#Blocks General
1 messages · Page 3 of 1
its possible with commands or scripts
Yeah, and on your events add that with the run_command key.
You can’t. Blocks with gravity like sand and gravel are actually entities upon falling, which become blocks once again once the falling ends.
Sad
What is the identifier of petrified oak slab?
petrified?
Yes.
Petrified oak slabs are a unique type of slab available through commands or by upgrading from legacy versions. Unlike all other slabs, they are unobtainable through conventional Survival gameplay and the only way to obtain them is through commands.
Petrified wood slab is not able here.
for bedrock edition
Not available in game either... And that site has both bedrock and java data/ids. just change the version in the bar
No, its able in game.
Wait, I'm sending an screenshot.
I'm sorry man, I can't find it right now. But I'm sure I have seen it in game (bedrock edition).
minecraft:stone_slab:2
stone_slab["stone_slab_type": "wood"]
Is it possible to make stairs?
I saw a guy once who could make stairs even with the corners, but it was very complicated.
Definitely very experimental
Check cloudspider on mcpedl he has a template
hi block experts, I m making a custom fire block, so far it is working fine excepted by a single feature that I m not able to reproduce.
the vanilla fire can be placed by commands like fill or setblock only if the bellow block is a solid block, so that solid block can "hold" the fire.
right now my custom fire is able to be placed anywhere including in the air or over water, is there anything that I can make to it act like a fire with commands?
btw do someone know what is the id of the fire when it is placed over a netherrack? because it is not minecraft:fire, at least it is not matching with that condition q.block_neighbor_has_any_tag(0, -1, 0, 'water', 'fire') == true
How do I make it so that when someone clicks on the block with a certain item, it executes a command?
(requires Holiday Creator Features)
add the following component:
"minecraft:on_interact": {
"condition": "q.is_item_name_any('slot.weapon.mainhand', 'example:item')", // Test for item identifier
"event": "example:event"
}
and your event could look like this:
"example:event": {
"run_command": {
"command": "say Hello"
}
}
Thank you very much. It works.
1.20.10 gives you the most features
to define a menu category:
{
"format_version": "1.20.10",
"minecraft:block": {
"description": {
"menu_category": {
"category": "nature"
}
}
}
}
you might need to update some other components too
execute unless block ~ ~-1 ~ not_allowed_block run setblock ~ ~ ~ air
your not_allowed_block would be for example, air, water, glass, etc.
I’m pretty sure it is still fire, probably one of its states? iirc it has 15 different level states
but I cannot test for fire states, right? I tried but it seems to not accept, we cannot test by air too, right?
oh I know it can test for air, on setblock it would work but I m running it with API to place an area of blocks, so testing each block position to run the setblock will generate too much loops and slow running scripts. that is why I was trying another way to let the block decides it self if should remain or not by just checing if bellow block is air or water. for water it worked with the tag components, for air I saw it is not possible, so now my doubt is, is it possible to use the execute unless command testint an entire area to after run the fill command where I can run few loops in my script?
The same command, but with blocks and starting and ending coordinates iirc
See it like block is setblock, while blocks is fill, but with an inverted behavior thanks to the unless key in the execute
I tried but was not able to understand the syntax
there is a destination part on blocks that I couldnt understand well, and how work the scan mode
Hm, I seem to not remember that syntax then. Try asking in #1067869288859447416 instead
where can i know which components have updated?
"interval_range": [5, 5],
"looping": true,
"on_tick":{
"condition": "query.block_property('BS:push_pull') == 0",
"event": "BS:push_up"
}
}```
how to make another condition with another event
can i dm you?
yes
},
"permutations": [{
"condition": "query.block_property('minecraft:cardinal_direction')== 'north'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
}
}
},
{
"condition": "query.block_property('minecraft:cardinal_direction')== 'south'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
}
}
},
{
"condition": "query.block_property('minecraft:facing_direction')== 'up'",
"components": {
"minecraft:transformation": {
"rotation": [0, 180, 0]
}
}
},
{
"condition": "query.block_property('minecraft:facing_direction')== 'down'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
}
}
},
{
"condition": "query.block_property('minecraft:cardinal_direction')== 'east'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
}
}
},
{
"condition": "query.block_property('minecraft:cardinal_direction')== 'west'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
}
Im having trouble getting a custom slab to work
using facing_direction block trait
i am on 1.20.10
yeah its on
everything works until i introduce facing_direction into it
cardinal_direction works
is your min version at 1.20.10 too?
how could i check to see if player is crouching while interacting with a block and then have it do something else when not crouching
"something": {
"sequence": {
{
"condition": "q.is_sneaking",
"set_block_property": {
"custom:property": "1"
}
},
{
"condition": "!q.is_sneaking",
"set_block_property": {
"custom:property": "2"
}
}
}
}
}```
wot custom block geo limit is 30x30x30?! why not make it 32x32x32 :<
north
how to register custom blocks in game?
where can i find a block template 1.20.10?
Thank you very much
are you seriously not able to run an event run command if that command has [ ] in it????
can't you put "" around the [] stuf
didnt work. same error. nothing is visibly wrong.
i'd send it over but apparently its 3000 characters and im only allowed to send 2000 without nitro.
narrowed it down a bit, the problem really is somewhere in here
" indicates the start/end of a string in JSON. If you want to include " within your string, you have to escape it with a backslash e.g. your block states could be ```
rel:copper_pipe_empty["minecraft:cardinal_direction"="north"]
didnt work
"events": {
"rel:flowcheck": {
"run_command": {
"target": "self",
"command": [
"execute if block ~~~ rel:copper_pipe_empty [\"minecraft:cardinal_direction\"=\"north\"] run execute if block ~~~-1 melon_block run setblock ~~~ rel:copper_pipe_filled [\"minecraft:cardinal_direction\" =\ "north\"] " ,
"execute if block ~~~ rel:copper_pipe_empty [\"minecraft:cardinal_direction\" =\ "north\"] run execute if block ~~~-1 rel:copper_pipe_filled [\"minecraft:cardinal_direction\" =\ "north\"] run setblock ~~~ rel:copper_pipe_filled [\"minecraft:cardinal_direction\"=\"north\"] "
]
}
}
},```
there shouldn't be a space after the backslash
your min engine version in your pack manifest needs to be updated to 1.20.10
oml thank you, ive never checked min engine in my life as its never been a problem for me ever
It is very important. In fact, you couldn’t use the new execute in functions and commands if your min engine version was still too low.
{
"format_version": "1.19.60",
"minecraft:block": {
"description": {
"identifier": "ts:breakable_bedrock"
},
"components": {
"minecraft:loot": "loot_tables/empty.json",
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 1.0
},
"minecraft:material_instances": {
"*": {
"texture": "test:oi",
"render_method": "blend"
}
},
"minecraft:on_interact": {
"condition": "q.is_item_name_any('slot.weapon.mainhand', 'minecraft:stick')",
"event": "example:event"
"target": "self"
}
},
"events": {
"example:event": {
"run_command": {
"command": "say Hello"
}
}
}
}
}```
What is the error ?
You are missing a comma after your on_interact event.
I didn't even notice that comma was missing 😭
I was thinking that the error was having to update the components
thank you so much man, you saved my life
huh?
