#Blocks General

1 messages · Page 6 of 1

foggy lily
#

Does anyone know if it is possible to fix the rotation of wood without using geometries?

nova wolf
#

Anyone know how to stop x/z infighting on blocks

nova wolf
#

fixed it by using blend

minor sluice
#

Is there any simple way for making a custom block unpushable pistons, like setting some property/component? Or do I have to use scripting events?

west ledge
vestal marsh
west ledge
#

Didn't it come back???

vestal marsh
west ledge
#

BlockPistonComponent

#

@beta

#

And I still see pistonActivate

vestal marsh
west ledge
#

1.20.80-preview.20

vestal marsh
#

Well good to know then

west ledge
#

Oh, let me see.

minor sluice
#

The event is here, but its only an after event. So you can't cancel it like you would with a before.

west ledge
#

Yeah, no before event. Gotta do something fucky.

minor sluice
west ledge
#

It should just be a tag…

minor sluice
#

yeah

west ledge
#

Maybe one day…

#

But not today. Suffer.

minor sluice
#

Raaaah

somber cosmos
#

Is it minecraft:geometry.full_cube or minecraft:geometry.full_block?

#

The update page says full_cube but the generated docs say full_block

vestal marsh
#

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

somber cosmos
#

salute Logged an issue on the docs

royal socket
#

How do I get a custom sapling that can grow into a tree?

ripe loom
# royal socket How do I get a custom sapling that can grow into a tree?

I'm doing that the old way with on_interact component with bone meal to trigger an event. Then into the event I randomize 3 different commands to load randomly 3 different structures that contains my custom trees. As block events will be deprecated you would need to find a way to do the same with scripting

vestal marsh
#

I recommend using playerInteractWithBlock or wait for custom components

royal socket
#

What do I even use for coding?

turbid veldtBOT
dull pewter
#

How do I stop my block texture from turning black like this?

dull pewter
inner glen
#

Is there any way to make the border block invisible? Or with the same behavior as the barrier (visible when placing the item in your hand)?

sacred fjord
#

Use this in blocks.json:

"border_block": {
  "blockshape": "invisible",
  "sound": "stone",
  "textures": "border_block"
}
fallow axle
#

Hi.

zealous coyote
#

Can you make custom item groups in behavior packs?

white bobcat
#

No

nova wolf
zealous coyote
#

Ohhh, okay

white bobcat
#

Yeah, you can’t make categories with just a BP

zealous coyote
#

So, what's causing this to not work? Textures are in the blocks/textures folder, and this is in the blocks json in the root of the resource pack

somber cosmos
#

Is format_version 1,1,0 acceptable within blocks? thonk
You should set this to the latest 98% of the time 😄

zealous coyote
#

That being? Because 1,1,0 was the version on the wiki

somber cosmos
#

1.20.70

#

oh wait I understand that's your format version in blocks.json not your block

zealous coyote
#

Yeah

#

That's why I don't know what's wrong with it

sacred fjord
#

It works well for me without format version, I don't think this is accepted anymore

tame shale
#

Under Minecraft:material_instances

nova wolf
# tame shale Pretty sure textures on custom blocks are set in the block behavior file, not bl...

they can be. but you can also define all of your textures in the blocks.json file as a central area to define it

{
    "format_version": [
        1,
        1,
        0
    ],
    /*"block:name": {
        "sound": "<sound>",
        < "textures": "terrain_texture">
                ||
        < "textures": {
            "up": "terrain_texture",
            "down": "terrain_texture",
            "east": "terrain_texture",
            "north": "terrain_texture",
            "south": "terrain_texture",
            "west": "terrain_texture" >
        }
          }
    }*/
    "dma:stone_sixteenth": {
        "sound": "stone",
        "textures": {
            "up": "stone",
            "down": "sand",
            "east": "brick",
            "north": "birch_leaves",
            "south": "spruce_planks",
            "west": "diamond_block"
        }
    }
}```
#

you can define sound there, and a few other stuff also

versed brook
#

It is possible to add a texture pack for a block that 16x16 for each side??

unkempt creek
#

Huh? Of course, that's literally just a normal block.

tame shale
tame shale
#

current custom blocks ignores block.json when it comes to textures

vestal marsh
#

No, custom blocks is encouraged to use material_instances not blocks.json unfortunately

tame shale
#

this is why we can't have carried textures for custom blocks

vestal marsh
#

Hopefully Mojang will revisit this once HCF is gone to be similar to MC Legends where each block's texture is defined in its own json file not an overall blocks.json file

tame shale
#

I feel like this is where they are headed. I think they will implement everything blocks.json can do for a block into the blocks behavior file. One stop shop

vestal marsh
#

Im conflicted honestly 😂 one one hand i LOVE a one stop shop

#

On the other hand I hate how client stuff is defined in server file. @west ledge also hates this too iirc

tame shale
#

I just want carried textures

#

I hate making a whole new item just to make it a block placer

#

when a single line of code could do the same thing by allowing carried textures on custom blocks

#

maybe 2 lines of code 😆

nova wolf
#

I use blocks.json a lot and it my custom blocks doesn't ignore it

#

must be a naming issue if it's ignoring it for you

tame shale
#

What format version are your blocks in?

vestal marsh
#

There's really no reason to use blocks.json currently

nova wolf
#

literally only reason

nova wolf
tame shale
#

🤔 I guess if it works for you, great. Last time I tried, it didn't do anything. Best to use Material_instances anyway, so that your blocks are future proofed.

kind finch
#

How do I fix this? When trying to set a block state it autofills to that but says its wrong. Whats the proper way?

                "sequence": [
                    {
                        "run_command": {
                            "command": "execute if entity @e[type=player,r=10] run fill ~-1 ~-1 ~-1 ~1 ~1 ~1 retr:runaway [${1:active}] keep"
                        }
                    },
                    {
                        "run_command": {
                            "command": "execute if entity @e[type=player,r=10] run setblock ~ ~ ~ glass"
                        }
                    },
                    {
                        "run_command": {
                            "command": "execute unless entity @e[type=player,r=10] run setblock ~ ~ ~ white_stained_glass"
                        }
                    }
                ]
            },
vestal marsh
kind finch
#

Ah, thank you. Should I try to do stuff in script instead?

vestal marsh
white bobcat
#

Easier is not the right word in that sentence

jaunty hedge
#

hmmm i wonder if this issue is gone now, i cant reproduce it in 1.20.71

tame shale
#

Got some new block components today in the preview

Blocks
Added ‘minecraft:entity_fall_on’ block component behind the Beta API experiment
Added ‘minecraft:tick’ block component behind the Beta API experiment```
#

wonder how minecraft:tick will be used

vestal marsh
#

They're the replacements for the HCF events. Those two are required for the custom components to work #1220035290723254273 message

neat summit
#

Anyone got the new fullblock geo thing for me to use since unit_cube left the chat

desert vector
neat summit
#

As long as it can replace unit_cube haha. Thanks!

white bobcat
#

(I think it is still glitchy)

neat summit
#

cool some of my blocks is just 1 color pain

#

Seems to be a UV error or something. Applied to all my blocks that I think used unit_cube

#

I knew it

white bobcat
#

Yup

#

It is still bugged

vestal marsh
#

Please read this: #announcements message block events are being removed. Use custom components and scripting instead

silver rose
#

It doesn't matter, I always ask something and no one answers lol

raw snow
#
[Blocks][warning]-Collision in hashed Block Network ID.  One of the blocks' hash has been adjusted.  Block being added: TAG_Compound: 3 entries
{
   // name
   TAG_String: fnaf:vertical_big_stage_bricks_tile_slab
   // states
   TAG_Compound: 6 entries
   {
      // fnaf:check
      TAG_Byte: 
      // fnaf:placed
      TAG_Byte: 
      // fnaf:placedSecondPart
      TAG_Byte: 
      // fnaf:rotation
      TAG_Int: 1
      // fnaf:secondPart
      TAG_String: fnaf:vertical_checkered_tiles_slab
      // minecraft:cardinal_direction
      TAG_String: west
   }
   // version
   TAG_Int: 18103297
}
, block collided with: TAG_Compound: 3 entries
{
   // name
   TAG_String: fnaf:vertical_big_checkered_tiles_slab
   // states
   TAG_Compound: 6 entries
   {
      // fnaf:check
      TAG_Byte: 
      // fnaf:placed
      TAG_Byte: 
      // fnaf:placedSecondPart
      TAG_Byte: 
      // fnaf:rotation
      TAG_Int: 0
      // fnaf:secondPart
      TAG_String: fnaf:vertical_big_rancid_wall_tile_alt_slab
      // minecraft:cardinal_direction
      TAG_String: south
   }
   // version
   TAG_Int: 18103297
}```
#

does anyone have a clue what does this mean?

