#Blocks General
1 messages Ā· Page 7 of 1
i lied
I would recommend you to use my updated template at https://github.com/Kaioga5/Kaioga-s-Block-Templates/tree/main/templates/1.20.80/slab
The one in the wiki is an outdated version of my slab, I don't recommend using it
I got working slabs now TY. If anyone is interested in mine as well just let me know and I'll send in dm
makes sense to me haha (easier for the market place makers, harder for the free makers)
after a lot of sweat today I guess I found the root of the problem on the whole models getting a magenta black texture after I had added 3 new block models. It was a missing }, in the terrain texture json š all good now! my excitement is back to add more stuff. May begin with furniture now..
anyone knows where i can find info about terrain.json?
Do you mean terrain_texture.json? What do you want to know about it
i wanted to see if i was able to use some textures like vines but with a color cus they looked gray
but i alredy found the solution
thanks
can we make bigger crafting tables?
You could add more but the added slots doesn't work properly
do i add the extra slots in the recipe file?
No
Read what I said properly
uh, how do i add more?
You could add more but the added slots doesn't work properly
"Doesn't work properly"
But the added slots doesn't work properly
Means it doesn't work at all or break your game
it doesn't matter
Simple answer.... No you can't add
why did you say "You could add more" then?
By JSON ui....
You could add more but the added slots doesn't work or doesn't work properly šā
that sucks, my plan was to use json ui to display the added slots if that was possible
now i have to use entities...
Any content logs? Could you try doing /setblock your block?
thanks Smokey (I finally figured) it as a duplicate geo model I had in the RP..
block.fire.extinguish I think
Does anyone know where I can find the behavior json for the 6 pixel thick walls so I can add my own walls to the game?
There is no JSON file for vanilla blocks
oh ok, I“ll just make it from scratch then!
what“s the name of this block? It says stone bricks but there are no stone bricks in commands, I mean Mojang writes the texture one way and the block name another way. So confusing! I looked in the samples folder and it“s just not there (I tried blackstone_bricks and nope)
I“m trying to mass replace with a fill command
Check blocks.json or terrain_textures.json
I think they named it with the actual block name
just found out itĀ“s called stonebricks (one single word) Jeez! thanks anyways! š
can you make a custom barrel?
with an inventory ui when opened? not without weird entity workarounds
You do it with entities, which is stupid š
Sadly ye
is there a way for a block to require a support block, otherwise it would break itself?
I am trying to make vines that check above themselves for air blocks, so it knows to break itself.
The thing is, I dont know how to do that, other than running an 'execute if' command.
Placement filters can do that but youll need to define each block as there is no air tag
perhaps.
The reason for this check is when the player breaks a vine.
This would make the vine above the broken piece become an 'end piece'
But then any vine blocks below should break once they detect the block above them is air.
I looked at another addon's code for their vines.
And theirs had the execute if command. However this sadly does not work.
I assumed it may have to do with when a player breaks a block, the block in question fails to trigger an event that was supposed to trigger vine blocks below to break as well.
why are commands in json files so finicky?
I used "execute if block" etc. etc.
And then then the game throws a hissy fit that I cannot use "block"
Or "run" for that matter.
Gotta set your min engine version bro
how can I find out what version to set?
Whatever version introduced the feature you're relying on. Bedrock added 1.13 execute proper in 1.19.50, so something later than that
alright, thank you
Like a shulker box?
Well, you can't have block entities in addons, so you need to summon a real entity and have the player interact with that
Beautiful piece of info š
so, are the chances big that waterlogging a custom block with a simple component or trait or state be made possible in update 1.21?
no
it“s kind of strange that with all the underwater stuff the game got, they did not allow the waterlogging to be a thing! also how they have wrapped the behaviors of blocks themselves (hardcoded) (just mean I could not understand the reason behing these things)
If you want to waterlogged custom blocks here steps.
- Place a vanilla waterloggable block eg. Slab
- Save the waterlogged block in a structure block and export it.
- Change the original block we waterlogged by custom block by editing the structure file.
TY! IĀ“ll copy this note to my notepad Bedrock notes! š
this is the blocks channel
but you've probably put your texture path in your entity's "materials" rather than "textures"
how would I do a queued ticking event with custom components?
minecraft:tick and onTick
dumb question. in the growth_stage event if i change the event to state will it work without scripting the whole thing over with js?
hope that makes sence
thanks! new question, how could I execute the event with delay? when the block is placed, the event happens instantly ingoring interval_range
You put that in minecraft:tick
"interval_range": [
1,
1
]
}```
i meant it executes on first tick then it uses the interval_range, but I dont want it happen on first tick
nvm i just used runTimeout
ok I won“t ask anymore because I will remember..
per face uv sometimes is not accepted in Minecraft..
so does this mean I have to always use Box UV?
I use blockbench to integrate blocks so it“s much faster since it writes and creates the files into the Addon
Also the geo version is 1.12.0 since 1.19 bugs the texture (per face)
Per face UV works to my knowledge. Using 1.21.0 as format version for geo
Does anyone konw what could be causing this error message? Is it something I need to fix?
Show your material instaces component code
I'll have to do some elimination... I'm not sure what mod it is yet
how do I fix this?
Best tutorial for making a block with a lot of varied textures on bedrock? A lot of the ones I watched are either Java or too fast paced. Got the textures and could make all the separate blocks with the textures if needed but not sure what to do after that
I followed this and it literally just replaced all my block textures with a my one animated texture for some reason
Any help?
That means you did something wrong
Anyone know how to make custom leaves look vanilla?
||mine are on the left||
Iām not sure what Iām doing wrong tbh. I copied the code and replaced the texture names with my own and then saved the file and when I started minecraft. The block is invisible and for some reason half my blocks now have the pink and black error textures.
Is there anything I need to do outside of the terrain textures file?
nvm i figured out how to get it somewhat like vanilla
Does anybody know how I can get bonemeal to dispense into a custom plant block? Is that code on the plant block? or on the dispenser?
ok I just broke a record and added 20 successfull blocks and just this one is throwing a fit... the model does have 1 pixel in thickness so what“s the problem?
this is the BP btw
O
a screenshot of the flat tv that has the problem - it“s a simple cube!!! and it is withing the bounds of the grid
It looks like, when rotated, it is within the bounds for no longer
And that's most likely the issue
I kinda get what you mean but isn“t the rotation a full 90 angle? so why would it go out of bounds, like if it is not out of bounds in its initial state, it shouldn“t be if 90 rotated! but so does this mean I should make it shorter in width then?
it is 26 pixels in total width
The model will go out of bounds if is too large and rotated like that, you can see how blockbench prevents this by rotating it within the program.
oh I will do the rotation it it to see
You could probably center it and use the translation property in minecraft:transformation to move it as you prefer
it worked now, what I did was just pull it 1 pixel off the edge, but that“s funny though at it was on the edge not after the edge...
so this means now I will have to thicken its length to 2pixels, but that“s ok by me
Glad you got it to work
How would i make a block not be pushable by pistons in recent versions?
ScriptAPI
lol, I guess they removed that
bruh, so there's no way to make a block immovable?
no
anyone know why 0 bytes for the log? the game is not generating written logs anymore even though it throws an error in-game regarding a block not being registered
wow so the limit box is kind of small huh, I mean it stretches fine width wise but length wise it only hits 17 pixels.. I though it was 30x30x30 all around
It is... Maybe you're sizing all sides where the other side reaches the limit while the other side is not yet that's why it's not stretching more
What are blocks states
it's probably missing texture file from the lower part of door
try checking if the names are correct
@brittle heath
ya misspelled a lot of things and got it working now
If I knew off the top of my head, I'd tell you, but the answer is (I guess, a Google away) but I'm on my cell now so it makes things a whole lot harder. I also am soon to understand it. I read about it but haven't understood it still. I may need it for my custom colored walls a friend of mine said
How do I animate a block in Blockbench?
