#Blocks General
1 messages · Page 5 of 1
No, I mean in this model, how can I make it one block high?
One block high? It is already more than one block high
Do you mean two blocks high? Like doors? You need to use two blocks. Place one above the other
I want the height of the object to be the same as the height of this green cube
Then move and resize the pertinent cubes in your geometry to do so
Why are you using so many bones for this?
How is that?
I don't know about models, so explain more to me
I also don’t know about holograms lol
Is not relevant to this
Do you understand your geometry?
Because I modified it over and over again thinking that this was the solution
sorry, I didn't mean the hologram, I meant the models
on 😅
Because I didn't make it
I recommend you understanding models, maybe check some blockbench guides
0k
But are there any explanations for that?
Not on YouTube! But on some site?
Always! If you need help with anything feel free to come and ask 🙂
0k
is there a way to have unlimited blocks in a slot in survival/adventure without it being something like replaceitem? (replaceitem is glitchy when placing blocks especially for non-owners of worlds) + without using items
You can use /give to give the player the block, to prevent him from taking multiple blocks you can do it like this:
execute as @a at @s if entity @s[hasitem={item=diamond_block,location=slot.weapon.mainhand,quantity=..60}] unless entity @s[hasitem={item=diamond_block,location=slot.inventory,quantity=..60}] unless entity @s[hasitem={item=diamond_block,location=slot.hotbar,quantity=..60}] run give @s diamond_block 1
This command gives the player 1 diamond block if he has less than 60 diamond blocks in his hand.
the problem i think is that when non-owners place a lot of blocks while the blocks are being refilled back into their slot, the block placing is glitchy, and blocks sometimes dont place when they should be, but imma definitely use something like this for the time being for sure, thanks anyways
You can try changing the range, for example instead of ..60 use ..30
yes, normally what i'd do for the time being is make it detect when there's only 2 blocks left
but ofc it still has the same problem just much more rarely
But if there are no blocks the command stops, you would have to detect when there are no blocks so the player receives the block again.
yea that's when replaceitem works (in my situation)
In this case /give is better, as /replaceitem can somehow delete other items that are in the inventory
not necessarily when you use keep in the replaceitem command
It could be, but I don't know if it would work even with a delay, since the player doesn't own the world...
from what i've seen it works fine but i wouldnt be surprised if there was a way to make items disappear because bedrock
or you can just simply do this
execute as @a[hasitem={item=dirt,quantity=..32}] run give @s dirt 32
you can also add another hasitem or tagcomponent to it if you want it to give you dirt only under certain conditions
Woah @zinc wyvern that scoreboard looks really cool! How did you do all of that? I made a scoreboard for the sidebar that represented player time but it wasn't nearly as neat and detailed as what you got there😁
i can send you the command if you want
it also requires a resource pack to put the scoreboard on the right side
here
Oh that would be so awesome!!! Yes please as would love to learn how you did that ❤️
Nice 👍
the actual command itself was a youtube video
its /titleraw
the design is my own
execute as @a run titleraw @s title {"rawtext":[{"text":"\n §3§lNeptune §bKitPvP §f[S4] \n\n Personal Stats§r\n - §3User:§f "},{"selector":"@s"},{"text":"\n - §bMoney:§f "},{"score":{"name":"@s","objective":"money"}},{"text":"\n - §3Warns:§f "},{"score":{"name":"@s","objective":"warns"}},{"text":"/5\n - §bTime:§f "},{"score":{"name":"@s","objective":"h"}},{"text":"h "},{"score":{"name":"@s","objective":"m"}},{"text":"m "},{"score":{"name":"@s","objective":"s"}},{"text":"s\n\n §lCombat Stats§r\n - §3Kills:§f "},{"score":{"name":"@s","objective":"kills"}},{"text":"\n - §bKillstreak: §f"},{"score":{"name":"@s","objective":"ks"}},{"text":"\n - §3Deaths:§f "},{"score":{"name":"@s","objective":"deaths"}},{"text":"\n - §bCPS: §f"},{"score":{"name":"@s","objective":"cps"}},{"text":"\n\n §lServer Stats§r\n - §3Discord:§f A7hj9C8uG6\n - §bMembers: §f"},{"score":{"name":"@e[name=members]","objective":"members"}},{"text":"\n - §3Online: §f"},{"score":{"name":"@e[name=members]","objective":"online"}},{"text":"\n - §bOwner: §fdiablo folds\n §f- §3Cashapp: §f$MCxGod"}]}
i can help you make one if you want
Oh wait, I think I have seen your video before, it was a pvp kill scoreboard right?
With ranks or something different?
i had ranks on it before
I think I tried to follow it if it is the one I was thinking, but for some reason I couldn't get it to work on Android
Nah maybe it was different, let me search for your video real quick
i dont have a video up of it
i thought you were talking about something else
if you play realms often you might know me
im a bit infamous in it
i had a realm with over 7000 members on it before
my current one is a little new and it already has almost 1700
Yep you are right it was a different person 😅Got to excited sorry
lol
Lol
That's cool about the realm and thanks so much for the pack, I am totally gonna try it out
That looks peaceful
yeah
I like how the ores are highlighted
Sure
Nice 👍
Woah, that's a lot of work and it looks really nice too 😁 Is the purple glass custom? Or vanilla? In image 2
the purple glass is just stained glass
the texturepack is good
ill send you it
its not saved globally
one sec
Thanks a lot 👍 I was looking through your addon and there is a ton there, you did a great job and a lot of work. How long did it take you to work all of it out? The scoreboard stuff on the sidebar like that
ive been working on this realm on and off for a few months now
ive had it closed for a few days now i been working on a new season independently without distractions because i work better like that
probably like 70 hours total
theres more than just spawn and pvp and mines theres a lot of commands and stuff going on behind the scenes
That's wonderful, you can tell that it means a lot to you, good job 👍 Now when you say realm, are talking a 10 player realm through marketplace or like a server?
its just a realm
most my playerbase is on console so switching to servers is gonna be a pain
also servers are more confusing and realms are just easier i like the simplicity of it even if it lacks some things that servers have
Gotcha see ya, thanks again 😃
Anyone randomly falling through custom blocks?
more context needed.
e.g. Verison (latest beta/preview or latest stable)
no
Latest stable
Could you by chance tell me what I'm doing wrong here then? It's pretty simple concept so. Maybe i'm just crazy. https://youtu.be/i1ZmUsOQ3hU
Presented by CyberAxe of www.OutLandishlyCrafted.com
Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com
#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live
Can you send the collision box component?
Will give it a look when I get back home 👍
"minecraft:collision_box": {
"origin": [
-8,
0,
-8
],
"size": [
8,
16,
8
]
}
}```
I made a custom block that is hard to see (it is completely black with no face dimming or ambient occlusion). Building with the block is challenging as it has no visible depth or volume, so I would like to change its texture if the player is holding the block or in creative. Is there any simple way of implementing this?