#

i never had this error

vestal marsh
#

Seen that a few times, no idea what caused it though but it should be fine? Restarting your game shuold clear up that error

trail scroll
trail scroll
#

block events

vestal marsh
#

There are no more block events

#

Everything will be done via scripting

trail scroll
#

what are the performance difference between the two

#

through scripting vs json events

vestal marsh
#

🤷 Barely

#

Random ticking and queued ticking are quite performant

trail scroll
#

dammit why do they have to make everything hard

#

when everything's working as it is

vestal marsh
#

Wasn't up to their standards and besides, scripting is much more powerful

glossy dagger
#

What causes this problem

raw snow
#

but the error still happens

trail scroll
distant zenith
#

what does thie mean?

vestal marsh
distant zenith
#

i have one

#

wait

vestal marsh
#

Show your geometry component

distant zenith
#

it was just spelt wrong

#

im all good now

vestal marsh
desert sorrel
#

How do I make the block can be placed on every block except it self, no scripts pls

white bobcat
#

Use placement filter

desert sorrel
#

I know now someone helped me already

distant zenith
#

what do i use to make the data part of a give command change a component in a block

#

i already know about the states and permutation stuff, i just dont what what to do in those

desert sorrel
#

What?

distant zenith
#

like, when you do /give, theres a data part after the count

#

and i wanna know how i can make that number effect components on the block

vestal marsh
distant zenith
vestal marsh
distant zenith
#

👍

desert sorrel
desert sorrel
#

Pls anyone's respond

neat shell
#

wait for 1.11.0 beta api
and i may rewrite that

desert sorrel
neat shell
desert sorrel
#

my block have 60 states

#

I mean geometry visibility hahahaha

#

This wouldn't work out. I really need to use a frickin unkillable entity

white bobcat
oak ledge
#

Is there a way to get all tags in all blocks?

desert sorrel
white bobcat
#

The rotation made with bone_visibility?

#

You'll have each frame of the animation in the geometry, and activate it accordingly

desert sorrel
#

I have the geometry already but I don't how to make it a sequence. From 0 60 cause the states are only 16

white bobcat
desert sorrel
#

Blocks have a limit of 16 valid values per state that cannot be exceed. This guide will explain how to avoid reaching the limit.

TIP

This tutorial does not show you how to have more than 16 states values, however using this method will simulate that!

white bobcat
#

Yeah, I wrote that page

desert sorrel
#

How many part visibility does it havr

white bobcat
#

Also, your block itself can store up to 64 state values, but only 16 state values per state

white bobcat
white bobcat
#

Read the page, you’ll find it useful

desert sorrel
#

Ok I can learn that but how do I make it a sequence?

#

From state 0 60

white bobcat
#

Each letter is one frame.

desert sorrel
#
  "states": {
    "wiki:value_1": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
    "wiki:value_2": [10, 11, 12, 13, 14, 15, 16, 17, 18, 19],
    "wiki:value_3": [20, 21, 22, 23, 24, 25, 26, 27, 28, 29],
    "wiki:value_4": [30, 31, 32, 33, 34, 35, 36, 37, 38, 39],
    "wiki:value_5": [40, 41, 42, 43, 44, 45, 46, 47, 48, 49],
    "wiki:value_6": [50, 51, 52, 53, 54, 55, 56, 57, 58, 59]
  }
}```
#

It's not possible if like this right @white bobcat

white bobcat
#

Eh, I mean, you can do that… but that would be a really bad use of resources

desert sorrel
#

Sorry if I ask too much, I'm gonna a make a post later

white bobcat
#

Yes please, do a post

desert sorrel
#

Yeah it's just the same as before @white bobcat

"states": {
  "wiki:division": [0, 1, 2, 3, 4, 5],
  "wiki:value": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
}
"condition": "q.block_state('wiki:division') == 0 && q.block_state('wiki:value') == 0"
"condition": "q.block_state('wiki:division') == 0 && q.block_state('wiki:value') == 1"
...
"condition": "q.block_state('wiki:division') == 5 && q.block_state('wiki:value') == 10"
"condition": "q.block_state('wiki:division') == 5 && q.block_state('wiki:value') == 11"
white bobcat
#

hm?

#

I don’t understand your message

desert sorrel
#

I mean what I did above is just sames as what I sent before. Sorry bad English

white bobcat
#

No, it is not

desert sorrel
#

Men I'm really really stupid, I can't understand some of it haha

white bobcat
#

I will answer you in your post

tall tinsel
#

Stupid general question: is it possible to create custom blocks with custom data attached (like inventories)?

tall tinsel
#

Sadface

#

My blocks requires too many permutations

#

So not possible

vestal marsh
#

What are you trying to make?

tall tinsel
#

I am the maintainer of chisels and bits on java

#

And some body asked if I could port at least a reduced version to bedrock

#

So I have been researching ways to store the material information for each bit position in the block

#

But without the ability to store the bit positions material outside of the blockstate I don't see a way to do this

#

I could use entities

#

But that would potentially be heavy on Performance

#

So ...

#

Not really an option either I think

#

Any suggestions if it is even possible?

vestal marsh
#

Not really, you might need to wait for dynamic block properties or better block support to store data

tall tinsel
#

Okey thanks!

distant zenith
#

how do you make custom workbenches?

desert vector
# distant zenith how do you make custom workbenches?

add the crafting table component to your block, for example this would make the block act like a vanilla crafting table:

"components": {
  "minecraft:crafting_table": {
    "table_name": "container.crafting", // Shows in the UI above the crafting grid, translated
    "crafting_tags": ["crafting_table"] // Referenced by "tags" field in recipe files
  }
}
distant zenith
#

thanks thumbs

desert sorrel
#

What the hell is this?

mint frost
#

do blocks not have a tag component anymore?

#

bedrock.dev doesn't show "minecraft:tags" as a component in latest stable

#

I figured that one would have been updated to be the same as items

vestal marsh
mint frost
#

weird

white bobcat
#

Blocks do indeed have a component

#

For tags

#

oh wait it was just removed, what? (Joke for 04/01/24)

desert vector
#

blocks have only ever had the "tag:my_tag": {} format

white bobcat
#

no longer valid

#

Removed on todays update btw, the one posted in this very day

quiet dirge
#

How can I create the same cardinal directions in the geometry of the model?

This is how I have it now, how can I make it like in the example above

    "format_version": "1.12.0",
    "minecraft:geometry": [
        {
            "description": {
                "identifier": "geometry.unknown",
                "texture_width": 128,
                "texture_height": 128,
                "visible_bounds_width": 2,
                "visible_bounds_height": 2.5,
                "visible_bounds_offset": [0, 0.75, 0]
            },
            "bones": [
                {
                    "name": "Xerox",
                    "pivot": [0, 0, 0],
                    "cubes": [
                        {"origin": [-4, 0, -3], "size": [11, 6, 9], "uv": [1, 33]},
                        {"origin": [-3, 6, 3], "size": [9, 6, 0], "pivot": [1, 6, 3], "rotation": [-17.5, 0, 0], "uv": [21, 58]},
                        {"origin": [-1.5, 6, 2.9], "size": [6, 5, 0], "pivot": [1, 6, 3], "rotation": [-17.5, 0, 0], "uv": [0, 75]},
                        {"origin": [-7.5, -0.5, -4], "size": [4, 8, 11], "inflate": -0.5, "uv": [0, 55]},
                        {"origin": [-6, 5.5, -4], "size": [1, 1, 1], "uv": [1, 58]},
                        {"origin": [-3, 1, -7], "size": [9, 0, 4], "uv": [27, 66]}
                    ]
                }
            ]
        }
    ]
}```
desert vector
#

if you're using blockbench go to file > project and change the UV mode to per-face

desert sorrel
#

Why do that need to remove tags

#

BRUH

bitter garden
#

y dont ppl ever make blocks like this w baseboard? would it cause issues

white bobcat
white bobcat
oak ledge
#

I need some help in my problem you saw in the blocks section about block rotation

desert sorrel
desert sorrel
#

I'm not freaking kidding hahahaha

desert sorrel
white bobcat
#

Not sure what you are trying, but you should do q.block_neighbor_has_any_tag

#

Though, block events will be dead soon

desert sorrel
#

maybe I should try that cause the query is used is query.any_tag

mint frost
#

are there any components that can be used to make a block work like plants and break from water and lava?

