#Blocks General

1 messages Ā· Page 7 of 1

gilded mortar
#

i found out how to do it

gilded mortar
#

i lied

white bobcat
#

The one in the wiki is an outdated version of my slab, I don't recommend using it

rugged galleon
rugged galleon
#

makes sense to me haha (easier for the market place makers, harder for the free makers)

rugged galleon
#

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 šŸ˜„ all good now! my excitement is back to add more stuff. May begin with furniture now..

gilded mortar
#

anyone knows where i can find info about terrain.json?

vestal marsh
gilded mortar
#

but i alredy found the solution

#

thanks

true rover
#

can we make bigger crafting tables?

desert sorrel
true rover
#

great!

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thank you very much

true rover
desert sorrel
#

Read what I said properly

true rover
#

uh, how do i add more?

desert sorrel
#

"Doesn't work properly"

true rover
#

yes i read that

#

but you also said "You could add more"

desert sorrel
#

Means it doesn't work at all or break your game

true rover
#

it doesn't matter

desert sorrel
true rover
#

why did you say "You could add more" then?

desert sorrel
#

You could add more but the added slots doesn't work or doesn't work properly šŸ˜āœ‹

true rover
#

that sucks, my plan was to use json ui to display the added slots if that was possible

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now i have to use entities...

vestal marsh
#

Any content logs? Could you try doing /setblock your block?

rugged galleon
gilded mortar
#

anyone knows what is the fire sound id?

#

i mean, when u extinguish it

nova wolf
rugged galleon
#

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?

vestal marsh
rugged galleon
#

oh ok, I“ll just make it from scratch then!

rugged galleon
#

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

desert sorrel
#

I think they named it with the actual block name

rugged galleon
#

just found out itĀ“s called stonebricks (one single word) Jeez! thanks anyways! šŸ™‚

rapid imp
#

can you make a custom barrel?

desert vector
nova wolf
#

Ye, you'd need tile entities I believe

#

Or some fancy scripting

white bobcat
#

You do it with entities, which is stupid šŸ™„

nova wolf
#

Sadly ye

dusk pumice
#

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.

vestal marsh
dusk pumice
# vestal marsh Placement filters can do that but youll need to define each block as there is no...

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.

dusk pumice
#

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.

raw minnow
#

Gotta set your min engine version bro

dusk pumice
#

how can I find out what version to set?

raw minnow
#

Whatever version introduced the feature you're relying on. Bedrock added 1.13 execute proper in 1.19.50, so something later than that

dusk pumice
#

alright, thank you

rapid imp
ebon laurel
#

Well, you can't have block entities in addons, so you need to summon a real entity and have the player interact with that

rugged galleon
rugged galleon
#

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?

desert vector
#

no

rugged galleon
#

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)

desert sorrel
rugged galleon
desert vector
#

this is the blocks channel
but you've probably put your texture path in your entity's "materials" rather than "textures"

dry igloo
#

how would I do a queued ticking event with custom components?

white bobcat
#

minecraft:tick and onTick

shrewd storm
#

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

white bobcat
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No sorry it doesn't

#

I don't understand your question

dry igloo
desert sorrel
#
                "interval_range": [
                    1,
                    1
                ]
            }```
dry igloo
#

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

rugged galleon
#

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)

vestal marsh
atomic lake
#

Does anyone konw what could be causing this error message? Is it something I need to fix?

vestal marsh
atomic lake
#

I'll have to do some elimination... I'm not sure what mod it is yet

brittle heath
#

how do I fix this?

karmic lake
#

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

white bobcat
karmic lake
#

Any help?

white bobcat
#

That means you did something wrong

outer veldt
#

Anyone know how to make custom leaves look vanilla?
||mine are on the left||

karmic lake
#

Is there anything I need to do outside of the terrain textures file?

outer veldt
atomic lake
#

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?

rugged galleon
#

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?

wild depot
#

Sup

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I came here for no reason

rugged galleon
wild depot
#

O

rugged galleon
#

a screenshot of the flat tv that has the problem - it“s a simple cube!!! and it is withing the bounds of the grid

white bobcat
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It looks like, when rotated, it is within the bounds for no longer

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And that's most likely the issue

rugged galleon
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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

white bobcat
#

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.

rugged galleon
#

oh I will do the rotation it it to see

white bobcat
#

You could probably center it and use the translation property in minecraft:transformation to move it as you prefer

rugged galleon
#

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...

