender switching game...🤣 happens all the time, avatar is a girl, name is a girl's... and most are on auto-pilot with how they speak... which makes me wonder at people's attention to detail sometimes...

neat shell
#

yeah
this sound like it happen a lot

#

still getting an error

#

never mind lol

prime smelt
#

open a post and put the whole file

neat shell
#

found the error

#

i am opening a post lol

prime smelt
#

I gotta go... someone will help... maybe

indigo kiln
#

does someone have the 1.20 block template

wanton horizon
#

how would I make the block have the geo?

neat shell
# wanton horizon how would I make the block have the geo?

put your geometry here
your_resource_packs\models\blocks
and create json file here
your_behavior_packs\blocks
in the file write something like this

{
    "format_version": "1.19.50",
    "minecraft:block": {
        "description": {
            "identifier": "mba:exomple",
            "menu_category": {
                "category": "construction"
            }
        },
        "components": {
            "minecraft:collision_box": false,
            "minecraft:destructible_by_mining": false,
            "minecraft:destructible_by_explosion": false,
            "minecraft:geometry": "geometry.exomple", //your geometry identifier here
            "minecraft:material_instances": {
                "*": {
                    "texture": "exomple",
                    "render_method": "blend"
                }
            },
            "minecraft:light_dampening": 0,
            "minecraft:map_color": "#0079ff"
        }
    }
}
#

I recommend using Block Wizard plugin until you becomes familiar with blocks files format

wanton horizon
#

alright thank u sm

lofty wave
#

I heard that blocks are out of experimental now? Is there any tutorial to show me how to create blocks?

I've been waiting to add a block with custom geo, material, and, no collision, but all my addon knowledge is purely entity related.

woven robin
#

hi there, I have a question, I noticed that the dirt path block type when is sorrounded by other blocks it create some kind of shadow in the corners... so I wanted to create a custom block with same effect, how can I add it?

lofty wave
#

I think that's due to path blocks being slightly shorter than normal blocks

frozen moat
#

i am officially joining the anti-bone_visibility group because updating my walls to reflect the new format is becoming unfathomably tedious

woven robin
#

hi there, what can be the cause of a block being rendered as a item in my hand but not as a block when it is placed? like so:

white bobcat
#

Your attachable using the proper texture but the block

#

?troubleshooting

woven robin
#

the block is defined on the behavior, right? it is the same as the attachable
bh:json "components": { "minecraft:geometry": "geometry.prize_chest", "minecraft:map_color": "#ffffff", "minecraft:material_instances": { "*": { "render_method": "alpha_test", "texture": "prize_chest" } },

attachables:json "textures": { "default": "textures/blocks/abestados/prize_chest", "enchanted": "textures/misc/enchanted_item_glint" }, "geometry": { "default": "geometry.prize_chest" },
and prize_chest is already defined in terrains:
"prize_chest": {"textures": "textures/blocks/abestados/prize_chest"},

white bobcat
#

That is not usual… it should work. Try reloading your game

woven robin
#

already did it, is there any limit on the size of the texture?

#

right now it is 256x256

white bobcat
#

That should be alright

#

You have no errors, unless there is a permutation that changes the texture that could be overwriting the material instances on your components

woven robin
#

no errors, the permutation I have is for rotation only

woven robin
#

my bad, forgot to upload the terrain file 🙂

#

btw is it possible to play an animation on the block when we interact with it?

white bobcat
#

Depends on what you mean with an animation

woven robin
#

I want to this chest open the lid when interact with it, not like the normal chest that keep the lid open while it is active, I just want the animation to play once when you click on the block/chest

#

this animation, so when a player interact with it it will be played once

white bobcat
#

Is possible, yes, but is not like entities, you’ll have to animate it frame by frame

#

So no, is not a RP animation, is a behavior animation

#

The simple way, well, use entities instead

woven robin
#

I saw that one you have made, but in your case it is looping the animation, in my case I wanted it to only play when interacted and just play once then stops, but I guess it is not possible without converting the block into an entity, right?

prime smelt
#

Since it is a chest, doesn't it have to be an entity anyway, can't you make it for that to do that part

white bobcat
#

It will be a tedious process without molang though

#

It is still a little complicated with molang but once you make one you’ll be fine

uneven pecan
#

what is the block id of an iron block?

frozen moat
#

the minecraft wiki has ids for most vanilla items and blocks

#

if i have a block using bone_visibility and permutations to alter the shape of the block, do i need to list every bone in each instance of the bone_visibility component? or can i just set all bones to false by default and then specify the true ones in permutations?

woven robin
white bobcat
#

Definitely. That’s the easiest way but is not really good for performance. You may want to spawn it and quickly despawn it when the chest is closed.

woven robin
#

I think I will stay with the static block so, no animations 🙂

#

too complex

white bobcat
#

Fair enough

woven robin
#

btw let me ask you something, I always have problem with the first person attachable, I never was able to make custom items movement like the vanilla, I think the main reason is where I position the pivot, what is the best practice to set the pivot when you want to make it sweing like the vanilla?

white bobcat
#

I do not try anything with attachables in a really long time, I recommend you asking at #1067869136606220288

glossy depot
#

What happened to minecraft:ticking component?

#

I upgraded my pack to 1.19.70 and it no longer worked

rugged niche
#

Is there a way to do some sort of "minecraft:on_placed" on blocks, without experimental currently?

rugged niche
#

try go to 1.20.0 or something

glossy depot
white bobcat
#
"minecraft:queued_ticking":{
    "condition": 1,
    "range": [5,10],
    "target": "self"
}
#

This is the one in the documentation and is correct.

rugged niche
rugged niche
#

I was thinking with permutations it could be possible

white bobcat
#

With permutations you cannot detect when you place a block unless you use that component there

glossy depot
#

Wait, can this call events?

white bobcat
white bobcat
glossy depot
#

Thanks again 👍

glossy depot
#

Is this correct?