mint frost
#

First you tell me no in the mod channel

#

then you tell me no in the blocks channel

#

stop following me

#

I really want to avoid having to use a constant ticking component for crops

#

but looks like I might have to

mint frost
#

I guess I can't even use a constant ticking component, there's no way to tell how much water is left in a flow to know when the block needs to break

mint frost
#

is there a way to specify a default block state like how we can set defaults for actor properties?

desert sorrel
desert sorrel
desert vector
white bobcat
vestal marsh
white bobcat
vestal marsh
#

Yes

#

Yes it can

#

That's what BlockPermutations are for

white bobcat
#

Well then do that Zack 👆

#

I guess there will be a new template this weekend

zinc wyvern
#

Can i get a BAsic Block JSON? like for a custom block

vestal marsh
zinc wyvern
#

Okay

vestal marsh
#

No need to crosspost

trim crypt
#

Hey guys is there a way to allow snow layers to pass through a block?

#

I posted in the worldgen general chat

#

Maybe someone here would have the answers

boreal wind
#

so I was curious how one would diagnose an issue, some block textures work while others don't, the files and everything are identical, just image is different.

digital crystal
#

just got back into modding and now im getting a registry error? apparently multiple of my blocks "does not exist in the registry" but everything is perfectly fine, they behave the same as always and look the same

vestal marsh
glacial mortar
#

i want to cancel when the player jump on the farmland to still like what is it not changing to the dirt anyone can help me with that?

vestal marsh
exotic latch
#

Does anyone have an example file that creates a block with the properties of a light block without the light? Trying to make what is basically an invisible spawner,

preferablly that can only be broken or seen with the item in hand

fallow axle
#

Welp.

toxic vortex
#

Is there a way to make custom blocks waterloggable without using any structure editing

desert vector
#

no

toxic vortex
#

oh

toxic vortex
#

How exactly?

white bobcat
#

You still need structures for that though 🤷‍♂️
It’s using the Structure API
You can create the structure dynamically and then delete it.

quiet dirge
#

Hello everyone, the question is how can I make a frame with 8 pixels inside so that it is not completely transparent

white bobcat
#

You just do it

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? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

bitter garden
#

can someone pls put my block in game

vestal marsh
gaunt steeple
kind finch
#

For some reason my custom block wont drop. I have a loot table, the loot table works, and I have the loot component in my block with said loot table. Yet, it still does not drop. Is there anything else I'm missing?

desert sorrel
#

Put the count

#

I think hahahaha

leaden valley
#

Guys how do I make a bed like block?
(I mean the rotatable two blocks thing not functionality)

primal roost
#

using facing rotation and with scripts detect if theres another air block to put the second one

leaden valley
leaden valley
leaden valley
#

BTW I am trying to place another block on top of it
And based on it's direction the other block's direction will be the same

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? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

leaden valley
#

Oh I get it

leaden valley
# leaden valley
  1. I am trying to place a block on top of a block but based on the first block's direction
  2. The placing part, the second block doesn't get placed
  3. I have tried setting the block with the command which is
    json fill ~ ~1 ~ ~ ~1 ~ pvz:lawn_grass_dark["block:rotation"=2] replace air
  4. Yes
vestal marsh
leaden valley
#

It says that the problem is in =

vestal marsh
#

Oh I think I know what's wrong

turbid veldtBOT
#
Escaping Characters

In json, a string is created: \"like this\". As you can notice, the \" character is used to show the beginning and the end of the string.

If you want to write a string that includes quotes, you need to "escape" it, by using backslashes: \"a json \\\"string\\\" with quotes\". In Minecraft, the backslash character will disappear before being outputted.

Examples:

\"/execute @e[type=item,name=\\\"Rotten Flesh\\\"] ~~~ give @p stonebrick 1 0\"
\"/tellraw @a {\\\"rawtext\\\":[{\\\"text\\\":\\\"Hello World!\\\"}]}\"
leaden valley
#

I will try it and tell you

leaden valley
#

I am going to lose my mind

true rover
#

how are custom blocks ordered in the creative inventory?

vestal marsh
true rover
#

file name? or identifier? both didn't work?

vestal marsh
#

Then who knows lol. That's a bit annoying, last i checked it was id based

true rover
#

it's giving me a different order every time i try something different 🤔

desert sorrel
# leaden valley

Because you need to put "" like
setblock ~~~ crafting_table[\"<state>\"=<value>]

leaden valley
desert sorrel
#

How do I make the block act like signs.

#

When the block behind or below it are broken or air it will destroy itself

raw folio
#

So with the new HCF removal, what is an alternative to block states?

#

Because my block changes texture and executes commands upon different states.

desert vector
#

Block states and permutations aren't getting removed, they've been out of HCF for a while. For the command execution, you can make it so that custom components are only applied on certain permutations of your block.

raw folio
#

Because my block works similarly to that of a sniffer/turtle egg.

raw folio
white bobcat
#

Using custom components

atomic marsh
#

Still yet to use custom components...

white bobcat
white bobcat
raw folio
#

Sure, I'm getting something done right now and it seems to have no errors so far, but at the same time, I was wondering how I could...

#

Ya know what, nevermind.

#

I think I know how to do it.

atomic marsh
#

From what I'm reading, it just provides a custom component class that allows you to listen to all the custom component events depending on it's type and you're able to add you're own behaviors for the specific object that triggered that event.

white bobcat
#

Sort of yeah

#

I mean y’all can check my templates, I made sure to explain literally line by line

raw folio
#

Alright, so another question. How do I set the onRandomTick interval ranges? Because I want my egg blocks to take a while to hatch.

#

Sorry, I meant BlockComponentRandomTickEvent.

atomic marsh
#

Not sure about the event listening methods being a non .subscribe and .unsubscribe bigthonk

raw folio
#

Oh wait...

#

That was stupid...

#

Wrong event.

#

No, wait. Yep.

#

BlockComponentTickEvent doesn't have it either.

#

So, how do I set the tick interval ranges?

white bobcat
#

Custom components questions should be at #1067535382285135923

#

You’ll get better help there bao_bee_happy

raw folio
#

Fine.............

white bobcat
#

And be patient. You are pretty much learning a whole new language, which is a really big learning curve.

desert sorrel
desert sorrel
white bobcat
desert sorrel
white bobcat
#

Why would you need air in this case?

desert sorrel
desert sorrel
white bobcat
#

So use placement filter, it’ll make just that

#

Check my torch template if you want, though the code you provided will work just fine

desert sorrel
desert sorrel
# white bobcat .

Sorry but I can't really get it. I want my block to be placeable on any block except air.

"minecraft:placement_filter":{
    "conditions": [
        {
            "allowed_faces": ["side"],
            "block_filter": [
                {
                    "tags": "!query.any_tag('air')"
                }
            ]
        }
    ]
}
desert sorrel
# vestal marsh Air tag does not exist

Yeah I know I just put that there. Looks like I need to use scripts on that then. But I don't want to cause I'm on 1.20.73 ( I forgot ) and it's doesn't have custom components so yeah, I don't want to edit my blocks again until 1.20.80 is released

vestal marsh
white bobcat
#

You can't place any block on air

desert sorrel
#

I'm stupid okay sorry

white bobcat
#

Im really, really confused

desert sorrel
# white bobcat Im really, really confused

Okay I wanna explain I again, I wanna make my block to be placeable on any block in side only, acting like a sign but once there's no support block on it, it will pop itself off.

white bobcat
desert sorrel
white bobcat
#
"minecraft:placement_filter": { 
                "conditions": [
                    {
                        "allowed_faces": [ // Decides in which faces the sign can be placed.
                            "up",
                            "side"
                        ],
                        "block_filter": [
                            {
                                "tags": "q.any_tag('grass','stone','wood')" // Allowed blocks to place the sign at.
                            }
                        ]
                    }
                ]
            }
desert sorrel
vestal marsh
#

No

desert sorrel
#

Sorry for asking too many questions.

white bobcat
desert sorrel
vestal marsh
#

And if the neighbouring block is your block, destroy your block

toxic vortex
#
                "*": {
                    "texture":{"body":"sner","Snammer":"snammer"},
                    "render_method": "alpha_test"
                }
            },```
#

how can i add multiple texture files to material_instances

vestal marsh
toxic vortex
#

so my block has two parts, body and Snammer, both using different texture files

#

so i have to add two texture files in material_instances right?

desert vector
#

from "Editing Material Instances" onwards

toxic vortex
#

tysm

pure gazelle
#

anyone give me some help here?, ive successfully gotten one block into the game, i come back a few hours later after messing with sounds and crafting recipies and the likes and then use the template to add another block, after that i go into blocks.json and add the same object im using to define what textures go on what sides (see first image) and copy over some parameters to the block definition .json (see second image) and it doesnt show up anywhere and i cant give it to myself,

desert sorrel
pure gazelle
#

i dont really know how bedrock calculates that but the standard block template doesnt seem to have a defenition for that?