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so this means now I will have to thicken its length to 2pixels, but that“s ok by me

white bobcat
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Glad you got it to work

outer veldt
#

How would i make a block not be pushable by pistons in recent versions?

outer veldt
#

aw man

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i don't see a piston push before event šŸ¤”

vestal marsh
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lol, I guess they removed that

outer veldt
#

bruh, so there's no way to make a block immovable?

desert vector
#

no

rugged galleon
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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

rugged galleon
#

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

desert sorrel
solid brook
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What are blocks states

unreal sun
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try checking if the names are correct

#

@brittle heath

brittle heath
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ya misspelled a lot of things and got it working now

rugged galleon
# solid brook What are blocks states

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

onyx marsh
#

How do I animate a block in Blockbench?

vestal marsh
onyx marsh
#

I mean when u give the block xp there’s a animation that starts then pauses till u put lvl 10 of xp to fill it up like a battery

vestal marsh
#

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

onyx marsh
#

K, how do I do that?

onyx marsh
vestal marsh
vestal marsh
onyx marsh
vestal marsh
#

Then youll need to learn about scripting to open a form that the player can interact with

onyx marsh
vestal marsh
onyx marsh
rugged galleon
#

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?

white bobcat
#

best performance 16x16

#

The bigger the scale, the more pixels the game must render

rugged galleon
#

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?

white bobcat
#

Probably 16x32

rugged galleon
# white bobcat Probably 16x32

I just wanted to reconfirm with users here because chatgpt had said otherwise! so thanks šŸ˜„ - you know itĀ“s always good to get inputs from several sources on such a polemic thingy haha

desert sorrel
rugged galleon
#

Does anyone know why Minecraft stopped writing into logs? they“re all 0 bytes without any text to them even though problems are detected

desert sorrel
rugged galleon
desert sorrel
rugged galleon
#

well ok I will see to that as well.. ty

karmic lake
#

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"

rugged galleon
#

they say the limit is 30 but not so.. limit here is 26

desert sorrel
rugged galleon
#

funny enought after saving and reopening I was able to resize up until 30

karmic lake
rugged galleon
#

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)

desert vector
rugged galleon
#

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?

desert vector
timid relic
white bobcat
white bobcat
#

Blocks don't use render controllers, ask in #1067869022273667152

rugged galleon
#

ah sure! let me delete it

ornate axle
#

Is there a way to make a block that spreads? Like sculk vein

vestal marsh
ornate axle
#

So it's possible, I just need to understand what you just said-

vestal marsh
#

Yes

#

You'll need to familiarize yourself with custom components and the scripting API

ornate axle
#

K I'll see

#

Thx

atomic lake
#

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

vestal marsh
atomic lake
#

I've tried that, and it doesn't make any difference

white bobcat
#

Bones order matters for the inventory rendering

atomic lake
#

I think I've got it right though... top ones on the bottom, bottom ones on the top?

white bobcat
#

Try it and see

atomic lake
#

try what?

white bobcat
#

What you just said

atomic lake
#

that's how they are already

white bobcat
#

Then try other order

atomic lake
#

I tried that too, unfortunately

white bobcat
#

There must be one order to fix it. That’s how you fix those sort of issues, for any geometry

#

If you want an easy solution, use an item to place your block instead

atomic lake
white bobcat
#

Basically, yes

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That’s why we need the inventory render property on block geometries but, we just don’t have that šŸ¤·ā€ā™‚ļø

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Is what Java does

true rover
#

can we control the block texture without using a model?

white bobcat
#

What does that mean?

true rover
#

so a block has a block state called color

white bobcat
atomic lake
#

yea

true rover
white bobcat
#

It is rendering the model as in blockbench, so that’s what you asked for..

atomic lake
#

it's doing that... in the Inventory... but not in the hotbar

raw minnow
#

Block states are for blocks, not items. If you want separate colored items, make them

true rover
#

when did i say item?

raw minnow
#

I'm blind, I must have hallucinated it šŸ˜µā€šŸ’«

white bobcat
#

I have never experienced such thing as different render in hotbar and inventory

atomic lake
#

I'm thinking the same... because it used to work just fine, and then stopped a while back

white bobcat
#

That’s very interesting I must add

true rover
white bobcat
#

That answer was not given to you

#

It was for JangoBritt

true rover
#

oh sorry

white bobcat
#

Yes you can, use minecraft:material_instance in your permutations

#

That’s to you, Yasser šŸ‘†

desert vector
true rover
white bobcat
#

That’s a 16x16x16 unit cube geometry, just like a dirt or cobblestone block

#

See it like the old minecraft:unit_cube component

true rover
#

i have a reason to not use the geometry component

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it makes the item icon look small and I don't want that.

desert vector
#

they've fixed the model ordering issue so hopefully they'll fix that too

desert vector
true rover
#

so the permutations can't manipulate textures without a model?

desert vector
#

no

true rover
#

thank you for the help

true rover
#

i have found a workaround tho

shrewd storm
#

concept for growing fungus. just a place holder atm

desert vector
white bobcat
#

I’m not too sure about what Mojang would think about that, considering how blocks.json is mainly intended for vanilla blocks.

