#Blocks General

1 messages · Page 5 of 1

white bobcat
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A 16x16x16 block is just like most of Minecraft blocks. Grass, stone, wood, etc.

uneven tangle
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No, I mean in this model, how can I make it one block high?

white bobcat
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One block high? It is already more than one block high

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Do you mean two blocks high? Like doors? You need to use two blocks. Place one above the other

uneven tangle
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no

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What I want is to make the block figure equal to one block in height (y-axis).

white bobcat
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The green cube is a 16x16x16 cube. Compare it with yours

uneven tangle
white bobcat
#

Then move and resize the pertinent cubes in your geometry to do so

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Why are you using so many bones for this?

uneven tangle
#

How is that?
I don't know about models, so explain more to me

white bobcat
#

I also don’t know about holograms lol

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Is not relevant to this

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Do you understand your geometry?

uneven tangle
uneven tangle
uneven tangle
white bobcat
#

I recommend you understanding models, maybe check some blockbench guides

uneven tangle
#

But are there any explanations for that?
Not on YouTube! But on some site?

white bobcat
uneven tangle
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0k

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thank you

white bobcat
#

Always! If you need help with anything feel free to come and ask 🙂

uneven tangle
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0k

gritty gyro
#

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

sacred fjord
# gritty gyro is there a way to have unlimited blocks in a slot in survival/adventure without ...

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.

gritty gyro
sacred fjord
gritty gyro
#

yes, normally what i'd do for the time being is make it detect when there's only 2 blocks left

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but ofc it still has the same problem just much more rarely

sacred fjord
#

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.

gritty gyro
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yea that's when replaceitem works (in my situation)

sacred fjord
#

In this case /give is better, as /replaceitem can somehow delete other items that are in the inventory

gritty gyro
#

not necessarily when you use keep in the replaceitem command

sacred fjord
#

It could be, but I don't know if it would work even with a delay, since the player doesn't own the world...

gritty gyro
#

from what i've seen it works fine but i wouldnt be surprised if there was a way to make items disappear because bedrock

zinc wyvern
#

or you can just simply do this
execute as @a[hasitem={item=dirt,quantity=..32}] run give @s dirt 32

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you can also add another hasitem or tagcomponent to it if you want it to give you dirt only under certain conditions

zinc wyvern
winter elk
#

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😁

zinc wyvern
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it also requires a resource pack to put the scoreboard on the right side

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here

winter elk
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Oh that would be so awesome!!! Yes please as would love to learn how you did that ❤️

zinc wyvern
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this pack has the scoreboard on it

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and a cps counter

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lemme send u the command

winter elk
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Nice 👍

zinc wyvern
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the design is my own

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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"}]}

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i can help you make one if you want

winter elk
#

Oh wait, I think I have seen your video before, it was a pvp kill scoreboard right?

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With ranks or something different?

zinc wyvern
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i had ranks on it before

winter elk
#

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

zinc wyvern
#

ranks?

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chat ranks

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like

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[Member] <diablo folds> hi

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that

winter elk
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Nah maybe it was different, let me search for your video real quick

zinc wyvern
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i dont have a video up of it

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i thought you were talking about something else

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if you play realms often you might know me

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im a bit infamous in it

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i had a realm with over 7000 members on it before

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my current one is a little new and it already has almost 1700

winter elk
#

Yep you are right it was a different person 😅Got to excited sorry

zinc wyvern
#

lol

winter elk
#

Lol

zinc wyvern
#

i sent you the pack if u scroll up

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this how my mine turned out

winter elk
#

That's cool about the realm and thanks so much for the pack, I am totally gonna try it out

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That looks peaceful

zinc wyvern
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yeah

winter elk
#

I like how the ores are highlighted

zinc wyvern
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yeah its a good pack

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wanna see spawn and pvp

winter elk
#

Sure

zinc wyvern
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i been working on pvp for a few weeks now

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like 2

winter elk
#

Nice 👍

zinc wyvern
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this was the old pvp

winter elk
#

Woah, that's a lot of work and it looks really nice too 😁 Is the purple glass custom? Or vanilla? In image 2

zinc wyvern
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the purple glass is just stained glass

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the texturepack is good

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ill send you it

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its not saved globally

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one sec

winter elk
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Thank you, yeah that would be cool! I like the look of the glass

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You are very kind 😊

zinc wyvern
winter elk
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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

zinc wyvern
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theres more than just spawn and pvp and mines theres a lot of commands and stuff going on behind the scenes

winter elk
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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?

zinc wyvern
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most my playerbase is on console so switching to servers is gonna be a pain

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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

zinc wyvern
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ima go cya

winter elk
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Gotcha see ya, thanks again 😃

haughty compass
#

Anyone randomly falling through custom blocks?

mellow carbon
haughty compass
# white bobcat no

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

▶ Play video
white bobcat
#

Can you send the collision box component?