#

its not a defined property

#

working block

pure gazelle
true rover
#

so question, can we make a custom block bouncy?

#

or sticky?

#

for the bouncy part, i was thinking of reading the vertical speed of the player when falling on the blocks, multiply it by -0.5 and give it back to the entity. is there a better way?

true rover
#

what's about making it sticky?

vestal marsh
vestal marsh
true rover
#

well, we can detect location

#

you know that honey and soulsand require the entity to be at the same location as the block to stick to them?

true rover
vivid phoenix
#

Whats more beneficial

Texture change with multiple bone but one image file
or
Texture change with multiple image file but less model bone

#

I think i personally prefer multibone one image file, so it work like the painting image file

vestal marsh
vivid phoenix
#

Nothing really, just asking randomly

#

Like people preference

#

I find having multiple images quite spammy on my phone gallery 🥲

#

So i just do it on one canvas

vestal marsh
vivid phoenix
#

true

#

Ill probably do that if i had the chance to have a laptop 😔

#

Hmm

#

Its kinda funny that when u look at the threats here... most of them are just "u can use costum components "

#

And here i am still in confusion

#

🗿

rapid imp
#

can you make a block similar to beehive? can keep mobs in it

rapid imp
#

:<

dreamy zephyr
#

Do I need to use typescript to use the new BlockCustomComponent? 🤔
I never worked with typescript, and the mojang example of implementing classes says it:
(obs: using JavaScript)

sterile eagle
desert vector
#

assuming you have the npm type definitions installed, you can use JSDoc comments to keep autocompletions that typescript would provide

/** @type {import("@minecraft/server").BlockCustomComponent} */
const MyCustomComponent = {
  onStepOn(e) {
    e.block.setPermutation(BlockPermutation.resolve("dirt"))
  }
}
dreamy zephyr
#

Ohh, so I don't even need to do this comment to get it working?
I'll keep it anyway. Thank you, guys

oak totem
#

Is there a way to prevent the lava surface from being hidden with my custom block?

#

because I can see what's under the lava

hollow hemlock
#

Is there anyway to have a block model bigger than 30x30? Besides splitting it into more models?

hollow hemlock
#

Okay

hollow hemlock
vestal marsh
#

Idk

hollow hemlock
#

Okay

desert sorrel
hollow hemlock
#

Yeah found out, been using an older version for some testing

kind finch
#

What do I use to change a block's texture according to its state?

primal roost
#
"permutations": [
  {
    "condition": "q.block_state('namespace:name') == 0",
    "components": {
      "minecraft:material_instances": {
        "*": {
          "texture": "idk",
          //add here ur stuff
        }
      }
    }
  },
  {
    "condition": "q.block_state('namespace:name') == 1",
    "components": {
      "minecraft:material_instances": {
        "*": {
          "texture": "idk2",
          //add here ur stuff
        }
      }
    }
  }
]
#

@kind finch

kind finch
#

Ok, so i was doing the right thing earlier, but now I notice im getting query:block_state is making use of non-registered block state
Fixed that problem, but textures still dont show

#

Ima come back to this tomorrow

woven robin
#

hi there, I m trying to make a fake block (the one that is an entity), but when I place the normal block which will turn into the entity, how can I make the entity (fake block) face the same direction that the previous block was placed?

true rover
true rover
primal roost
#

using events

kind finch
#

Wait, what kind of event? Is there a block transform event? Or do I just set the block at position with the state I want

main grail
#

Is this a bug?

#

The bottom texture of rotated logs is not aligned or the same as on other side textures.

desert sorrel
kind finch
gritty gyro
#

why can't i make my blocks transparent? my format version for the block file is 1.19.30, and the material instances render method is correctly set to blend.

vestal marsh
gritty gyro
#

no

white bobcat
#

Custom geometry? UVs are correct?

gritty gyro
#

not using custom geometry

#

im making a new block that just gets the default glass texture

white bobcat
#

Make sure you are used the updated pack and not a cached one

gritty gyro
#

i know that everything else updates just fine

#

ohh yeah i see the error now

#

material_instances on the docs didn't explicitly say that it's required to get directions

white bobcat
#

It is not required, you can just use wildcard

gritty gyro
#

i just didn't have render method in any object is what i'm saying

toxic vortex
#

can i make a custom itemGroup ?

white bobcat
#

No

toxic vortex
#

ok

true rover
#

can we make custom blocks take the color of the biome?

true rover
#

thank you

gilded mortar
#

Can we use different render methots on a custom geometry block?

#

Like a different rm to each bone or something like that

gilded mortar
vestal marsh
#

What do you have so far?

gilded mortar
#

Wdym

vestal marsh
#

Your code, your material_instances code

gilded mortar
#

Ahhh, i have a custom geometry using vanilla textures, i'm using silver glass, planks and coral

#

The planks and the coral things are using opaque rm

#

And glass is set to blend

#

When i place the block it looks okay, but if i place it in other part of world the glass become invisible

#

I don't have the code rn but i can send it as soon as i get home

white bobcat
#

To do what you asked, your material instance component would look like:

"minecraft:material_instances": {
                "bone_1": {
                    "texture": "texture",
                    "render_method": "double_sided"
                },
                                "bone_2": {
                    "texture": "texture",
                    "render_method": "opaque"
                }
            }
white bobcat
gilded mortar
#

Yes, something like that

gilded mortar
#

Just a question

#

Does uv thing affect the rm?

white bobcat
#

They are related, so yes. The render method used to render a geometry will affect the geo, so it affects the UVs.

#

Was your block the fish tank-like block? If so, I don't think you'll need any more render methods other than alpha_test

gilded mortar
#

Nope, it is a bottle, but as im using silver glass alpha test do not work since it makes everything transparent instead of having different opacitys

gilded mortar
#

i already made the post with my code

#

ty

toxic vortex
#

What should i do

desert sorrel
toxic vortex
#

which version should i use

desert sorrel
toxic vortex
#

oh

#

ok

#

is there a documentation for it?

desert sorrel
#

Check wiki.bedrock.dev

desert sorrel
toxic vortex
vestal marsh
toxic vortex
#

Oh

toxic vortex
#

What does this mean?

toxic vortex
#

Nvm I had holiday creator features turned off

vestal marsh
toxic vortex
#

Oh

toxic vortex
#

How can i replace it

vestal marsh
toxic vortex
#

Oh ok

zinc olive
#

Guy, how to make cobwebs in bedrock like in Java?

desert sorrel
zinc olive
#

where can I get codes for items, blocks and more?

desert sorrel
#

Only thing you could modify is Entities and I forgot the other one

red sky
white bobcat
atomic viper
#

my block textures stopped showing up on blocks in game and i dont know how to fix it

gilded mortar
#

can someone help me to add rotation to my connecting block pls

gaunt steeple
#

are/will blocks events still be a thing?

ebon laurel
#

They will be removed soon, according to Kayla it may be as early as July

true rover
#

can we make a custom block indestructible by the ender dragon?

primal roost
#

not sure

zealous coyote
#

Kinda dumb question, but how do I make a block placed from different facings rotate?