#

hm…

desert vector
#

the suggestion would mean that you don't have to use blocks.json for the "variations" field to work

white bobcat
#

Or if is explained there can you explain me here what you are suggesting

desert vector
#

material_instances doesn't support variations, if it did then we could have variated textures on custom models and change them based on permutation

white bobcat
#

And how you want it to support it?

#

That’s what I think the post is missing, your vision of the solution

desert vector
#

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"
  }
}
white bobcat
white bobcat
desert vector
#

currently if you want variations you have to use blocks.json, which can't change the texture based on the block's permutation

white bobcat
#

Yeah

#

If my_variated_texture is a texture with, let’s say 4 textures

#

And Mojang allows it to be used in minecraft:material_instance

#

Wouldn’t it mean that the texture would be chosen upon placement just like is done with blocks.json?

desert vector
#

The randomisation is based on the block location

white bobcat
#

So yeah, permutations would have nothing to do with it in that scenario

#

If that’s done, we would still be unable to decide which path the component should take based on the permutation

desert vector
#

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
        }
      }
    }
  }
]
white bobcat
#

So that’s making use of two random textures, one with red variations and other with blue variations?

desert vector
#

yes

#

or they don't have to both be variated

white bobcat
#

I see what you mean now, but if that’s the case it would still be kinda limited

#

But yes it does clarify it

shrewd storm
#

You can with block states

desert vector
#

but then you have to do scripting and maths which is complex

shrewd storm
#

Not really. Just use interact or on playerplace

white bobcat
#

Overall is more complicated for a vast majority of people

desert vector
#

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')"  
  }
}
white bobcat
#

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.

#

I’ll add this to your post when I get back to my pc so I can write an example

shrewd storm
#

Thats what i was gonna suggest is bone vis

white bobcat
#

I think something Mojang is more familiarized with will be of their liking, and so for us

desert vector
#

there shouldn't be conditions for "variations", it's meant to be random

#

i don't think it's relevant to the variations post

shrewd storm
#

Or it could be usefull with biome tags

white bobcat
#

It’ll be random, and in addition the user will be able to condition each variation

#

For example, let’s 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

white bobcat
desert vector
vestal marsh
#

ON the topic of variation, šŸ™ offset variation based on noisemap when

white bobcat
desert vector
#

same, but it's about conditions in material instances

white bobcat
#

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

desert vector
#

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?

white bobcat
#

I’ll get on my PC after breakfast

#

Which, I should start doing lol

#

brb

white bobcat
#

Okay back, i'll contribute to that suggestion with my thougts now

white bobcat
#

Hoopefully that example clarifies it. Without your texture variations suggestion, mine won't be anything

unkempt creek
#

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?

vestal marsh
#

You must use blocks.json for it to be a solid block

unkempt creek
#

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.

vestal marsh
#

Its not a bug, its working as intended to my knowledge

unkempt creek
#

Even with geometry component and it uses full block geometry, the block is still solid as long as the material_instances is not present.

shrewd storm
#

Thats only for texture

unkempt creek
#

We know that. Please understand first what we are talking about.

white bobcat
#

The geometry component should mark the block as a non-solid block independently of the content of the geometry

clear bobcat
#

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

desert sorrel
#

and maybe it's beta too

clear bobcat
#

Nevermind they both use block events so obviously experimental.

#

gotta wait for custom components.

clear bobcat
white bobcat
#

We made heads for all the mob variations in my marketplace project

clear bobcat
white bobcat
#

Okay

#

You can probably do it on stable as well

rugged galleon
# wild depot Why is bro a ai 😭

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)

unkempt creek
# clear bobcat Precise Interaction is what I wanted.