Could you elaborate on animation. Do you mean flipbook textures or model animations
I mean when u give the block xp thereās a animation that starts then pauses till u put lvl 10 of xp to fill it up like a battery
So model animations. You cant really do that on Bedrock. You can use bone visibility as a workaround to give the apparent look of it animating
K, how do I do that?
How do I make it where u put how much xp u want the block to take or u can withdraw the xp and xp is energy for batteries
https://wiki.bedrock.dev/blocks/block-permutations.html i recommend leaening about bone visibility and peemutations first
𤷠very broad question. There are multiple ways. You can use a server form to input the exact amount of xp or levels. Maybe when you right click it deposits a random amount
I mean it displays a screen that works like the gta 5 money system but xp and u can put in an amount and withdraw an amount.
Then youll need to learn about scripting to open a form that the player can interact with
Ah, how do I code a block to animate and to pop up a screen when u right click to withdraw or dispose xp?
Learn scripting and custom components first
Can you send me a link for me to learn?
Intro to ScriptAPI: https://aka.ms/startwithmcscript
Intro to Tests: https://docs.microsoft.com/en-us/minecraft/creator/documents/gametestgettingstarted
Official Docs: https://docs.microsoft.com/en-us/minecraft/creator/scriptapi
Community Docs: https://wiki.bedrock.dev/scripting/game-tests
Script API examples: https://github.com/JaylyDev/ScriptAPI
2021 Q&A: https://wiki.bedrock.dev/scripting/gametest-qna.html
2022 Q&A: https://wiki.bedrock.dev/scripting/scripting-editor-qna.html
a friend of mine in which I believe, has been telling me multiple times that I should always use power of 2 for my textures, claiming it helps with performance. I have done so from there on, but there are still some textures I have that are power of 2 but not on both dimensions (16x32) you get the point.
Question is: should I change all my textures to power of 2 for both dimensions? 16x16, 32x32 etc if I want the best performance overall?
no I mean in terms of comparing 16x32 and 32x32 -will the pc handle better 32x32 just because it is perfectly square and even though its pixel dimensions are bigger than 16x32?
Probably 16x32
I just wanted to reconfirm with users here because chatgpt had said otherwise! so thanks š - you know itĀ“s always good to get inputs from several sources on such a polemic thingy haha
First of all... Why ask gpt š
I like to tamper with its intelligence š (see how smart it is or how much it knows)
Does anyone know why Minecraft stopped writing into logs? they“re all 0 bytes without any text to them even though problems are detected
That mostly happens when you quit the game without clicking the quit button, when you close it without clicking it, sometimes it bugs
whah thanks I“ve never seen the quit button! oops! wonder where it is - I“l launch again and see if I spot it
I meant by the quit is that you save the world, not just closing mc
well ok I will see to that as well.. ty
Im trying to get varied textures on my block in bedrock but it just ends up being a black block with no texture or variation, also the icon in the inventory is invisble for some reaosn. Any help?
"resource_pack_name": "vanilla",
"texture_name": "atlas.terrain",
"padding": 8,
"num_mip_levels": 4,
"texture_data": {
"carrara_white_marble_block_02": {
"textures": {
"variations": [
{
"path": "textures/blocks/carrara/carrara_white_marble_block_02.png"
},
{
"path": "textures/blocks/carrara/carrara1"
},
{
"path": "textures/blocks/carrara/carrara2"
}
]
}
},
"blue_marble_column_with_polychrome_base_01": {
"textures": "textures/blocks/blue_marble_column_with_polychrome_base_01.png"
they say the limit is 30 but not so.. limit here is 26
Make a new model, create cube it's 30x30x30
funny enought after saving and reopening I was able to resize up until 30
Hereās the code to view it easier, if any of you see whatās causing it to not find any textures (aside from the .png) then please help
anyone knows what folder in the samples I can find the various block sounds MC has so I can start to assign them to my models?
sounds like metal, grass, scaffolding, etc (cause I need to know all they have so I can find the closest sound)
there's a list of sounds here: https://wiki.bedrock.dev/blocks/block-sounds.html
ah dang I am blocked by my corporation to go on this website... I will dig through the samples folder
am I on the right path?
any1 can help me with this?https://discord.com/channels/523663022053392405/1245281082354700378
thank you
Donāt fish for answers in other channels, this is not allowed. Thank you.
Blocks don't use render controllers, ask in #1067869022273667152
ah sure! let me delete it
Is there a way to make a block that spreads? Like sculk vein
ticking + custom components
So it's possible, I just need to understand what you just said-
Yes
You'll need to familiarize yourself with custom components and the scripting API
having an issue with a geometry I've created in blockbench... it appears to be showing up in all sorts of different ways in the UI, and I can't figure out why. The block itself works fine when placed, it shows up fine in the inventory, but the hotbar, drag, and creative/crafting search window all show it a different way!
I can't seem to find out why it's doing this, and it's been driving me crazy for a while
You might need to reorder the order of the bones
I've tried that, and it doesn't make any difference
Bones order matters for the inventory rendering
I think I've got it right though... top ones on the bottom, bottom ones on the top?
Try it and see
try what?
What you just said
Then try other order
I tried that too, unfortunately
There must be one order to fix it. Thatās how you fix those sort of issues, for any geometry
If you want an easy solution, use an item to place your block instead
so it's just a case of shuffling until I find the right one?
Basically, yes
Thatās why we need the inventory render property on block geometries but, we just donāt have that š¤·āāļø
Is what Java does
can we control the block texture without using a model?
What does that mean?
so a block has a block state called color
Doesnāt the fourth image is rendering as intended though?
yea
if the the value of this state is red i use the red texture
It is rendering the model as in blockbench, so thatās what you asked for..
it's doing that... in the Inventory... but not in the hotbar
Block states are for blocks, not items. If you want separate colored items, make them
yes, for blocks
when did i say item?
I'm blind, I must have hallucinated it šµāš«
That sounds like a bug then..?
I have never experienced such thing as different render in hotbar and inventory
I'm thinking the same... because it used to work just fine, and then stopped a while back
Thatās very interesting I must add
what???
i will rephrase the question:
i have a block with a color block state, can i use permutations to change the texture of the block depending on the color block state without having to give the block a model?
oh sorry
Yes you can, use minecraft:material_instance in your permutations
Thatās to you, Yasser š
"minecraft:geometry.full_block" in the geo component
doesn't that require a model to work?
.
Thatās a 16x16x16 unit cube geometry, just like a dirt or cobblestone block
See it like the old minecraft:unit_cube component
i have a reason to not use the geometry component
it makes the item icon look small and I don't want that.
they've fixed the model ordering issue so hopefully they'll fix that too
although they seem to have made a new issue
so the permutations can't manipulate textures without a model?
no
thank you for the help
i have found a workaround tho
concept for growing fungus. just a place holder atm
I've seen 4 posts regarding this in the last week so I though I'd make a feedback post: https://discord.com/channels/1138536747932864532/1245673157969317918
Iām not too sure about what Mojang would think about that, considering how blocks.json is mainly intended for vanilla blocks.
hmā¦
the suggestion would mean that you don't have to use blocks.json for the "variations" field to work
I think thatās not clear in the post, it looks like you are just mentioning the issue, perhaps it is just me since I just woke up, but give it a second look pls
Or if is explained there can you explain me here what you are suggesting
material_instances doesn't support variations, if it did then we could have variated textures on custom models and change them based on permutation
And how you want it to support it?