#

Think like a chest or piston

rapid imp
#

try making it a stair, but the model is different

unkempt creek
zealous coyote
unkempt creek
#

Idk about that plugin, I didn't use it. If you done it correctly and it says that, maybe it's outdated.

desert vector
#

if you're using the blockception one make sure you've updated it

zealous coyote
#

It's not working, does this not rotate the top?

vestal marsh
zealous coyote
#

The textures are defined already, this is in the blocks personal json

#

The block renders in game, the top just doesn't rotate

#

As in like, doesn't look any different

vestal marsh
zealous coyote
#

Blocks.json

vestal marsh
toxic vortex
#

Can we add custom paintings to bedrock, if yes then what's the resolution limit

lethal trench
#
02:48:00 [main] [INFO ] Loading server.properties ...
02:48:00 [main] [INFO ] Selected English (eng) as the base language
02:48:00 [main] [INFO ] Starting Minecraft: BE server version v1.20.70
02:48:00 [main] [INFO ] Selected Zlib provider: 3 (cn.nukkit.compression.LibDeflateThreadLocal)
02:48:00 [main] [INFO ] Opening server on 0.0.0.0:26501
02:48:00 [main] [INFO ] This server is running PowerNukkitX version 2.0.0-SNAPSHOT (git-5485ef7) (API 2.0.0)
02:48:00 [main] [INFO ] PowerNukkitX is distributed under the LGPL License
02:48:02 [main] [INFO ] Loading recipes...
02:48:03 [main] [INFO ] Loaded 2715 recipes.
02:48:03 [main] [INFO ] Successfully loaded 0 resource packs
02:48:03 [main] [INFO ] Enabling PowerNukkitX v2.0.0-SNAPSHOT
02:48:03 [main] [ERROR] Could not load plugin "FastAsyncWorldEdit": Wrong API format
java.lang.NullPointerException: Cannot invoke "java.lang.CharSequence.length()" because "this.text" is null```
Help plz.
toxic vortex
lethal trench
toxic vortex
#

And Java plugins

zealous coyote
vestal marsh
zealous coyote
zealous coyote
vestal marsh
zealous coyote
#

I have it rendered

#

The code your telling me to plug in, you're not specifying where, I even sent my file names and asked you if it went in one of them and you never answered me

#

You just keep repeating a file name and sending a link without elaborating, this part of the server is literally where you're supposed to be able to ask questions and get help, not just get wiki links and told to "do it yourself"

rugged galleon
#

If I add a new block called: wet_sand, what component or property do I have to add to the json file to make the sand "fallable"? TYsm

vestal marsh
rugged galleon
#

easy baby question: does Bed support translucidity in glass pane blocks like if Iwanted to make stained glass for a church building? sorry, I haven´t played Bed for maybe over a year so I don´t remember. I´m coming back to it now.

toxic vortex
#

Can we add more paintings to bedrock or can we only replace the existing ones

unkempt creek
toxic vortex
unkempt creek
#

Not sure

toxic vortex
#

Ok

#

Thanks

white bobcat
desert sorrel
#

Hey how I make that my block facing the player like a furnace excluding the up and down

#

But I can place it everywhere,

#

Whenever I use "minecraft:cardinal_direction" it shows an error

unkempt creek
desert sorrel
unkempt creek
#

Then show code

desert sorrel
unkempt creek
#

Cardinal_direction is not placement position, it's placement direction.

#
"traits": {
                "minecraft:placement_direction": {
                    "enabled_states": [
                        "minecraft:cardinal_direction"
                    ],
                    "y_rotation_offset": 180
                }
            }
desert sorrel
#

Oh wait I'm stupid

#

God damn it

#

That's why

#

Sorry 😐

unkempt creek
#

No worries, we all made mistakes.

toxic vortex
white bobcat
#

You will not be able to if you make it properly

toxic vortex
#

I am still pretty new to making addons so I don't have much knowledge about different I can use

white bobcat
#

No you can't, but that doesn't has anything to do with the first concern

#

What you'll make is that when Paint A gets placed in the world, Paint B, C and D will be placed accordingly, if any of these is unable to be placed all will be destroyed.

toxic vortex
#

Oh

#

Thank you

shrewd storm
zealous coyote
errant hollow
#

Block tags on data driven blocks are stable, or required an experimental option ?

white bobcat
#

Stable

shrewd storm
#

so confusing question. i made a custom mycelium that spreads to dirt through the replace block command and i was wondering if i can specify grass as itself now instead of it being part of the dirt family?

brittle heath
#

how do I use the "minecraft:queued_ticking" the wiki's way of doing it doesn't seem to work and the Microsoft docs isn't descriptive enough?

ebon laurel
#

Queued_ticking is being removed soon and requires an experimental toggle to work. I'd recommend waiting for the custom ticking component to release instead (it's the replacement and uses the script API). Here's some examples for those: #1221643160413929523 message

shrewd storm
#

Yeah I'm confused on how they work. Do I have to script each individual block like that or just put the on_random_tick in the json like other components?

#

So far the blocks I'm worried about still work and dont use events to funtion

shrewd storm
#

Can we put more than one loot table for a block. For some reason I can't get a custom block to drop itself with more blocks able to be dropped by it in certain conditions. Like dirt and grass. I'm trying to get it to drop my custom dirt without the silk touch but either it gives me both or only the custom grass

vestal marsh
shrewd storm
#

So it's not possible to mimic vanilla grass drop wise?

vestal marsh
shrewd storm
#

Ahhh. I have no clue how to do that lmao. Just got comfortable with js

shrewd storm
#

With each corresponding condition sorry

#

Now it'd damn near vanilla the spreading is a bit jank cuz idk how to randomize the replace fill command it uses to replace the dirt version

#

Not sure if that's going to depreciate but if it does I guess I'm learning to script

brittle heath
#

how do I slow down a event to prevent crashing?

vestal marsh
brittle heath
vestal marsh
brittle heath
vestal marsh
full pagoda
#

guys

#

how to stop the block from droping itself?

vestal marsh
full pagoda
#

im using the loot component to drop other item

#

but i dont want it to drop itself?

vestal marsh
#

Oh so youre talkimg about from silk touch?

full pagoda
#

im breaking by hand

#

but for some reason it drops itself?

vestal marsh
#

I have never experienced this

full pagoda
#

Maybe i used some component so it always drops itself?

#

is there any component like that?

vestal marsh
#

No

full pagoda
#

does a block auto drop itself if it has a loot table regardless of the loot table doesnt include the block as the item?

full pagoda
#

im so confused right now

#
{
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "item",
          "name": "minecraft:spawn_egg",
          "weight": 1,
          "functions": [
            {
              "function": "set_actor_id",
              "id": "test:music_disc"
            }
          ]
        }
      ]
    }
  ]
}
#

Sorry for tagging @vestal marsh

#

but this is my loot table

#

the block when destroyed will active this loot table

#

the block has identifier as test:golem_music_block

true rover
#

can we make an 8×8 slots container block?

rugged galleon
#

can we substitute blocks with bedrock MC editor? I refer to selecting an area and then replacing all specified blocks to another block type.
i didn´t see this mentioned in the web doc

vestal marsh
#

You can create an extension

#

But last I checked there wasn't a replaced function

rugged galleon
# vestal marsh Probably not

TY - I am yet to check out this alternative though: (example)
give @p repeating_command_block
/execute as @p at @p run fill ~-15 ~-15 ~-15 ~15 ~15 ~15 lime_concrete replace grass_block
get a lever and set it in the block then activate

tardy forum
#

Hi, i'm having trouble with the colored_terracotta facing direction.
I try to cancel and remove this auto rotate.
I've tryied multiple test without success 😦
Is it hardcoded ? Or is there a way to lock the rotation?

tardy forum
#

is it working for a full map builded with terracotta ? XD

#

sorry to ask i'm not familiar with scripting but could you share documentation of it please ?

vestal marsh
#

#1067535382285135923 for more info

candid geode
#

Is there a way, in the current 1.20.80 stable, to run a command/script on block place? It doesn't seem to be happy with me having components > minecraft:on_placed.

vestal marsh
#

You can use custom components

#

But that's experimental

#

On second thought, I believe playerPlaceBlock in scriptAPI is stable as well

candid geode
#

Oh interesting. It's accessible now. Unfortunately I'd prefer it for more of a general place than just player.

#

Thanks. 😄

vestal marsh
shrewd storm
quaint lion
#

Are custom block sounds a thing?