"minecraft:queued_ticking": {
"condition": 1,
"range": [12, 16],
"on_tick": {
"event": "shatter",
"target": "self"
}
},

white bobcat
#

Should be

#

You can also have it like this;


"minecraft:queued_ticking": {
                        "looping": true,
                        "interval_range": [12, 16],
                        "on_tick": {
                            "event": "shatter",
                            "target": "self"
                        }
                    }```
glossy depot
#

Just tested it, it did not break at all 🤔

glossy depot
#

Ah I got it to work now. It was a command issue.

gaunt steeple
#

How is the component that set´s rhe mining time of a block called now?

zealous ivy
#

Hey ! I wanted to use the "blend" material for my custom block, but there's a catch

#

When I use the blend material, I can see entity's that use blending too through the block

#

Does anyone know why ?

#

Actually I find this pretty intersting, do you think I could replicate but to see certains blocks through it ?

red sky
zealous ivy
#

Actually, even with blend it doesn't work

frozen moat
#

got my wall template mostly updated, still need to work out a few kinks but it's getting there

#

before bone_visibility my wall files were like 2000 lines, now they're just over 4000

#

does every bone in the relevant model need to be listed in every instance of bone_visibility in the block file?

vestal marsh
frozen moat
#

okay

#

what I'm thinking is that I could maybe simplify my files by setting all bones to false under components and then only changing the relevant bones under each permutation

vestal marsh
#

Why not use molang

frozen moat
#

I was under the impression that bone_visibility doesn't accept molang

vestal marsh
frozen moat
#

ahh alright

#

yeah that would probably make it a lot easier

red sky
#

Yha

somber cosmos
#

Unit_cube is still under the HCF toggle right?

red sky
#

Where's the list for that at?

vestal marsh
red sky
#

Actually meant ones that are stable

vestal marsh
red sky
#

thx

frozen moat
#

can someone please help me figure out what's wrong with this code?

            "minecraft:geometry": {
                "identifier": "geometry.generalized_wall",
                "bone_visibility": {
                    "post0": "query.block_property('test:post') == 0",
                    "post1": "query.block_property('test:post') == 1",
                    "post2": "query.block_property('test:post') == 2",
                    "post3": "query.block_property('test:post') == 3",
                    "post4": "query.block_property('test:post') == 4",
                    "north_semi": "query.block_property('test:north') == 1",
                    "north_full": "query.block_property('test:north') == 2",
                    "south_semi": "query.block_property('test:south') == 1",
                    "south_full": "query.block_property('test:south') == 2",
                    "east_semi": "query.block_property('test:east') == 1",
                    "east_full": "query.block_property('test:east') == 2",
                    "west_semi": "query.block_property('test:west') == 1",
                    "west_full": "query.block_property('test:west') == 2"
                }
            },```
#

i've linted it a few times and there are no apparent errors

#

currently the block simply doesn't exist in my game

desert vector
#

are you in the 1.20.10+ previews?

#

otherwise bone_visibility doesn't support molang

frozen moat
#

nope that would explain a lot

#

fellow i spoke to yesterday about it mentioned that and i missed that it was a preview

frozen moat
#

is there any chance i could get someone to help me figure out what i'm doing wrong? i'm trying to update my wall template still and instead of the bones appearing and disappearing as they should, they're all visible at all times

#

i know the filesize is a bit excessive. i think the problem lies in either the way i have my bone_visibilities set up or in the way the direction tags are arranged

desert vector
#

Components do not combine, each minecraft:geometry component resets all bones' visibility to true
(This means that setting a bone's visibility to true will never do anything, as it's the default)

frozen moat
green anvil
#

Is it possible to change the model of the vanilla blocks?

nocturne kindle
#

They are hardcoded

#

You can have a custom block with the model you want to have, and then have a function that replaces them from inventories, and if it generates on the world

#

A single block feature that only replaces that block

gaunt ocean
#

Hi

#

Can anyone help me?

#

I want to edit the loot table of a block

#

Can anyone tell me what is the directory and id of the leaves?

desert vector
nocturne kindle
gaunt ocean
#

Yes

nocturne kindle
#

You could do /replaceitem I guess

gaunt ocean
#

I want to change what the block drops, make leaves drop new fruits

nocturne kindle
#

That might be in the vanilla packs, though It might be hardcoded as Quaz has mentioned

stone hedge
#

how can i make it so that redstone can pass trough the block

cinder wadi
#

Hey, I am trying to execute a event when a play left clicks on a block. I only found this "minecraft:on_interact", but sadly its only for left clicks. Can someone help?

rotund badge
#

Whats going on with the testforblocks command?

two spawners of same type will only compare if they are cloned version of itself even if same egg.

mint frost
#

Any reason why we can't have selection boxes with origins of -1 when we can place blocks on farmland with an origin of -1 on the geo?

junior flame
#

What?

junior flame
junior flame
solid brook
#

._.

#

Gouys ._.

#

._. can i make gravity between 2 blocks ?

#

Like what systemzee does?

somber wraith
#

how can blocks that exceed one block height limit (like doors) show the combined and clean selection box for the upper + lower part?

white bobcat
#

You can’t

somber wraith
#

Are the things like doors hardcoded then?

tacit star
#

I get this and i don’t know what wrong in the code can anybody help me ?

#

[Molang][error]-Error: query.block_property is making use of non-registered block state.

#

{
"format_version": "1.20.0",
"minecraft:block": {
"description": {
"identifier": "test1:o_flag",
"menu_category": {
"category": "construction"
},
"traits": {
"minecraft:placement_direction": {
"enabled_states": ["minecraft:cardinal_direction"],
"y_rotation_offset": 90.0
}
}
},
"components": {
"minecraft:geometry": "geometry.o_flag",
"minecraft:collision_box": false,
"minecraft:material_instances": {
"*": {
"texture": "kuwait_flag",
"render_method": "alpha_test"
}
}
},
"permutations": [
{
"condition": "query.block_property('cardinal_direction')== 'north'",
"components": {
"minecraft:transformation": { "rotation": [0, 0, 0] }
}
},
{
"condition": "query.block_property('cardinal_direction')== 'west'",
"components": {
"minecraft:transformation": { "rotation": [0, 90, 0] }
}
},
{
"condition": "query.block_property('cardinal_direction')== 'south'",
"components": {
"minecraft:transformation": { "rotation": [0, 180, 0] }
}
},
{
"condition": "query.block_property('cardinal_direction')== 'east'",
"components": {
"minecraft:transformation": { "rotation": [0, -90, 0] }
}
}
]
}
}

prime smelt
# somber wraith Are the things like doors hardcoded then?