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Will give it a look when I get back home 👍

haughty compass
#
    "minecraft:collision_box": {
        "origin": [
            -8,
            0,
            -8
        ],
        "size": [
            8,
            16,
            8
        ]
    }
}```
wet harness
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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?

white bobcat
#

Can you send your block code? @haughty compass

white bobcat
wet harness
#

I am alright with it being applied globally, what do I need to do for that solution?

white bobcat
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That's the geometry

white bobcat
wet harness
#

Thank you!

haughty compass
white bobcat
#

You sent the same thing

haughty compass
haughty compass
#

Did I do it wrong?

mellow carbon
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"minecraft:flammable": {
  "destroy_chance_modifier": 2, // burn_odds (integer)
  "catch_chance_modifier": 8 // flame_odds (ineteger)
}
haughty compass
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Thanks. But no content logs or errors because of it. Why would this cause collision to randomly fail?

white bobcat
#

Minecraft probably

mellow carbon
haughty compass
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They are 16x16x16.

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Just like the Docs says they should be.

haughty compass
queen warren
#

Can someone give me a sample file to create a general block?

mellow carbon
#

in your code it's 8x16x8

haughty compass
mellow carbon
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replace 8 with 16

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did that fixes your block @haughty compass ?

haughty compass
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I think so. For some reason I read the ms docs as offset plus range.

mellow carbon
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yeah

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8x16x8 blocks placed side by side creates a 1 block gap in between

haughty compass
# haughty compass

my brain struggles with this for some reason. I understand center and offset but the size doesn't make sense whil origin+size crap

mellow carbon
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that was the reason

mellow carbon
haughty compass
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It says size must be in the range of -8,0,-8 tp 8,16,8.

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So how can I use a value of 16,16,16

mellow carbon
#

you start extending the origin from -8,0,-8

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and then extend it all the way to 16x16x16

haughty compass
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I wonder how many other people will struggle with this.

mellow carbon
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see the x,y,z at the top

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that's the value

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@haughty compass

haughty compass
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I get the logic. I don't like how to reads.

red sky
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If your gonna give someone a example block don't use 1.16.100

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Use latest format

full pagoda
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I need help

mellow carbon
novel hedge
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Where can I get the new IDs for Terracotta blocks?

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Now it's separated by colors, right?

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It's not just Terracotta or stained_clay

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?id

nova wolf
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How do I create a tag in JSON?

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Do I just do "tag:<tag name>" in components

primal roost
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yup

#
"tag:example": {}
nova wolf
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ahh ok

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Thank you very much

woven robin
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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?

white bobcat
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Check blocks.json in the vanilla packs. Iirc it is end_portal

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Note that it won’t be animated in your custom block

haughty compass
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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?

woven robin
white bobcat
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I think so, yes

wind hedge
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Just to be sure it's not possible to change a vanilla block's geometry right ?

vestal marsh
sand pulsar
#

Who can teach me to create blocks from the 0 cause I'm stupid in personal chat

white bobcat
#

The bedrock wiki

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You can't rotate blocks if the texture is defined in blocks.json?

white bobcat
#

Awesome

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Well, custom geo time.

chilly bolt
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geo model for carpet & signs?

white bobcat
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You have to make them yourself

chilly bolt
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so no templates like other blocks, i saw one wood set i think last time.

white bobcat
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You can try and find one at #1072983602821861426

chilly bolt
#

minecraft:on_step_on but filter entity items?

white bobcat
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q.is_item_name_any

chilly bolt
#

to make a block not drop a loot, i need to make a loot that drops air? or is there a component?

sacred fjord
#

Although I believe that the block would still drop if you use a tool with silk touch

icy fox
#

how to make a block have like different faces texute like grass

neat summit
#

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.

white bobcat
white bobcat
# icy fox how to make a block have like different faces texute like grass

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"
  }
}
neat summit
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it defaults to use 1 texture for 2 bones and not 1 each

white bobcat
#

Are you specifying the correct bone?