Can you send your block code? @haughty compass
You can do it within the block behavior, but it’ll be applied globally. Your other solution which can be client-specific is using particles.
I am alright with it being applied globally, what do I need to do for that solution?
That's the geometry
Use minecraft:queued_ticking to run an event, which will run a command that checks for near players with a specific item, in a specific slot or location. Do that using execute and hasitem. Then run a /setblock to change the block state, read the block state in your permutations field and change the texture using minecraft:material_instances
Thank you!
lol
You sent the same thing
Did I do it wrong?
you're using old name of it's childs for flammable component
"minecraft:flammable": {
"destroy_chance_modifier": 2, // burn_odds (integer)
"catch_chance_modifier": 8 // flame_odds (ineteger)
}
Thanks. But no content logs or errors because of it. Why would this cause collision to randomly fail?
Minecraft probably
probably bcz your blocks collision is 8x16x8 and having those blocks side by side creates a 16x16 gap in between which can cause the player to go through it
So you don't see anything wrong? You think this is a bug, or did I do something wrong?
Can someone give me a sample file to create a general block?
your block collision is 16x16x16?
in your code it's 8x16x8
#1067876948858118185 message
my brain struggles with this for some reason. I understand center and offset but the size doesn't make sense whil origin+size crap
that was the reason
8x16x8 is from center of the model
It says size must be in the range of -8,0,-8 tp 8,16,8.
So how can I use a value of 16,16,16
you start extending the origin from -8,0,-8
and then extend it all the way to 16x16x16
I wonder how many other people will struggle with this.
I get the logic. I don't like how to reads.
If your gonna give someone a example block don't use 1.16.100
Use latest format
I need help
without asking for help
ask the question that you need help in
Where can I get the new IDs for Terracotta blocks?
Now it's separated by colors, right?
It's not just Terracotta or stained_clay
?id
hi there, what is the texture used by the end portal? I wanted to create a block with this texture but couldnt find, it seems to no be a flipbook texture, any idea?
Check blocks.json in the vanilla packs. Iirc it is end_portal
Note that it won’t be animated in your custom block
end_portal.png
My vanilla Grass blocks are really dark. I know it's not the texture. I'm messed with the overlay and other blocks.json alot. Is there a default gamma on the vanilla blocks that brightens them?
so the animation of it is hardcoded?
I think so, yes
Just to be sure it's not possible to change a vanilla block's geometry right ?
Yep, you can use blockshapes but that only utilizes vanilla geometry
Who can teach me to create blocks from the 0 cause I'm stupid in personal chat
Correct
geo model for carpet & signs?
You have to make them yourself
so no templates like other blocks, i saw one wood set i think last time.
You can try and find one at #1072983602821861426
minecraft:on_step_on but filter entity items?
q.is_item_name_any
to make a block not drop a loot, i need to make a loot that drops air? or is there a component?
"minecraft:loot": "loot_tables/empty.json"
Although I believe that the block would still drop if you use a tool with silk touch
how to make a block have like different faces texute like grass
Why do I get Failed to find material for ''. Did you forget to add the '*' material instance? even though I assigned the m.a? It worked before .50.
You have to use the wildcard. It will work with no issues if you don’t include it, but to get rid of the content log error you must have it.
https://wiki.bedrock.dev/blocks/blocks-intro.html#applying-textures
{
"format_version": [1, 1, 0],
"wiki:compass_block": {
"textures": {
"down": "compass_block_down",
"up": "compass_block_up",
"north": "compass_block_north",
"east": "compass_block_east",
"south": "compass_block_south",
"west": "compass_block_west"
}
}
}```
Or with `minecraft:material_instance`;
```json
"minecraft:material_instances": {
"*": {
"texture": "compass_block_down" // This texture appears in destruction particles
},
"up": {
"texture": "compass_block_up"
},
"north": {
"texture": "compass_block_north"
},
"east": {
"texture": "compass_block_east"
},
"south": {
"texture": "compass_block_south"
},
"west": {
"texture": "compass_block_west"
}
}
i don't understand. My block refuses to use 2 textures for each bone too
it defaults to use 1 texture for 2 bones and not 1 each
Are you specifying the correct bone?
worked in .40, broke in .50
fixing that error might fix this too
but what is a wildcard
The *
I already use it for the base block texture....
You have to use it on every material instance component in your block
i only have 1 material instance component
Huh? Show the component then
I was looking at the wrong block -_-
sorry
but yea same things happens
even if I did the thing\
You sure every material instance in your block has the wildcard?
I don't understand how you guys always have issues with material instances. Always works perfect for me
Minor spelling mistakes
material instances is in Json block bc i use Bridge software
is random_ticking working for anyone?
That’s correct
oki bro thank u
How do faling blocks work? Can I make a custom block fall?
I need a stable solution. How close is it to being stable? Maybe I'll wait
It works without experiments, but loot drops twice
Great I'll check it out
This is really cool. But I need a real block to fall. Not an entity. I can't make fake entities for hundreds of blocks.
The entity only appears when the block falls, this is the same method used by sand and gravel. I don't think it's possible to make a block fall
hmm, thats lame.
But I got confused, it actually needs holiday creator features, just not upcoming_creator_features. I used run_command to detect an empty block below it
A component that did this seamlessly would sure be nice.
Here's what I think
If it's some stupid system that uses a ton of entities then don't add it - Nobody/ihategravel
"In the mosaic of life, amidst barriers, favor the elegance of blocks; within their simplicity, lies the artistry shaping your world. No more do entities beckon, a whispered plea unheard."
-Kaioga
is random_ticking doesn't working in 1.20.50?
"If your system is shit. Don't use that shit"
-Nobody
hello
I had no issues with random ticking in 1.20.50. May I ask what your block looks like (json)
hi I have question. A new decorate_pot is block.. but animation working.. how to make code to block animation??
@vestal marsh
Can you repeat your question? I don't understand it..
They want to have an animation on their custom block like the new Deco pots have
Oh. Well, I don’t really know what animation that block has so can’t answer till I get home
Fixed in 1.20.51
For all those people who were experiencing issues with minecraft:random_ticking, it has been fixed in the latest stable;
https://feedback.minecraft.net/hc/en-us/articles/22353117046541
wdym?
yup
You could do the minecraft:material_instance component
"minecraft:material_instances": {
"*": {
"texture": "ind_bauxite_ore"
}
}```
the * is for all sides
np
How to create blocks with equal rotation bone blocks
Woods etc.
Check the wiki
Be specific
Check the wiki
If you simply check the wiki you would see a page that tells you exactly how to have log-like rotation. I encourage you to independently explore the available resources, as the community members may not readily provide solutions. Additionally, note that a log-like block file has been shared in a previous message by myself, emphasizing the importance of reviewing prior discussions. Assistance is most effective when there is a willingness to accept help from the community.
whoops. I think I made Bauxite too easy to form xD
It's supposed to form sometimes instead of granite, diorite and andesite xD
But irl, bauxite mainly forms in granite, so I might make it just spawn in granite
What are the tags for deepslate? I need the tag so my pickaxes can mine the deepslate variants
I'm guessing it's just minecraft:deepslate?