I just want to add a custom break and step on sound for my custom block?

vestal marsh
quaint lion
#

That sucks...

#

Really hurts my polish on the block, I was doing ehhh. If custom scripting components were out of exp. I could probably get away with an unpreformant way for doing custom sounds but still not the best.

vestal marsh
quaint lion
#

It wouldn't be polished to include just 1 sound without all the rest.

#
  • Stepping on, off, etc.
quaint lion
#

Without majorly hurting performance

white bobcat
#

Is not possible as for now, sadly.

quaint lion
#

Its possible but scripting methods are jank and hard core not performant for this sort of thing in stable. You have to check the block under the player and implement cooldown system.

#

etc.

#

just eh.

white bobcat
#

Yeah that's why I said is not possible, as you want to not hurt performance

quaint lion
#

Yeah, just wish I wasn't stuck waiting.

#

For the features, I need to be stable.

#

Thank you anyway for the pointers, atleast I'm not crazy and now know its not possible.

desert sorrel
#

How do I make block cannot be placed in water?

#

Nvm lmao

rugged galleon
#

uhh... my block does not show up... this is my very first time puting up the first custom block but it´s so many steps I get lost - if a blessed soul could fix it for me, I will then follow up making others with that fix and so I can have lots of custom blocks from then on

desert vector
rugged galleon
#

fixed the naming, but still nothing, if you could look into the zip to see where the mistake is.. I´d really appreciate!

desert vector
#

what's the issue?

rugged galleon
#

the custom block isn´t showing its texture only magenta black squares

desert vector
#

this should be the same name as what's in your blocks.json "textures": "azulejo_diagonal_branco"

rugged galleon
#

which json file was that?

desert vector
#

terrain_texture.json

rugged galleon
#

one question, do I really need the lang file or I can live without it?

#

thank you so much it worked 😍

desert vector
#

if you don't want to translate the names into different languages you could use the "minecraft:display_name" component instead of a lang file
(this is your behaviour pack block file with it)

{
  "format_version": "1.20.60",
  "minecraft:block": {
    "description": {
      "identifier": "vvelha:azulejo_diagonal_branco",
      "menu_category": {
        "category": "construction", // The creative inventory or recipe book tab that the block is placed into
        "group": "itemGroup.name.concrete", // The expandable group that the block is a part of. (Optional)
        "is_hidden_in_commands": false // Is the block hidden from use in commands? (Optional)
      }
    },
    "components": {
      "minecraft:display_name": "Azulejo Diagonal Branco"
    }
  }
}
rugged galleon
#

if I add a new custom block to go along with this first one, all I gotta do is add it to both terrain and blocks.json correct?

desert vector
#

you'll also need a behaviour pack file like the one above

rugged galleon
#

ok I´ll take a look here

#

see I´ll only use English punctuation so no funny symbols in the words, so that´s why I have this basic behavior text file
´´´{
"format_version": "1.20.60",
"minecraft:block": {
"description": {
"identifier": "vvelha:azulejo_diagonal_branco",
"menu_category": {
"category": "construction", // The creative inventory or recipe book tab that the block is placed into
"group": "itemGroup.name.concrete", // The expandable group that the block is a part of. (Optional)
"is_hidden_in_commands": false // Is the block hidden from use in commands? (Optional)
}
},
"components": {} // Must be here, even if empty!
}
}´´´

#

so then the answer is I have to put it in 3 places:
1- terrain_texture.json (RP)
2-blocks.json (RP)
3-custom_blocks.json (BP)

desert vector
#

yes, you'll need a separate BP file for each block in the blocks folder, you could have one at BP/blocks/azulejo_diagonal_branco.json for example

rugged galleon
#

I get it now - I will rename this one with the custom block name then add more with the new names of new blocks.. got it 🙂 - TY

rugged galleon
#

Is something wrong with my terrain_texture json? I have 2 blocks listed:

  "texture_name": "atlas.terrain",
  "resource_pack_name": "Vila Velha Pack", 
  "padding": 8, 
  "num_mip_levels": 4, 
  "texture_data": {
    
    "azulejo_diagonal_branco": {
      "textures": "textures/blocks/azulejo_diagonal_branco", 
"texture_data": {
    "alimentos": {
      "textures": "textures/blocks/alimentos.png"
    }
    }
  }
}
desert sorrel
rugged galleon
#

oh ok I figured it out thanks 🙂

rugged galleon
#

so a friend of mine told me that he thinks Bedrock only accepts power of 2 texture.
1- Is that true? because I have a 16x41 plant texture which I plan to add in.
2- Also is it true we can (besides the obvious Box UV) use per face textures as well?
I ask because I am in the process of mass blocks and models migration into Bedrock from my java mod, so I´ll be using Blockbench to save hundreds of models into bedrock geometry

vestal marsh
rugged galleon
vestal marsh
#

Idk

rugged galleon
#

Just put into a 5 line note how to make custom geo bedrock blocks:


1- put all the 3D bedrock geometry geo models inside the resource pack´s \models\blocks folder
2- individual blocks behavior jsons must be made with their components (BP folder)
3- add block info into terrain_texture.json (RP folder) to tell where texture is
4- add block info into blocks.json (RP folder) to define the blocks textures details and sound
5- add block info into en_US.lang (RP folder/texts) so block names appear in inventory```
#

understanding the essence of things in quick steps helps a ton

desert vector
# rugged galleon Just put into a 5 line note how to make custom geo bedrock blocks: ```5 bulk Ste...

for custom geometries you don't put the textures in blocks.json, instead you add the "minecraft:geometry" and "minecraft:material_instances" block components to you BP file

{
  "format_version": "1.20.80",
  "minecraft:block": {
    "description": {
      "identifier": "custom:block"
    },
    "components": {
      "minecraft:geometry": "geometry.my_custom_model",
      "minecraft:material_instances": {
        "*": {
          "texture": "my_texture" // Defined in RP/textures/terrain_texture.json
        }
      }
    }
  }
}
rough crown
#
{
    "format_version": "1.19.50",
    "minecraft:block": {
        "description": {
            "identifier": "bridge:lucky_block1"
        },
        "components": {
            "minecraft:geometry": "geometry.lucky_block1",
            "minecraft:material_instances": {
                "*": {
                    "texture": "bridge_lucky_block1",
                    "render_method": "alpha_test"
                }
            }
        }
    }
}```
How can I fix this?
rough crown
rugged galleon
#

Is it ok to use numbers behind similar blocks in this file? thanks, I will now read the answer to my question above
I ask because notepad did not color the names green like the rest above! it could just be notepad being overcautious

rough crown
karmic lake
#

Hey I’ve got a few questions. First, can I just use the default text app on windows to edit the code for my blocks or should I use a software? If so what one should I use? Also I was wondering how to make a door open and close? I know how to make the two models for opened and closed but I’m unsure on how to code it to open and make a noise whilst opening it. Barely any info online about doors.

#

I don’t really know much about coding just modelling and texturing

shrewd storm
woven robin
#

hi there
is it possible to change the block texture based on the custom states?

olive wind
#

ggg

clear bobcat
#

I'm touching blocks after a very long time and I'm surprised that the breathability component according to bedrock.dev is in experimental. Is it really in experimental ?

gilded mortar
#

can anybody help me with my code, honestly i dont know what is wrong, but i know that is related to properties

#

this is my code

vestal marsh
#

👍 Please open a post with your code and any content logs

gilded mortar
#

okay thanks

mint frost
#

has anyone made mob head rotations without HCF yet? I'm not seeing a way to get it functioning without events

vestal marsh
mint frost
#

ahh okay, he used beforeOnPlayerPlace

#

I didn't even think of looking at it because I was staring at onPlace that has no source

#

thanks

muted compass
#

How can I make a custom block be able to be waterlogged?

rugged galleon
#

ok anyone knows, I am trying to make a bedrock block in BB, but it says the exporter is only available in the Desktop version. Is this trully a problem? if so, I may have made several blocks as entities instead of real blocks... funny the web version, but it says that it does export to bedrock block...

vestal marsh
rugged galleon
#

Smokey, (I´ve spoken to several other people, 2 have tried to help) maybe you are my only hope! I have tried several model edits to one of my models and it still shows up invisible in-game and if I place it down it makes all other custom models become invisible. If I brake it, then they return visible. My model is 30px wide (at the limit) so it should not have been a problem. Registratiosn asfaik are all ok. The name appears in the inventory.
Any guess? here is the model json

vestal marsh
#

Any content logs?