Did someone ask you to fix something and was holding a gun to your head or something?
that's right 😔
oh :<
Hello, I need help, how can I do to have two textures in a single block? That is, I have a base texture but on top of it I want the other texture to be added, I hope to make myself understood.
bruh
you probably have an outdated min engine version
why is it that my saw, looks like this??
instead of this
nothing wrong with the geometry.
i genuinely don't know what to do, ive tried everything i know of
try setting textures width an height to 32, 32 instead 48, 96
if that doesn't work the try to set 64, 64
I'm assuming that's where the problem is
i just set it to 48 48 rn and it works, but theres still a problem, i actually wanted it to be animated using flipbook textures which is why the height was doubled, i want the saw blade to be animated but now i dont think that's possible
but if it genuinely is impossible then im fine with settling on what i have now
try playing around with flipbook textures
eventually you'll find out the problem
i don't know much about flipbook textures
so can't help sorry
do you know how to fix this at least? the shadows
i assume its in this component
There are three main reasons a block may have a shadow.
The first thing to add to prevent a shadow is the minecraft:material_instances component with face dimming and ambient occlusion turned off:
"material_instances": {
"*": {
...,
"face_dimming": false,
"ambient_occlusion": false
}
}
The second is to set the minecraft:light_dampening component to allow all light to pass through:
"minecraft:light_dampening": 0
The last thing to do—if at this point there is still somehow a shadow—is to ensure your block geometry does not clip into the ground, if you are using one. No element should go below y=0.
mm, it looks a bit better, i think
what did you changed?
just copy and pasted "minecraft:light_dampening": 0
try setting alpha_test to blend
try double_sided
is part of your model in the floor?
show us your geometry on blockbench
Your block is colliding into the block beneath it
Like at least 3 pixels
Raise your geometry to base level
thanks guys it worked, im on a new problem though, completely different block, whenever i place it down, it doesnt rotate even when its coded in
how do i get the textures to rotate with the block?
transformation component rotates the block, this includes the texture
not rotating
Permutations?
Make sure you're using material instances and unit cube
using testfor's i can see that the cardinal direction is actually working, but the textures arent changing with it, ive tested it with and without material instances and nothing changes
just added unit cube
material instances did nothing
{
"condition": "q.block_property('minecraft:cardinal_direction') == 'north'",
"components": {
"minecraft:transformation": { "rotation": [0, 0, 0] },
"minecraft:material_instances": {
"up": {
"texture": "steam_engine_bottom"
},
"down": {
"texture": "steam_engine_bottom"
},
"south": {
"texture": "steam_engine_back"
},
"north": {
"texture": "steam_engine_front"
},
"west": {
"texture": "steam_engine_side"
},
"east": {
"texture": "steam_engine_side"
}
}
}
},
{
"condition": "q.block_property('minecraft:cardinal_direction') == 'west'",
"components": {
"minecraft:transformation": { "rotation": [0, 90, 0] },
"minecraft:material_instances": {
"up": {
"texture": "steam_engine_bottom"
},
"down": {
"texture": "steam_engine_bottom"
},
"south": {
"texture": "steam_engine_side"
},
"north": {
"texture": "steam_engine_side"
},
"west": {
"texture": "steam_engine_back"
},
"east": {
"texture": "steam_engine_front"
}
}
}
}```
i did something like this for all 4 sides, couldnt post it all cuz of discord character limit, but also did nothing
im guessing this has to be whats wrong, in blocks.json and changing it in any way breaks everything
its like it never listens to material instances or direction changes and strictly follows this
terrain textures
if you're using material_instances then do not use block.json for texture
doing that does this.
unless you mean put all of them seperately in there
which also doesnt work
oml i managed to fix it, thanks to your help
why does this component not work?
nice to hear 😄
provide more info about what you want to do and what's not working
"is_hidden_in_commands": false makes your block appear in command/chat while using /give or other commands and setting it to true makes it not accessible using command/chat
yh but it doesnt work, I set it to true in order to make my block inaccessable from commands but I can still get it
its like the component isnt working at all
nor setting it to false resolves the issue
Do you have to make a custom block to plant custom crops or can it be vanilla tilled soil?
I found the info about custom crops on the wiki but doesn't specify about if you are forced to do custom farmland or not
You are not. Blocks can be placed anywhere, so you decide whether to keep the growing mechanic of a plant or not according to the block below.
However, you have to considerate that vanilla farmland converts into dirt if a block is placed in top of it. That is what the custom farmland is mainly for, I would say.
This makes more sense now thank you for your help and time
can you show your content log?
[Blocks][error]-block_definitions | ........ | blocks/dev/placeholder.json | Block Menu Category should not have an empty value
{
"format_version": "1.19.30",
"minecraft:block": {
"description": {
"identifier": "corv1njano:placeholder",
"traits": {
"minecraft:placement_direction": {
"enabled_states": [
"minecraft:cardinal_direction"
],
"y_rotation_offset": 180
}
},
"menu_category": {
"is_hidden_in_commands": false
}
},
"components": {
...
now it says false
but it usually is set to true
you at least need to have category inside menu_category and set it to any of
construction
items
equipments
nature
none
@gusty salmon
happy to help 😄
also setting it to none will also not display the block in creative inventory
ohh just remember i have tried that but it's been years so i forgot that
Where can I find the bedrock json?
what?
I'm looking for the json file of the bedrock block
doesn't exist
What files do I need to make a block?
1.16.100+ Blocks Wiki Link
Block Documentaion Learn.Microsoft Link
Block Features Wiki Link
Block Properties and Permutations Learn.Microsoft Link
Block Sounds Wiki Link
Block States Wiki Link Learn.Microsoft Link
Block Tags Wiki Link
Block Traits Learn.Microsoft Link
Fake Entity Blocks Wiki Link
Rotabable Blocks (Traits/Permutations) Wiki Link
Stable Blocks Bedrock.dev Link
Troubleshooting Blocks Wiki Link
Tutorial Wiki Link
Animate / Flipbook Textures Intro Link Concepts Link
You may not animate blocks in the same way as entities, with keyframes or math. You can, however, animate the model or texture frame by frame; the model can be animated by sequentially hiding/showing new parts of the model. Texture-wise, you may use block flipbook textures.
More about blocks on the Wiki. See the left hand menu in the blocks section.
Open a post and post your code and content log there
how to use query.is_item_name_any? can some one give me an example syntax
q.is_item_name_any('slot.weapon.mainhand', 'minecraft:stick', 'minecraft:diamond') checks if the player's selected item is a stick or diamond
thanks!
is it just q or query?
either works the same, i use q because it's shorter
are you able to do this? multiple triggers in a sequence?
its just the example, im gonna make sure they trigger different events, but im most likely going to have like 7+ triggers in this sequence if it works
test it out in game, if it works then yes
Is it possible to make blocks like the vanilla walls?
Custom geometry yes
is there a query for the players gamemode?
nop
[Blocks][error]-set_block_property failed to find state value for property wiki:moisture
I'M getting this error trying to recreate the custom farmland for custom crops form the wiki any suggestions my block doesn't hydrate it turns back to custom dirt
can i see ur code? ur properties and events
check if you're wiki:moisture property/state has the value that is given in event->your_set_block_event->set_block_property
is there a limit on how man geometry models a texture pack/addon can have?
List of stable components: https://discord.com/channels/523663022053392405/1145868241634345004
I messed with the code a little but still not able to make it work (it doesn't hydrate) here's what I have now
Invalid file?
Also consider opening a post with all your content log and code
Do you think custom fire is possible?
With the fire effect when the player is set on fire
definitely
Yeah I've done it before
What's the default values for stone ?