Well yes it is but doors are doable by us mere mortals. Doors are 2 blocks that work together via custom tags and permutations. Each part of the door has to be reading the other parts tags. You can pass info back and forth this way and each can change or mimic the other ( but best to have one as master).

red sky
#

Does anyone have the list of block stuff that's out of experimental?

solid brook
#

Anybody know how to get hopper behaviour pack ?

west rover
#

can i only fit 16 conditions in a sequence?

cinder wadi
#

Hey there, I have a problem with my custom blocks. They are all facing in the same direction, even when I place them from a diffrent angle. Can someone help?

desert vector
red sky
#

Oh thank you

prime smelt
#

If you did, is the block in blocks.json with the sides defined? If so, take the texture part out and only use it in the block with your permutations

prime smelt
#

Anyone up on translation in transformations? Not sure why I have to use this to mimic a 16x1x16 geo..json "minecraft:transformation": { "scale": [1, 0.0625, 1], "translation": [0.0, -0.46875, 0.0] },because the difference to -5 is half of the scale, 1/32 of a block. So not sure if fully understand how translation works... I thought I should be able to use -0.5 to mean, place at the bottom of the block, but that generates non-breaking errors

cinder wadi
prime smelt
# cinder wadi Yes, they are definded inside blocks.json. Could you explain the use of permutat...

Whatever is in blocks.json is like setting something in stone., That is the way it will be and you cannot change it in the behavior file. So take the texture part out of blocks.json, leave the sound only.

In your block, add (for example, since you did not copy/paste the real code in here for me to use, so will use what I am working on),:json "minecraft:material_instances": { "*":{"texture": "bedrock","render_method": "opaque"}, "up":{"texture": "letter_a","render_method": "opaque"}, "south":{"texture": "letter_b","render_method": "opaque"}, "east":{"texture": "letter_c","render_method": "opaque"}, "west":{"texture": "letter_d","render_method": "opaque"}, "north":{"texture": "letter_e","render_method": "opaque"}, "down":{"texture": "letter_f","render_method": "opaque"} },

So I want this, when I place it down, to always have the top one where the letter a is facing me, with the letter B in front of me, no matter what way I am facing, even though it says south up there. How that can happen?

In the description section of the block, putjson "traits": { "minecraft:placement_direction": { "enabled_states": [ "minecraft:cardinal_direction" ] } }This will allow me to access the information about which way they are facing when they place the block down. There are 3 other traits that have information, but this is the only one I need for what I am doing. You can learn about the other 3 -> https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blocktraits

Use the information stored in minecraft:cardinal_direction directly in permutations as a block_property. This is new as of 1.19.80 I believe, but best to make the version of your block 1.20.0 to be safe.json "permutations": [ { "condition": "q.block_property('minecraft:cardinal_direction') == 'north' ", "components": { "minecraft:transformation": { "rotation": [0,0,0] } } }, { "condition": "q.block_property('minecraft:cardinal_direction') == 'south' ", "components": { "minecraft:transformation": { "rotation": [0,180,0] } } }, { "condition": "q.block_property('minecraft:cardinal_direction') == 'east' ", "components": { "minecraft:transformation": { "rotation": [0,270,0] //or -90 } } }, { "condition": "q.block_property('minecraft:cardinal_direction') == 'west' ", "components": { "minecraft:transformation": { "rotation": [0,90,0] } } } ]There are a few other things "minecraft:transformation" can do, read about those in -> https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_transformation Note: This also requires the block to have an updated format version, because it is a new component and replaces the old rotation component, so again, make sure your format version is 1.20.0 to avoid content log errors about this.

Another way you can do it, instead of rotation, is to change out the "minecraft:material_instances" component instead, to have the texture in a different slot. Because let's face it, degrees still confuse me sometimes. yo_hol_up But I have done enough with them to know the above ones work. In fact, the block I am working on now, will loop an abcdef block through all of the combinations. When done I will release it in #1072983602821861426

#

I suggest for practice, that you make the block both ways, rotation and material, so that you have a better understanding of permutations. With permutations, you can switch out any component, add components, etc.. depending on what you need. It all depends on the condition. More complicated conditions, will most likely require you to create block properties and assign values to them based on conditions in events.

For example, what if you wanted the player to be able to tap the block and it face him, so like if he placed it facing south, but moved to the west side and tapped (interact) it would turn to face him? The permutation above would not work because that is based on a one-time event, block placement. You would need an property to hold the information instead, so that you can change it.... that is a 3rd exercise.... but one that will build upon foundation that you need....

cinder wadi
prime smelt
#

You are welcome. This wiki page will help too... never too much information -> https://wiki.bedrock.dev/blocks/rotatable-blocks.html#top
This website actually has the simpler rotation degrees... (btw, -90 is same as 270) So maybe grab those instead.

#

Note: in the upper right hand corner of the wiki page is a search bar... you can find most things via there and they are updating and adding stuff all the time. For the Microsoft Learn site, the left hand bar, scroll up and down for the different sections. Make sure Reference Documentation is open. I live in there. And the stuff above it, read in your spare time, cause you can learn a lot... and practice, practice practice.. try stuff out, not just wait to make a block you need, but for the sake of seeing how it works...

prime smelt
desert vector
prime smelt
#

I do a lot of copy/paste and it is annoying to have to add a part in. I do not always know it by heart...

woven novaBOT
#
Incompatible Multiplayer Queries

Some of the queries are incompatible in multiplayer. Known ones:

  1. query.is_item_name_any Use query.get_equipped_item_name instead.