I don’t think it has a tag
oof
oh well, I made my copper pickaxe file near 300 rows now lmao
It's my biggest file yet
And I expect when I try to make connectable glass in the future that my biggest file will be near 500 lines then
And this will be bigger when I keep adding more ores and blocks
ahh, I just found tags for some of the stuff I can replace instead of the blocks
I can shorten the file a lot, which any bit helps with lag
If you are in the process of making custom tools you should consider making them with scripting
I don't know any scripting at all
the only kind of programming I've been able to do is Python, but there's not a python > Javascript thing I can do
Probably a good time to learn! You can ask for help in #1067535382285135923
I might
oh wow. minecraft:unit_cube is so much better than minecraft:material_instance. Especially when it comes to just a regular block
Thatll be removed in 1.20.60 fyi
ahh crap
I'd rather not use material_instance after finding out about unit_cube. Especially with the shadow now gone
No worriws the replacement is minecraft:geometry.full_cube
The change is in the 1.20.60.23 changelog
Is making a recipe for the smithing table possible?
I'm using Bridge.v2 and it doesn't show it in the recipe types
Ehhh not really
You can only use netherite ingots
An educatiom edition block
No idea, could ask in #1067535382285135923
oki
You can't modify recipe using script.
the untextured one
my friend says it's used to load the structures
And that it should be disappearing
Woooow cool
Update Block
It's not used to load the structures.
It's fixed
Oh okay!
@white bobcat When you were making your glass, have you found any other issues related to "blend" ? I'm having it basically cut off parts of my blocks textures
I did not, other than the common walking around issue where the texture starts having issues
And that happened because of the geometry rather than the render mode
that sucks then, I'm guessing with normal glass then you'd have no issues
Which is your issue?
well this is what the actual back looks like
It's just blending everything
instead of only making the erased parts invisible
Why don’t you try with alpha_test
That's what I had at first
actually, I'm not even sure why I switched to blend
thought it was needed lol
Doesn’t seems like you need it if that’s the whole model
blend will cause you more issues
ahh okay then, don't know why I wanted to use it
Yeah I’d say you can switch back
I think I wanted to see if there was a way to set actual "opacity" on textures
so you can see through stuff and make a layering effect
layering effect?
Like the stained glass?
I don’t see how you would create that effect with your specific model but that would require of blend
If I add a tag in the permutation, will the tag be addded to the block?
yes
oki, thank you
is rotation in transformation still bound to multiples of 90
Yes
... so I have to use bone visibility 😑
@wooden whale Do block traits count for the permutations limit? I’m unsure of what is ideal to make blocks that work as pillars(logs, for example), if block states of block traits. I guess it all depends on this answer 😅
>= 1
Is there a none expiremental way to have a timer on a block where it despawns the block after X amount of time, or what X block state is True maybe?
You use commands 🤷♂️
detect player block placing using scripts -> spawn entity at block.location -> let entity handle the ticking
^ very bad and non-performant strat but hey it should work
I would be dealing with 884 blocks per tick.
I';m not sure your method would work, but the tracking of each block might in theory.
permutations?
I would use commands instead of that, is better. The timer would just work if the player is around.. which is just what minecraft:queued_ticking does.
Is it possible to render an item on block that is stocked in a block?
like there is a block that contains an inventory
in this inventory you have a iron ingot, and this iron ingot is shown on the block texture
I don't quite understand your question. Like Java glass panes?
If so, you'll want to create a custom item that places your custom block using minecraft:block_placer
They meant like a pot but transparent. So, whatever you put in it is visible from outside.
I do not know how the pot works but I think it is just change the texture whenever you interact with it with a specific item?
If so, you can do so with using minecraft:on_interact with q.is_item_name_any to detect the specific item. Make it change a block state value in the block and read said block state within the permutations. In the permutations field, add the minecraft:material_instance to change the texture.
In order to have things like this to be fixed, we need the default state for minecraft:block_face block trait to be up and not down
Logically all blocks are down
When you setblock they all face down, slabs
No idea
Why do we still don't have the display field or the rotation mode for faces in geos 😭
I want to fix the display for my lightning rod but really can't unless I use extra block states only to fix that, which in my opinion is nor worth it.
Im having trouble getting my addon blocks to show up in Minecraft. I am using a Chromebook to play and design my blocks. Ive followed the tutorial on the bedrock wiki, the microsoft minecraft page, and on the main minecraft page all with no luck. I designed the block in blockbench and have tried both using the blockbench block wizard and uploading the block design to Visual Studio. VS told me that my json code was good and I havent been able to find much more information on troubleshooting. Im open to any and all ideas.
Enable the content logs in Minecraft and read them
the block pack isnt showing up in the settings
Then the problem is on your behavior or resource pack. Are you receiving any errors when importing it? Where is it located?
Im not sure what you mean
How are you putting your addon in the game?
Ive got the addon file saved to my computer within the com.mojang folder
Where specifically? dev folders?
its in development_resource_packs
May you show a screenshot on how the pack structure looks?
Give a look to this page https://wiki.bedrock.dev/guide/troubleshooting.html
what are the aux values for custom blocks?
You define those as block states. In case you are reffering to vanilla blocks
"condition": "query.block_property('agentt:shield_block_stage') == 1",
"components": {
"minecraft:queued_ticking": {
"on_tick": {
"event": "agentt:shield_block_phase_2"
},
"interval_range": [
50,
50
]
},
"minecraft:material_instances": {
"*": {
"render_method": "opaque",
"texture": "agentt_shield_block_1"
}
}
}
},``` i have a block that is meant to change texture each time the timer ends. (I have multiple permutations im just showing one of them) this is my event ```"agentt:shield_block_phase_1": {
"set_block_property": {
"agentt:shield_block_stage": 1
},
"run_command": {
"command": [
"/playsound mob.zombie.wood @a ~ ~ ~ 100 1"
]
}
},```
my block isnt changing texture and only playing the sound
Is there any other permutation that searches for the same value of that property and also has a material_instance component?
should i send all my permutations?
You can check 🤷♂️
all of my permutations have different value
would all of them having a material instance for a different texture effect it?
Only if any of them have a repeated value
That should not affect in anything the problem you are facing
am i setting like the block property wrong?
You are not
@white bobcat Can you check and fix these files?
What is the problem? I can help you to fix them.