"minecraft:light_dampening": 0
"minecraft:light_emission": 0
"minecraft:destructible_by_explosion": 0
"minecraft:destructible_by_mining": 0
100% doesnt require addons
It can be done with just rp
hi there, is it possible to make a custom block that allow plants/flowers to be placed and grow?
Custom flower pot?
you can't control what vanilla blocks can be placed on
no, I wanted to make regular blocks like sand/dirt/grass that allow to hold other plants like flowers/tall grass/etc
not possible
It should be possible. on_interact with the flower and /setblock to place it. It’s a tricky workaround, but I believe it should work unless the flower gets updated
can i make a block have an inventory? even if it is with scripts? i am aware i can make an entity and just give it a chestboat inventory or something and it'll work, but im wondering if anyone else has an idea
nope , you got to use a entity
probably
u can use this block tags in ur blocks
maybe if the plants uses tags in placemenf filter
if not, it's not possible
indeed, plants use tags, I can place plants now on my custom blocks, thx!
*** to update, it worked for sand so could place cactus and this dry plant that normally have in deserts, but flowers I cant yet, maybe it use a combination of tags... will keep trying.
btw there is any list of hex map colors that vanilla blocks use? it is very hard to match a similar color testing every time
hmm
no
but u can use the map, take a screenshot of the map
paste in paint
and copy the color lol xd
Maps do not store their information in the item; instead, their data value (listed as "damage" in NBT) corresponds to the map number (ID) of a saved file. Their information is placed in the "data" directory within the world's save directory.
In Java Edition each map has its own file associated with its ID, and there is one file that keeps track ...
but its not in HEX but in RGB
so insetad of e.g. "#00000" you need to write like [0,0,0] etc.
I do it, it get close but not so much, then I have to adjust on "eye" till get it more smooth, but anyway its ok, just wanted to check if there is any library so I dont need to adjust on eye
Custom Blocks
Learn more about custom blocks, starting from the basics.
If you're just starting out, we recommend checking out Blocks Introduction for a comprehensive overview.
For detailed technical documentation, refer to the Raw Documentation.
You can also explore the Community Documentation for additional insights and examples.
Here are some specific topics you might find helpful:
-
Block Rendering: Understand how block rendering works.
-
Block Tags: Get to know more about block tags and their usage.
Feel free to explore these resources to expand your knowledge of custom blocks.
I Salute you for taking my spot as the blocks guy
Been a fun journey
Though, I like blocks and I know everything about them, but people are catching up. I'm interested in Deferred for now, might be a block guy in the future :)
Very good, keep up the good work!
Block Squad!
yes!
no
same! i tried to get back into blocks recently but then stopped
i’m now no longer interested in anything even scripting
probably because the lack of QoL update like how custom block cant feel the same as vanilla one
this include
-vanilla tools not working for custom blocks
-stairs colission
-sign, button (hardcoded blocks)
-delay when making connected textures such as fences and stairs
and mor
yeah, probably
block also missing a fuel component
like literally WHY
so annoying
its very easy to add those but mojang just no notice it ig:/
oh yeah
i wonder why we don’t have that yet
probably didnt notice
its very easyy to add
i think only custom items can be close to vanilla items
custom block is just never able to feel the same as vanilla ones
yeah
How can I edit these blocks to have different Texture Variations? I attempted to follow the wiki ins
This is how you're supposed to do it. Please just make sure to follow the order in which the textures are in the file. You can add more paths ({}) in the variations array depending on the number of variations you want.
Thank you very much!
Hello @wooden whale! 👋
I would like to request information regarding the [Content Log Message](#1067876948858118185 message) regarding the blocking of permutations beyond 64k in a world. I am feeling confused as I am unable to comprehend it when I believe I should. Could you please explain how it actually works and what it implies?
For example. I have a custom block with 11 permutations. I have placed 133128 of this same block in my world. This equals to 1464408 permutations. No errors whatsoever.
i believe it's permutations in terms of collections of state values, not items of the permutations array
e.g. {"example:state": 1, "example:another_state": 2}
I am assuming you are reffering to properties aka block states?
yes
i assume having 2 blocks with the exact same state values (permutation) will count as 1 permutation for the limit
That would also not make sense with the example I provided. My block has 12 property values (block states), this equals to 1597536 properties.
but a high amount of combinations of state values would have to be placed in your world for the warning to appear
Oh also, a custom block cannot exceed 64 property values. That's an extra note
i think i've added that info in my wiki pr
i might change the wording on the wiki so that the meaning of permutation is more clear, the permutations array contains lists of components which are conditionally applied based on the block's current permutation (the block's current block state values)
But then why refer to the world if is a block thing related to the block itself
they all have the same permutation though, they all have the same depth
so it only adds one to the world's permutation count
Oh, I think I get it then. Would like Kayla to confirm my doubts & this information though
Also if that is like that, rephrase that to:
World with over 65536 different block permutations may degrade performance. . .
wai thats content log I think lol
amazing
Is that a ss of content log?
no it's ms learn
Even better
although this sentence makes no sense regarding block permutation
Attempting to add a resource pack with more permutations than said cap will result in the following warning
surely it would be "Attempting to load a world with..."
ah yes, I tend to add my permutations in the rp block folders
Yes, definitely
i saw someone who did get the warning and i think it counts the number of each permutation in a world
#1067876948858118185 message
Crazy, I doubt I will someday reach that
It's based on total permutations, not number of blocks.
So if you have a custom block with 1 property and that value has 16 states, you have 16 permutations.
If you have a custom block with 4 properties with 16 states, you have 65k permutations (16x16x16x16).
It doesn't matter how many times you use that block. The limit is only for total permutations.
Wondering how I can make a block duplicate itself from ~ -62 ~ to ~ 319 ~
Any kind of example code that has a block running a command like /fill above it or next to it and not at the player works, i can tweak it on my own
I see. I think I understand. However, I created a block with the 16x16x16x16 example you provided and I don’t seem to be able to get the content log error. Why is this?
is the warning only shown if 65k permutations are placed in the world? Simply adding a block with the following states doesn't trigger a warning:
"states": {
"wiki:one": { "values": { "min": 0, "max": 15 } },
"wiki:two": { "values": { "min": 0, "max": 15 } },
"wiki:three": { "values": { "min": 0, "max": 15 } },
"wiki:four": { "values": { "min": 0, "max": 15 } },
"wiki:five": { "values": { "min": 0, "max": 15 } },
"wiki:six": { "values": { "min": 0, "max": 15 } },
"wiki:seven": { "values": { "min": 0, "max": 15 } },
"wiki:eight": { "values": { "min": 0, "max": 15 } },
"wiki:nine": { "values": { "min": 0, "max": 15 } },
"wiki:ten": { "values": { "min": 0, "max": 15 } }
}
(No warning is show with the enum array format either)
Please use /clone.
🤦♂️ can't believe i forgot about /clone, thanks
I decided to finllay update a block to 1.20.40, are we still missing a way to prevent a block from being movable with a piston?
Use scripting
did you just tell me to use scripting?

Scripting is the future of add-ons, you better start learning
I'm not seeing anything in documentation re preventing piston push
thanks, the goober I am was staring at the piston block component
When was menu category added? And is it stable, if so from which format version onwards?
22:01:48[Blocks][error]-geometry.warden_rune contains 8 boxes outside the error bounds of (-0.875, -0.875, -0.875) to (1.875, 1.875, 1.875).