rugged galleon
#

oh yeah let me get the picture

rugged galleon
vestal marsh
#

Your geoemtry is out of bounds is what it's saying

rugged galleon
#

well it is still touching the inner 16x grid tho

vestal marsh
#

The y axis is below which isn't allowed

rugged galleon
#

good now?

vestal marsh
#

Try it and see

rugged galleon
vestal marsh
#

Have you tried making it smaller to test

rugged galleon
#

yeah even to 16 But at that time it might have been below, like you pointed.. I will try shortening it One pixel (29) to see if it works, well let´s go with 28px and see

rugged galleon
#

also I have even deleted all the UV faces except the up face which is the displayed one here - this simple, yet troublesome model has been stubborn like this since yesterday

vestal marsh
rugged galleon
#

I tried 1px and even 2px on the Y thickness but still problem remains But at your word and I can try again

vestal marsh
#

Funny enough I'm also running to the same error in my geo

rugged galleon
#

ok I thickened it to 1 pixel, but can I make it positioned close to the floor at 0.09? because the hopscotch drawing should be very near to ground.. is that ok you think? otherwise the hopscotch drawing it will be too elevated from the floor - we all know a hopscotch you draw on the floor with a chalk

#

I´ll try this and let you know!

#

same thing

vestal marsh
#

I found the issue for me, it isn't the size, rather the position

#

can't have decimals

rugged galleon
#

so the position can be at 0 then, right? is zero fair?

vestal marsh
#

Should be

rugged galleon
#

99% of the problem is gone as there is no error in the content log regarding the actual amarelinha1 model now, but its texture still does not show up like you can see in the picture above! its render method is alpha_test. Any guess? that is the UP face in Blockbench

#

could it be these negative numbers? but then if they become positive... the number on the hop won´t be in the correct facing

vestal marsh
#

Only other issue I know is that you're not properly defining your textures

rugged galleon
#

because all other models of mine show up fine

#

this is in the BP

#

this here as you can see by notepad does not color it green for having numbers after the name, but someone said it´s not a breaker

#

maybe the problem is here? someone told me that here is the texture name... but I guess it may be the model name Then the textue name below it... if this is the problem then we have found the current issue

#

as where it is written amarelinha it may be amarelinha1 then the amarelinha.png which is its texture

#

this is how my common sense is telling me how it is supposed to be - I´ll try and see how it goes

true rover
#

Can we create a block that has the collision of a composter? how do we make custom collisions?

true rover
#

😐

#

😕

#

anyway around?

vestal marsh
#

No

true rover
#

please

rugged galleon
#

Smokey, the final fix was resorting to a power of 2 texture! that made the texture appear! so this means Bedrock only supports power of 2 textures then - but I guess I remember you might have said that is not the case...

vestal marsh
#

Noice

rugged galleon
#

I have a model which texture size is 8x32 which works - so then it may mean that Bedrock does support non power of 2 but the texture must be divisible by 2 like 8x32 is ok 8x16 or 64x128 - those kinds

unkempt creek
#

You still need to create a power of 2 texture, but you will not just fill it up. For example if your block is 8x38, create a 32x32 textures but you wil only use 8x32 in it.

Also, learn how UV works so you can customize more the texturing.

rugged galleon
#

why are some parts in the texture dark? I couldn´t figure out.. the texture is the same

#

I just figured out that it is because those faces are the down faces and the up faces are lighter. But please, why? how can I disable this... omg! shading is to be done in game not on blockbench

unkempt creek
#

Disable the shading in blockbench, it has a sun icon. I can't see that in your screenshot, just find it.

rugged galleon
#

now, my stuff (in-game) have black shading in it.. any guess? my current renders are as follows (I have tried all of them)

 "render_method": "alpha_test",
 "ambient_occlusion": false,
"face_dimming": false
white bobcat
#

The geo is below 0

dense matrix
#

hii everyone

mild night
#

is it possible to open a chest when a player is clicking on a custom block?

#

or anything that has slots that can store items?

#

the container doesn't need to belong to the custom block

ebon laurel
#

You'd need to use an entity. Spawn the entity with a script when you place the block, and give it an inventory component. Then make it so that it's hit box lines up with the block so you can open the inventory. Despawn the entity when the block is broken

mild night
#

on pc this might work but on mobile it has this ugly "open" button and hitting it doesn't open, is there a way to make it open similar to pc on mobile?

ebon laurel
#

Like, for uploading files? I'm not really sure. I usually just go to my pc when I need to send files over discord

desert sorrel
#

No offense brother but it's so messy.

#

Also I want to clarify somethings....

#

Pls don't use block events now, they I'll be removed soon if they have been removed you are needed to edit the block with scripts, Minecraft:on_interact, step_on, fall_on will be removed.

#

#announcements message

#

Try reading this.

mild night
ebon laurel
#

Ah, my bad. I'm not sure in that case

desert sorrel
#

Guys guys. Question....

#

I have a custom block, I want that I could place a block on my custom block, is it possible, nope not scripting

vestal marsh
zinc wyvern
#

@vestal marsh How make charged creeper drop custom item?

dusk pumice
#

if a custom block is 16x16x3 and the texture is 22x22 (3+16+3=22 for the sides to be textured).
Why would the game render the 16x16 face with a weird stretch effect?

Is the game throwing a hissy fit for the odd size of the image texture?

vestal marsh
zinc wyvern
#

Oh sorry

vestal marsh
zinc wyvern
#

I hadn't realized it yet, I thought it was entities

#

can you answer me?

#

@vestal marsh

desert sorrel
vestal marsh
#

You'll need to use scripting

desert sorrel
mint frost
# vestal marsh https://github.com/Bedrock-OSS/bedrock-wiki/blob/hcf-rewrite/docs/blocks/precise...

@desert vector I recommend just removing the cardinal direction trait entirely. Since you are already using a rotation trait that goes from 0-15, you can use that for the base rotations as well.

I spent the past 3 hours having a massive headache with this because using the cardinal_direction trait will cause anything that would rotate 67.5 degrees to be rotated from an undesired direction. Professional drawing for an example of what happens.

#

This ended up being my mob head file, my permutation transformations are a bit different since the geometry on my mob heads are always facing north

desert vector
# mint frost <@636615705076432916> I recommend just removing the cardinal direction trait ent...

the block face (not cardinal direction) state is used to define which side of the block it is attached to. I feel using the "rotation" state and an additional "attachment: ["up", "side"]" would be more confusing (setting somewhat random numbers for the rotation) and would further worsen the block's interaction with vanilla: being able to place it while inside where its collision would be; completely disabling the structure rotation feature which will work with the example on the wiki if the block is placed on a side face

#

it doesn't look like your block connects to side faces so it isn't needed for you

unreal sun
#

guys is there a good tutorial how to create custom ore

#

from start to finish

#

?

turbid veldtBOT
unreal sun
#

@vestal marsh the subpage was only error 404

vestal marsh
unreal sun
#

how to set up

#

feature rule

vestal marsh
#

Did you try searching the wiki?

unreal sun
#

tbh not or slightly yes

unreal sun
#

this wiki is so useful

#

like if it possible to make stairs using only blockshapes

#

@vestal marsh have you ever tried to make a stairs using only the blockshape?

vestal marsh
#

Blockshapes are not allowed to be used for custom blocks

unreal sun
#

okay i see info about that

#

but i will try anyways, i will fail for sure

#

but i will better remember than

#

when i would not try on my own

unreal sun
#

i will let you know if i will succeed

rugged galleon
#

ok wow Bedrock is really picky and I have to say I like that 😄 - what´s wrong here? 2 models are not rendering right - in this screenshot all looks well, but the in-game screnshot proves otherwise

#

the above model is not the magenta black one but the one to the left of it

#

btw this was a model I had made using the blockbench block wizard

#

The magenta and black block model are the following jsons (Model and BP) below

desert sorrel
rugged galleon
#

oh ok sure!

desert sorrel
rugged galleon
brittle heath
#

can I have a custom block be placeable in a flower pot?

mint frost
#

interesting. permutations that would affect rotations inside of a blocks json file on the bp side will affect how it is rendered in the menu

sterile eagle
#

Yeah!!

mint frost
#

so now I have to redo all my mob heads so they render in the correct rotation

#

had them all North facing

sterile eagle
mint frost
#

hmm

#

yes, I do

sterile eagle
#

If you want to redo them then sure

mint frost
#

well, that is the only option for them to render properly in the menu

#

so that is the only way to do it

sterile eagle
#

rotate the model?

mint frost
#

they're all rotated already so that they are placed correctly with the players direction

#

changing the rotation of the model will ruin all the values, and then force me to do additional changes in the actual block

#

which will have the exact same outcome

sterile eagle
#

but how is one of them not rotated correctly-?

mint frost
#

They are all rotated correctly?