neat summit
#

worked in .40, broke in .50

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fixing that error might fix this too

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but what is a wildcard

white bobcat
neat summit
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I already use it for the base block texture....

white bobcat
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You have to use it on every material instance component in your block

neat summit
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i only have 1 material instance component

white bobcat
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Huh? Show the component then

neat summit
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I was looking at the wrong block -_-

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sorry

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but yea same things happens

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even if I did the thing\

white bobcat
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You sure every material instance in your block has the wildcard?

red sky
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I don't understand how you guys always have issues with material instances. Always works perfect for me

vestal marsh
#

Minor spelling mistakes

icy fox
karmic scarab
#

is random_ticking working for anyone?

white bobcat
icy fox
haughty compass
#

How do faling blocks work? Can I make a custom block fall?

haughty compass
sacred fjord
haughty compass
#

Great I'll check it out

haughty compass
sacred fjord
haughty compass
#

hmm, thats lame.

sacred fjord
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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

haughty compass
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A component that did this seamlessly would sure be nice.

white bobcat
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I mean, you can do it without entities & experimental

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Hard? No. Tedious? Yes.

red sky
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Here's what I think

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If it's some stupid system that uses a ton of entities then don't add it - Nobody/ihategravel

white bobcat
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"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

main grail
#

is random_ticking doesn't working in 1.20.50?

red sky
#

"If your system is shit. Don't use that shit"
-Nobody

median flicker
#

hello

neat summit
lone matrix
#

hi I have question. A new decorate_pot is block.. but animation working.. how to make code to block animation??

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@vestal marsh

white bobcat
#

Can you repeat your question? I don't understand it..

neat summit
white bobcat
#

Oh. Well, I don’t really know what animation that block has so can’t answer till I get home

neat summit
white bobcat
nova wolf
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wdym?

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yup

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You could do the minecraft:material_instance component

#
"minecraft:material_instances": {
   "*": {
         "texture": "ind_bauxite_ore"
        }
          }```
the * is for all sides
#

np

novel hedge
#

How to create blocks with equal rotation bone blocks
Woods etc.

vestal marsh
white bobcat
novel hedge
vestal marsh
novel hedge
#

Whatever

#

You guys never really help

white bobcat
# novel hedge You guys never really help

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.

nova wolf
#

whoops. I think I made Bauxite too easy to form xD

#

It's supposed to form sometimes instead of granite, diorite and andesite xD

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But irl, bauxite mainly forms in granite, so I might make it just spawn in granite

nova wolf
#

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?

white bobcat
#

I don’t think it has a tag

nova wolf
#

oof

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oh well, I made my copper pickaxe file near 300 rows now lmao

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It's my biggest file yet

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And I expect when I try to make connectable glass in the future that my biggest file will be near 500 lines then

nova wolf
# nova wolf

And this will be bigger when I keep adding more ores and blocks

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ahh, I just found tags for some of the stuff I can replace instead of the blocks

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I can shorten the file a lot, which any bit helps with lag

white bobcat
#

If you are in the process of making custom tools you should consider making them with scripting

nova wolf
#

I don't know any scripting at all

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the only kind of programming I've been able to do is Python, but there's not a python > Javascript thing I can do

white bobcat
#

Probably a good time to learn! You can ask for help in #1067535382285135923

nova wolf
#

I might

nova wolf
#

oh wow. minecraft:unit_cube is so much better than minecraft:material_instance. Especially when it comes to just a regular block

vestal marsh
nova wolf
#

ahh crap

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I'd rather not use material_instance after finding out about unit_cube. Especially with the shadow now gone

vestal marsh
#

The change is in the 1.20.60.23 changelog

nova wolf
#

ahhh

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thank you

nova wolf
#

Is making a recipe for the smithing table possible?

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I'm using Bridge.v2 and it doesn't show it in the recipe types

vestal marsh
#

You can only use netherite ingots

nova wolf
#

ahh

#

also, what is the "material_reducer"?

vestal marsh
nova wolf
#

ahh

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Would it be possible with scripting to do without netherite?

vestal marsh
nova wolf
#

oki

unkempt creek
#

You can't modify recipe using script.

nova wolf
#

the untextured one

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my friend says it's used to load the structures

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And that it should be disappearing

nova wolf
#

It's fine now

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Fixed it thankfully

glass kestrel
#

Woooow cool

clear bobcat
#

It's not used to load the structures.

nova wolf
clear bobcat
#

Oh okay!