22:01:48[Blocks][error]-'geometry' - Block hiro:warden_statue_hr | Error with geometry component: cannot find geometry.warden_rune geometry JSON.
Help
Can anyone help me resolve these errors?
your block is too big for minecraft to use so thats why it says cannot find geometry.warden_rune_geometry
F
using commands/scripts for testing the above block
Summary of block changes in 1.20.30: https://discord.com/channels/523663022053392405/1154867695712477236
Hey! What are the templates you guys are currently most interested in?
Could someone explain to me how the single block works? "minecraft:single_block
I would like these crystals to appear in this way in the world, but I have not been able to do so.
Like that but I don't know how 🫤
They told me it was possible with "minecraft:single_block, but I have no idea how to use it
1.16.100+ Blocks Wiki Link
Block Documentaion Learn.Microsoft Link
Block Features Wiki Link
Block Properties and Permutations Learn.Microsoft Link
Block Sounds Wiki Link
Block States Wiki Link Learn.Microsoft Link
Block Tags Wiki Link
Block Traits Learn.Microsoft Link
Fake Entity Blocks Wiki Link
Rotabable Blocks (Traits/Permutations) Wiki Link
Stable Blocks Bedrock.dev Link
Troubleshooting Blocks Wiki Link
Tutorial Wiki Link
Animate / Flipbook Textures Intro Link Concepts Link
You may not animate blocks in the same way as entities, with keyframes or math. You can, however, animate the model or texture frame by frame; the model can be animated by sequentially hiding/showing new parts of the model. Texture-wise, you may use block flipbook textures.
More about blocks on the Wiki. See the left hand menu in the blocks section.
Take a look at this
a few of those are dead links, is anyone able to update them?
We are in the process of doing something with this bot
hi there, how can use the new isAir property to be queried with minecraft:on_placed?
isAir is a scripting API, try asking in #1067535382285135923
but on the update it says that it is now property, am I understanding wrong?
got it, thx
Block is completely invisible in game, i use blockbench block wizard
Hello please help to create my ore block
#1067869232395735130
why is it getting super dark inside but its fine outside.
set face_dimming and ambient_occlusion to false in material_instances
i already tried it. face dimming makes it too bright
ambient occlusion does not change a single thing
ok i realized this must be a mojang bug for how custom blocks react to light
it does not do this on 100% brightness
is there a way to make stairs collision?
afaik that’s not possible yet
try setting minecraft:light_dampening to 0
Already tried everything and found the source of the problem
It's a bug
It's perfectly fine on brightness 100 and gets worse and worse as you move towards brightness 0
Reported the bug to mojang
it's probably the same issue as this
https://bugs.mojang.com/browse/MCPE-54410
They never gonna fix that
This is gonna be an eyesore
Defines what the block drops on break
Oh ok, so it doesn't have anything to do with it storing items?
No,
Not really
Ok thanks 👍
If you want to create a block that can store items you might wanna look at fake blocks
And use the inventory component in an entity
That seems a bit janky but thx anyways!
Tbh it works like a charm!
I could exactly replicate a chest block
hi block experts, I have noticed that my custom blocks always have a not "natural" shadow compared with the vanilla blocks, like the photo, the two blocks highlighted are custom, and you can notice a different light/shadow it have from the environment, while the vanilla blocks seems to have a more elegant shadow...
is there anything I can do to improve that?
Use the alpha_test matieral in material_instanes
Sorry, type, material_instances
Add that component to your file, and change the render method to alpha_test
That is english...
it has examples, to support transparency it would be like this:
"minecraft:material_instances": {
"*": {
"render_method": "alpha_test" // Allows for transparency
}
}
it means it applies to all of your block
All faces of the block
yes
Yes
and custom too, if you are using custom geometry
You may want to delete that, it shows your user
not something you’d like to share
why is "minecraft:item" in a block file?
It isn't, that's a different error
remove the comma after "alpha_test"
change the format back to "1.18" or you'll have to update some stuff
i was copy/pasting from the wiki and left it in by accident when changing it
no
did you mean translucency? for that you need to use "blend", not "alpha_test"
Transparency - fully see-through areas.
Translucency - semi-transparent areas with colour still shown.
define your texture in the material instance also
huh? Since when?
I define my textures with material instances and still have face culling.
are they also in blocks.json?
the texture name is defined there and the texture is called from the texture name
?question
Be specific and include relevant details about the question upfront.
• What are you trying to accomplish?
• If you have code, which part is not working?
• What have you already tried?
• Have you searched the Bedrock Wiki?
@zinc wyvern What is your problem?
What do you want to accomplish?
Show your code
using blend but it's still opaque
is the texture you're using translucent?
😅 This should have been a post
Yeah. Can you please create a post to have all this organized?
Make a post
Let’s keep everything organized please. This is not the proper way to keep an organized system.
The General post in every form channel is created to ask simple questions. Questions that are more complicated or need of more attention, should go in a post.
Keep this information in mind for next time you ask your questions.
Put some water on you so you don’t destroy anything 
No need to start a drama, you are getting the help you wanted.
I am glad you solved your problem! If that is so, please make sure to close your post.
Not really a topic we professionally handle in this discord server, as our main topic is Bedrock Add-Ons, but you can ask in #off-topic.
You can close a post by pressing it and clicking “Close Post”
Sorry for asking and so on, but you don't know a way to make a 3D block model emissive in the dark but only in a certain part of its texture.
Use deffered rendering.
Just to kind of get it confirmed: you cannot yet add a preferred tool type to blocks (so, say, axes are the tool that break a new log faster). You cannot yet make it so a block will only drop if it’s broken with a specific level of tool or higher (unless loot tables can specify specific items, but that wouldn’t necessarily work for custom pickaxes if there isn’t an item tag for levels of pickaxe like there can be in modded Java). Stairs and walls are probably currently impossible (though I heard something about slabs that maybe they are possible?).
If I’m wrong about any of that, do correct me, I’m just considering migrating from Java in hopes that these systems will be more stable version-to-version than the Java toolkit is
you can make them connect, you just can't replicate the selection/collision boxes with custom blocks
You can ?? On experimental off?
I've seen someone make them connect but it's only experimental
Wait I thought there was a whole thing for custom collision boxes? Is it just that you can only have one box and not the multiple necessary for stairs?
yes, only one box is allowed per block
Well that’s annoying
Hopefully we’ll have the tools soon… and considering the whole custom block thing was more or less built in late 1.19 it might not be too long until it is
how to make path to texture in block file?