If you found any others, ping a person with faq-management role.

west rover
tacit star
#

Same problem

#

Tell us when you find the issue

glossy dagger
#

How i can make custom water

tacit star
woven robin
#

hi, how can I make a block that is like soul soil? that when burn it flames is blue?

cold dew
#

can molang be used in bone_visibility?

white bobcat
#

Yes, with the 1.20.10 format version in your block behavior

white bobcat
cold dew
#

Is it possible to get the property of a neighbor block?

cold dew
#

lmc:spruce_log_pillar | components | -> components -> bone_visibility[top]: expression contained disallowed queries

#

Here is the code:

#

"minecraft:geometry": {
"identifier": "geometry.wood_pillar",
"bone_visibility": {
"root": true,
"top": "q.block_neighbor_has_any_tag(0, 0, 1, 'lmc:north_vertical')",
"bottom": "q.block_neighbor_has_any_tag(0, 0, 1, 'lmc:north_vertical')"
}
},

desert vector
cold dew
#

So it should be > events > conditions > query tag > set property > bone_visibility > query properties

cold dew
#

Or it has to be ticking

desert vector
#

you could set the property to the returned value of the expression e.g.

"set_block_property": {
   "example:boolean_property": "q.blocknei..."
}
woven robin
white bobcat
#

No they don’t

desert vector
#

no

desert vector
cold dew
#

Ah, so it has to be ticking for that

desert vector
#

yes, it doesn't have to be every tick but it's faster if it is

gusty salmon
#

can someone explain what is wrong with this command: /setblock ~~~ lever ["lever_direction":"west"]

#

it doesnt work

#

can someone help?

west rover
#

so itried my old addons and dear god, it replaced all the vanilla blocks' geometries and even collision/selection boxes.

mellow carbon
remote island
#

is it possible to render the texture alpha when using the path?

#

this is what it looks like when i put the default glass as the texure

#

its gone opaque

cold dew
#

Can blocks have multiple collision boxes?

#

When you rotate a block using transformation, does the collision box also rotate?

dire wolf
#

I haven't seen documentation for the "trigger" event response anywhere but here, does this still work?

#

{
"wiki:sequence_event": {
"sequence": [
{
"set_block_property": {
"wiki:my_prop": true
}
},
{
"condition": "q.block_property('wiki:my_prop')", // Optional
"trigger": {
"event": "wiki:my_entity_event",
"target": "other"
}
}
]
}
}

desert vector
dire wolf
#

sweet, thank you so much

white bobcat
#

I guess we don't have any control over it, sadly

red sky
#

They just change blockshape in blocks.json

west rover
mellow carbon
red sky
sudden quailBOT
#
What would be better for Thin Alphabet Slab?

🇦 ​ A-Z and changable colors

🇧 ​ Colors and changable letters

Poll by @prime smelt

white bobcat
#

Im kinda confused

prime smelt
#

hmm... thinking of the logistics and the limitation... maybe A

white bobcat
#

What is the difference between A & B?

prime smelt
#

Do I make a Letter that can change colors or the Solid color that can change Letters

#

Interact can either change the color or the Letter....

#

Same number of textures to make either way

white bobcat
#

Probably do the letter that can change colors

prime smelt
#

yeah, thinking that.. cause of the limitation of the number properties

#

wish I could maybe do all in one

white bobcat
#

You can use combinations and that limit is gone

prime smelt
#

can do 0-26?

#

0,1,2,3,4,5,6,7....26

#

??

white bobcat
#

No, but you can have one property with 7 values and other with 4 for example

#

0 & 0 = A
0 & 1 = B
0 & 2 = C

1 & 0 = Red
1 & 1 = Blue
1 & 2 = Yellow

prime smelt
#

Well yeah... I was thinking for simplicity... only 16 colors, so no issues there. I use MS color-ids 0-15

#

but maybe I will use 1 block and 3 ways to interact, one for color, one for letter, (later, one for upper.lower)

#

If we could make our own categories, or if they at least had a category for custom blocks, I'd just make all the letters separately

white bobcat
#

Yeah… wish we could add custom categories in a simple way

prime smelt
#

As it is, they do not have categories for some of their things that should be grouped in a ➕

#

I'm trying not to litter the screen, but an appropriate and logical place to put things is hard to come by

#

I can hide letters under banners

white bobcat
#

Yeah, that would be a good place to put them at

mellow carbon
white bobcat
#

Yeah

prime smelt
#

I think they are trying to limit the number of block permutations, this the property limit. I remember when I was working on my lockable block, using 3 or 4 properties to store the player's id, when I went over, maybe 9 for each and had another one that was 16, I got some sort of warning about permutation limits even though I only had about 3-4 permutations for locking/unlocking/transparent...

magic umbra
#

The limit can be easily bypassed, but it’s a good practice to keep them down regardless

#

Letters with changeable colors is probably the way to go, though I’m not sure how you’ll do crafting recipes for all of them

#

Maybe just make them all stonecutter recipes?

white bobcat
red sky
#

Cool

white bobcat
oak ledge
#

@white bobcat I made post for my question

void berry
#

does using minecraft:transformation for rotation work for blocks whose textures are defined by blocks.json?

#

because ive been trying to get my custom block to rotate w no success so far

tardy sedge
#

I'm trying to make the model of a block animated, i search in the google but i only find it with mobs, can someone help me?

white bobcat
#

You cannot animate block models, but you can however create the animation frame by frame in your behavior file.

tardy sedge
#

Thanks

white bobcat
#

Creating one bone per frame and activating it according to your animation. Use bone_visibility and minecraft:queued_ticking

oak ledge
#

ah, so I made two parts in geometry and also I use the queued_ticking for animation?

#

@white bobcat This is my understand ↑

white bobcat
#

You do as many bones as you wish, and queued_ticking for animation, yes

west rover
#

what was the code to make blocks not show up in commands?

desert vector
woven robin
#

hi there, do someone know if it is possible to create a custom lgiht block that lights up a higher raiuds than the vanilla one?

white bobcat
#

Im pretty much sure that it is hardcoded to 15, but I guess you could place light blocks around it to get a similar result to extending it

woven robin
#

thx, was just trying to avoid to place too many blocks in some areas, but it is what it is 🙂

cold dew
#

Is it possible to detect if a block has air/water around it? I thought about using q.block_neighbor_has_any_tag, but I couldn’t find a tag for air bao_foxxo_blank

white bobcat
#

Use execute if block

red sky
#

Hmm

#

Air block tag

#

Anyone want me to write a essay right now?