For the first file you provided, change the permutations to these:
"permutations": [
{
"condition": "q.block_state('minecraft:vertical_half') == 'bottom' && !q.block_state('stone:double')",
"components": {
"minecraft:collision_box": {
"origin": [-8, 0, -8],
"size": [16, 8, 16]
},
"minecraft:selection_box": {
"origin": [-8, 0, -8],
"size": [16, 8, 16]
},
"minecraft:on_interact": {
"event": "stone:form_double",
"condition": "q.block_face == 1.0 && q.is_item_name_any('slot.weapon.mainhand','stone:slate_slab')"
}
}
},
{
"condition": "q.block_state('minecraft:vertical_half') == 'top' && !q.block_state('stone:double')",
"components": {
"minecraft:collision_box": {
"origin": [-8, 8, -8],
"size": [16, 8, 16]
},
"minecraft:selection_box": {
"origin": [-8, 8, -8],
"size": [16, 8, 16]
},
"minecraft:on_interact": {
"event": "stone:form_double",
"condition": "q.block_face == 0.0 && q.is_item_name_any('slot.weapon.mainhand','stone:slate_slab')"
}
}
},
{
"condition": "q.block_state('stone:double') == 'true'",
"components": {
"minecraft:unit_cube": {},
"minecraft:on_player_destroyed": {
"event": "stone:destroy_double"
}
}
}
]
Your error were the values in q.block_face and missing spaces that made the condition syntax invalid.
Oh okay but you send this code is correct? @white bobcat
And thanks when I try and it works. I'll tell you if work
The code I provided should be correct, yes. From my template, the only things you want to change on the permutations is the item.
Is your texture a full block?
Yes
Are you sure? It should stop using the geometry after you interact with a slab, with another slab.
Can you try it with the stone texture please?
Yes, you want I send my addon to you by dm and you can check and try it too if you want it, @white bobcat
@white bobcat I dm you and you just check and try it
I'd prefer to help you fix it
.
Let me try
Just try it with stone
I tried it and failed
It should not fail
Let me try your addon
My slab template is at https://discord.com/channels/523663022053392405/1191215197168336996, try it out.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
@white bobcat
I am guessing that your texture is half a block.
You can re-write your slabs only changing what I mentioned from my template.
Yeah, I know that because I was there to download your templates
Folks, let's upvote https://discord.com/channels/1138536747932864532/1192588611095384115
Would doing face culling permutation absolutely destroy overhead?
What?
Nvm. I don't think its possibly anyways
Apply face culling to blocks?
Yeh. Though I realized custom models abstract models into cubes based on position and size.
You can with minecraft:unit_cube or with a custom geo if you need to use transparent/semi transparent textures.
You can see the geo method in my ice template, see https://discord.com/channels/523663022053392405/1191215197168336996
EESH. like that. Guess it isn't possible with what I was thinking.
I actually wonder if mc takes into account 0 thickness and just draws one face in the render pipeline instead of 4 or 2.
Custom geos simply doesn't have face culling 😔
MOJANG, GIVE US FACE CULLING
minecraft:face_culling says to keep wishing 😔
I only use the method I made for the ice for transparent/ semi-transparent textures that requires it though, like ice. Because that's more of a visual face culling. The concept of improving performance is being lost with it, without a doubt.
iffy
I might add that component to my engine :]
That would be amazing
I need to know, can I change geometry by using states, commands (which after I add state in my block file), collision and selection boxes, and when I add command ("/execute if block .... ) and it changes geometry when it detects another block in each side of the block itself?
It worked but it failed in place a block
You can. You have to run the commands on each side of the block
@white bobcat I will mention you later here #1193864785478029364
my crop and custom crop bedrock dev dont growing
Does anyone know how to fix the sides?
What exactly is the issue
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?
I want the colormap to be similar to the top one
I’m pretty sure that is not possible to check in which biome the block is and change the texture based on that
But could be wrong on this, as I don’t deal with this type of blocks for a while.
To me it looks like it has a shadow. Like when nor.al blocks are placed generally the sides are dimmer due to a lighting thing. It can be toggled in blockbench just can't remember what what it is right off
You could use a query.has_biome_tag_any or something like that
maybe
they use .tga textures to change colors based on the biome.
I believe that that requires an entity
Does that work for the sides of the dirt blocks too?
no
it's a really complicated file format in Minecraft, and I am not sure if any documentation exists for it
Can it be used in custom blocks at all?
Last time I tried you simply couldn't but that was a long time ago
last time I tried it, it did not work, but I may have done it wrong
I can try again, and do it properly
will keep you posted
Thanks!
What I see looking at vanilla grass, they seem to use overlay color, but it is not tied to a biome from what I can tell.
Yeah it looks like it
It does work, but does not change color based on the biome
Yup, same results I had
would be cool to use molang inside the texture json to check for biome and change texture or something
Indeed, really sad this is a feature we can't use
One message removed from a suspended account.
One message removed from a suspended account.
You can either use scriptapi or the on_interact compoment
soooo i got it for the most part the codes a jumbled mess but i get no errors besides the down rotations on 2 directions i need to face the opposite direction to place the facing direction for some reason
Oh, I set the custom block texture to tall grass and the texture didn't change color depending on biome, so we can all say it isn't supported for custom blocks.
That is very unfortunate
Would it be better for optimisation if I were to make a regular block and made many textures for like a lava tank,
OR
Would it be better for optimisation if I were to make a custom geo block with 16 different bones that appear when filling the tank?
Geometry
oki
You can just use 5 geometries, The filling geometry can just be a single cube scaled by animation.
How to
How to make an entity Spawn when block is placed ?
As example: putting furnace, pig spawns
if its a vanilla block, with scripts, if its a custom block, u can use the component: "minecraft:on_placed"
and u make an event with a run command
to summon the entity
Blocks cannot have animations unlike entities.
And honestly, I don’t see how would 5 geometries be better than one with the bones needed.
Yes vanilla block , like furnace and other things
Just With working blocks
But how i summon it in specific coordination
@primal roost
With scripts. You can ask for help in #1067535382285135923
And please, do not ping people to get a faster response. Be patient and wait for an answer.
Ok
Can you rotate a model from 4 different directions from client side?
How do you change cauldron potion colors?
I had a custom crop which can grow melon/pumpkin but I don't know how to setblock in the final growth stage and in a direction which is the same facing as the final growth stage that can place blocks. My problem is here #1194445498518609990 and I hope I don't break a rule for this message.
how to remove shadows from a block?
How remove the ugly shadow seem.
@primal roost q
Can I answer something about better end port in DM?
I wanted to ask about porting entities, blocks and models
bro u can't port directly java entities to bedrock, u need to do it by your self
so u need to learn how to make entities
I knoww
I'm wondering how to get assets and data from mod js
Your best bet would be to ask the creator of the Java mod for them
As that would be copyright infringement if you dont get permission
u can only get the entity textures
the entity models are not usable
that is, you made models and animations in betEnd manually?
or dev of original mod provided you with assets
yup
manually
omgg
and what about the behavior of mobs? also manually without using data of the computer version code? Well, that's clear
i have inside info that your a good scripter, is that right? @primal roost
Is there any way to detect air?
Yeah query.block_neighbor_has_tag( 0, 0, 0 'air')
There is no air tag
You need to use ScriptAPI
Yep I do it all the time
I replace air with blocks like that
In bedrock air is a physical block in Java it's not. You can give yourself air blocks in bedrock lol
And this relates to tags how?