{
"format_version": "1.18.0",
"minecraft:block": {
"description": {
"identifier": "aba:gray_reinforced_concrete"
},
"components": {
"minecraft:destroy_time": 5,
// "minecraft:geometry": "geometry.aba_block",
"minecraft:material_instances": {
"*": {
"texture": "textures/blocks/blocks/test_2" //"gray_reinforced_concrete"//,
// "render_method": "double_sided" //double_sided - полное отключение обратной стороны
}
},
"minecraft:collision_box": {
"origin" : [ -8, 0, -8 ],
"size" : [ 16, 16, 16 ]
},
"minecraft:creative_category": {
"category": "nature"
}
}
}
}
A path doesn't go there
Just gray_reinforced_concrete should be fine
The texture mentioned in the behavior references the texture identifier in terrain_textures json. The path is supposed to go there.
custom crafting table is not compatible with unlockable recipes, right?
does not work
Yes
does anyone know what is the replacement for query.block_neighbor_has_any_tag(x, y, z, 'tag_name') in version 1.20.30? because it doesn't work with newer format versions
anyone know why my block it's not rotating?
im using that rotation
and that's my model
That’s called selection box, and is managed by the component with the same name
sus
i haven’t used blocks in a very long time but there’s a property in the material_instances component that you need to disable
i will check in a bit and let you know
try disabling it
hmm
I'm not very familiar with that format version, but i think you need to add "minecraft:block_light_absorption": 0
does using alpha_test render method fix it?
in components
hmm
changing render method won't fix this
i checked one of my older packs and i’m using the alpha_test render method and i have ambient occlusion disabled
try minecraft:block_light_filter or minecraft:light_dampening
i'm not sure when it was renamed
Anyone here have a blocktrait example that make the block rotate like a log?
with up and down things
shameless self promo
I have this old tutorial, concepts are still applicable just have to know what components have different names... https://youtu.be/b5UccVLkbQ4?si=kSQzB6CRJqgzvdku
In this video, I'll walk you through the process of creating a custom block that behaves like a log :)
If you like what you see here hit the like button & subscribe!
Website :
https://machine-builder.github.io
PayPal :
https://www.paypal.me/machinebuilder
Discord Server :
https://discord.gg/jYHAKY2
Twitter :
https://twitter.com/BuilderMachi...
I need to redo all my tutorials since everything's different now
:) thx
You could use the minecraft:facing_direction state with rotation transformations
https://wiki.bedrock.dev/blocks/rotatable-blocks#facing-direction-rotation
are you trying to rotate the block based on which face it's placed on or the direction the player is facing?
yes
that reduces the amount of rotations to 3 which replicates log placement
just do q.block_face and remove the rest
0 down
1 up
2 north
3 south
4 west
5 east
you could use the facing direction example for the rotation values
@neat summit in case you don’t want to do the work, here is my exact recreation of log rotation
It was easy to do :)
Would it be possible to made blocks with levels of water like cauldrons?
Yes
Or...you can use block traits
🤷 Or you can be stubborn
🤷 That i do not know
A conbination of properties, bone visibility and permutations
It’ll be fake water though
So you’ll have to recreate the texture animation and it’s ability to stop fire
That's fine, I'm just making a jar
It can be colored also, yeah. You’ll just need more permutations
Use my trapdoor as your template https://wiki.bedrock.dev/blocks/custom-trapdoors.html
Seems like youre making a headblock then
how do you change the texture of a block by changing the number of the data:int argument
You dont
Gotta use block properties combined with permutations
Within your permutations you’ll have different material instances (textures) which will change based on your property value.
what do i use inside of the permutations? query.variant? i dont know how to use that
well i do but i dont know the syntax
where could i find information on that?
i cant seem to find anything that covers that anywhere
how do i do this on 1.16.100 format version
it takes too much work to make all my components work on 1.20.30 format
Because we want everyone to learn the best methods, so we won’t keep outdated
i think it should be like bedrock.dev where you can just select the version
why not yk?
So use the trapdoor code?
Visuals would help
How are we supposed to help if we dont know what you want
Ok then use the skull like rotation?
What does free rotation mean?
Why do you need to fully control
Ok, why does the skull rotation not work for you
What does that mean
https://wiki.bedrock.dev/blocks/precise-rotation.html#rotation-molang-expression you could try modifying this molang expression then
i tried doing the most recent format version permutation but it doesnt seem to say anything about the nbt block variant thing
i just want my block to behave like colored wool or colored concrete for instance when doing /give or /fill for instance
That has been flattened
So now each wool is its own id
Take a look at the skull like rotation on how to use that query
oh ur right
im so out of touch
but surely i can still do that with my custom block right?
interesting
how do i link a block state to the data argument
Hm?
in minecraft commands, they are these in the context of my question: (if that's what you're asking)
Just means the () needs something in between them
It does...the link I sent shows you need (0)
No idea
we just coincidentally said "argument" at a similar time
is data:int rly possible to work with in custom blocks? it doesnt seem so with what i've seen so far
yeh rotation works fine but it's really when it's in its item phase and not placed yet
that's the confusing thing
i should probably just make separate duplicate files but the only difference is the texture ig
do it the old fashioned way but ironically it seems like the new fashioned way now
that's why it's ironic because putting them together i feel is more compressed together and efficient
yeh who knows why they had such odd integer limits
im aware of that
no
ya, why we can't define custom item categories lol
its so usefull and specfic for bedrock edition so why we are not able 😭
I want to make it so that when the player interacts with a custom block it checks if the player who interacted with the block has a score less than 10 in a scorebore called energy. Is it possible?
I tried using the command execute as @s at @s if entity @a[r=10,scores={energy=...9}] run say hii but the command does not seem to execute.
Can we have 1 block but multiple texture?
Like in entity, we can have RC to select texture from an array using molang
Just asking if something likes that exist for block
Permutations + properties/states (Same thing, name depends on format version)
Block Permutations
https://wiki.bedrock.dev/blocks/blocks-stable.html#block-permutations
Entities can have permutations too, but it is not documented on Microsoft-Learn or the wiki.
Oh great
lol
Check this page out
Thanks
can you use Molang with minecraft:material_instances?
No
:<
Use Molang in the permutations instead
It’s the solution to your problem
I scrolled a bit up and found this but thank you!!! :D
Oh shoot, I just realised that it’s gonna result in 80 permutations because 4 block faces :<
Sounds like what you are trying to make can be simplified
Oh, how?
I don’t know as I don’t know what you are doing. But if you need 80 permutations… yeah, there might be a way to simplify it
Maybe open a post and explain your mission there
{
"condition": "query.block_state('ihg:growth_state') > 0 && query.block_state('ihg:growth_state') < 4 && query.block_state('ihg:stick')",
"components": {
"minecraft:loot": "loot_tables/single_stick_raspberry.json"
}
}
I've been doing this for years now
This single permutation leaves me puzzeled
Okay nevermind I'm an idiot
You’re not!
I wasn't letting it grow enough 🤦♂️
I also managed to misspell raspberry every single time. Rasberry
it’s alright
You are
:<
Does anyone know how to work with the feature: minecraft:multiface_feature? I would really appreciate an example.
you need 2 blocks....one for top and one for bottom...use minecraft:on_player_placing and in event with condition that if the block above you're placed your door is air then setblock ~~1~ your:top_door... else you run setblock ~~~air
Hello 👋 I'm new here. I don't know how to make block for bedrock edition. I know just python know little c and c++ but my question is can I make block for bedrock edition using python ?
If don't have any scope to create block using python. What can I learn to create block ?
No, you cant
That link I sent is a page that will guide you in the process of making custom blocks
how do i make a block with a custom step sound?
anyone know what the molang would be to check if the farmland under my block is hydrated?
https://auxval-to-blockstates.netlify.app/ and type in farmland to get the block states for that
Or go on the Microsoft-learn site under blocks, then block states.. something like that
Is blocks that reduce fall damage possible?
Like hay, beds, water
Make a block that reduces fall damage
Exist?
interesting question, but nop
does anyone has custom crafting table template
Is there a way to have the pick block button go to your block placer item, instead of going to your custom block?
use #1067535382285135923
question, can i assign blocks a color on the players map? i was thinking about assigning colors to different custom blocks but wasn't sure if this was a possibility like i could place these blocks at max height and they will be invisible except the map will show their colors etc...