white bobcat
#

Write it; without any AI 🤓

oak ledge
#

Is there a way get coordinates in vanilla stair blocks like open space (half block like ¼ piece part) 1st coordinate and whole is 2nd coordinate which in back of the block

jagged lily
#

anyone know how i can disable the inside faces from being displayed

desert vector
jagged lily
#

don't you need material instances for it to be translucent tho

#

oh or do you mean not remove the component just the texture

desert vector
#

just remove the "texture": "moo" bit

jagged lily
#

cool

#

thanks

west rover
#

[Blocks][warning]-Collision in hashed Block Network ID. One of the blocks' hash has been adjusted. Block being added: TAG_Compound: 3 entries
{
// name
TAG_String: tg:darkstone_doric_block
// states
TAG_Compound: 5 entries
{
// tao:shape
TAG_Int: 0
// tao:states1
TAG_Int: 1
// tao:states2
TAG_Int: 9
// tao:states3
TAG_Int: 7
// tao:states4
TAG_Int: 5
}
// version
TAG_Int: 18090528
}
, block collided with: TAG_Compound: 3 entries
{
// name
TAG_String: minecraft:birch_hanging_sign
// states
TAG_Compound: 4 entries
{
// attached_bit
TAG_Byte:
// facing_direction
TAG_Int: 3
// ground_sign_direction
TAG_Int: 15
// hanging
TAG_Byte:
}
// version
TAG_Int: 18090528
}

[Blocks][warning]-World with over 65536 block permutations may degrade performance. Current world has 112488 permutations.

#

these limits on permutations make me sad

#

but it did show some small bits of vanilla signs' properties

mellow carbon
#

@west rover can i get the addon pack that modified vanilla blocks?

west rover
#

based from wha i know, vanilla or custom blocks get changed or bugged when the number of permutations in a world is high enough

west rover
west rover
mellow carbon
primal roost
#

that's valid?

mellow carbon
#

guess so if your format version is 1.20.0+

primal roost
mellow carbon
#

? content log

woven novaBOT
primal roost
white bobcat
#

Now you see what the issue is

primal roost
#

if i put the format 1.20.0, it doesn't give errors but it doesn't work, but if i put 1.20.10, nothing works

#

so none work for me

white bobcat
#

1.20.0 does not have molang in bone_visibility, that is why it doesn’t works. And as you can see in the content log error, q.block_neighbor_has_any_tag is not allowed in bone_visibility.

#

That is why your block is an update block, your json is invalid.

primal roost
#

yes but, there must be ways to enable and disable bone visibility with q.block_neighbor_has_any_tag

#

right?

white bobcat
#

Well, you cannot just make that query work when it says it won’t work on bone_visibility 😅

#

You can probably use that query in permutations instead, and from here enable or disable the bones you want.

primal roost
#

alr

#

thx

prime smelt
# primal roost maybe that?

for the permutaion, since all light_dampening is 0 when that property is > 0 than you only need that check

primal roost
#

only condition

prime smelt
primal roost
prime smelt
primal roost
#

From what I'm seeing, it's not possible to activate more than one property, is it?

prime smelt
#

for the bone visibility part

primal roost
#

I finally fixed it, thanks anyway

oblique birch
#

Is there a list of removed/deprecated block components?

prime smelt
#

Well if you go to the MS learn site, if it is not in the block component list... then.... it is removed... but the wiki may have something so do a search there. Today I added to the FAQ the Released and Renamed ones as far back as I felt like searching.... so use those key words for the faq bot to see that list

white bobcat
#

Shouln't this permutation;

{
                "condition": "query.block_property('minecraft:vertical_half') == 'bottom'",
                "components": {
                    "minecraft:collision_box": {
                        "origin": [ -8, 0, -8 ],
                        "size": [ 16, 8, 16 ] 
                    },
                    "minecraft:selection_box": {
                        "origin": [ -8, 0, -8 ],
                        "size": [ 16, 8, 16 ]
                    },
                    "minecraft:geometry": {
                        "identifier": "geometry.slab",
                        "bone_visibility": {
                            "bottom_slab": true,
                            "top_slab": false
                        }
                    }
                }
            }

With

"traits": {
                "minecraft:placement_direction": {
                    "enabled_states": ["minecraft:vertical_half"]
                }
            }

Work? I do not understand why it is not working...

#

Setting the state via commands is also invalid, but im pretty sure it should be working already

#

Upcoming Creator Features toggle is on... really curious about what I am doing wrong

bright mesa
#

How do you change the collision box for a custom block?

white bobcat
#

Use minecraft:collision_box

bright mesa
#

I’m using the geo file that blockbench made, where is that value?

white bobcat
#

Is a component that you use in your behaviour block file. Keep in mind that you can't use multiple collision boxes.

bright mesa
#

Thank you!

bright mesa
#

Is there a way to change the selection box size?

white bobcat
vestal marsh
white bobcat
#

oh is that simple? great!

#

thank you!

prime smelt
#

Yeah, that tripped me up once... then I realized that is why ther are two sections in the documentation... easy to miss that

bright mesa
#

On the candle, how do you get wicks to be diagonal, and how do you make the particles for the flames for the lit candles?

#

If someone can tell me where I can find the information, that’d be great

red sky
#

Idk how you guys missed that lol

prime smelt
#

I think because it was not released at the same time, right?

#

and if you were using half of it and you go back, an assumption could be made

#

... and its Kai's fault... bling leading the blind

white bobcat
#

hey! they explained both sections like examples rather than actual concepts! that got me confused 😔

red sky
#

I understand

half hemlock
#

How can I use the minecraft sounds in blockbench animation? I am trying to put the chestclosed sound in my animation, but it's an fsb file and blockbench wants wav, mp4, or ogg and I can't find how to convert or use the fsb

vestal marsh
half hemlock
#

so I have to put the sounds into the pack of the block I'm making, even if they're vanilla sounds?

vestal marsh
half hemlock
#

and I am correctly doing it by putting the sound definition in the input?

jagged lily
#

anyone know what the error Unexpected version for the loaded data is

white bobcat
#

What is the translation thing on transformation component?

white bobcat
#

getting up with the 1.20 stuff lol, updating more than 60 files from 1.16.100 🙃

vestal marsh
white bobcat
#

I see, thank you!

red sky
#

It's nice when you use scale cause that moves the model ofc

white bobcat
#

yeah, good fences now it seems

glossy depot
#

Hello, how do I make a block breathable, like vanilla ice?

white bobcat
#

Anyone knows how can I make my model appear on X position in the inventory, but on Y position upon placement?