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.

rugged galleon
#

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?

white bobcat
#

Go to the channels and roles section and select what channels to see

oblique birch
#

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?

desert sorrel
oblique birch
#

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

desert sorrel
oblique birch
#

Yes

vestal marsh
oblique birch
#

Yes

desert sorrel
# oblique birch Yes

try detecting if item has that tag and interact with you're block do the thing bla bla

oblique birch
#

I know how to do it

vestal marsh
#

Theres really no standard way in bedrock addons ecosystem imo

oblique birch
#

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

oblique birch
vestal marsh
#

You cant really expect addons to use the same system and be compatiible imo

#

sad many try to make libraries(me), many have failed

oblique birch
#

Yeah honestly can't see a way that'd allow for good compatiblity between things

vestal marsh
#

Unlike marketplace teams that communicate and collab with each other

oblique birch
#

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

vestal marsh
oblique birch
#

There's a before durability component right? Could that help, haven't looked into it yet

vestal marsh
oblique birch
#

Ah yeah ok makes sense

vestal marsh
#

Ive been digging into javas src code to recreate vanilla stuff....and the amount of shit thays hardcoded is insane

oblique birch
#

We could kind off do it with the current stuff But there's no way everyone would follow that standard

vestal marsh
#

:/ the issue with blovks on interact is you cant cancel the swing animation

oblique birch
vestal marsh
#

And yet bedrock doesnt

vestal marsh
oblique birch
#

And HCF is still fairly prominent

#

So prime time to make a standard so that allow the hcf migrants follow it

vestal marsh
vestal marsh
oblique birch
desert sorrel
oblique birch
#

I'd be less disappointed if I knew the day was coming

desert sorrel
vestal marsh
#

Except the dog wasnt experimental :/ not a great analogy

oblique birch
vestal marsh
#

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

oblique birch
#

Unsure if that's a good thing or bad thing

desert sorrel
vestal marsh
oblique birch
#

Fair, maybe it's a bug? Guess we'll have to see once things come into stable

vestal marsh
#

We need a new competing standard 🤣

#

😩 so many thingd i want to do:

  • Maintain the wiki
  • Make a video improving the api
  • release more addons
oblique birch
#

Video improving the api?

vestal marsh
# oblique birch 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)

oblique birch
#

Ah

#

Waiting for the day I don't need "placer items"

oblique birch
#

Yeah I've seen that

oblique birch
# vestal marsh Fixed in 1.21

What about for onPlayerInteract()? Does it play the swing animation all the time, when it's a successful interaction, or not at all?

vestal marsh
#

Which makes custom logs a pain really

oblique birch
#

Hopefully that changes

vestal marsh
#

Lots of rhings i want changed bout custom components

oblique birch
#

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

vestal marsh
oblique birch
#

When you say we can't recreate is that because we need to use structures to load the tree?

vestal marsh
#

lol a few crops we also cant 100% due to light level

vestal marsh
desert vector
# vestal marsh <@636615705076432916> just something to keep in mind as well since we're both th...

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);
});
white bobcat
#

me who was going to update the wiki with my slab template using custom components but Sean told me not to šŸ˜”

#

and since then I don't update the wiki till I receive news lol

white bobcat
#

#713856400631267369 message

#

I'll just wait till I can do something and see what I can offer to the wiki šŸ™ƒ

rugged galleon
#

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

shrewd storm
rugged galleon
#

great! I“ll give it a try!

atomic marsh
#

Are unwalkable blocks not possible anymore?

desert sorrel
white bobcat
#

unwalkable blocks?

unkempt creek
unkempt creek
languid gulch
unkempt creek
ruby ridge
#

why can't I put "growth" state?

#

it allows me other names but does not allow "growth"

white bobcat
#

That doesn’t makes sense

shut peak
#

[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

vestal marsh
shut peak
#
{
    "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]}
                            }
                        }
                    ]
                }
            ]
        }
    ]
}
shut peak
vestal marsh
shut peak
#

But i need a block that thin

shut peak
white bobcat
#

Continue playing with the Y position till you get it right

ruby ridge
#

what is the default render_method for plants

white bobcat
white bobcat
white bobcat
#

minecraft can’t be used as a namespace then

ruby ridge
#

"states": {
"growth": [
0,
1,
2,
3,
4
]
}

ruby ridge
#

why though

white bobcat
#

namespace:growth

ruby ridge
desert sorrel
#

everything needs to be custom... unless you're editing a vanilla file

ebon laurel
toxic vortex
#

does anyone know how can i make a block placable on water like lily pads

white bobcat
desert sorrel
#

wiki already said that you can't use minecraft as namespace

toxic vortex
#

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

drifting ginkgo
toxic vortex
# primal roost can u show ur code?
    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   });
    }
});```
primal roost
primal roost
primal roost
#

events in blocks

#

will be deprecated

#

in 1.21.10

toxic vortex
#

example?