Thatās what I think the post is missing, your vision of the solution
it should just automatically work like it does in blocks.json
Currently, this works
blocks.json
"my:block": {
"textures": "my_variated_texture"
}
but this doesn't
"minecraft:material_instances": {
"*": {
"texture": "my_variated_texture"
}
}
Okay I get it, what is it about block permutations though?
If they make this work, block permutations would have nothing to do with it
currently if you want variations you have to use blocks.json, which can't change the texture based on the block's permutation
Yeah
If my_variated_texture is a texture with, letās say 4 textures
And Mojang allows it to be used in minecraft:material_instance
Wouldnāt it mean that the texture would be chosen upon placement just like is done with blocks.json?
The randomisation is based on the block location
So yeah, permutations would have nothing to do with it in that scenario
If thatās done, we would still be unable to decide which path the component should take based on the permutation
does this clarify it? This wouldn't be possible currently
"permutations": [
{
"condition": "q.block_state('example:color') == 'red'",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "red_variated_texture" // Random red texture
}
}
}
},
{
"condition": "q.block_state('example:color') == 'blue'",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "blue_variated_texture" // Random blue texture
}
}
}
}
]
So thatās making use of two random textures, one with red variations and other with blue variations?
I see what you mean now, but if thatās the case it would still be kinda limited
But yes it does clarify it
You can with block states
but then you have to do scripting and maths which is complex
Not really. Just use interact or on playerplace
Overall is more complicated for a vast majority of people
i'd also like a "texture_index" parameter for material instances (it would be more useful for me, i've never used variations personally):
"my_texture": {
"textures": [
"textures/blocks/texture_off",
"textures/blocks/texture_on"
]
}
"minecraft:material_instances": {
"*": {
"texture": "my_texture",
"texture_index": "q.block_state('example:is_on')"
}
}
Yeah I was just going to suggest that
Well, something similar
Let me finish writing it
I would transform your suggestion to the following:
When a texture with variations is used in minecraft:material_instances, it will behave just like using it in blocks.json. This would allow for textures with variations for blocks with custom geometries, which is currently not possible as stated in the original suggestion. In addition, I would make the texture field an array like it was done with the bone_visibility property for minecraft:geometry, which would allow the user to add a condition to each path of the texture variation.
Iāll add this to your post when I get back to my pc so I can write an example
Thats what i was gonna suggest is bone vis
This way the permutations field is not even touched, and we are staying using the path logic of variated textures
I think something Mojang is more familiarized with will be of their liking, and so for us
there shouldn't be conditions for "variations", it's meant to be random
i don't think it's relevant to the variations post
Or it could be usefull with biome tags
Itāll be random, and in addition the user will be able to condition each variation
For example, letās say a lamp has 4 texture variations for being on and 4 texture variations for being off
Condition it with example:is_on ^
This is a simple addition to allow for more complicated but yet possible use cases. For the simplicity of texture variations, just focus on what you are originally suggesting
Aka the first 2 sentences here
more relevant to this imo (the format example given is a bit too restrictive but it's about a similar topic): https://discord.com/channels/1138536747932864532/1172272096529895434
ON the topic of variation, š offset variation based on noisemap when
I donāt think thatās a good format
same, but it's about conditions in material instances
But what I am suggesting will not be possible without your suggestion 1st
Since this would only be usable if the texture used has variations
Just like bone_visibility with bones
would it look like this? seems separate to the "variations" field to me
"minecraft:material_instances": {
"*": {
"texture": [
{
"condition": "asfhisudhf",
"texture": "ioahfrh"
},
{
"condition": "!asfhisudhf",
"texture": "sdfsdaf"
}
]
}
}
asfhisudhf molang variable when?
No
Iāll get on my PC after breakfast
Which, I should start doing lol
brb
Okay back, i'll contribute to that suggestion with my thougts now
Hoopefully that example clarifies it. Without your texture variations suggestion, mine won't be anything
I noticed that once you put material_instances component in a block, it will become non solid block, even tho it uses full block geometry. So it won't able to receive redstone, and return false with block.isSolid in script.
Is this a bug?
We dont know
You must use blocks.json for it to be a solid block
blocks.json won't allow for having a different rotation of blocks.
Mojang need to fixed this, if it uses a geometry full block, it must be a solid block.
Its bc it uses the geometry cimponent hence automatically making it non solid
Its not a bug, its working as intended to my knowledge
Even with geometry component and it uses full block geometry, the block is still solid as long as the material_instances is not present.
Thats only for texture
We know that. Please understand first what we are talking about.
Thatās probably a bug then
The geometry component should mark the block as a non-solid block independently of the content of the geometry
Do these guides still require experimental or they just need updating ? If they're still truly in experimental, when do you guys think it'll come out of it ?
https://wiki.bedrock.dev/blocks/precise-rotation.html
https://wiki.bedrock.dev/blocks/precise-interaction
you need to update the script version in manifest. but i'm not sure if it's experimental
and maybe it's beta too
Nevermind they both use block events so obviously experimental.
gotta wait for custom components.
Yeah sorry!
In case you wanted to do heads, thatās already possible on stable
We made heads for all the mob variations in my marketplace project
Precise Interaction is what I wanted.
Why is bro a ai š
I like to see how smart it is but I don't believe it blindly, haha... I know it has flaws and likes to make things up in its own that is not part of Minecraft's way of doing things
If only it could learn though (by what we feed it) but it seems that only the paid one gpt4 is like that (or maybe not even)
Using InteractWithBlock, or custom components, can achieve precise interaction. But these are still beta. ItemUseOn is already stable and this can also achieve precise interaction but you always need item in hand to interact with this event.
Whoah nice I don't think I've ever seen that
ah here's why. It is not listed. that's why I never saw it. So how do I directly access it since it's hidden?
Go to the channels and roles section and select what channels to see
There's nothing I can do about the fact that giving a block a custom component makes it so you can interact with it right?
nope.... wait are you talking about the annoying swing? if yes thats fix in preview
Fixed in 1.21
Alr good to know
Now about stripping logs, what's the "standardized" approach? For any sort of axe item I've made, I've made it handle the block stripping (sounds and durability) but now for custom blocks the tag minecraft:is_axe doesn't do anything
minecraft:is_axe is for items right?
Yes
Are you talking about stripping custom blovks?
Yes
try detecting if item has that tag and interact with you're block do the thing bla bla
I know how to do it
Theres really no standard way in bedrock addons ecosystem imo
I'm just trying to get a sense of what'd be the best way to approach
I can't expect every addon to have a system that includes support for my custom logs
Usually people just follow the wiki
You cant really expect addons to use the same system and be compatiible imo
many try to make libraries(me), many have failed
Yeah honestly can't see a way that'd allow for good compatiblity between things
Unlike marketplace teams that communicate and collab with each other
I think the best approach would be
Axe:
- If vanilla log -> Sound + Durability
- Else nothing
Log:
- Sound + Durability + Change block
This way if a custom axe from one pack is used on a log from another then it'd automatically work
Another issue im worried about is what if the creator makes an axe but only wants ot to decrease durability of it hits an entity not strip
There's a before durability component right? Could that help, haven't looked into it yet
Thats only affected by entity hit. Im saying if your custom log makes the item lose durability, then that can also cause issues :/ . We really need that tag system i recommended in feedback discord.