I might be missing something obvious, but I'm trying to make a wood block that regenerates... When mined it changes states instead of actually breaking and becomes invisible, then after some time it clears the state so it reappears.
{
"condition": "!q.block_state('mm:is_mined')",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "mm_log_oak"
},
"ends": {
"texture": "mm_log_oak_top"
},
"up": "ends",
"down": "ends"
},
"minecraft:unit_cube": {}
}
},
{
"condition": "q.block_state('mm:is_mined')",
"components": {
"minecraft:geometry": {
"identifier": "geometry.block.empty"
},
"minecraft:collision_box": false,
"minecraft:selection_box": false,
"minecraft:queued_ticking": {
"interval_range": [ 100, 100 ],
"looping": true,
"on_tick": {
"event": "mm:reset_block"
}
}
}
},```
I've copied the wiki log for the most part but added some custom logic, and I thought these permutations would be enough, but for some reason it still becomes an update block when it's mined and then turns back to wood later.
The geo file does exist, as I use it for other blocks
It's probably cause the material instances component is missing in the mined permutation. Maybe try making the material instances component a default component instead of storing inside just one permutation?
I tried moving material instances outside of permutations but it still had the same issue
I'll fiddle with it a little more when I get home
It might be because you don't have render_method
Yessir somehow fixed it
Not certain what lol. I just made an example invisible block then copied all the things across as necessary
how do i animate a certain part of a block? I’ve been on loads of youtube tutorials and all they tell me are how to do flipbook animations. I just need to know how to get it into bedrock, not in blockbench, as i have already done that. Is there anything i am missing? Or is it something to be added to a code in behaviour packs or resource packs. Pls help. Ill put all the things affiliated with the block down below, including animation. If its not obvious, yes, i am on mobile.
here is the animation
The animations are fine, just need some help actually implementing it into the game
What is the replace for "blockshape" since it's being deprecated?
Who said blockshape is being deprecated?
They never worked for custom blocks
You have to use custom geometries
How to make an end portal frame crack when using a netherite pickaxe with a custom enchantment?
hello is there any way to make block only breakable with a certain tool ?
You could probably use ScriptAPI to detect before a block breaks then cancel the block
I want that with a iron pickaxe the loot drop and with a stone or wood pickaxe it doesn't drop loot
Oh then you can use match tools in loot tables then
just is it possible in scripting to when we click on a block the block change like I click on grass and it transform it into gold ?
Yes
how ?
and I tested it but it doesn't work with more that one tool
You can ask in #1067535382285135923
ok
and fore the loot tables ?
how I can add more tools to be able to brake it
when i copy the code of the condition in the loot table it doesn't work anymore
#1198664519535312947 message
I believe that is what you're looking for
Does anyone know how to change the pumpkin bottom? It doesn't seen possible it seens
i cant fix rotation like it faces me { north.west.south.east } i did everything it wot work
Are you using the minecraft:cardinal_direction trait in the description part of the block?
And then 4 permutations checking which direction it's being placed in?
Can you load your code so someone can verify and test with/for you
Hello guys, just want to confirm. We can have separate loot table for each permutation right ?
Yes
Thanks Smokey!
That question reminded me of the first “issue” with my chameleon layer- I forgot to add the different loot tables
#1145868241634345004 message
:3
Hi there, I'm new to this whole 3d modeling and minecraft addon making but I want to make some stuff for my Minecraft friends. I've been struggling for the past 3 hours trying to figure out how to get a crafting recipe for a custom block working. I already created a custom bonsai block but it's useless of no one can craft it in survival. Does anyone know how to do it? My crafting file should be ok. I used that json generator for custom recipes and matched the namespace id thing in it but it doesn't even show in the survival recipe book let alone actually craft.
That's the bonsai 🙂
I think I need to define the id or smth but I haven't been able to figure out how. I've tried to add it in the component section but idk if that's even where I'm supposed to do it
You shouldn't need to do anything special with the block to make it craftable. Can you send your recipe file?
I will re assemble and send the pack here when I get home. The files are in pieces now cuz I kept trying to figure out what went wrong.
Thanks for helping dude
I only need the recipe file, not the whole pack. And ofc, go ahead and ping me when the files back together!
Also I'll send the whole thing cuz json is completely new syntax and I dunno if it works properly. I haven't spent enough time learning that yet.
Can we have custom block that is bigger than 16 * 16 *16 ?
Model wise? Yes. Hitbox wise? No
even with transform?
Correct
kk I just ended up redoing it with the blockbench exported mcaddon folder by adding the recipe in after. This was basically what I had before. I dunno, is it like a file placement issue?
heres the actual recipe one for ease
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "nadhorion:bonsai"
},
"tags": [
"crafting_table"
],
"pattern": [
"##",
"F "
],
"key": {
"#": {
"item": "minecraft:sapling"
},
"F": {
"item": "minecraft:flower_pot"
}
},
"result": {
"item": "nadhorion:bonsai",
"count": 1
}
}
}
You need the unlock key iirc
recipes should be inside a recipes folder
How should I do that? I tried looking online but I dont seen anything related
ok. I will thanks
You add it in the recipe. Here's a page with info on it: https://wiki.bedrock.dev/loot/recipes.html#recipe-unlocking-1
I tried adding it in but it keeps telling me that it expected an object
can you show me an example? I havent learned json syntax well so I keep having issues trying to copy it in
like this?
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "nadhorion:bonsai"
},
"tags": [
"crafting_table"
],
"pattern": [
"##",
"F "
],
"key": {
"#": {
"item": "minecraft:sapling"
},
"F": {
"item": "minecraft:flower_pot"
}
},
"result": {
"item": "nadhorion:bonsai",
"count": 1
}
}
},
{
"unlock": [
{
"item": "_steel"
},
{
"item": "minecraft:wool",
"data": 3
},
{
"context": "PlayerInWater"
}
]
}
Here you go: ```json
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "nadhorion:bonsai"
},
"tags": [
"crafting_table"
],
"pattern": [
"##",
"F "
],
"key": {
"#": {
"item": "minecraft:sapling"
},
"F": {
"item": "minecraft:flower_pot"
}
},
"result": {
"item": "nadhorion:bonsai",
"count": 1
},
"unlock": [
{
"item": "<namespace>:steel"
},
{
"item": "minecraft:wool",
"data": 3
},
{
"context": "PlayerInWater"
}
]
}
}```
Note that steel will need a namespace for it to work though, so replace <namespace> with your namespace
Woahh thank u. What is steel?