mint frost
#

@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

white bobcat
#

I did not, other than the common walking around issue where the texture starts having issues

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And that happened because of the geometry rather than the render mode

mint frost
#

that sucks then, I'm guessing with normal glass then you'd have no issues

mint frost
#

well this is what the actual back looks like

#

It's just blending everything

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instead of only making the erased parts invisible

white bobcat
#

Why don’t you try with alpha_test

mint frost
#

That's what I had at first

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actually, I'm not even sure why I switched to blend

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thought it was needed lol

white bobcat
#

Doesn’t seems like you need it if that’s the whole model

#

blend will cause you more issues

mint frost
#

ahh okay then, don't know why I wanted to use it

white bobcat
#

Yeah I’d say you can switch back

mint frost
#

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

white bobcat
#

layering effect?

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Like the stained glass?

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I don’t see how you would create that effect with your specific model but that would require of blend

nova wolf
#

If I add a tag in the permutation, will the tag be addded to the block?

desert vector
#

yes

nova wolf
#

oki, thank you

jagged gale
#

is rotation in transformation still bound to multiples of 90

white bobcat
#

Yes

jagged gale
white bobcat
#

@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 😅

red sky
#

>= 1

quaint lion
#

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?

white bobcat
#

You use commands 🤷‍♂️

lost trellis
quaint lion
#

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.

nova wolf
#

permutations?

white bobcat
#

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.

marble pumice
#

Is it possible to render an item on block that is stocked in a block?

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like there is a block that contains an inventory

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in this inventory you have a iron ingot, and this iron ingot is shown on the block texture

white bobcat
#

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

clear bobcat
white bobcat
#

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.

white bobcat
#

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

vestal marsh
white bobcat
#

What about blocks like lightning rods

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logs, quartz pillars, basalt

vestal marsh
white bobcat
#

really?

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I see

#

What do they do to render it like that on hand and invo?

vestal marsh
#

No idea

white bobcat
#

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.

cerulean raft
#

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.

white bobcat
#

Enable the content logs in Minecraft and read them

cerulean raft
#

the block pack isnt showing up in the settings

white bobcat
#

Then the problem is on your behavior or resource pack. Are you receiving any errors when importing it? Where is it located?

cerulean raft
#

Im not sure what you mean

white bobcat
#

How are you putting your addon in the game?

cerulean raft
#

Ive got the addon file saved to my computer within the com.mojang folder

white bobcat
#

Where specifically? dev folders?

cerulean raft
#

its in development_resource_packs

white bobcat
#

May you show a screenshot on how the pack structure looks?

true rover
#

what are the aux values for custom blocks?

white bobcat
#

You define those as block states. In case you are reffering to vanilla blocks

minor arrow
#
                "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

white bobcat
#

Is there any other permutation that searches for the same value of that property and also has a material_instance component?

minor arrow
white bobcat
#

You can check 🤷‍♂️

minor arrow
#

all of my permutations have different value

#

would all of them having a material instance for a different texture effect it?

white bobcat
#

Only if any of them have a repeated value

minor arrow
#

hmm

#

what about the render method

#

would that change much?

white bobcat
#

That should not affect in anything the problem you are facing

minor arrow
#

am i setting like the block property wrong?

white bobcat
#

You are not

oak ledge
white bobcat
#

What is the problem? I can help you to fix them.

oak ledge
#

Well it has not become a whole block

white bobcat
#

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"
                    }
                }
            }
        ]
oak ledge
#

So what my error?

#

@white bobcat

white bobcat
#

Your error were the values in q.block_face and missing spaces that made the condition syntax invalid.

oak ledge
#

And thanks when I try and it works. I'll tell you if work

white bobcat
#

The code I provided should be correct, yes. From my template, the only things you want to change on the permutations is the item.

oak ledge
#

Well it work but...

white bobcat
#

Is your texture a full block?

oak ledge
#

Yes

white bobcat
#

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?

oak ledge
#

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

white bobcat
#

I'd prefer to help you fix it

oak ledge
#

Let me try

oak ledge
#

It failed and did nothing

white bobcat
#

Just try it with stone

oak ledge
#

I tried it and failed

white bobcat
#

It should not fail

oak ledge
#

Let me try your addon

white bobcat
oak ledge
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.

oak ledge
white bobcat
atomic marsh
#

Would doing face culling permutation absolutely destroy overhead?

white bobcat
#

What?