Ah yeah ok makes sense
Ive been digging into javas src code to recreate vanilla stuff....and the amount of shit thays hardcoded is insane
We could kind off do it with the current stuff But there's no way everyone would follow that standard
:/ the issue with blovks on interact is you cant cancel the swing animation
Ah yes, the fact the block stripping stuff is a private map
but digger for some reason uses block tags as well
And yet bedrock doesnt
I mean currently, there's zero standards
And HCF is still fairly prominent
So prime time to make a standard so that allow the hcf migrants follow it
Mfw scripting api has more standard than json which has been here since 1.13
@desert vector just something to keep in mind as well since we're both the main ones updating the guides
Given people's reactions to the removal, I can't imagine there'd be that many people trying to do stuff on their
i mean it make sense why people are disappointed of the removal cause HCF has been there for a really really long time... imagine i gave you a dog and after 5 years it died whats your reaction?
I'd be less disappointed if I knew the day was coming
see... you never know soo it just make sense
Except the dog wasnt experimental :/ not a great analogy
bruh
Custom components are absolutely amazing, just define the component once and you can easily reuse it. If I ever change how my logs are meant to function, I only have to it change once.
"minecraft:custom_components": [
"pv:log"
]
Oh reminds me what cici said. Of an item has an on use on component and it interacts with a block woth a interact component, the blocks component will not fire at all
Interesting
Unsure if that's a good thing or bad thing
I mean I didn't say custom components are bad.
Bad bc once again ( #1067876948858118185 message ) the block shouldnt imo ever manipulate the item
Fair, maybe it's a bug? Guess we'll have to see once things come into stable
We need a new competing standard š¤£
š© so many thingd i want to do:
- Maintain the wiki
- Make a video improving the api
- release more addons
Video improving the api?
Just a YT video goimg over how i would improve the api. Feedback, suggestion. Mostly minor tweaks. Not gonna be "add custom dimensioms" more like "let us tweak blocks itemstack)
Yeah I've seen that
What about for onPlayerInteract()? Does it play the swing animation all the time, when it's a successful interaction, or not at all?
Yep :/ #1067876948858118185 message
Which makes custom logs a pain really
Hopefully that changes
Lots of rhings i want changed bout custom components
Random question but how does the game decide how much bonemeal it takes to grow a tree assuming it's unobstructed?
Getting anywhere from 2-8 while testing
I havent looked into the sapling code yet bc ik we cant recreate it(every other crop ik the algorithm), but saplimgs have two states so it must be bonemealed once and each usage it uses a random number i believe then uses the placefeature command(natively) to place the tree struct
When you say we can't recreate is that because we need to use structures to load the tree?
Correctomundo
a few crops we also cant 100% due to light level
Entities
Workarounds begone
The custom crops pr is the sort of thing we should stick to imo, makes it clear what's a component and prevents lots of nesting inside worldInitialize. For most custom components, use of classes is unnecessary and can look more intimidating
/** @type {import("@minecraft/server").BlockCustomComponent} */
const CustomCropGrowthBlockComponent = {
onRandomTick({ block }) {
...
},
onPlayerInteract({ block, dimension, player }) {
...
},
};
world.beforeEvents.worldInitialize.subscribe(({ blockTypeRegistry }) => {
blockTypeRegistry.registerCustomComponent("wiki:custom_crop_growth", CustomCropGrowthBlockComponent);
});
For mine i'm just triggering the event whenever the block is interacted with an item using that tag. If it doesn't work for a custom axe of someone is simply because they forgot to add the tag, which is pretty much a requirement to have a proper custom axe.
me who was going to update the wiki with my slab template using custom components but Sean told me not to š
and since then I don't update the wiki till I receive news lol
Why not?
#713856400631267369 message
I'll just wait till I can do something and see what I can offer to the wiki š
Maybe because of timing? He was ahead. Could be
Does flip book work for complex models textures as well or just for cubes with same textures on all 4 sides and only in 16x width?
I understand the texture should be power of 2 though.
I ask cause I wanted to animate a small ceiling fan using flipbook
i would assume so if your model itself has all the textures used inside one png. ik its hard to do with larger models but it should work.
great! I“ll give it a try!
Are unwalkable blocks not possible anymore?
Sadly, NO
unwalkable blocks?
The thing you can do is to have invisible block on top of your block when it is placed, so entities can't walk over it.
It was a component for block to make it unwalkable, just like fence. Unfortunately, it was removed.
i know im a few days late, but adding th minecraft:unit_cube component makes it solid again
Yeah, you were too late, that component is removed already and has been replaced by geometry full block.
That doesnāt makes sense
[Blocks][error]-Block name = 'try:lumut' | Schematic 'geometry.lumut' doesn't have a least 1/16th of its length within the unit cube on axis y.
Can some one tell me about this error
There's something wrong with your geometry
{
"format_version": "1.12.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.lumut",
"texture_width": 32,
"texture_height": 32,
"visible_bounds_width": 2,
"visible_bounds_height": 1.5,
"visible_bounds_offset": [0, 0.25, 0]
},
"bones": [
{
"name": "bb_main",
"pivot": [0, 0, 0],
"cubes": [
{
"origin": [-8, 0, -8],
"size": [16, 0.15, 16],
"uv": {
"north": {"uv": [0, 0], "uv_size": [16, 0]},
"east": {"uv": [0, 0], "uv_size": [16, 0]},
"south": {"uv": [0, 0], "uv_size": [16, 0]},
"west": {"uv": [0, 0], "uv_size": [16, 0]},
"up": {"uv": [0, 0], "uv_size": [16, 16]},
"down": {"uv": [0, 32], "uv_size": [16, -16]}
}
}
]
}
]
}
]
}
I make it in blockbench
Make the size for y 1 pixel could you try that?
But i need a block that thin
Its work buat its kinda floating
Continue playing with the Y position till you get it right
I don't know man I name it growth and miencraft:growth and it gives me error
what is the default render_method for plants
You trying that as a block trait? It doesnāt exists.
alpha_test
states
minecraft canāt be used as a namespace then
why can't I use the default minecraft?
you never been able to use minecraft as a namespace tho
everything needs to be custom... unless you're editing a vanilla file
Also, if minecraft namespace was available, it would kind of defeat the purpose of even having namespaces, as many people would just use minecraft
does anyone know how can i make a block placable on water like lily pads
Because is the default namespace for vanilla content.
wiki already said that you can't use minecraft as namespace
so i made a block that plays a sound with interacted but when i click it, it spams the sound, what should i do to stop this
can u show ur code?
why is my block doing this?
const ps = rd.source;
const rdi = rd.itemStack;
if( rdi.typeId == "vs:frd" || rdi.typeId == "vs:frd2"){
const sl = ["sounds.oh_yeah","sounds.squeak_1","sounds.squeak_2","sounds.squeak_3","sounds.squeak_4","sounds.squeak_5","sounds.squeak_6"];
const r = Math.floor(Math.random()*7);
const dim = world.getDimension("Overworld");
dim.playSound(String(sl[r]),ps.location, { pitch: 1.0, volume: 1.0 });
}
});```
u should use new components now, but in that case, u can use tags for stop the loop, like:
if (!player.hasTag('soundloop')) {
player.addTag('soundloop')
// code
}
player.removeTag('soundloop');
new components?
when u have a bone with size Z in 0, u have to move the UV texture, like in the video, only 1 face of the bone
yup
events in blocks
will be deprecated
in 1.21.10
sorry?