I'm not sure, it's what you had in the unlock conditions though so I assumed you wanted it to unlock when you have steel in your inventory
Is there a way to unlock it automatically? I don't really have any conditions in mind. Maybe getting a block of dirt if I have to
and those conditions were already in the wiki example and I thought they were like defaults lol
OMG IT WORKEDDD I LOVE UUU waitt---
Thanks
i just did minecraft:dirt as an unlocker.
im surprised that i couldnt find it written anywhere that I needed this to get crafting working
I know you already got it, but you can use this:
"unlock": [
{
"context": "AlwaysUnlocked"
}
]
howww do u find this stuff. Im like scouring documentation and I find nothinggg. Amazing
I found this in the crafting table recipe
I tried doing this always unlocked thing on a new project but it doesnt work. The object is a custom helmet and it appears in the game fine but it just wont craft. ```json
{
"format_version": "1.12",
"minecraft:recipe_shapeless": {
"description": {
"identifier": "nadhorion:mushy"
},
"tags": [
"crafting_table"
],
"ingredients": [
{
"item": "minecraft:red_mushroom"
},
{
"item": "minecraft:leather_helmet"
},
{
"item": "minecraft:bone_meal"
}
],
"result": {
"item": "nadhorion:mushy",
"count": 1
},
"unlock": [
{
"context": "AlwaysUnlocked"
}
]
}
}
can u see anything wrong?
how am I supposed to indentify the item?
I think that it might be the cause as I cant see any other issues
Have you tried using format version 1.20.10?
I tried 1.20.30 before
I changed it in the two manifests and the recipe file
but it didnt wanna work ig
this my entire project. I probably messed up references/id's or versions. I cant tell what went wrong
is it supposed to say item twice like that?
I just tried, I received a message saying that the context is invalid, despite it being used in the crafting table recipe. The recipe I created doesn't appear in the book but I managed to create it anyway.
Remove item. from your item identifier, this is not necessary
YOOOOO just as u said that I was actually staring at that exact thing. It worksss. I never need the "item." at least for this simple stuff right?
seee
u can use it if u want btw. i mean anyone can whos here but u have my special permission lol
so i see that usually my issues are with identifiers. I will be more careful with tha
a hundred thanks again GST dude
oh lol I forgot to ping
You must always use the full identifier
did I not do so here?
oh the item. was redundant but I had to add it everywhere if I kept it?
item. it was part of your item's identifier, so it should also be included
Ok I get it now. I know some JavaScript so my brain was confused with scope and dot operators lol. Idk if u know what I mean but yeah
Thought I could ommit the item. Cuz I was maybe somehow in scope. Idk makes no sense even with the JavaScript knowledge lol
For mobspawner thing where box thing was really close to being a full block like a chest
How do I get that
You can't modify the vanilla mob spawner, all vanilla blocks are hard-coded. If it's a custom block you're talking about, you can use the minecraft:geometry to use a custom geometry
Does anyone know how to make custom gravity effected blocks like sand or gravel, I need more colors of Concrete Powder and don't know where to start?
You’d use entities for that
heelo I have question how to make block entites like chest, bees or decorated pot
@vestal marsh
Do not ping random people for help or otherwise.
Random pings are never good
; No one is obligated to help you at random.
@lone matrix read the message above this. As for your question, you can't make a block entity. You'd need to spawn an entity whenever you place your block in order to mimic one, and kill it when you break your block
Please don't cross post your questions. Be patient
someone how to deactivate that a block can be pushed with a piston
anyone know if it's possible to edit vanilla block's event triggers?
I want to stop farmland from being trampled
any way to do that or are the blocks hard coded in mc
Not possible
Can you set the minecraft:cardinal_direction block trait with set_block_state or is it only set on placement?
One message removed from a suspended account.
What's the latest format version for blocks?
1.20.60
make sure your target version is also 1.20.60
Alright, thanks.
Why geometry.full_block says not valid?
"minecraft:geometry.full_block": {}
What's the correct format?
it's not it's own component
it's part of "minecraft:geometry"
hi there, how can I query if the neighbor block is solid? is it possible?
How can I fix this shadow?
Could someone explain me why adding this selection box:
"minecraft:selection_box": {
"origin": [3.5, 3, -2.5],
"size": [5, 10, 5]
}
Gives this error?
[Blocks][error]-block_definitions | blocks/torch.json | kai:torch | components | minecraft:selection_box: origin with added size can't be below (-8, 0, -8) and can't be more than (8, 16, 8)
Oh I see, interesting. It seems that that extra .5 can't be added in the origin but the size
@mint frost I think you experienced a similar issue before?
If so, there you go the fix
wha
only thing I had asked was why the selection box cannot extend -1 in they direction to account for farmland
oh lol, mb then
Hello! is there a way of overriding a block with another block? (like air or water?)
Do you mean in world generation, or whenever a player places a block?
For placing blocks, you can use the script api, as i believe there's an event for placing blocks in it
I'm not sure what the most optimized way would be for world generation, but you can probably do a search in #1067869232395735130
Can't do that in query, but you can check if block is solid through script API using .isSolid property
Replace command?
no, like for example: when you rightclick inside water it overrides the block with the block /item that you have in your hand. like tall grass . if you are inside water you can place the block inside it.
Making this possible is the thing that separates actual fluids from fake fluids (current fake fluids are annoying to deal with since the only block that is possible to break is the source. at least in the tutorials, tho i havent encountered this problem fixed)
You could maybe use a block interaction event in scripts to replace it with what the player's holding. The difficulty would be in how it handles interacting with it when holding an item, which I have no idea what would happen
yeah im going that road, but i cant find the way to get te item out ofo the player to even do something
It seems like playerInteractWithBlockAfterEvent has a variable that stores the item stack the players holding
My block model is too big, how can I override that?
You cannot
Okay so how do I implement a mob head as a block?
Could you elaborate?
I have a custom entity where the player can obtain its head. However the model of the head is too big to be made into a block.
@vestal marsh that enough info?
🤷 Make it smaller
I cant make it similar to the ender dragon head?
Newp
You could spawn an entity with the model whenever you place it, and make the block invisible
Despawn the entity when the block is destroyed
Hmmm 🤔 what would spawn the entity?
hi there, something has changed to cardinal_direction? my blocks was working fine before the update now all of them is facing the same direction
Are you using block traits?
You could use scripts to spawn it
yes
Hey peps! Talked with some of you recently about block events getting transformed into scripting when I suggested my vision of the most viable option to us at #1019692489596215388. I've created a feedback post https://discord.com/channels/1138536747932864532/1206046113887428659, let's all collaborate!
Ehy guys, you who are way more experienced, how do you like script seeds and stuff to work?
What?
Like how to make seeds that makes plant and how to make the plant grow you know
Oh, I understand now
This page will help you to make that! https://wiki.bedrock.dev/blocks/custom-crops.html
Does anyone know why my custom blocks keep showing up as pink for xbox players when they join my world?
You need both, the seed has a block_placer component that place the crop on the custom farmland. If you don't want to use custom_farmland, just change it with "farmland" in the placement_filter component to use your crops like in vanilla. Edit: feel free to pm me if you need help, I made 15 crops with this template lately
?
I was talking to Dat Alex boi
I still have a problem
Is it a realm ? and if you play on PC, is your addon in your development folder?