atomic marsh
#

Nvm. I don't think its possibly anyways

white bobcat
#

Apply face culling to blocks?

atomic marsh
#

Yeh. Though I realized custom models abstract models into cubes based on position and size.

white bobcat
#

You can with minecraft:unit_cube or with a custom geo if you need to use transparent/semi transparent textures.

atomic marsh
#

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.

white bobcat
#

Custom geos simply doesn't have face culling 😔

atomic marsh
#

MOJANG, GIVE US FACE CULLING

white bobcat
#

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.

atomic marsh
#

iffy

atomic marsh
nova wolf
oak ledge
#

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?

oak ledge
white bobcat
#

You can. You have to run the commands on each side of the block

oak ledge
#

@white bobcat I will mention you later here #1193864785478029364

zinc wyvern
#

my crop and custom crop bedrock dev dont growing

crude acorn
#

Does anyone know how to fix the sides?

vestal marsh
turbid veldtBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

crude acorn
white bobcat
#

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.

shrewd storm
nova wolf
#

maybe

neat summit
ebon laurel
crude acorn
neat summit
#

no

#

it's a really complicated file format in Minecraft, and I am not sure if any documentation exists for it

white bobcat
#

Last time I tried you simply couldn't but that was a long time ago

neat summit
#

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

white bobcat
#

Thanks!

neat summit
# white bobcat 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.

white bobcat
#

Yeah it looks like it

neat summit
#

It does work, but does not change color based on the biome

white bobcat
#

Yup, same results I had

neat summit
#

would be cool to use molang inside the texture json to check for biome and change texture or something

white bobcat
#

Indeed, really sad this is a feature we can't use

hoary basin
#

One message removed from a suspended account.

#

One message removed from a suspended account.

vestal marsh
shrewd storm
#

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

neat summit
# white bobcat Yeah it looks like it

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.

white bobcat
#

That is very unfortunate

nova wolf
#

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?

white bobcat
#

Geometry

nova wolf
#

oki

atomic marsh
solid brook
#

How to

#

How to make an entity Spawn when block is placed ?

#

As example: putting furnace, pig spawns

primal roost
#

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

white bobcat
#

And honestly, I don’t see how would 5 geometries be better than one with the bones needed.

solid brook
#

Just With working blocks

#

But how i summon it in specific coordination

#

@primal roost

white bobcat
#

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.

solid brook
#

Ok

white bobcat
#

Can you rotate a model from 4 different directions from client side?

crude acorn
#

How do you change cauldron potion colors?

oak ledge
#

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.

magic glade
#

how to remove shadows from a block?

fallow root
#

How remove the ugly shadow seem.

dim crater
#

I wanted to ask about porting entities, blocks and models

primal roost
#

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

dim crater
ebon laurel
#

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

primal roost
#

the entity models are not usable

dim crater
#

or dev of original mod provided you with assets

primal roost
#

manually

dim crater
#

omgg

#

and what about the behavior of mobs? also manually without using data of the computer version code? Well, that's clear

primal roost
#

yup, all manually

#

its hard

vital viper
#

i have inside info that your a good scripter, is that right? @primal roost

primal roost
#

money?

#

also #off-topic

nova wolf
#

Is there any way to detect air?

shrewd storm
vestal marsh
vestal marsh
shrewd storm
#

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

vestal marsh
junior flame
#

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

balmy moss
junior flame
#

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

nova wolf
junior flame
#

Yessir somehow fixed it

#

Not certain what lol. I just made an example invisible block then copied all the things across as necessary

strange steeple
#

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.

#

The animations are fine, just need some help actually implementing it into the game

worldly tendon
#

What is the replace for "blockshape" since it's being deprecated?

vestal marsh
worldly tendon
vestal marsh
#

You have to use custom geometries

red thicket
#

How to make an end portal frame crack when using a netherite pickaxe with a custom enchantment?

obsidian spoke
#

hello is there any way to make block only breakable with a certain tool ?

vestal marsh
obsidian spoke
#

I want that with a iron pickaxe the loot drop and with a stone or wood pickaxe it doesn't drop loot

vestal marsh
obsidian spoke
#

ok

#

thanks

obsidian spoke
#

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 ?

obsidian spoke
obsidian spoke
vestal marsh
obsidian spoke
#

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

nova wolf
#

I believe that is what you're looking for

crude acorn
#

Does anyone know how to change the pumpkin bottom? It doesn't seen possible it seens

sweet current
#

i cant fix rotation like it faces me { north.west.south.east } i did everything it wot work

nova wolf
#

And then 4 permutations checking which direction it's being placed in?