I didn't understand what you say.
import { world } from '@minecraft/server';
world.beforeEvents.worldInitialize.subscribe(e => {
e.blockTypeRegistry.registerCustomComponent('custom:component', {
onPlayerInteract({ block, player }) {
// code
}
});
});
something like this
block.json:
"components": {
"minecraft:custom_components": [
"betterend:trapdoor"
],
...
in ur case, custom:component
i just copied my block
"components": {
"minecraft:custom_components": [
"custom:component"
],
...
nvm, i just saw ur video, and u have to remove the texture faces
for example
if the block has a block above, u have to remove the upper face
using bone visibility
It's exactly what I want.
but I'm using geometry
I don't know what bone visibility is
Bone Visibility
Hide direct child cubes of bones in your model.
Molang expressions must adhere to permutation condition limitations.
Molang expressions supported in bone_visibility for format versions 1.20.10 and higher.
minecraft:block > components
"minecraft:geometry": {
"identifier": "geometry.example_block", // Geometry identifier from file in 'RP/models/entity' or 'RP/models/blocks' folder.
"bone_visibility": {
"wiki_bone": false, // Hide cubes in this bone
"conditional_bone": "q.block_state('wiki:example_state') == 3", // Molang expressions can conditionally set visibility
"another_bone": true // true is the default so has no effect.
}
}
@drifting ginkgo
wiki bone?
it's just an example of bone
Do I need to keep this?
ex:
...
is ur block using model or default model?
default.
minecraft:geometry.full_block
in that case, make a new one, making a normal block, using 6 bones
and then with bone visibility u can stop showing the faces u want
srry my bad english
i'm not worried about that, your English seems great.
ty
6 bones* (i just put 3 bones as an example)
u can rename ur bones
and then in ur json u can make it visible or not
š
change alpha_test to blend
How do I create a block that has a growth state and, with each random tick, it grows and, when it reaches stage 3, it loads a structure?
I've asked this question several times, but I don't know how to deal with permutations or states
is there a way to replicate the sing behavior? the block needing a support block and breaking without it, but being able o use any other block as said support block?
Custom component using the Script API, onRandomTick
minecraft:placement_filter
that?
const component = defineComponent(c => {
c.name("");
c.schema({});
c.template(() => {});
});
export default component;
Or is it still that world.afterEvents... thing?
I... have no idea about what this is
Don't use ChatGPT
You can see a few of my templates for reference
Just in case š¤·āāļø
I just didn't understand it right.
why not?
idk where this is from, but that's not what you need
Here's a simple onRandomTick from my templates- torch.
If you don't know scripting, is a good time to learn it
and thanks for the template, I know javascript, but I don't know anything about the @minecraft/server module
wrong channel
any wood template? with all in 1 addon?
[FeatureRegistry][error]-§4§lZOD§2IAK | demo:opal_ore_feature | The feature uses the feature type 'minecraft:ore_feature', which is considered internal and thus not compatible with this engine version of the game.[FeatureRegistry][error]-§4§lZOD§2IAK | No definition found for feature 'demo:opal_ore_feature'
some 1 understand this ?
You can still use the traits and states for wood rotation that hasnt changed
i mean, a template for stairs, doors, slabs, etc...
Id use kai block templates theyre updated. Look at #1247068259698610268 this one sorry
even has grass spreading
alr ty
Thank you so much
"minecraft:on_step_on": {
"target": "other",
"damage": {
"target": "other",
"amount": 1
}
},
is this correct?
Blocks?
yeah it didn't wotk
[Deprecation of Blocks and Item Events](#announcements message)
[Removal of Holiday Creator Features (HCF)](#announcements message)
Did you read the announcements?
That would be pretty hard to replicate tbh
why? is the behaviour of the block not components?
is it possible to detect an entity when it enters the selection box of a block?
All vanilla blocks are hard-coded (something I personally don't agree with), so recreating them can be difficult.
The only way I could think of doing this off the top of my head is by giving the slowness effect to every player inside of the block using a ticking custom component.
how do I stop blocks such as fences and walls from connecting with my block?
there's no fix for that sadly
what?
wait
damn so some blocks are hard-coded and not possible in their modding framework?
all blocks and items ( except food ) are hardcoded
they gave us half a cake huh...
its been so long since they did that thing.
like 1.16.
also the bundle is still experimental right?
oh yeah I checked other mods they also have the same issue
I'm starting to hate Mojang
There's a reason many people call them mojank
Hey! I just saw your message now! I was having lunch! I had the same problem, here are two fixes:
The warning is either that your block/model is bigger than the accepted size for Bedrock or that it“s too thin (zero size).
Create a dummy cube, put it in the middle of the grid, expand it to the max in all directions. (make sure your model is already converted to or already made as a Bedrock Block)
use Alt to expand it both directions at once.
Once your block is fully expanded to the max limit (blockbench will block it from being bigger than the accepted size)
Now all you gotta do is lower the size of your model to be inside that dummy cube.
After you adjust, delete the dummy cube and save! your block will be accepted back in the game.
If this is not your issue per say, one other thing you must do IF your model is a thin 0 thick plane is this: (and no one
here in this Discord have told me this, I found this out on my own):
1- Create a dummy cube and place it in the middle of the grid
2- select all its faces and delete the UVs (this will make the dummy cube invisible) DONE!
Doing this your model can be 0 thick and will be accepted just because there is an invisible cube laying down on the grid
Thank but i already solve it š
can we already create custom fences in bedrock or is it a hardcoded thing still?
You can create custom fences, you need to use script to test adjacent blocks and change the fence's state accordingly.
Take a look at his template
https://discord.com/channels/523663022053392405/1248389951150755932
how do I have a block replace a block and keep it's rotation?
What's the component where we can cull faces on custom block models?
That truly depends on your definition of replace and the method you want to use
You can use scripting or /fill
No component for that, you can use latest format version for geometries or blend render mode
how does a block detect if there is block in all facing direction?
'down', 'up', 'north', 'south', 'east' and 'west'.
Is there a way to make custom sign
not directly, you could use scripts to fake it
use permutation;
use scripts to detect that.. air does not have block tag unfortunately
if (!block.below().isSolid) { block.setType('minecraft:air') }
something like that.
why !block.below? not block.above?
so you'll choose to use js const blockAbove = block.dimension.getBlock({ x: block.location.x, y: block.location.y + 1, z: block.location.z }); than just block.above()??
also it could be above(), below(), north(), east(), south(), west()
what?
isn't block.above easier?
or is that a joke?
wait
im slow
I think using script would make it a lot more easier to do those stuff
I did it...
Does anyone know how to use conditions to check for a lit campfire below a block? I'm trying to modify a condition that uses tags, and I don't know what the tags for a lit campfire are.
"condition": "!query.block_neighbor_has_any_tag(0,-1,0,'stove_on','m.stove_on')"
I want to add something like
"condition": "!query.block_neighbor_has_any_tag(0,-1,0,'stove_on','m.stove_on','minecraft:campfire')" but that's not right.
Scripting
what about querying the block.state to see if it's (not) extinguished... would that be a thing?
or if it's blocking smoke?
Not without scripting
okay, thanks
that's a bridge thing, I've never tried it tho
how do I add custom tag to my blocks?
oh cool thanks I was looking for this
"tag:<yournamespace:yourtag>": {}
I heard that we can manipulate uv in 1.21 so the sign ide whould be real
Why the fuck I'm getting ghost pinged here lol
why is the block.location of my block is at the bottom corner?