You can use the minecraft:map_color component
"minecraft:map_color": "#ffffff"
ty
Is there a template for all .json files of all vanilla blocks?
You can find most of them in #1072983602821861426 and the bedrock wiki, but these were created by users and not by Mojang!
Does anyone know why my recipe isn't showing in the left side?
It's a custom crafting table i'm trying to do
right place to ask your question is #1067869659757543555 .
I think I actually found the bug. Will ask there if the issue still happen
Guys, is there a way to change the time it takes for the vanilla pressure plate to go back to it's "off" status once you've stepped on it to make it faster?
Think of a real life pressure plates... it is not going to release until you step off of it. And no, you cannot change the behaviour of non-custom blocks at all.
is it possible to use a setblock command that automatically replaces a slab with a vertical slab when you place it based on the rotation and face its placed on
i keep saying its impossible because i cant edit the bechavior of default blocks, but my friend keeps insisting its possible with experimental off
Perhaps via scripting you can
is this not experimental?
Depends on what version you use
with latest
Is there some sort of tool that can help with creating pbr textures?
Can someone help me figure out why this animated block texture won't play?
show ur code
That's what I've got
that doesn't work with geometry
What do you mean?
How do I animate a blocks texture then?
I really dont need a custom geo just a cubell do
just followed the guide for blockbench and wound up lost
for custom geo, u need to use ticking, to change all the time the block states, in the block states u put the texture
holy sheesh
Is there a way to easily use non custom geo without overriding vanilla assets?
wdym "vanilla assets"
I don't wanna lose say "glass_block" but I want to use it's geometry so I can use flipbook
ur using bone visibility?
What? No, I don't think so. I'm just trying to make a block that looks like a black portal. I was wondering if I could use a "Vanilla" (included in the original game files/unaltered/unmodded files) geometry - such as the one for a glass block, and would I then be able to use Flipbook? You had stated my issue was the "custom" geo file. I'm just not sure how else to get a geo file then make one, and if thats the case whats the point of flipbook?
ah
no
u can't use vanilla assets
and the point of flipbook it's for blocks like
lava, water
so blocks with no geometry at all?
I'm more confused then when we started....so awesome.
yup, i have an example if u want to see how to make flipbooks with geo
it's a little bit old
like 2 months
u only need to change molang like block_property to block_state and properties to states
that is over 300 lines of json just to play an animated texture.....this is crazy.....
Gotta be an easier way man
good luck
That can not be the accepted solution. "Flipbooks don't work for anyone but Minecraft cause all blocks need geometry, instead write a novel of queued_ticking events" is......ugh...... Hey look, thanks for your help though.... I wish this game didn't make everything 10 times more difficult than needed.
flipbook textures do work for custom geometries
make sure you've defined the animation in in textures/flipbook_textures.json correctly https://wiki.bedrock.dev/blocks/flipbook-textures.html#defining-flipbook-textures
Minecraft bedrock doesn't use mcmeta files, so you can get rid of that
if you have any other issues you should open a new post
I'll take that as a no
Yeah for sure. I was asking for the delay time when you step off it. It takes a little bit to go back to it's off state. This is because I'm creating a game in which you need to step on contiguous pressure plates as fast as you can to activate a Redstone mechanism, but since all the plates have connected redstone wires, you have to wait for any of the plates to turn off to press the other one. I was thinking on how can I speed up the process (or even change the dynamics of the game altogether)
how do i limit a block to not stack in inventory? like only allows one of that type in the slot.
i forget the component
wait, this?
"minecraft:stacked_by_data": true,
isn't that an item component?
probably the scale is the problem
anyone have a template of wall block?
set it to 0.5, just changed the hitbox
you could have removed the transformation component and that's it
You need to use the new query
block_property changed to block_state and properties changed to states
wow, thats a pointless name change
opinions on using structure clipped blocks for stair hit boxes?
I hate it, can anyone tell me what the fuck this is? I've been trying to figure out what this is for hours
blocks/varied/brittle_sandstone_hr.block.json | Unexpected version for the loaded data
I already put the fucking block in
1.16.100
1.17.0
1.18.0
1.20.10
But this keeps appearing man, what is loaded data
I can't take it anymore
All my blocks are working, but only this one has this bug
Deprecated components are being used?
I made a block with components I always used
I don't understand why this block is broken and the rest is working perfectly
Send the JSON
"format_version": "1.16.100",
"minecraft:block": {
"description": {
"identifier": "hiro:brittle_sandstone_hr"
},
"components": {
"minecraft:creative_category": {
"category": "Nature",
"group": "itemGroup.name.nether"
},
"minecraft:on_step_on": {
"event": "hiro:stone_break",
"target": "self"
}
"minecraft:destroy_time": 0.6,
"minecraft:explosion_resistance": 0.1,
"minecraft:loot": "empty"
},
"events": {
"hiro:stone_break": {
"set_block": {
"block_type": "minecraft:air"
}
}
}
}
}
In this last test I put it on 1.16.100, but it's not working either
I think it's that event
Funny I'm using this same event in another block
I have never seen set_block as a block event function
And in gold it's working
In the other block it is working, what I did was just copy the same code, because this block would have the same function
minecraft:loot needs to use a path like loot_tables/empty.json
That's the only error I can spot
Same thing, it doesn't make sense since many of my blocks have this component
I'm going to take minecraft loot
I think the best would be to use Blockbench's block wizard
But it's not the setblock, because I already use setblock in other blocks, and they didn't break
I never used it
There was no point in removing the loot, the block continues to appear loaded data
WHAT disgrace is happening
I have no idea. I have this for one of my blocks. I used Blockbench's block wizard and that helped
this means you have components from mixed versions. I'd recommend setting it to 1.20.30 and checking each component to make sure it matches this list https://wiki.bedrock.dev/blocks/blocks-experimental.html
I achieved
I deleted the code and created it again
:o
Custom chest with the animations are possible?
is it possible to make a block that trees can be planted on?
No
I dont think so
I've been running into strange issues setting "mv:cooldown_ones", "mv:cooldown_tens", and "mv:cooldown_hundreds" with scripts. Could this be an issue with my block states?
ah, I have, in fact exceeded the state combination limit
which means i need a new way to store all this data
hopefully I don't have to resort to using items in the block's inventory to store this
oh, I can't
guess I'm going to have to count in minutes instead of seconds
for the target argument, is there another value that we can set instead of "self" ?
remove ||an|| from ||another|| and add a ||s|| at the end that's your another value 😁
Was not expecting auto crafting block to be released so soon. Does this mean we will have more components to work with?
For latest preview
Like 45 min ago
not for now the devs are focusing on getting thing out of experimental
Sounds like a better way to go
why are my textures not updating?
when u use permutations, u need to verify
q.block_state(permutation) == true
or
== 0
etc
bruh
Send your block here please.
yes but i can't see what is the property, bool, number
that's why i said that
You don't have a geometry component OR unit_cube
for material instances you need one of those
@thorny pond
whats the id difference of grass block and grass?
the block version and then the shorter version of tallgrass
Grass Block is just grass
Tall Grass is tallgrass
thx
it was doing tall_grass
Bedrock ids suck..
yeh lmao
You can find them pretty easily by using the command autocompletions
good point
are custom blocks with tga / biome coloring possible yet?
rip, alrighty ty
Hello, I'd like to make a decorative block with the size of 32x16 (a sofa). How can I do that, because Bedrock Block has limit to 30 pixels.
I don't understand what's going on. The name is weird and texture is not applied to the block.