sweet current
#

yes

#

i went to bedrock wiki but it didnt work

prime smelt
clear bobcat
#

Hello guys, just want to confirm. We can have separate loot table for each permutation right ?

clear bobcat
white bobcat
#

That question reminded me of the first “issue” with my chameleon layer- I forgot to add the different loot tables

white bobcat
#

#1145868241634345004 message

sterile eagle
#

:3

stiff rampart
#

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

ebon laurel
#

You shouldn't need to do anything special with the block to make it craftable. Can you send your recipe file?

stiff rampart
ebon laurel
#

I only need the recipe file, not the whole pack. And ofc, go ahead and ping me when the files back together!

stiff rampart
#

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.

full pagoda
#

Can we have custom block that is bigger than 16 * 16 *16 ?

vestal marsh
full pagoda
vestal marsh
stiff rampart
#

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
        }
    }
}
stiff rampart
#

this is the placement

vestal marsh
desert vector
#

recipes should be inside a recipes folder

stiff rampart
stiff rampart
ebon laurel
stiff rampart
#

I tried adding it in but it keeps telling me that it expected an object

stiff rampart
stiff rampart
#
{
    "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"
    }
]

}

ebon laurel
# stiff rampart can you show me an example? I havent learned json syntax well so I keep having i...

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

stiff rampart
ebon laurel
stiff rampart
#

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

sacred fjord
stiff rampart
sacred fjord
stiff rampart
# sacred fjord 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

sacred fjord
stiff rampart
#

I changed it in the two manifests and the recipe file

#

but it didnt wanna work ig

#

is it supposed to say item twice like that?

sacred fjord
sacred fjord
stiff rampart
#

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?

#

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

stiff rampart
sacred fjord
#

You must always use the full identifier

stiff rampart
#

did I not do so here?

#

oh the item. was redundant but I had to add it everywhere if I kept it?

sacred fjord
#

item. it was part of your item's identifier, so it should also be included

stiff rampart
#

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

karmic flame
#

For mobspawner thing where box thing was really close to being a full block like a chest

#

How do I get that

ebon laurel
#

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

elfin fjord
#

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?

white bobcat
#

You’d use entities for that

lone matrix
#

heelo I have question how to make block entites like chest, bees or decorated pot

#

@vestal marsh

turbid veldtBOT
#
Do not ping random people

Do not ping random people for help or otherwise.

Random pings are never good dont_ping_lich; No one is obligated to help you at random.

ebon laurel
#

@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

floral light
#

can someone come and help me?

white bobcat
#

Please don't cross post your questions. Be patient

floral light
#

someone how to deactivate that a block can be pushed with a piston

unborn jetty
#

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

white bobcat
#

Not possible

unborn jetty
#

damn

#

apparently someones done it before

#

probably a custom block though

novel mantle
#

Can you set the minecraft:cardinal_direction block trait with set_block_state or is it only set on placement?

hoary basin
#

One message removed from a suspended account.

unkempt creek
#

What's the latest format version for blocks?

nova wolf
#

make sure your target version is also 1.20.60

unkempt creek
#

Alright, thanks.

#

Why geometry.full_block says not valid?

#
"minecraft:geometry.full_block": {}
#

What's the correct format?

nova wolf
#

it's part of "minecraft:geometry"

unkempt creek
#

Ahh

#

Alright, thanks.

woven robin
#

hi there, how can I query if the neighbor block is solid? is it possible?

white bobcat
#

How can I fix this shadow?

white bobcat
#

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

mint frost
#

huh

white bobcat
#

wha

mint frost
#

only thing I had asked was why the selection box cannot extend -1 in they direction to account for farmland

white bobcat
#

oh lol, mb then

boreal stag
#

Hello! is there a way of overriding a block with another block? (like air or water?)

ebon laurel
#

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

unkempt creek
boreal stag
# unkempt creek 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)

ebon laurel
#

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

boreal stag
#

yeah im going that road, but i cant find the way to get te item out ofo the player to even do something

ebon laurel
scenic citrus
#

My block model is too big, how can I override that?

vestal marsh
scenic citrus
vestal marsh
scenic citrus
#

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?

vestal marsh
#

🤷 Make it smaller

scenic citrus
#

I cant make it similar to the ender dragon head?