#

I want to make my trapdoor-like blocks look like vanilla trapdoors on invo

white bobcat
#

Is play_sound broken?

#

Still got to use playsound command right

red sky
red sky
white bobcat
#

yah I rather use run command

red sky
#

That's what everyone does

white bobcat
red sky
#

Wdym

#

I said

white bobcat
#

I want to have the most accurate templates for everything vanilla but I am unsure if adding an extra unused bone for the sake of inventory visibility should be the way to go

red sky
#

Attachable then?

red sky
white bobcat
red sky
#

Oh I just realized I can use translation to eliminate a cube on my trapdoor

#

In blockbench

#

I can't seem the Invisible stuff dum dum

white bobcat
#

lol

red sky
#

Unless you wrote the model by hand lol?

white bobcat
#

No ofc not

red sky
#

Pls hurry my break is almost over : )

white bobcat
#

I wrote the model on paper

red sky
#

Wow I'm not the only one?

white bobcat
#

Nope!

red sky
white bobcat
#

What’s the question

red sky
#

I want to see how you did model

white bobcat
#

Check it out here #1081573872853336115 message

red sky
#

I'm on phone lol

#

Ugh

white bobcat
#

I didn’t used translation on bb

red sky
#

That's a slab

#

Trapdoor model.

#

Nvm. Out of time anyway

white bobcat
#

oh right that’s the slab lol

#

lmao I got myself confused, working on the slab right now

#

one sec

red sky
#

the transformation component wasn't a thing when I first made my trapdoor so I just used 3 parts and part visibility

#

Actually you dint even need translation. With some more specific rotations you could do everything with that.

#

Thanks for the idea

white bobcat
#

yup just rotation

white bobcat
#

it was very much simple to do

#

I have it working 100%, but I want the model in the same place of the vanilla one, the only missing thing

white bobcat
#

Why does

"wiki:full_slab": {
                "set_block_property": {
                    "wiki:double": "true"
                }

Gives an error?

prime smelt
#

is it preview with the name change?

white bobcat
#

stable

vestal marsh
#

Whats the error

prime smelt
#

is it under events.... take the " off of true

#

unless you defined it with "true" as enum

#

if true/false... use with out

white bobcat
#

already did, nothing

prime smelt
#

show the definition

white bobcat
#

the same thing without "true" for events, and the same error

prime smelt
#

Then you have to use "true" and "false" like it was "dog" and "cat"

#

should use true false as boolean

white bobcat
#

yeah thats true, ill use it as a boolean

#

im confused how that gives the error tho

prime smelt
#

Oh and it looiks like it is outside of the description

white bobcat
#

should work

#

The properties?

#

they are inside the description

prime smelt
#

oh, I guess that extra one was for traits, nm

white bobcat
#

both are on the description

#

still wondering why string doesn't

prime smelt
#

maybe key word confusion

vestal marsh
white bobcat
#

oh

#

I see, thanks!

white bobcat
red sky
#

They removed the one that did lol

#

I think it's tied to block geometry now

white bobcat
#

just using one bone (:

#

bad thing: I want to re-do my custom doors with just one bone too.

#

I enjoy pain it seems

glossy depot
red sky
#

Also how you do the correct hotbat position?

#

Random guess of translation or something idk

white bobcat
white bobcat
#

to do it I deffo need the extra bone, wont do it

neat summit
#

I need to make door block

#

Will be 2 blocks

white bobcat
#

I will soon make a template for it

#

probably after re-doing it with just one bone as well lol

neat summit
#

Let me do it, please.

zinc trout
#

so i need to setblock a block that is hidden but when i set the menu_category to none it doesn't appear, i tried setting it to construction and adding the is_hidden_in_commands but it showed up in the creative menu

#

what should i set it to then?

vestal marsh
zinc trout
#

it says the value is invalid

#

or do i have to remove the is_hidden_in_commands?

#

oh, it works, it just shows an error for some reason

shut pebble
#

How to fix it?

#

Texture

zinc wyvern
#

Could someone help me with this block code, because for some reason, when I click on it with my hand it releases the loot but also the block itself.

#

I would greatly appreciate your help on this.

white bobcat
#

Do you have fences?

#

My fences work just like vanilla fences, but there is a content log bug that makes them show a content log error for no issue 😔

#

I’m wondering if there are any fences out there without that issue

zinc wyvern
# white bobcat That is not a valid file

Forget it I solved it, I added mechanics that the original creator can't add, it literally took me like 3 days to make it work hahaha, but I did it in the end.

white bobcat
#

glad to hear!

main pond
#

.

main pond
#

Does on_player_destroyed out of Exp mode yet?

white bobcat
#

I don’t think so, no

wooden whale
#

no - none of the block events are out of experimental

zinc wyvern
#

Anyone know how to make a custom chest? As far as I can tell only entities can have inventory. Do I need to spawn an entity when the chest is placed? This is what I am trying to do, but because of collision this approach is not working. The entity gets moved on summon in order not to collide with the block

glossy depot
#

Is making a breathable but solid block like vanilla ice impossible?

white bobcat
#

You was answered that question already

#

The answer have not changed.

west rover
#

does this code work as a block event? "setblock ~~~ example:custom_block [\"ex:rotation\"=\"2\"]?