When I first created the block, I've misspelled the name. Deleted it in the folder. Tried to create the new block, but Bedrock Wizard stuck on the last step.
I just closed the window, made the block and texture and now I've got this ^
I've checked my json files. There was no block and texture info, so I've pasted. The texture is working fine, but the name is still strange as well as the icon.
If you can see, the back of the chair is transparent on the icon. But the texture is not.
Make sure to define the names in the lang file
Will do, thanks for the tip!
I've just saved the new block and the texture is corrupted:
Should look like this:
This plane also flickers. I thought I could make a plane by just resizing the box to be 0 px thin?
Thanks, that helped to fix the naming problem!
Also what the hell is going on with the icons?
That's z fighting which occurs when bones overlap. Resizing one of the bones should help
I presume your block has permutations in which case the block icon uses all the default values
Do you mean #1 overlap or #2?
I thought such thing is possible...
I do not know
I changed the rendering method from blend to alpha_test and the texture ended up being purple
can you provide the content log?
Thank you for your help, it was a one-time mistake
When I re-entered, everything became normal
those planes on the bottom are likely whats causing the z-fighting, try removing the texture from one side of the plane
anyone know why part of my blocks model may render black?
it might be because the texture is on the down face rather than up
maybe, i'll try that, thanks
does anyone know why my geo isn't updated by the top permutation?
latest syntax
"minecraft:geometry": {
"identifier": "geometry.trapdoor_up_closed"
}
annoying that the old syntax works at all
i didn't understand
I wish there was a BUD component for custom blocks 
Doubt they going to br adding any more components
Ya
Unexpected version for the loaded data
does anyone know what this error actually means
if you do pls ping me cos i ain't been able to figure it out :/
is there a way to have blocks which use minecraft:cardinal_direction be rotated correctly by structures?
nop, but in preview version u can
hmm
Question: My custom blocks aren't using texture variants - Is that a bug?
If you didn’t used texture variants for your block then that’s why.
Could you explain this? They work vanilla.
Using the same texture
terrain texture. I use this for all the vanilla blocks fine. but when I try and add in custom blocks with it they don't work
Tried adding "minecraft:unit_cube": {}?
in the bp block compoents?
Yes
11:09:28[Blocks][error]-block_definitions | C:/Users/cyberaxe/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/olc_master | blocks/leaves/leaves_a_block.block.json | Unexpected version for the loaded data```
thats on 1.20.0, I'll try 1.20.20
same
yeah I can't use exp features.
First of all explain what you are trying to do and the issues you are facing when doing so
Simply want texture variations for custom blocks. I use this same set textures for vanilla leaves just fine. but when I apply it to the custom block no variations show up. #1067876948858118185 message
It should work just fine. How are you applying the texture to your custom block?
If terrain texture, just use that. No material instances in the block bp file
?photo
Screenshots are hard to read, and photos even more so. This is especially true if you are using bridge or another tree editor, as this format obscures the JSON format.
We can help you best if you copy and paste your code here, or send it directly as a file.
"minecraft:block": {
"description": {
"identifier": "olctd:leaves_a_block",
"menu_category": {
"category": "nature"
},
"properties": {
"olctd:rotation": [
0,
1,
2,
3
]
}
},
"components": {
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 5
},
"minecraft:destructible_by_explosion": {
"explosion_resistance": 30
},
"minecraft:geometry": "geometry.olc_leaves_a",
"minecraft:material_instances": {
"*": {
"texture": "tree_leaves",
"render_method": "alpha_test"
}
},
"minecraft:map_color": "#ffffff",
"minecraft:flammable": {
"burn_odds": 0.8,
"flame_odds": 0.8
},
"minecraft:collision_box": false
},
"permutations": [
{
"condition": "query.block_property('olctd:rotation')== 0",
"components": {
"minecraft:transformation": {
"rotation": [
0,
90,
0
]
}
}
},
{
"condition": "query.block_property('olctd:rotation')== 1",
"components": {
"minecraft:transformation": {
"rotation": [
0,
180,
0
]
}
}
},
{
"condition": "query.block_property('olctd:rotation')== 2",
"components": {
"minecraft:transformation": {
"rotation": [
0,
270,
0
]
}
}
},
{
"condition": "query.block_property('olctd:rotation')== 3",
"components": {
"minecraft:transformation": {
"rotation": [
0,
360,
0
]
}
}
}
],
"events": {
"olctd:rotate": {}
}
}
}```
do you see the component called minecraft:material_instances? As I told you, get rid of it
Instead define the texture in blocks.json, like the following:
"olctd:leaves_a_block": {
"textures": "tree_leaves"
}
Well that solved it but it broke the custom geo and alpha
Maybe I should re state my goals. A custom shaped block with lots of random textures.
Custom geometries aren't possible if you use blocks.json, yes
You can make the random texture from the server side so you can still use the custom geo
Do you have an example of what a custom BP Block randomized would be and what format version it is. I can't keep up with the changes.
I don't have an example I could provide you, but I can guide you through making it
ok, I'll have to come back to it, thank you. Deep in ui editing right now, have to finish that.
Alright. I'll leave you the idea of what you have to make here, if you have any difficulties executing it feel free to ping me for help.
What you require of is to make your block run an event with the randomize key upon placed (or upon whatever you prefer instead of placing), that sets the block into a specified state. This should make the block change within states randomly. You will read these states in permutations, and add the material_instance component with a different texture in each of them. This will result in the block to have a defined texture based on it's block state, which is randomly given.
how do you make a block have 1 texture facing the player depending on where the player places it?
just like, be able to rotate blocks
basically think of a chest that rotates to face where u are looking (but no functionally)
?rotatable blocks
how to make working doors in 1.20.31?
with two different blocks
ok makes some sense. I need to randomize my blocks rotation first. I have the above rotatioable blocks done and working for cardinal directions. How would I randomize the rotation of my permutations without exp mode/or scripting
Hey guys, I've messed up with collisions while creating new block with Block Wizard. How do I change it in the block.geo? Can't identify anything as a collision here:
{
"format_version": "1.19.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.persian_rug_corner",
"texture_width": 16,
"texture_height": 16,
"visible_bounds_width": 2,
"visible_bounds_height": 2.5,
"visible_bounds_offset": [0, 0.75, 0]
},
"bones": [
{
"name": "block",
"pivot": [0, 0, 0],
"cubes": [
{
"origin": [-8, 0, -8],
"size": [16, 1, 16],
"uv": {
"north": {"uv": [0, 15], "uv_size": [16, 1]},
"east": {"uv": [16, 15], "uv_size": [-16, 1]},
"south": {"uv": [0, 15], "uv_size": [16, 1]},
"west": {"uv": [16, 15], "uv_size": [-16, 1]},
"up": {"uv": [16, 16], "uv_size": [-16, -16]},
"down": {"uv": [16, 16], "uv_size": [-16, -16]}
}
}
]
}
]
}
]
}
Check if the block traits for that are out of experimental.
I'm not sure what I'm looking for but I don't see anything helpful.
This main problem with block wizzard.. no one knows what to do with it after they export it..
Here is what I've done so far, some furniture for the living room.
https://twitter.com/brullov_art/status/1716405285739266362
I love the feel
Are you working on marketplace stuff?
I could, but I have no idea how to fix collisions and make blocks transform. Like stairs in vanilla.
Block Wizzard is a mess.