vestal marsh
#

Newp

ebon laurel
#

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

scenic citrus
#

Hmmm 🤔 what would spawn the entity?

woven robin
#

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

ripe loom
#

Are you using block traits?

ebon laurel
woven robin
white bobcat
hoary shadow
#

Ehy guys, you who are way more experienced, how do you like script seeds and stuff to work?

white bobcat
#

What?

hoary shadow
#

Like how to make seeds that makes plant and how to make the plant grow you know

white bobcat
#

Oh, I understand now

hoary shadow
#

Thankss

#

Sooo do I start with Seeds or with the crop?

tame bison
#

Does anyone know why my custom blocks keep showing up as pink for xbox players when they join my world?

ripe loom
#

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

tame bison
#

?

ripe loom
tame bison
#

I still have a problem

ripe loom
#

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)

white bobcat
leaden valley
#

Hey guys

#

Can you make a custom chest that opens a server form?

#

Is it possible?

vestal marsh
leaden valley
leaden valley
vestal marsh
#

🤷 Ask in #1067535382285135923

leaden valley
#

Ok thx for your time

zinc wyvern
#

@vestal marsh u know why this is not working for me

turbid veldtBOT
#
Please, no screenshots or photos!

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.

desert vector
zinc wyvern
# turbid veldt

"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": {}
}
}
}

ebon laurel
#

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

turbid veldtBOT
#
Please, no screenshots or photos!

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.

ripe loom
white bobcat
#

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

versed brook
#

Can I change the wood when getting stripped to drop something???

vestal marsh
versed brook
#

I want to drop it not to give it actually

vestal marsh
versed brook
#

When some one click with axe to strip a wood will drop a item not giving straight to inventory

vestal marsh
#

You can use ScriptAPI

versed brook
#

Ty

pearl peak
#

how to make a Ore so rare like diamond or netherite ?

white bobcat
#

@west ledge hey, have you tried colormap in custom blocks?

west ledge
#

Does not work

#

Unless you know something I don’t.

white bobcat
#

nope, just wondering as you recently experimented with blocks

ripe loom
#

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 🙂

white bobcat
#

Is very unfortunate

primal roost
#

generate the ore?

thorny pond
#

do traits contribute to the state limit?

west ledge
#

Yes

pearl peak
half hemlock
#

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?

primal roost
#

my block has 10 seconds to destroy, but when i use a pickaxe it doesn't work

#

why?

#

the block has already stone tag

fallow fiber
vestal marsh
turbid veldtBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

fallow fiber
#

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.

nova wolf
#

what content log error are you getting?

fallow fiber
#

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.

nova wolf
#

in "creator" tab in settings

#

turn on both

#

then make a world with your add-on

fallow fiber
#

Thanks, I've learned something new.

nova wolf
#

np

woven robin
#

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" }

misty granite
#

someone knows how to modify the geo of the block to make it connect ?

wind hedge
#

has the new face culling deprecated render_method?

nova wolf
#

no

#

the culling feature only works on faces that are fully opaque, 16x16 side I believe

wind hedge
#

thanks

wind hedge
#

unless it was added recently

primal roost
#

mmm

#

ok

white bobcat
foggy lily
#

Does anyone know where I can find the vanilla block models?

ripe loom
#

Into the vanilla texture pack. If you use entity wizard in blockbench, you can just load it from the main menu

ripe loom
#

No problem 🙂

red sky
#

That's not right

#

block models are not provided by the vanilla pack.

#

They are hardcoded.

vestal marsh
#

You can find the block models in the Java vanilla packs

red sky
#

Yes. You have to get the .jar file for your version, copy it somewhere then change the extension to .zip.

turbid veldtBOT
vestal marsh
red sky
#

Learn new things everyday

#

My method cooler

ripe loom
#

Smokey, they are the same as Java?

red sky
#

Not in all cases but close enough.

pearl peak
#

is it wrong ? bc i get error on the log about that

nova wolf
pearl peak
#

How can I make it rare?