drifting ginkgo
#

I didn't understand what you say.

primal roost
# toxic vortex example?
import { world } from '@minecraft/server';

world.beforeEvents.worldInitialize.subscribe(e => {
    e.blockTypeRegistry.registerCustomComponent('custom:component', {
        onPlayerInteract({ block, player }) {
             // code
        }
    });
});

something like this

toxic vortex
#

oh

#

thank you so much'

primal roost
#

block.json:

"components": {
  "minecraft:custom_components": [
    "betterend:trapdoor"
  ],
...
primal roost
#

i just copied my block

#
"components": {
  "minecraft:custom_components": [
    "custom:component"
  ],
...
primal roost
#

for example

#

if the block has a block above, u have to remove the upper face

#

using bone visibility

drifting ginkgo
#

It's exactly what I want.
but I'm using geometry

#

I don't know what bone visibility is

primal roost
#

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

primal roost
#

it's just an example of bone

drifting ginkgo
#

Do I need to keep this?

primal roost
primal roost
#

u can change it if u want

drifting ginkgo
#

I don't want to change, I want to remove

#

I can't?

primal roost
#

...

drifting ginkgo
#

I'm being stupid

#

nvm

primal roost
#

is ur block using model or default model?

drifting ginkgo
#

default.
minecraft:geometry.full_block

primal roost
#

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

drifting ginkgo
primal roost
#

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

drifting ginkgo
#

šŸ‘

white bobcat
drifting ginkgo
#

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

gaunt steeple
#

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?

white bobcat
drifting ginkgo
#

Or is it still that world.afterEvents... thing?

white bobcat
#

I... have no idea about what this is

#

Don't use ChatGPT

#

You can see a few of my templates for reference

drifting ginkgo
#

lol

white bobcat
#

Just in case šŸ¤·ā€ā™‚ļø

drifting ginkgo
#

I just didn't understand it right.

drifting ginkgo
white bobcat
#

If you don't know scripting, is a good time to learn it

drifting ginkgo
#

and thanks for the template, I know javascript, but I don't know anything about the @minecraft/server module

drifting ginkgo
#

wrong channel

primal roost
#

any wood template? with all in 1 addon?

loud shadow
#

[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 ?

primal roost
#

wrong channel dude

#

#1067869232395735130

shrewd storm
primal roost
shrewd storm
#

Id use kai block templates theyre updated. Look at #1247068259698610268 this one sorry

#

even has grass spreading

primal roost
#

alr ty

ruby ridge
#
"minecraft:on_step_on": {
                        "target": "other",
                        "damage": {
                            "target": "other",
                            "amount": 1
                        }
                    },

is this correct?

ruby ridge
#

yeah it didn't wotk

desert sorrel
# ruby ridge yeah it didn't wotk

[Deprecation of Blocks and Item Events](#announcements message)
[Removal of Holiday Creator Features (HCF)](#announcements message)

ruby ridge
#

Im still having problems with the collision

#

How do cobwebs work?

desert sorrel
desert sorrel
ruby ridge
#

is it possible to detect an entity when it enters the selection box of a block?

ebon laurel
# ruby ridge why? is the behaviour of the block not components?

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.

ruby ridge
#

how do I stop blocks such as fences and walls from connecting with my block?

desert sorrel
ruby ridge
#

what?

#

wait

#

damn so some blocks are hard-coded and not possible in their modding framework?

desert sorrel
ruby ridge
#

they gave us half a cake huh...

desert sorrel
#

like 1.16.

ruby ridge
#

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

ebon laurel
#

There's a reason many people call them mojank

rugged galleon
# shut peak Its work buat its kinda floating

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

shut peak
rugged galleon
#

can we already create custom fences in bedrock or is it a hardcoded thing still?

unkempt creek
#

You can create custom fences, you need to use script to test adjacent blocks and change the fence's state accordingly.

brittle heath
#

how do I have a block replace a block and keep it's rotation?

trail scroll
#

What's the component where we can cull faces on custom block models?

white bobcat
#

You can use scripting or /fill

white bobcat
ruby ridge
#

how does a block detect if there is block in all facing direction?

#

'down', 'up', 'north', 'south', 'east' and 'west'.

shut peak
#

Is there a way to make custom sign

desert sorrel
desert sorrel
ruby ridge
#

how do I make a block destroy if it's mid air?