Well worth learning. I use bridge to help
SImply select from options in a list and try them
Oh and I don't know how to make it a double block. Some stuff has 2 blocks as a single object.
Sure. wiki.bedrock.dev should talk about it.
Is there any tutorial? I downloaded bridge, but I can't find any guide.
It's all new so I don't know either. Few people do as it changes often
https://discord.gg/aBnqEVkY they have an entire channel of guides
I've done 50+ guides for bridge v1
Thanks! I will check it asap 🙂
You have skill, stick with it. Once you learn this move to UE5.
Could I use the same concept for randomizing textures for block rotation but using 4 geos 1 for each directions?
If I use custom geos does that mean I can't use flip book animations? If not, what is the replacement for block animations on custom geos?
One of my current issues is I have hundreds of Entities and blocks many all developed. But I have no energy to put them in the world and do the interior and map design now.
The last time I tried(about 2 years ago), it was possible, but the uv has to be a power of 2(16,32,etc.). It could have changed since then though
And that was on custom block geos right?
Yeah. It was a pretty simple geometry(just a smaller cube), but in theory any model should work as long as the texture is 16x16 or some other multiple of that
Perfect. I'll test it out.
Are we going to get any form of geo animation for blocks? Like an entity does?
or maybe a blend between states. For example I have a well with a bucket. If would be nice if the bucket could lift/lower
Hey how do I stop the dark texture changes?
What is your question again @haughty compass?
If this is it, no. You can do workarounds, but they take time and they also use experimental.
Anyway to get ride of these dark areas? #1067876948858118185 message
Thank you.
Use minecraft:light_dampening
Thank you.
I think I'm ready to randomize the textures for my custom geo blocks could you help me with that? I can't use exp or api scripts.
I was hoping to apply the same concept to my block geos to simulate random rotation.
huh, kinda hard…
I don’t really recall what block traits are outside of experimental
And that is your most viable solution for now. Unless you use a vanilla block as a ‘template’ to replace with your custom block, in its rotated state
I feel like I'm crazy. Aren't the 3 most common things done with a block is have it randomize it's rotation so it's not all the same direction, allow rotation on placement and randomize it's textures from a list. It's really odd to me these weren't the priority to get easy right off the bat. IMO these should be easy components you add in the block. Not complex processes for commonly used things. 90% of my blocks will need these 3 "features"
They are very easy to do
Without experimental is a whole different history
IMO if you don’t work for Marketplace and really like to make Addons, there is no need to not use experimental
That’s probably why you feel like crazy haha 😛
I've installed bridge, trying to follow one of the tutorials. But I'm missing the tab at the bottom to add new components.
I see. Yeah I can't use exp.
In settings switch from json to form/list
My guides are bridge.v1 keep that in mind.
I picked Tree Editor and nothing changed. Is it it?
Yeah, looks like it is
hmm, ask in the bridge discord. I never use bridge v2. I have no idea. Maybe turn on predictive
Great.
Thanks for the tip!
I'd ask any bridge questions in bridge discord vs here.
anyone know what would cause the textures on my model to be cut off? it's not like this on blockbench
Do you have 2 of the same geo or block identifier
no, although two blocks use this geo
Are you sure the geo is in block format NOT legacy or entity
yeah it should be, i'll check tho
Next show the same thing in bb
that's how it looks in block bench
also, it was considered an entity model, but when i converted to block model, the actual json file it exported stayed the same and so the issue persisted
but that might be because i had to use my phone for this screenshot and the conversion, i'll try on my pc later today when i can
got on my laptop and yeah its fine, and it is actually in the block format
"permutations": [
{
"condition": "(1.0)",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "rustic.grandfather_clock",
"render_method": "alpha_test",
"ambient_occlusion": false
}
}
}
},
Why doesn't this work?
That doesn't look like a valid condition
18:12:49[Blocks][error]-Block name = 'furnideco:rustic.acacia.sofa' | Failed to find material for 'east'. Did you forget to add the '*' material instance?
18:12:49[Blocks][error]-Block name = 'furnideco:rustic.grandfather_clock' | Failed to find material for 'down'. Did you forget to add the '*' material instance?
That does not sounds related
This error appears in the Minecraft log
And consequently it does not load the main texture of the block, only the other variants
What I mean is that that error might be appearing in your logs because other material instances in other permutations, not the one you are showing here
"permutations": [
{
"condition": "(1.0)",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "rustic.grandfather_clock",
"render_method": "alpha_test",
"ambient_occlusion": false
}
}
}
},
{
"condition": "q.block_property('furnideco:frame') == 0",
"components": {
"minecraft:material_instances": {
"pendulum": {
"texture": "rustic.grandfather_clock.frame_0",
"render_method": "alpha_test",
"ambient_occlusion": false
}
}
}
},
There might be it, in the second one. You are just defining your custom material instance
also add the *
The second one is working
Still. It will work but that content log is appearing because you are missing the *
Once again, not related
If you are not receiving any other logs, that sounds correct
However it is not, before in version 1.20.10 it worked correctly, the main texture of the block was loaded, and the pendulum texture too
Using non experimental stuff, can you use the execute command in block states/traits to change block textures based on what is around the main block?
No
Alright no problem, thanks @tawny falcon
a moment, was that a question or a question to my questions?
Just a general question. I can do it all using HCF but was wondering if they changed it since it's been a while since I coded anything
Ah, so I answered wrong, sorry I thought it was a question for my question 😅
No worries 😉
Nope, as run_command is experimental
Bummer, since it's been a while I thought maybe they would have changed it
#1074556326979575878 message
@tawny falcon I looked back at your conversation and it's probably a bit dated but I did a dev resource on material instances that may help with your question if you don't have an answer yet. Can't guarantee that it's up to date though
run_command will probably be removed soon so dont expect it to become stable anytime
Yeah, I was thinking things might go to scripting, but is scripting still experimental or at least for something like this? If so I probably got to get onboard with learning script
There are many things in experimental in scripting, but there is a few stable things
Nice, off the top of your head, what kind of things can you do in stable scripting and are there examples to follow?
Can we use entity filters for block event?
Go forth and carry on my legacy (even though im 8 months late)
Hello my fellow addon makers and coders.
I need help figuring out something.
You know that mean you get close to an Enchanting Table, the book opens?
How can I do the same with a new block called the Inscription Table without the scroll moving around (like the scroll only unrolls)
I'm currently using Blockbench and Bridge to make my addon.
I also want to know how can I remove every enchanted book in the game and add custom enchantments to an item called Scrolls (that almost behave like enchanted books)
I only ask for help and suggestions as I'm pretty new and my first time .
Plus, i can't make a post because
I don't know much, really. When I do scripting, is experimental
The animation is not possible like an entity animation. You can do that by creating it frame by frame (or if your model and texture allows it, use animated textures). To detect the player simply use queued ticking and an execute.
how to make your own chest?
What's the code for that?
A functional chest is made using a solid entity, or one that doesn't move or take damage
There is none. You have to make it yourself
I see
use https://darkgameryt.github.io/ScriptAPI-Docs/
this is the clearest way of showing the compatibility of everything for each minecraft version, and all the features that are supported in each scripting version
Unofficial Documentation for ScriptAPI
this shows examples of how to implement certain things. most things work in a similar way so you'll understand it eventually https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/container
Cool thanks for the help ☺️👍
no problem
what's the limit on block model size?
30x30x30
can i edit vanilla blocks
Not their behavior but texture and shape
is it possible in some old version of minecraft
No