#

It's how they are displayed in the menu

sterile eagle
#

I don’t understand-

mint frost
#

all of the blocks themselves are rotated correctly when placed

#

however, in the menu, the block is rotated in the wrong direction

sterile eagle
#

Oh, I was talking about the one in the UI

mint frost
#

dang. I don't think I can change it either without drastically modifying the texture files

#

haha, I'm a clown. It wouldn't work regardless because the same rotations would need to be applied, it's just a dead end and the capabilities just aren't there

vestal marsh
#

I had to create an extra block state for my stair block just to get it ti render properly

brittle heath
#

how do I check what block is under the custom block?

vestal marsh
mint frost
vestal marsh
#

Really cannot wait for Mojang to give blocks their own icon component

karmic lake
#

Is there any way to make a block that places two different blocks on top of each other? Like for the angel statue in this pic, it’s an entity model but I want to make it into a block so it’s rendered from max distance however I cba having to always place two separate blocks to make the full statue. Can I just make two blocks (bottom half and top half) and then code them to join together and place when I place a certain block?

#

It would also save me space in the construction tab

#

Also is there a way to flip the blocks if I left click them? A mod which I use has that feature for some blocks and it would also save me space in the construction tab as the diagonal parts of the pediment have blocks for the left and right, if I could just have one block that I could flip when I click on it that would be a timesaver

vestal marsh
#

✨ All the answers you seek requires #1067535382285135923 ✨

brittle heath
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? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

brittle heath
desert vector
unreal sun
#

with all of these weird rules made up by Mojang

#

to make for us making addons harder

#

to disable us from making good addons

#

and make people only use paid ones from marketplace

#

(i am bedrock player and enjoyer and some little addon creator and this is my opinion)

#

Team bedrock since 1.13

ebon laurel
#

I don't think the marketplace is why mojangs making the decisions they do. As marketplace creators need to deal with all of the quirks as well

brittle heath
rugged galleon
muted quail
#

how do i fix my bush texture?

vestal marsh
primal roost
#

to blend or alpha test

muted quail
muted quail
#

how can i make them transparent?

vestal marsh
muted quail
#

how do i fix the transparency

#

the back panel rendering before the front

vestal marsh
#

I cannot see anything

muted quail
#

the red outlined part is rendering over the bluie

vestal marsh
#

Are you using a custom geo or the minecraft cross geo?

muted quail
#

custom

#

how do i use the minecraft geo?

vestal marsh
#

I recommend using the built in vanilla geo: minecraft:geometry.cross

muted quail
#

okk

muted quail
vestal marsh
#

Yeah

desert vector
# muted quail

unless you need translucent pixels (like stained glass) you should avoid blend because it does weird stuff like that

brittle heath
muted quail
#

how do i make the block check if a has snow layer on top and if it has it breaks it?

desert sorrel
muted quail
#
                        "minecraft:random_ticking": {
                "on_tick": {
                    "condition":"query.has snow on top",
                    "event": "btm:snow"
                }
            },
desert sorrel
# muted quail ```json "minecraft:random_ticking": { "o...
import { world } from '@minecraft/server';

world.beforeEvents.worldInitialize.subscribe(initEvent => {
    initEvent.blockTypeRegistry.registerCustomComponent('custom:block', {
        onTick: e => {
            const { block } = e;
            block.dimension.runCommand(`fill ${block.above().x} ${block.above().y} ${block.above().z} ${block.above().x} ${block.above().y} ${block.above().z} air replace snow_block`);
        }
    }
});```
#

Do you mean destroy the snow block or your block?

desert sorrel
sacred fjord
#
"minecraft:tick": {
   "interval_range": [
      5,
      5
   ]
}
desert sorrel
unreal sun
#

and minecraft didn't allow me that

unkempt creek
#

Just like he said, it's NOT allowed.

rugged galleon
#

does anyone know why blockbench does not have a slab preset in their block wizard? I went through the whole process but the "slab" showed up like a full block in Bedrock

vestal marsh
#

Ask in the blockbench server?

rugged galleon
#

I have done so as well... anyhoos, I believe it is possible to just change the inner of the BP block with the slab info from the bedrock wiki... it´s more complicated.. but we´ll see

#

Good news yesterday i have posted my/our Addon called Terras Capixabas (Capixaba Lands) that changes many blocks to Mcepdl.. it´s awaiting approval

woven robin
#

hi there, is there any tag that makes the block a damage type that interact directly with entity`s filter avoid_damage_blocks?

white bobcat
#

No, I don’t think so

rugged galleon
#

I made slabs but top part isn´t showing, I was successful I guess yesterday but I ended up removing the slab now I forgot what I used instead of unit_cube that worked... I already tried geometry full block but that did not work here. What should I use there? thanks!

desert sorrel
rugged galleon
desert sorrel
rugged galleon
#

yeah (slab)

desert sorrel
rugged galleon
#

I got the geo from bedrock wiki

#

it´s already in

desert sorrel
rugged galleon
#

it is complaining about the unit_cube.. but so what do we use instead that´s what I´d like to know

#

I guess maybe what I did is change the version number to an older version

desert sorrel
rugged galleon
#

what is recommended?

desert sorrel
rugged galleon
desert sorrel
rugged galleon
#

it´s not showing the top part though

vestal marsh
#

That's not what unit cube does

#

Unit cube is purely geometry/visuals

desert sorrel
desert sorrel
vestal marsh
#

That has been replaced with minecraft:geometry.full_block

rugged galleon
#

I used that and it did not work

#

I will try again

desert sorrel
#

Scrap what I said lmao

#

That's a geometry not component

#

minecraft:geometry": "minecraft:geometry.full_block"

rugged galleon
#

guess I am going to have to pay my friend again to help me. I´ve already spent 40 dollars on him 😄

rugged galleon
#

yeah! in Brazilian money though

#

if I lived in the USA like I did in 1998 onwards till 2013 i woul pay in dollars, but I came back to my home country and here things are 5 times the price and the dollar is 5 times the money so that´s why I would not be able to pay 5 times as much to you all living outside brazil

desert sorrel
#

Why you guys love paying 😭

rugged galleon
#

got it!

rugged galleon
#

if any of you know bedrock coders who live in brazil, send them my way for money - at least I can afford them with this country´s currency. I´m 51, an old man, so.. that´s why I am not as patient as a young coder is haha

#

Got it 🙂 thanks a lot will try it

#

it gave errors

#

I´ll have some milk and cookies now but I´ll come back in a bit

desert sorrel
#

Wait I'm gonna fix it @rugged galleon

rugged galleon
# desert sorrel 51 year old man?

yeah hahah I can safely say I am the oldest Minecraft player here, add to that (the fact) that I do not play/enjoy the game like most people do.
no multiplayer
no redstone
no adventure
no mining
no fighting monsters

rugged galleon
# desert sorrel

oh thank you so much! this worked flawlesly! wow I am so happy 🙂 thanks to you I now have my very first custom slab! but I know smokey is an amazing guy he´s been patiently helping me along the way too! - you all have a good night cause it´s 23:42pm here and I´m about to go to sleep.
anyway my addon is already posted in Mcpedl.. I will send a link on the (I guess) showcase channel?!
if anyone could tell me which channel I could send a link to an mcepd addon.. cause maybe it is not allowed in this discord (and I would understand, if not)

gilded mortar
#

shot question

#

how can i use the grass texture with out it being gray using material instances

vestal marsh
gilded mortar
#

i need it to be rtx compatible so i need the main texture

vestal marsh
gilded mortar
#

i want it to be full compatible with other rtx textures, 8x8,16,16 etc but with their own texture set

#

idk if im explaining myself