#

or not connected to any block?

desert sorrel
#

if (!block.below().isSolid) { block.setType('minecraft:air') }

#

something like that.

ruby ridge
#

why !block.below? not block.above?

desert sorrel
desert sorrel
ruby ridge
#

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

ruby ridge
atomic lake
#

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.

white bobcat
#

There is probably no tag for that

#

Check the wiki for a full list

atomic lake
#

I didn't see one in the wiki

#

I hoped to find that there was another way of doing it

white bobcat
#

Scripting

white bobcat
atomic lake
#

what about querying the block.state to see if it's (not) extinguished... would that be a thing?

#

or if it's blocking smoke?

white bobcat
#

Not without scripting

atomic lake
#

okay, thanks

outer veldt
ruby ridge
#

how do I add custom tag to my blocks?

ruby ridge
unkempt creek
shut peak
desert sorrel
#

Why the fuck I'm getting ghost pinged here lol

ruby ridge
#

why is the block.location of my block is at the bottom corner?

tidal moth
vestal marsh
ruby ridge
#

other blocks have their location on center

vestal marsh
ruby ridge
#

but mine is on the corner

#

is it on the script api side?

ruby ridge
desert sorrel
ruby ridge
#

does all vanilla block are the same?

#

their location is at the bottom corner?

drifting ginkgo
#

I'm wrong

ruby ridge
#

thanks

desert sorrel
drifting ginkgo
#

okay
||I don't know how to answer you without sounding rude or that you're wrong.||

desert sorrel
drifting ginkgo
#

sorry, Coddy

vestal marsh
unkempt creek
#

block.center() return Vector3, so there's no location property of block.center().

rugged galleon
#

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

vestal marsh
ruby ridge
#

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

ruby ridge
#

yeah thankss

unkempt creek
#

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.

karmic lake
#

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

unkempt creek
#

What's ctm?

dreamy otter
#

is it possible to add 3d block to minecraft bedrock

vestal marsh
dreamy otter
vestal marsh
dreamy otter
vestal marsh
dreamy otter
#

or just rp

vestal marsh
dreamy otter
vestal marsh
#

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

dreamy otter
vestal marsh
#

Well now you've got your answer

drifting ginkgo
#

How do I import the texture of my model made in Blockbench into my RP?

rugged galleon
novel mantle
#

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.

lost vine
#

Hey everyone

#

how can i add "destroy_time" to my custom block with format version 1.21.10?

vestal marsh
lost vine
vestal marsh
true rover
#

how to give a specific bone in a model a texture?

white bobcat
#

Using material instances, just like you do it with the cardinal faces or up/down but with your bone name

true rover
#

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

white bobcat
#

Can you be more specific with what you want to do? All I can do with this is give you a generic answer

true rover
#

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

white bobcat
#

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?

true rover
#

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

white bobcat
#

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?

true rover
#

exactly

white bobcat
#

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

true rover
#

interesting idea

white bobcat
#

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

white bobcat
#

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

true rover
#

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

white bobcat
#

Glad I was able to help!

vestal marsh
#

Yes

true rover
#

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

outer veldt
rugged galleon
#

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

rugged galleon
#

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

vestal marsh
#

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

shrewd storm
true rover
west ledge
#

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?

true rover
#

and there is PlayerPlaceBlockBeforeEvent which can replace placement_filter if you choose

shrewd storm
#

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

true rover
west ledge
#

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.

true rover
#

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

west ledge
#

That's true, but that's mostly because there's still a framework-sized hole in the community right now.

chilly scroll
#

Can you stack two textures on a block face? Or should I use two different bones with two separate textures?

white bobcat
#

different bones

chilly scroll
white bobcat
#

No, it won't

magic umbra
#

Make sure to use bone visibility or there will be z fighting

white bobcat
#

It will have z fighting like with entities

brittle heath
#

how stable are cuustom block components?

west ledge
#

A very little-known feature of atlases

chilly scroll
west ledge
#

My (very) old notes say:

#

Apparently, all you need is "additive": true in an atlas entry.

chilly scroll
west ledge
#

Let me know if this method still works.

chilly scroll
west ledge
#

Neat, thanks. Does that help you at all?

chilly scroll
lost vine
#

yo

#

how can i detect multiple states using one query?