#

and does it only work 1.20+?

main pond
main pond
white bobcat
#

Why in the world does vanilla trapdoors uses two geometries

#

North and South trapdoors use X geometry while East and West trapdoors uses Y

#

That makes no sense.

celest grail
#

why did they cut the geometry of the block 😐😢 I just can’t make the sleepers into 1 block, because they are 34 cubes wide 🤯

#

sleepers be like😢

glossy depot
#

😐

#

But its fine. I conclude that the answer is no.

white bobcat
#

and as ihategravel added, they removed the only component that made that

red sky
white bobcat
#

All by eye haha, not looking at the Java files

red sky
#

I've used Java vanilla block models and converted them to bedrock before

#

For more complicated stuff like campfire

white bobcat
#

That sounds like a good practice! For now I have just recreated the models in BB though

white bobcat
#

after retexturing the snow layer, it seems to be totally random

#

I first thought it was based on player facing location, but nope

white bobcat
balmy moss
#

If you're just trying to get the textures to randomly rotate you can set their isotropic property to true in blocks.json

balmy moss
#

With blend the ray tracing renderer automatically assumes any transparent pixels are solid geometry and transmits light through them according to the pixel colour

white bobcat
#

Thanks!

celest grail
celest grail
# celest grail

he made a block that is 5 by 5 and is version independent. there used to be a bug on 1.16.100+ like . later this bug was fixed

celest grail
fickle escarp
#

hello, is it possible to make block appear or be invisible when a player or entity nearby is holding something? like barrier blocks or structure void?

white bobcat
#

That question is the same you asked in your post. Please be patient and wait for an answer, avoid crossposting since that is not allowed. Thanks!

fickle escarp
#

anyways, i got it, sorry for reposting it again. Will update the question post.

shut pebble
#

Please

solid matrix
#

hi
is use_on broken or why does my item trigger the event for any type of block?

"minecraft:use_on": {
  "blocks": [
    "jukebox"
  ],
  "on_use": {
    "event": "play",
    "target": "self"
  }
}
main pond
#

I cant get minecraft:transformation to work

#

Any example pack for that?

white bobcat
#

Any workarounds for "brightness_gamma"?

white bobcat
#

And why is isotropic not working on blocks.json?

"wiki:snow_layer_template": {
        "brightness_gamma": 0.450,
        "isotropic": true,
        "sound": "snow",
        "textures": "*"
}
#

oop nevermind, forgot to get rid of the material instances

#

huh... geometry is no longer working

jagged lily
#

also, i not sure if block.json allows custom geo

white bobcat
white bobcat
tawny hemlock
#

Does anyone know how I would replicate the behavior of glow berry vines? I want to make a hanging vine that grows every once in a while that you don't necessarily have to climb on

#

These are the vines I am trying to bring over to Bedrock

white bobcat
#

minecraft:random_ticking and execute if block to detect if the block is an air block in random periods of time, if true place the same block below.

#

The climbing behavior cannot be recreated. People tend to give the levitation effect when a player is inside them to somewhat replicate it.

desert vector
#

you can test if the player is holding jump with scripts

#

and apply levitation then

white bobcat
#

That too 👆

#

Use minecraft:on_interact to include the berries in the block. Custom material instances in your berries bones in the geometry

#

Include q.is_item_name_any to detect the item in player's mainhand.

tawny hemlock
#

Ah these don't have any berries! I'll use that knowledge to let you place vines though, thank you!

novel kindle
#

how to check if the block is powered with the redstone with the molang (Queries)

sturdy parcel
#

How I fix this

shut pebble
#

Download texture pack geometry fix

sturdy parcel
#

hm

sturdy parcel
shut pebble
#

No

sturdy parcel
white bobcat
#

Your texture size in geomtry is wrong

#

Anyway to have isotropic texture with custom geo?

jagged lily
white bobcat
#

That doesn’t seems too efficient, nor faster than rotating the block on placed

white bobcat
desert vector
#

can't you use on_player_placing?

white bobcat
#

Is there a difference in speed between that and on_placed?

desert vector
#

on_player_placing is run before the block is visible

white bobcat
#

Perfect then, it’s a shame the texture won’t rotate if placed with commands

#

Thank you!

sturdy parcel
#

it does not work

#

It does not recognize that its a texture that should be applied to the model itself, not all faces

white bobcat
#

First of all, notice how you are setting X texture in blockblench which works properly, while in-game you are setting Y texture. You do not need to upscale the texture since you made it be 16x16 in the model, by making your texture bigger that type of issues will happen.

#

If you want to set a different texture for each face, which by looking that next to the ‘broken block’ you have the same model with the texture properly set I assume is what you want to do, use minecraft:material_instance to do so.

white bobcat
#

How can I make my block use the texture from the one below it in an automatical way?

#

Many permutations will be painful...

sterile eagle
#

custom blocks with flipbook textures are weird

white bobcat
#

They have got that render issue for a while now

sterile eagle
#

:<

desert vector
sterile eagle
desert vector
#

textures don't animate when viewed from a distance or indirectly. the terrain textures entry is used instead

sterile eagle
desert vector
#

it only displays the first frame

sterile eagle
#

hmm, interesting

#

thanks!

sturdy parcel
#

I will definitely have to set each face differently in material instances, but that will take so long when I have 100+ blocks to do

white bobcat
#

Blockblench will create a texture in which you can change the texture of each face of your geometry just in the texture png

#

I am assuming that your geometry is trying to use a 16x16 texture, but you are providing a 64x64 texture

sturdy parcel
#

confusing

#

I will just make material instances do a texture for each face

white bobcat
#

See, you are asking your geometry to do more than what you allowed it to do

#

is your texture 64x64?

sturdy parcel
#

wymm

#

its 16x16

#

the pixel density is 16x16

#

but the file itself is 64x64

white bobcat
sturdy parcel
#

yeah i counted

#

its 16x16

white bobcat
#

No. It's 64x64.

sturdy parcel
#

??

#

wymm

desert vector
#

you shouldn't use box UV for that block

sturdy parcel
#

what do u mean by box UV

white bobcat
#

You should use per-face UV

#

With this texture

#

I do not recommend doing that tho... I would just change the textures for every face directly on the material instances

#

Bigger textures take more space and can't be easily re-used if needed, like the same oak planks texture are used for slabs, fences, stairs etc

sturdy parcel
#

okkok

#

i tried it

#

did not work

#

it could be a 1.20+ issue though

#

since im working non experimental

white bobcat
#

are you setting your texture with blocks.json?

#

that doesn't admit custom geo

sturdy parcel
#

and your model made it worse

desert vector
#

that's better imo

sturdy parcel
white bobcat
#

the texture size is 32x32 in my model since I provided you a 32x32 texture.

sterile eagle
sturdy parcel
#

so i change this to 64 and it works

#

?

white bobcat
#

yea

#

set your texture with material instances

#

not blocks.json

sturdy parcel
#

this actually works

#

dunno why the top bit its offsetted tho

white bobcat
#

Use your 64x64 texture, not my 32x32

sturdy parcel
#

yeah

#

was just gonna do that

white bobcat
white bobcat
sturdy parcel
#

i craeted a new texture from the new model still didnt work

white bobcat
#

You can rotate the top of the texture by yourself if that is what you want

sturdy parcel
#

?