Try Math.floor()
That's a #1067535382285135923 question
it's a custom block though
other blocks have their location on center
But you're using #1067535382285135923
it's still the same
block.center().location
that does work thank you
does all vanilla block are the same?
their location is at the bottom corner?
I'm wrong
thanks
No block.center() is different that block.center().location
okay
||I don't know how to answer you without sounding rude or that you're wrong.||
He's talking about location so you're the wrong one here.
I wasn't saying you're wrong, I would never say that š¦
sorry, Coddy
Documentation for @minecraft/server
No youre right. Block.center() works as well
He's 1.11.0-beta in 1.20.80
block.center() return Vector3, so there's no location property of block.center().
I don“t get why would we want to rotate a uv for? the block I get it but the texture itself does not make sense, unless it“s for flipbook purposes
It's just more precise stuff. You'll need to use only just one texture but be able to rotate each texture differently instead of needing to texture each face indeividually š
location and center both return vector3
Anyways does anybody know here the height of a block in blockbench? I have no problem in creating armors and such because there is a player model but there is no block model I can follow
16 pixels?
yeah thankss
Yes, the location return in the block location of the block (which is always a whole number). The center return the center location of the block. (Which has decimal, for example the center of the block is 0.5)
So they both return as Vector3. Vector3 only have 3 properties which are x, y, and z. No location property. So, block.center().location isn't a thing.
Is it possible to get anything close to ctm on bedrock?
So I can have connected textured without having 20 blocks per type of block
What's ctm?
is it possible to add 3d block to minecraft bedrock
All blocks are 3d though
i mean custom models
Yes, it's possible
how can i
does it need bp
or just rp
What are you trying to do?
i want it to be a resource pack not an addon
That doesn't answer the question.
Are you trying to add custom blocks or modify vanila blocks?
If you're trying to modify vanilla blocks you cannot do that. Custom block models are only for custom blocks
i was trying to modify vanilla
Well now you've got your answer
How do I import the texture of my model made in Blockbench into my RP?
On blockbench right click the texture name and choose save as. This will export it out of blockbench. Then drag your texture to the RP textures folder
Is /setblock and /fill commands broken with custom blocks? I can /setblock and /fill my custom block if its the block at the location is anything but itself. If the block at the location is the same custom block it just tells me it couldn't place block.
Hey everyone
how can i add "destroy_time" to my custom block with format version 1.21.10?
Destructible by mining component
is there any block json that has whatever u said?
Check the docs?
how to give a specific bone in a model a texture?
Using material instances, just like you do it with the cardinal faces or up/down but with your bone name
yes, but can i do it without setting the material instances component again? i want to mix and match between different textures for different bones, and i don't want to create like 100 combinations of permutations for that
Can you be more specific with what you want to do? All I can do with this is give you a generic answer
there was nothing wrong in your previous answer, i went to work with it but realized that i will need to create every possible combination, which is alot, take for example i have bone1, bone2, bone3, and i have 5 textures, there is so many combinations of these and i will have to create a permutation for each one, is there a better way?
if no, that's fine, i might create a python script to do it
Why would you need to create a permutation for each one?
You can do:
"minecraft:material_instances": {
"bone1": {
"texture": "snow",
"render_method": "opaque"
},
"bone2": {
"texture": "grass_side_snowed",
"render_method": "opaque"
},
"bonw3": {
"texture": "dirt",
"render_method": "opaque"
}
The question is, are those textures dynamic?
when i add the material instances component from a permutation, it will ignore the one in the components
and if i use another permutation it will ignore the previous one and so on
So I am assuming the textures you want to use are dynamic, meaning bone1 will be able to use 5 different textures, and the same with the other bones?
exactly
Yeah unfortunately you'll have to do that manually, unless you do 1 bone per texture, which will make everything better from the coding side
interesting idea
What this means is that you'll have 5 copies of the same bone(s) and each will be using a different texture. Then you enable/disable them with bone_visibility accordingly
i got what you mean
Perfect. Yeah those are your only options
If they are not many bones I wouldnt mind doing the last one
Keep in consideration bone_visibility has a limit of 64 bones
i will go with the first option tho, because i am planning to use the bone visibility to change the shape of the bone, but i will save the second option for other blocks, thanks for helping
Glad I was able to help!
Yes
how to stop a custom block from dropping itself when broken by silk touch, killing or removing the item entity isn't fast enough
never mind, i have found a way to mimic that by using player break block before event
Yeah I think the only way is scripting.
|| I may be wrong tho ||
so if these are deprecated in 1.21 what will be their substitutes? saying they are gone is one thing. Another thing is saying Hey, these are gone, and are being replaced with these instead! unless all we got is they“ll b gone but we haven“t gotten what they“ll b replaced with. All I know we got is custom components, but if that has to do with it, the answer to my question still remains unanswered
#announcements message
yes yes I have read that like several times already and still it does not say - well let me show you: here is what it says: all Block Events being removed can be found here. Right I saw that too but that“s what i showed on the photograph. What are the things that will work instead of them? that only says now it“s the time to update.... right update how? custom components? if so then still the question is what words or code will substitute The deprecated stuff on the picture? I don“t think it explicitly show us the substitutions in custom components, rather it talks about scripting which is not my question
for example: on_interact - deprecated - use bla bla bla in scripting now
minecraft:on_placed - deprecated - use bla bla bla from now on (that“s what I mean)
what my common sense tells me is that No they are not deprecated, instead they are to be used inside scripting! So - I need a light on this, ty
That requires you to actually read the docs then š
We have told you that yes, custom components are the replacement. Now it is yiur job to learn scripting and read the docs to further learn the api
now I fully understand. Ty
or just give the customblock js an empty loot table.
sillk touch exists
Block custom components are frustrating, but they don't have to be. They're so close. minecraft:placement_filter being unsavory and not having more before events increases development time by⦠a lot. Any thoughts?
my addon no longer uses holiday creator features, thanks to custom components
and there is PlayerPlaceBlockBeforeEvent which can replace placement_filter if you choose
You could make a const of all the blocks it can be placed on and check if it's in the const to be placeable?
If possible you could also check which face/direction it is and do it that way with a const
you can even use custom components to replace the placement_filter component
Yeah, but I personally think a better refined placement filter would be best.
I have item block placer and/or before placement events to handle what I can with a sort of custom placement filter logic. I guess that's okay. I'm glad we can do anything at all, but I hate having to reinvent the wheel. Looking forward to improvements to these in the future.
remember that a single custom component can be used for multiple blocks, unlike the placement filter, you don't have to write the same list of blocks over and over again
That's true, but that's mostly because there's still a framework-sized hole in the community right now.
https://discord.com/channels/1138536747932864532/1249768291384426546 speaking of placement filter....i suggested this
Can you stack two textures on a block face? Or should I use two different bones with two separate textures?
different bones
Alright. Will it look alright tho? It is two separate bones after all.
No, it won't
Make sure to use bone visibility or there will be z fighting
It will have z fighting like with entities
how stable are cuustom block components?
You can also dynamically composite textures using terrain atlases.
A very little-known feature of atlases
That's cool (and freaky lol). How would I do that?
My (very) old notes say:
Apparently, all you need is "additive": true in an atlas entry.
Thanks!
Let me know if this method still works.
Yeah, it still does.
Neat, thanks. Does that help you at all?