#

i mean ( "query.block_state('??') == false" )

#

is it possible to detect multiple states?

west ledge
#

!q.block_state('a:b') && q.block_state('a:c') == 2

#

&& being your hero

lost vine
lost vine
west ledge
#

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('???').

lost vine
#

it will detect if any of those states are false or detects if every single one of those are false?

west ledge
#

"q.block_state('??') && q.block_state('???') == false"
This would test if ?? is true and ??? is false.

lost vine
#

oh

#

so i had to add ! to it

#

or wait

#

lemme see something

#

bec im actually dumb as hellbao_doggo_smug

west ledge
#

Nah, you're good.

lost vine
#

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'

west ledge
#

Don't use setPermutation() by itself to set a state.

#

Combine it with withState().

lost vine
#

i know

west ledge
#

Oh, then… what's the problem?

#

I'm having trouble following.

lost vine
#

block.setPermutation(block.permutation.withState('??', true or false))

lost vine
#

just some brain issues

vestal marsh
west ledge
#

So it goes.

white bobcat
#

Ciosciaa plays pokemon with features

#

If only I knew about this 7 months early

west ledge
#

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… 🤐

brittle heath
#

how do I have a block spred?

vestal marsh
lofty veldt
#

hey can someone help me out #1254161957364437113

white bobcat
#

Don’t fish for answers, wait patiently for someone to help you

lofty veldt
#

oki sorry

unkempt creek
rotund badge
#

to get my blocks, items, entities outside of hcf what do i need to add to their json files?

vestal marsh
zinc wyvern
#

Can we use render controls on a block(if no any replacements)

white bobcat
white bobcat
#

ohh my bad, no

true rover
#

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

west rover
#

if a block is updated by script will it reactivate minecraft:tick (looping is set to false)

west ledge
white bobcat
#

If it is directly re-placing the block, is most likely a yes

west rover
#

have you guys made stairs? if so how many permutations/states does it have

west rover
#

is it in 3 digits?

true rover
#

6 states

#

these are all the states i used

vestal marsh
true rover
vestal marsh
# true rover but does your stairs turn corners?

So close....I just need multi part collision and waterlogging capabilities and my custom stairs will be near perfect! #Minecraft

šŸ’– 151 šŸ” 8

ā–¶ Play video
true rover
#

nice, does it interact with vanilla stairs?

vestal marsh
#

Too much work

#

Not gonna put effort into something Im abandoning again

west rover
#

if block traits are built in to MC do they count for the permutation limit?

white bobcat
#

Yes

west rover
#

well that is amazing

white bobcat
#

Indeed

west rover
#

so this only has 3 permutations oppose to 24

true rover
#

what's the limit?

white bobcat
#

65536 iirc

true rover
#

basically no limit?

white bobcat
#

If you are making complex logics, that's a limit

true rover
#

ig

white bobcat
#

idk when I wrote that tho

west rover
#

ohh

white bobcat
#

That was way before custom components though.

west rover
#

had 120k once

#

the grass blocks were somehow replaced withmy custom blocks

white bobcat
#

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

west rover
#

would love this to be confirmed
#1019692489596215388 message

true rover
white bobcat
true rover
#

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?

primal roost
vestal marsh
#

Hmmm no

primal roost
#

sad

errant hollow
#

is minecraft:breathability component deprecated ?

static terrace
white bobcat
white bobcat
static terrace
#

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.

vestal marsh
static terrace
#

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.

white bobcat
#

I thought it was removed šŸ¤”

static terrace
#

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.

vestal marsh
#

Thats not unnecessary. 🤷 some people still use blocks.json

white bobcat
#

Can’t you do that with collision box?

white bobcat
#

Collision box set to false will make the block act like air

#

In blocks.json and no blocks.json

static terrace
#

wouldnt it be so it acts like glass or fence gates

#

IE you want it to have a colision box, but not cause suffication.

white bobcat
#

Oh that

#

Yeah you are right

#

I forgot of this because on custom blocks the collision box can’t 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

vestal marsh
#

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.

static terrace
#

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.

white bobcat
true seal
#

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.

white bobcat
#

That’s a behavior you do in the axe itself

true seal
white bobcat
true seal
white bobcat
#

Vanilla axes? Scripting. Custom axes? Add it to the blocks array

true seal
#

Alright, thank you very much.

white bobcat
#

No problem 🫔

true rover
#

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.

ruby ridge
#

it's removed in 1.20.4 and above?

true rover
ruby ridge
#

how do I have a on_tick with 2 conditions?

white bobcat
#

2 if statements?

unkempt creek
rugged galleon
#

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 -

brave yacht
#

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"

true rover
#

can we use molang in the blocks. json file?

vestal marsh
#

No

true rover
#

sad

full pagoda
#

Hey

#

If a block BP doesnt have a geometry component

#

What will happen to that block?