I had trouble by the past on realm when player from console were not prompted to download the resource pack(only the BP)
With what you want
Technically yeah. Just have a block then use ScriptAPI to detect interactiom and open a form
Look,
I realized if you opened a chest then you got somehow teleported 20 blocks far away it automatically closes the ui and I want to make the same thing but the exception being a server form
So if I did what you just mentioned does it work in that way?
🤷 Ask in #1067535382285135923
Ok thx for your time
@vestal marsh u know why this is not working for me
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.
the command array is meant to include commands, not whatever you currently have there e.g.
"run_command": {
"command": [
"say hello",
"tp @a ~~~"
]
}
What should I do?
"events": {
"update_rotation": {
"set_block_property": {
"block:rotation": "query.cardinal_facing_2d"
}
},
"size:block": {
"run_command": {
"command": []
}
},
"remove:block": {
"randomize": [
{
"run_command": {
"command": [
"4be8787b02224cd1a642823ac3b8d605",
"8f3d8f9e85574ef19d08c0518c3d9986",
"db9b12ccae3140e99d5093c3574d4d00",
"c8c72d7ada1549c3a9b93dab721b80c8",
"eff89465f53e451ebd61ed70b0080986",
"01ff765a88344332ac5569d7c0b3f54d",
"d1845c19e6ad40a989506f9777d1def4_duplicate",
"65fb8ccffe5f4daea14c19b4d658b550",
"1fa98a67db504380bbbcec9f662509f5",
"5315dc0a9f004a348d36579c72fc3c54",
"35c4a285ec6841c7a4c438f1a564da57",
"lightning_bolt1",
"TNT"
],
"target": "self"
},
"weight": 100
}
]
},
"step:on": {},
"step:off": {},
"random:tick": {},
"on_tick": {},
"fall:on": {}
}
}
}
So what are you trying to have the block do? As j can't tell from the run_command array, it just seems like a bunch of random strings rather than commands
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.
I'm using this for my custom logs(same behavior as vanilla logs)
That file looks pretty much outdated, as it is using deprecated components and an old format version. I recommend you updating it
You can use my log template at #1191215197168336996 if you’d like
Can I change the wood when getting stripped to drop something???
Using scriptAPI yeah
I want to drop it not to give it actually
What do you mean?
When some one click with axe to strip a wood will drop a item not giving straight to inventory
You can use ScriptAPI
Ty
how to make a Ore so rare like diamond or netherite ?
@west ledge hey, have you tried colormap in custom blocks?
nope, just wondering as you recently experimented with blocks
I noticed that as well, I mean it's close but not precise.
On the right, the colormap I have set in my block, , and how it looks on an actual map . I dunno if it is a bug tbh, as biome are using specific colors, maybe the colormap component is translated as a specific color range like the biome...
please just ignore the left part of the pic filled with strawberry cakes 😄
At least it is more or less what I want 🙂
Is very unfortunate
do traits contribute to the state limit?
Yes
yea the feature of the ore
If I'd like to make a crate/chest that you can click to "open," then play an animation and run commands or a UI, should I use a block or entity?
entity would be easier
my block has 10 seconds to destroy, but when i use a pickaxe it doesn't work
why?
the block has already stone tag
This JSON cannot run, is there any syntax error here?
Could you be more specific?
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?
Based on my past experience, the items defined in this JSON should at least appear in the inventory, but they don't.
Sry
*t is block, no items
I modified the tutorial on precise rotation in the wiki, adding a color-switching feature. However, it failed. I suspect the issue lies in the identifiers and bone_visibility within minecraft:geometry.
what content log error are you getting?
No, it's just that this JSON-defined block didn't appear in the inventory as expected.
However, where should I obtain the content log? This is my first time hearing about it in Bedrock.
in "creator" tab in settings
turn on both
then make a world with your add-on
np
hi there, so I m trying to identify when a entity is "inside" a block with a specific tag, I have a custom fire block with the following tag "tag:awp:damage_block": {},
how can I use the environment sensors to identify that I m on this block? how exactly works this filter? { "test": "has_tag", "subject": "block", "operator": "equals", "value": "awp:damage_block" }
someone knows how to modify the geo of the block to make it connect ?
has the new face culling deprecated render_method?
no
the culling feature only works on faces that are fully opaque, 16x16 side I believe
thanks
pls
I don't believe we have dynamic breaking times depending on the tool yet
unless it was added recently
You’ll have better luck asking in #1067869022273667152
Elaborate
Does anyone know where I can find the vanilla block models?
Into the vanilla texture pack. If you use entity wizard in blockbench, you can just load it from the main menu
Thank you
No problem 🙂
That's not right
block models are not provided by the vanilla pack.
They are hardcoded.
You can find the block models in the Java vanilla packs
Yes. You have to get the .jar file for your version, copy it somewhere then change the extension to .zip.
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
Or you can use the online gh repo
My bad, I misread, was thinking he was talking about entities
Smokey, they are the same as Java?
Not in all cases but close enough.
is it wrong ? bc i get error on the log about that
swap the 0 and -64 in y extent
^
This question is for #1067870310055022672
I'm having some difficulty with creating a shaped recipe that can accept blocks with a custom tag. Getting an error that the item tag is missing or invalid:
Recipe:
"format_version": "1.20.60",
"minecraft:recipe_shaped": {
...
"tags": [
"crafting_table"
],
"key": {
"D": {
"tag": "fsb:drawer"
},
...
}
...
}
}
Block Def:
"format_version": "1.20.60",
"minecraft:block": {
...
"components": {
"tag:fsb:drawer": {}
...
}
...
}
Do I need to make a custom item for this block as well so it's properly tagged? I noticed that the item tag format changed in 1.20.50 but I didn't see anything about the block tag format changing too (I've tried both ways though and same result)
I was trying to make the block spawn structures when the block is broken.
Ok. Is it encrypted or something? As I don't know if minecraft can read that. Another issue with it might be that block events are experimental. I'd recommend switching to scripting anyway, as block events will be removed soon
Oh okay that no problem
And I did not know that
So i was making a custom leaf block, it has transparent parts in it, I used the alpha test material, it renders the transparent parts as opaque
Use blend
Blend has backface culling
It makes it look empty
Is there a way to remove that?
Alpha test should work fine for that… I don’t see how it’ll make your transparent pixels opaque
When you say "in it" you mean literally in it?(like it's not just a 6 faces cubes but inside this cube there's some other textures)
Idk
It did
Like a regular texture
It still rendered as opaque
As said Kaiôga blend is what you need to use. I using that for my custom leaves
make sure you used alpha_test, without any misspelling
Yep
No misspells
I know, I used that before, it just doesn't feel right, since it makes the block look empty
The problem with alpha test is that there is a shadow at the bottom of the block. Maybe there is one more parameter to use when choosing alpha test to remove this shadow that I don't know
Ambient occlusion = false
It changes nothing for me
That's weird
I have that
"minecraft:material_instances": {
"*": {
"texture": "frozen_leaves",
"render_method": "alpha_test",
"ambient_occlusion": false
}
},
I think youre looking for the face culling property
like "face_culling":false ?