#

well i mean i would like the texture to match the model perfectly

#

which it wont

#

two faces are fighting over the same texture on the top

white bobcat
#

what is the size of your png file

#

32x32?

sturdy parcel
#

64x64

white bobcat
sturdy parcel
#

yes

#

and its crazy this is my texture

#

but its blue all around

white bobcat
#

Send me your texture and your model please

sturdy parcel
white bobcat
sturdy parcel
#

what did you change

white bobcat
#

I simply moved the UV's position, so it took the texture from the correct parts of your texture file.

sturdy parcel
#

wait how would i do that

#

it worked

#

like it shows it as the correct positition in blockbench

white bobcat
#

Here you can see all the faces of your geometry. Select the one you want to edit, and move it around in that panel.

sturdy parcel
#

okk

#

so i guess i would have to open the texture from the file into blockbench

#

show it shows where its actually going in game

white bobcat
#

it uses your same texture

#

the one you sent me

#

I just changed the geometry

sturdy parcel
#

okk

#

whatever

#

i will figure it out with the other models

#

I dont like how this lines up

white bobcat
#

I really don’t understand why you have to make a 64x64 texture for that

tawny hemlock
white bobcat
#

You will want to increase your range

sturdy parcel
#

if i try to use a 16x16 texture for all faces then this happens

#

the top face breaks

primal roost
#

mamaguevo ?

#

with perface uv u can fix that

white bobcat
#

Your model is the problem

west rover
#

is there a workaround for this? "command": "setblock ~~~ tg:darkstone_base_large_circular_block [\"tao:rotation\"=2]"

#

the = gives an unexpected error

white bobcat
#

probably because of your manifest min engine version being too low

#

try : instead of =

white bobcat
#

No problem

white bobcat
#

Anyway to run relative position based commands upon on_player_placing?

sturdy parcel
#

still dont understand why blockbench will not create a texture for it

#

I dont even know how to change the uv

#

it wont let me

sturdy parcel
#

i cant do that

#

when i make the texture it looks like this

#

but when saved to minecraft it breaks

#

and re-open the model and texture and its broken

#

aznd its all glitched around

#

it moved the texture with it

white bobcat
#

Use per-face UV

sturdy parcel
#

im literally doing that

#

its set as per-face UV

#

i tried both

#

they both do not work

white bobcat
#

That makes no sense

#

you should be able to do what I told you to

sturdy parcel
#

i dont know why only i get this problem

#

its set as per-face UV

white bobcat
#

and your texture size is 64x64

sturdy parcel
#

its supposed to be 16x16

#

but i tried 16x16 does the same thing

white bobcat
#

If it's supposed to be 16x16 set it to 16x16

#

and give it a 16x16 texture like dirt from vanilla packs

#

?vp

woven novaBOT
sturdy parcel
#

cant give it a texture like dirt

#

it wont stick

#

actually ends up like this

white bobcat
#

See the panel I mentioned you

#

use it to fix the texture

sturdy parcel
#

wym panel

#

i use a 16x16 texture it dont work

sturdy parcel
#

that panel doesnt exist anymore when i use a 16x16 texture

#

o i see its like very zoomed in

white bobcat
# sturdy parcel

You are using a 16x16 texture right here, and the panel is also here(?)

sturdy parcel
#

it wasnt there for a moment

#

super hard to move

white bobcat
#

Can you send me the model

#

I can do it really quick

sturdy parcel
white bobcat
#

I just made my own

#

texture

sturdy parcel
#

no clue how u were able to move it all

white bobcat
#

per face uv and using the panel I told you to use

sturdy parcel
#

i think i have to uninstall blockbench and reinstall it

white bobcat
#

How can I remove default block placing/destroying sounds?

#

It defaults itself to use stone. If I set it to null it somehow persist being stone

novel nova
#

Is it possible to make a block like shulker box?

white bobcat
#

You can make everything except the container part

primal roost
#

placement filter can detect block properties?

desert vector
# primal roost placement filter can detect block properties?

no, but it can detect tags applied by permutations:

"permutations": [
  {
    "condition": "q.block_property('example:property') == 2",
    "components": {
      "tag:is_cooking": {}
    }
  }
]
"minecraft:placement_filter": {
  "conditions": [
    {
      "block_filter": [
        { "tags": "q.any_tag('is_cooking')" }
      ]
    }
  ]
}
primal roost
#

thx bro

sturdy parcel
#

anyone know why the sides texture wont work

#

up and down works but the sides do not

#

i copied it exactly from the documentation idk why it wont work

#

ah i got it to work nevermind

#

removed north, south, east and west section

#

i dont know why they have wrong documentation there

digital crystal
#

anyone know how to generate nether ores?? nothing spawns in when i try and i get no error

#

maybe its the pass? i tried underground pass initially but that didnt work either

#

there is nothing anywhere on generating things in other dimensions

novel hedge
#

it is possible to make a q block when the player is within a radius the block summons entities

white bobcat
#

minecraft:queued_ticiking > event > run_command

coarse thicket
#

Can permutations alter bone visibility?

white bobcat
#

You can put the geometry component with bone visibility inside a permutation, yeah. You can also just read Molang in bone_visibility.

coarse thicket
#

Ok, thanks

light geyser
tawny hemlock
light geyser
#

🙂

tawny hemlock
#

This is what it looks like now all put together :D

light geyser
#

Stunning 👀

red sky
#

@white bobcat Something annoying to show you.

#

Oh nvm

#

easy fix

white bobcat
#

that looks scary

thick stratus
#

How do I make a working chair?

#

Like able to sit on it.

white bobcat
#

Entity spawned on_interact with rideable component, /ride to sit the player on it

thick stratus
#

Okay, I'm going to try.

#
"minecraft:on_interact": {
        "event": "deco:sit"
      }
#

Like this?