#

Or it will take a fullblock shape?

vestal marsh
#

16x16x16

full pagoda
#

"format_version": "1.20.60"

full pagoda
#

Thank u

white bobcat
#

That if you use blocks.json btw

woven robin
#

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

oblique birch
true rover
#

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?

cobalt granite
#

Why does shadows looks so cheesy when updating blocks from 1.16 to 1.20.80(or higher)

rugged galleon
brittle heath
#

how do I have a block to place like a log? so the rotation works better that the one that I am currently using?

vestal marsh
rugged galleon
#

curious tech question about the limit... why 30? why did they not allow at least 2 blocks? (32x) it was just 2 pixels left

full pagoda
#

Uhh

#

What gonna happen when HCF gets removed?

vestal marsh
full pagoda
vestal marsh
full pagoda
#

Will that break?

vestal marsh
full pagoda
leaden canopy
#

What is HCF ?

vestal marsh
leaden canopy
#

Got it, thank you

leaden canopy
rugged galleon
#

Animated entity or block states for a ceilign fan for my single player/no server at all public free addon? (1.20.81)

vestal marsh
languid prism
#

are "properties" called "states" now?

white bobcat
#

That’s correct

white bobcat
#

World gen docs in the wiki can help with that

mighty dew
#

How do i change loot tables for blocks?

#

I’ve looked through the source code and the wiki but can’t seem to find them anywhere

mighty dew
#

block in question is clay

vestal marsh
mighty dew
#

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 don’t wanna give him more stuff to do

white bobcat
#

You can always learn to do it by yourself

rugged galleon
#

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

tawny falcon
#

Could this become a future problem?

vestal marsh
tawny falcon
#

the player apparently stays floating on the block if he uses the minimum values

vestal marsh
tawny falcon
#

and is it possible to make the player not float on top of the block?

vestal marsh
worldly wyvern
#

demonstrated here in my old addon pre render dragon

unkempt creek
#

What's the latest format version for block? Idk why 1.20.60 could use custom components?

vestal marsh
unkempt creek
#

Thanks

#

Where to see those updates?

vestal marsh
#

If it isnt the game will tell you its an invalid version so you should use the previous update version number

unkempt creek
#

I'm just using the version I have till it breaks, lmao.

visual nimbus
#

my block is invis

#

in game

toxic vortex
#

does anyone know about this new setting, if yes then is it broken?

woven robin
#

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?

unkempt creek
#

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.

vestal marsh
unkempt creek
#

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.

vestal marsh
unkempt creek
#

Chest

vestal marsh
#

That seems right yes according to the mc wiki

unkempt creek
#

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.

pliant rapids
#

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.

toxic vortex
steep breach
#

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>

solid matrix
#

yo yo is there any tag for full_blocks ??

cobalt granite
#

Does anyone know what causes my block to have no shadows?(after getting rid of unit cube)
Even put a damping lvl of 15

karmic lake
#

Like this? For some reason when I put my capitals on blend they go very light coloured and you can’t see the detail.

cobalt granite
#

Yes they look light-colored like light passing through them

#

But I used opaque instead

west rover
cobalt granite
#

ok I'll try that instead thanks

pliant rapids
vestal marsh
toxic vortex
pliant rapids
# toxic vortex Yes

This is what I'm already doing. The blocks do not appear in-game as they do in Blockbench

toxic vortex
pliant rapids
#

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.

toxic vortex
#

Hmmm

#

Idk either

small relic
#

What's the best way to mimic the way vanilla flowers are offset randomly on a block?

pine niche
#

In the last beta did they remove the new features of the blocks?

vestal marsh
pine niche
pine niche
unkempt creek
#

None of them were removed.

unkempt creek
bitter oracle
#

what is the latest version of the supported block??

vestal marsh
bitter oracle
tawny falcon
#

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?

vestal marsh
tawny falcon
rugged galleon
#

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?

desert vector
#

"states" should be in the block description

rugged galleon
# desert vector "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
         ]
      },```
ebon laurel
#

You have to use a vanilla state for block traits

#

you want minecraft:cardinal_direction

rugged galleon
#

that“s the first thing I used 😭 that bedrock complained... I think you can“t rotate slabs

white bobcat
#

You can rotate every block

rugged galleon
#

I am giving up as I just had the best idea.... just make 2 slab variations (Done)

rugged galleon
white bobcat
#

in any version

#

Your json seems wrong to me

#

See where the description brackets end

#

That means that your block has 0 block states

#

Which means that all of this code is not being used a single time in your file