It doesn't help for the current block I'm working on, but I definitely have other blocks that could use this system.
yo
how can i detect multiple states using one query?
i mean ( "query.block_state('??') == false" )
is it possible to detect multiple states?
so like this?
"q.block_state('??') && q.block_state('???') == false"
i know, i have used them before
Looks like it, yeah.
I'm not super used to your style, though. Usually if I wanna do a q.block_state('???') == false, I do !q.block_state('???').
it will detect if any of those states are false or detects if every single one of those are false?
"q.block_state('??') && q.block_state('???') == false"
This would test if??istrueand???isfalse.
oh
so i had to add ! to it
or wait
lemme see something
bec im actually dumb as hell
Nah, you're good.
i dont have to check those states
bec my idea is kinda complicated
i will setPermutation to change the value of the state, so when i turn on something, everything else will set my default to false
and if i turn anything to false, everything that is true will be set by default to 'false'
i know
block.setPermutation(block.permutation.withState('??', true or false))
my brain figured out the issue after i said it here
just some brain issues
Cant believe this isnt documented anywhere
So it goes.
To be fair, this is just about the most hidden thing in the engine we can do with add-ons.
There are a couple of other things that teeter on the line of NDA, so⦠š¤
how do I have a block spred?
You'll need the tick component and the onTick custom component(random tick can work as well) registered and use ScriptAPI to spread the block
hey can someone help me out #1254161957364437113
Donāt fish for answers, wait patiently for someone to help you
oki sorry
First time I'm seeing this.
to get my blocks, items, entities outside of hcf what do i need to add to their json files?
Nothing to add. Just disable the toggle and chekc your content log
Can we use render controls on a block(if no any replacements)
Item using attachable with component minecraft:block_placer
Render controps
ohh my bad, no
can we set molang variables in blocks?
i am trying to shorten
q.block_state('minecraft:vertical_half') == 'top' into v.top
if that's possible
if a block is updated by script will it reactivate minecraft:tick (looping is set to false)
No
Try it
If it is directly re-placing the block, is most likely a yes
have you guys made stairs? if so how many permutations/states does it have
A lot
is it in 3 digits?
0 permutations
6 states
these are all the states i used
I actually have 3 permutations, two block states, two traits
but does your stairs turn corners?
Please....this isnt my first rodeo: https://vxtwitter.com/SmokeyStack_/status/1788636856705278256
So close....I just need multi part collision and waterlogging capabilities and my custom stairs will be near perfect! #Minecraft
š 151 š 8
if block traits are built in to MC do they count for the permutation limit?
Yes
well that is amazing
Indeed
so this only has 3 permutations oppose to 24
what's the limit?
65536 iirc
basically no limit?
If you are making complex logics, that's a limit
ig
Btw I just re-checked some of my old notes in an old book and it seems they don't
idk when I wrote that tho
ohh
I reached it with my connectable glass lol
That was way before custom components though.
lol
That can happens when using dev folders and being in the game for many hours leaving and rejoining
And about to reach the limit
Most likely not usual now with how many crashes you get
would love this to be confirmed
#1019692489596215388 message
that's way over 9000
I have over 50 blocks using block traits š¤·āāļø
wait, what is the limit for exactly?
the wiki says it's for the number of blocks that have permutations in the loaded area, but does it count the total number of permutations or just the blocks?
will u make a template for this?
Hmmm no
sad
is minecraft:breathability component deprecated ?
Question: and i am at the start of digging. I am looking at resource/textrue packs only. Is there a good set of documentation about the "variations" array.
https://wiki.bedrock.dev/blocks/block-texture-variation.html
iirc yes
Probably not one better than that! We can help you here if you have any questions
I was currious if ther was a way to vary the texture based upon block data... I know that it can change based upon block data. Like dark oak vs oak in the array. I know the block state names are world file. I know how to determine what the names are for the state that i would like to vary the texture upon. But i dont know how to control what texture is chosen based upon the state data.
Shouldnt be?
To be precise. I found someone had a pack that grabed the redstone signal strength, then used a custom texture on a barrier block gemoetry to select through each redstone signal strength level. I now know that data value is there in the resource pack to be accessed, in some capacity... Now just trying to figure out what the limits are.
Iāve never used it lol, seems unnecessary
I thought it was removed š¤
The value is the "redstone_signal" it seems to leak into barrier block display and control the index in the array that is used for the block itself. ... Maybe it is with the json value...
ie
"textrues":[
"path":"path/to/texture",
"redstone_signal": 12
]
or something just was hopping to not do this guess and check.
To make it air or solid
Thats not unnecessary. 𤷠some people still use blocks.json
Canāt you do that with collision box?
?
Collision box set to false will make the block act like air
In blocks.json and no blocks.json
wouldnt it be so it acts like glass or fence gates
IE you want it to have a colision box, but not cause suffication.
Oh that
Yeah you are right
I forgot of this because on custom blocks the collision box canāt be skipped like on vanilla blocks
So once again, I see it pointless lol
Perhaps it works well for some specific cases, but for most of them⦠not quite
Everything is pointless to you
Specifies whether the block is breathable by defining if the block is treated as a solid or as air. The default is solid if this component is omitted.
Lets say you wanted to make something that was like leaves. but not exactly leaves...
like bramble or tree branches... or something... you dont want the player or entities to die in it... but you want it to interfere with the player movement... because you used it as obsticals in a level...
If it is not breathable... you will take suffication damage, if you remove the colision box it wont work as intended.
This didnt work...
I must try it again to see šæ
Hello, could someone help me? I have this custom block called 'Banana Trunk Block'. I would like it to be like wood in Minecraft, being broken faster using an axe.
Thatās a behavior you do in the axe itself
Could you help me again? I'm a beginner with addons. I tried doing it this way, but it didn't work. Do you know how to solve this?
You must use minecraft:digger, and vanilla tools are non-modifiable
So, how can I make this block break faster with axes?
Vanilla axes? Scripting. Custom axes? Add it to the blocks array
Alright, thank you very much.
No problem š«”
yes, i use scripts to make custom blocks break faster with vanilla tools.
with a ticking function that reads the block each player is looking at if it had a certain tag, if the player is holding the right tool, i change a block state which gives the block a permutation that makes it break faster, and remove the permutation otherwise, i wish there was a custom component what fires when a player starts to mine a block, this way i don't have to use a ticking function.
it's removed in 1.20.4 and above?
it's called q.block_state now
how do I have a on_tick with 2 conditions?
2 if statements?
This isn't multiplayer friendly, cause if one player with the right tool is looking at block but isn't mining it, the block will still change state. So other player could mine it faster without the right tool.
is it possible for us to create our own custom die so when we click for example on a block with that custom die we can change its texture (not its color)? this way I don“t have to create 10 individual blocks with 10 colors, (just the texture) - so if that“s possible, can I have a link to study that? thanks -
anyone know how to fix this problem? I am trying to make a loot table but for some reason when i use the command block to summon the items it doesnt.
The command was execute if block ~ ~-1 ~ water run execute if block ~ ~-2 ~ water run execute if block ~ ~-3 ~ water run loot spawn ~ ~1 ~ loot "blocks/test_fish_net"
i know, but it is the best i way i know.
can we use molang in the blocks. json file?
No
sad
Hey
If a block BP doesnt have a geometry component
What will happen to that block?
Or it will take a fullblock shape?