Thank you, It looks like to be a new file? where it needs to be? I bookmark this page and will leave.. my leaves with blend for now 😄
Leaves never required culling rules though, just alpha_test
Are you able to remove the shadow with alpha_test Kaiôga?
I don't know what shadows you are talking about
#1067876948858118185 message
With alpha test I have shadows when the leaves are against any other blocks(witth blend setting not, but all the faces are not rendered, still good as it is trees but...)
q.is_item_name_any('slot.weapon.mainhand', 'bridge:key') && query.max_durability
is that correct guys so i want condition
if the player has key on hand it work and use 1 durability
if the player doesn't have the key on hand nothing work
It needs to be separate events. The block itself cannot set your durability down. This is why I recommend using scripting
It might be, but more and more of addons is going to be handled with scripting rather than json as time goes on, so it will be important to learn
Does minecraft:transformation's rotation rotate the block model?
It should?
Just wanted to check before spending too much time modeling some stairs
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?
it's about entity
Please stop crossposting and fishing in other channels for help
i wanted to ask u for good doc about animation
I have been searching for a long time but a cannot seam to find a way to speed up breaking custom blocks by using a pickaxe. Have i missed something or is the seconds_to_destroy the only property yo use?
i added traits and permutations to my block, it has no custom geo and uses animated texture. I want the block to rotate
You cannot. You have to use scripting or make custom tools
Check out rotatable blocks and Kaioga's Block Templates if you still need another example of rotatable blocks.
I was afraid that would be the case the only way i think it is possible is by using permutations of the block with different speeds.
Yeah, pretty much the only other way
I do not recommend it though, as you don’t really have a way to also count for haste, mining fatigue, or efficiency
Yeah true it has many problems, i asume minecraft will add this feature some time in the future.
Ideally
Been testing a block and haven't been able to find out why it isn't working. Haven't gotten any errors in the code or in the creator logs.
I've been trying to update some old code for a stairs block. It did connect, and face the right way when I last used it (July). The block just doesn't show up in the inventory/game. I've looked at the wiki's, other code, and some bug reports to update some aspects but It just won't add itself.
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?
My bad, fixed the question
aren't states only able to take true/false of integers?
what does your content log say?
I had it as properties before
Do you have the HCF toggle turned on?
Nothing
I did use it
So what is the problem?
its not able to rotate
Does geometry.full_block has bug? Cause it won't able to rotate.
Yeah. Is a known bug
what options are there to make this breaking texture overlay look less..... horrible?
I think I should have posted here instead of a new thread. Anyways im just curious if its technically possible to override vanilla blocks such as "rails and ladders" with your own shape and texture? I know it's possible in java since I've already done it there but I'm not a bit frustrated since I can't seem to override the bedrock vanilla shape
no, not that I know of anyways
You can use commands like /fill from entities to replace vanilla blocks with your owns. You can also replace any vanilla structure that can be overridden to re-build it with your own custom blocks.
How do I set a state to a specific number?
I tried using math.abs/floor(1) and it doesn't seem to work. tesforblock says " '-' is not a valid number "
What are you trying to do?
Does anyone know why custom crafting tables dont show custom recipies?
I alr used recipie unlocking and updated file format
Then i turned off recipie unlocking and still no show
I do believe its a bug
ah. Ill check for bug reports then
is there any way to fix this broken appearance of blocks in your inventory? see how it looks like the layering is all messed up in the hotbar vs the in world block
Iirc you need to reorder your bones in blockbench
i just threw up in my mouth a little
also ty
XD
ahhhhhh yeah, ty
The way you'd fix it is to move the cubes that should be showing up at the front to the bottom of the list of cubes in block bench.
sounds about right
Yes, that work with me.
My speculation is, there's some hidden faces of bones that doesn't have texture. Causing it to appear at some angles.
at first this didnt seem to work, but i figured it out, theres more nuance to it, you cannot use separate groups, you must drag all your bones into a common used group, once i did that i finally started getting changes happening
man, its worse than that too, if you have bones that are both infront of and behind another piece, theres no way to solve it without remaking those bones as separate parts
can "textures" in block.json only be used to define directional textures? I was hoping I could create an array of textures for one block
That’s not a good question
I don’t get it
I'm cooked
I don't need to use blocks.json, I should be able to have all my textures in terrain_texture.json and reference them in the material instance when needed, but it's not working
This is in terrain_texture.json
"cure_soaked_sponge": {
"textures": "textures/blocks/potion_soaked_sponges/cure_soaked_sponge"
},```
This is in the blocks material instance ```json
"minecraft:material_instances": {
"*": {
"texture": "cure_soaked_sponge"
}
},```
I thought that was all that was needed
At least that's how it's working on some of my other blocks
That’s all you need
weird, not sure why it's just an update texture then
Update texture? Not related to the texture then
Check the bp block file
Are you also defining a texture in blocks.json for that block?
If so, don’t
Simply do wildcard
That was the only way I had it appear when I was testing it
nothing in my bp file looks problematic
{
"format_version": "1.20.70",
"minecraft:block": {
"description": {
"identifier": "runecraft:potion_soaked_sponge",
"menu_category": {
"category": "construction",
"is_hidden_in_commands": false
}
},
"components": {
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 3
},
"minecraft:destructible_by_explosion": {
"explosion_resistance": 1
},
"minecraft:material_instances": {
"*": {
"texture": "cure_soaked_sponge"
}
},
"minecraft:loot": "loot_tables/empty.json",
"minecraft:map_color": "#FFFFFF"
}
}
}```
wondering if it could be related to using one of the newer format versions
You either define the texture with material instances or with blocks.json
Looks good (on mobile) but I’m not sure if they have renamed any of that in latest previews
think I'm on 1.20.70.25 still, let me update to latest and fix some things
setting up everything I need to test the on_step_on script stuff this week
that's it, there's just a lot of stuff the block will do
Oh okay
I'll try it in a few minutes and check docs when my preview is updated, still not sure
the texture paths are correct
threw it on one of my plants
I hope Mojang give us that scripting replicas of experimental components
is that not what they literally are giving us
This is all you need for the texture to show, on blocks.json use wildcard
nah, they are giving us the ability to replicate experimental components
not giving the replicas
wdym use wildcard?
*
I shouldn't need anything in blocks.json
If that's a transparent texture blocks.json won't work for that block anyway.
I mean, if you don’t want to add sounds to your block I guess you’re fine then
Okay
not sure I understand what this would do json "runecraft:potion_soaked_sponge": { "textures": "*" }
{
"format_version": "1.20.80",
"minecraft:block": {
"description": {
"identifier": "runecraft:potion_soaked_sponge"
},
"components": {
"minecraft:material_instances": {
"*": {
"texture": "cure_soaked_sponge"
}
}
}
}
}```
rip
still doesn't work with just this
nope
already put it in the material instance of another block and it worked just fine
have absolutely no idea
Json is stupid
that’s… strange