#

Like gold

#

And deepslate level

nova wolf
#

I'm not sure I understand

#

oh

nova wolf
neat summit
#

This question is for #1067870310055022672

void coral
#

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)

zinc wyvern
ebon laurel
zinc wyvern
#

Oh okay that no problem

trim crypt
#

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

white bobcat
#

Use blend

trim crypt
#

It makes it look empty

#

Is there a way to remove that?

white bobcat
#

Alpha test should work fine for that… I don’t see how it’ll make your transparent pixels opaque

ripe loom
#

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)

trim crypt
ripe loom
#

As said Kaiôga blend is what you need to use. I using that for my custom leaves

white bobcat
trim crypt
#

No misspells

trim crypt
ripe loom
#

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

ripe loom
#

It changes nothing for me

trim crypt
ripe loom
# trim crypt That's weird

I have that
"minecraft:material_instances": {
"*": {
"texture": "frozen_leaves",
"render_method": "alpha_test",
"ambient_occlusion": false
}
},

vestal marsh
#

I think youre looking for the face culling property

ripe loom
#

like "face_culling":false ?

ripe loom
#

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 😄

white bobcat
#

Leaves never required culling rules though, just alpha_test

ripe loom
#

Are you able to remove the shadow with alpha_test Kaiôga?

white bobcat
#

I don't know what shadows you are talking about

ripe loom
#

#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...)

white bobcat
#

I don't think they will, no

#

I don't remember where I got my leaves file.. hm

pearl peak
#

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

vestal marsh
pearl peak
#

mhmm

#

but it's gonna be hard using script...

ebon laurel
#

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

wind hedge
#

Does minecraft:transformation's rotation rotate the block model?

wind hedge
#

Just wanted to check before spending too much time modeling some stairs

turbid veldtBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

pearl peak
vestal marsh
pearl peak
#

i wanted to ask u for good doc about animation

fresh falcon
#

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?

stoic glacier
#

i added traits and permutations to my block, it has no custom geo and uses animated texture. I want the block to rotate

white bobcat
white bobcat
# stoic glacier i added traits and permutations to my block, it has no custom geo and uses anima...

Check out rotatable blocks and Kaioga's Block Templates if you still need another example of rotatable blocks.

GitHub

Contribute to Kaioga5/Kaioga-s-Block-Templates development by creating an account on GitHub.

fresh falcon
white bobcat
#

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

fresh falcon
#

Yeah true it has many problems, i asume minecraft will add this feature some time in the future.

white bobcat
#

Ideally

hollow hemlock
#

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.

turbid veldtBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

hollow hemlock
#

My bad, fixed the question

nova wolf
#

what does your content log say?

hollow hemlock
#

I had it as properties before

vestal marsh
hollow hemlock
hollow hemlock
#

Nevermind found it?

stoic glacier
#

i am using animated texture for the blcok

#

block

white bobcat
#

So what is the problem?

stoic glacier
unkempt creek
#

Does geometry.full_block has bug? Cause it won't able to rotate.

white bobcat
#

Yeah. Is a known bug

jaunty hedge
spiral void
#

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

nova wolf
#

no, not that I know of anyways

white bobcat
tiny stump
#

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 "

unkempt creek
#

What are you trying to do?

trim crypt
#

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

trim crypt
jaunty hedge
#

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

vestal marsh
jaunty hedge
#

also ty

vestal marsh
#

XD

primal roost
#

im just using flipbook textures

jaunty hedge
unkempt creek
#

Yes, that work with me.

unkempt creek
jaunty hedge
#

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

mint frost
#

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

white bobcat
#

I don’t get it

mint frost
#

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

mint frost
# white bobcat That’s not a good question

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

white bobcat
mint frost
#

weird, not sure why it's just an update texture then

white bobcat
#

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

mint frost
#

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

white bobcat
#

You either define the texture with material instances or with blocks.json

white bobcat
mint frost
#

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

white bobcat
#

What else you need other than a simple block and the script

#

?

mint frost
#

that's it, there's just a lot of stuff the block will do

white bobcat
#

Oh okay

mint frost
#

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

white bobcat
#

I hope Mojang give us that scripting replicas of experimental components

mint frost
#

is that not what they literally are giving us

white bobcat
white bobcat
#

not giving the replicas

mint frost
#

wdym use wildcard?

white bobcat
#

*

mint frost
#

I shouldn't need anything in blocks.json

red sky
#

If that's a transparent texture blocks.json won't work for that block anyway.

white bobcat
mint frost
#

I will be adding sound, but that's it

#

It's just a sponge block

white bobcat
#

Okay

mint frost
#
{
    "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

white bobcat
#

uhhh

#

Is your texture opaque?

mint frost
#

nope

#

already put it in the material instance of another block and it worked just fine

#

have absolutely no idea

#

Json is stupid

white bobcat
#

that’s… strange