16x16x16
"format_version": "1.20.60"
That if you use blocks.json btw
hi there, what can I do to use higher resolution textures in a block if it is flipbook? right now my block is lossing it`s quality
Did you figure this out btw?
hey, can we toggle the visibility of a group of bones by toggling the visibility of their parents?
let's say i have a leg bone and a foot bone attached to it, is it possible to hide both bones by just hiding the leg? or do i need to hide each bone individually?
Why does shadows looks so cheesy when updating blocks from 1.16 to 1.20.80(or higher)
do we need the block geo fixer addon anymore? I“m on 1.20.81
What I actually mean is if I use this addon here, it will allow me to use geometry above the 30x30x30 limit huh?
https://mcpedl.com/block-geo-fixer-1-18-12/
Nope that exploit was fixed
how do I have a block to place like a log? so the rotation works better that the one that I am currently using?
curious tech question about the limit... why 30? why did they not allow at least 2 blocks? (32x) it was just 2 pixels left
Anything that relies on it will break
Including permutation?
Permutations do not rely on HCF
I have an Addon that use the custom head tutorial on the Addon wiki
Will that break?
Turn off HCF toggle and youll find out
ngl, thats what I should do
What is HCF ?
The Holiday Creator Feature toggle
Got it, thank you
Did it work ?
Animated entity or block states for a ceilign fan for my single player/no server at all public free addon? (1.20.81)
An entity might be your best bet to create a smooth animation
are "properties" called "states" now?
Thatās correct
World gen docs in the wiki can help with that
How do i change loot tables for blocks?
Iāve looked through the source code and the wiki but canāt seem to find them anywhere
I also wanna change how long it takes to mine
block in question is clay
You cannot modify vanilla blocks
damn
i know that i CAN change what they drop with scripting
but the one guy working on this addon who knows how to script has already got a fairly large workload
and I donāt wanna give him more stuff to do
You can always learn to do it by yourself
guys, is it possible, for example, I have my steet light post light block which is a simple block with a light emission.
The post itself is another separate 16x tall individual block so it“s not the whole thing like you see in the photograph.
My question is, that metal light block there (the light emiting one) is always on (24 hours) even in the day.
How can I have the emission become zero when the day arrives and 15 when sun sets?
you know, automatic like it is in real life, so all the lights on the town come one when night arrives - thanks
this is its Behavior json -I saw a world brightness thingy/setting value that did that same logic (on another addon) but it was on an entity and this is just a block, so... btw, this is for 1.20.81
Could this become a future problem?
That is not a future problem that is a problem you need to fix right now
Do I really need to use these minimum values?
the player apparently stays floating on the block if he uses the minimum values
That's why they're called minimum values?
Oh
and is it possible to make the player not float on top of the block?
Change the collision size?
I think it was changed because of render dragon? Not sure but geo blocks used to have the same capacity as entities before render dragon was implemented (maybe).
demonstrated here in my old addon pre render dragon
What's the latest format version for block? Idk why 1.20.60 could use custom components?
1.20.80 if youre in stable
1.21.20 if youre in preview
Format version is usually the game version š
If it isnt the game will tell you its an invalid version so you should use the previous update version number
I'm just using the version I have till it breaks, lmao.
does anyone know about this new setting, if yes then is it broken?
hi there, do someone know why a manually placed sculk shrieker dont spawns a warden? is there any state I need activate on the block so it works?
I noticed some change, does "north" is now a default state in cardinal_direction? If you do /setblock command without identifying states, it will be placed in default states right? I test it with the chest, it placed at north state.
This is why how my blocks look like inventory has been changed as well, they have been flipped backward. They now show their back, rather than the front, because my south state has 0,0,0 rotation.
https://wiki.bedrock.dev/blocks/block-traits.html
All the default states
I noticed that custom block's cardinal_direction default states is south, but for vanilla it's north. My blocks were look ok before in inventory, but for some reason they were flipped backwards right now, they now face away in the inventory. They still right when placed, it just how they render in inventory were changed. I never change anything yet.
Which vanilla blocks did you test it on?
Chest
That seems right yes according to the mc wiki
Probably the reason why vanilla default states is different is because they were called facing_direction before, and the values are numbers.
I think the reason why my blocks flipped backwards in inventory is because of the new item_display_transforms feature in blocks. Maybe it change how the blocks render in inventory. Because on stable mc, my blocks aren't flipped backwards.
Anyone know why the top textures on blocks are flipped in game/does anyone else have this issue? As another weird thing, when I put those same blocks on a server, sometimes the blocks are as they appear in Blockbench, and different from in a single player world.
Left is how they appear in game and the right is how I have to set the textures in Blockbench in order to make them render correctly. Not sure if there's an easier way around this or if it's just a bug.
you can always manually set the UVs
hey, for making custom crops I saw there's a tutorial on the wiki but you need the holiday experimental features toggled, is there a way to do crops without this>
yo yo is there any tag for full_blocks ??
Does anyone know what causes my block to have no shadows?(after getting rid of unit cube)
Even put a damping lvl of 15
Like this? For some reason when I put my capitals on blend they go very light coloured and you canāt see the detail.
Yes they look light-colored like light passing through them
But I used opaque instead
remove minecraft:geometry and define the textures of your blocks in blocks.json it makes the shadows proper and corrects the display on inventory
ok I'll try that instead thanks
You mean using per-face UV in Blockbench?
No
Yes
This is what I'm already doing. The blocks do not appear in-game as they do in Blockbench
Maybe check the block's rotation in game and in blockbench
This is not an issue exclusive to this block, it's something that I've noticed for a while, and it's inconsistently textured depending on the host type and I'm not sure why.
What's the best way to mimic the way vanilla flowers are offset randomly on a block?
In the last beta did they remove the new features of the blocks?
What new features?
Forget it. I could already see what works.
States, straits, permutations.
None of them were removed.
Create block with different states, each with different transformation-> translation component. Then using script custom components, you can place it on random states.
what is the latest version of the supported block??
1.20.80 - Stable
1.21.20 - Preview
thanks
I'm a little confused
I used this in my block in format 1.20.80 and it failed, it got an update texture
"minecraft:material_instances": {
"*": {
"texture": "copper_furnace_sides",
"render_method": "alpha_test"
},
"south": {
"texture": "copper_furnace_front",
"render_method": "alpha_test"
}
}
Do I need to add the indicators in the blocks.json file or do I necessarily need a geometry to use this format?
You need the full block geometry
I understand, thanks
can we have slabs face the player (1.20.80)
gives error: [Molang][error]- | Error: query.block_state is making use of non-registered block state.
but I did add the trait direction and the permutations. What else is missing?
"states" should be in the block description
can I have 2 states then? because remember this is a slab and it already has a state as can be seen here:
"format_version": "1.20.20",
"minecraft:block": {
"description": {
"identifier": "vvelha:asfalto_faixa_pedestre",
"menu_category": {
"category": "construction",
"group": "itemGroup.name.slab"
},
"traits": {
"minecraft:placement_position": {
"enabled_states": [
"minecraft:vertical_half"
]
}
},
"minecraft:placement_direction": {
"enabled_states": [
"minecraft:cardinal_direction"
]
}
},
"states": {
"vvelha:double": [
false,
true
]
},```
included the facing state, still no luck - but the real question is does bedrock support cardinal direction for slabs in 1.20.80?
You have to use a vanilla state for block traits
you want minecraft:cardinal_direction
thatĀ“s the first thing I used š that bedrock complained... I think you canĀ“t rotate slabs
You can rotate every block
I am giving up as I just had the best idea.... just make 2 slab variations (Done)
in 1.20.80?
