#Blocks General

1 messages · Page 8 of 1

white bobcat
#

Please recheck your JSON

rugged galleon
#

I had included a cardinal direction on the states -well don´t worry, I´ll pay my friend, he will fix the json for me! 🙂 thanks

winter granite
#

How can i add my blocks to the creative inventory? I'm working with bridge v2

west rover
toxic vortex
#

are texture variation for custom blocks broken?

white bobcat
#

No

plucky ingot
#

Hello there, I've added a block and defined cardinal directions. Does anyone know how to rotate the view in the creative inventory? It's supposed to look like the second image, with the white plate facing the player. It's facing north in blockbench. The rotations work fine in the overworld. Is it possible to change this?

plucky ingot
#

1.20.80, i think that is preview still?

white bobcat
#

You are in an outdated version of stable. Currently on stable this is not possible unless you do some janky stuff. On preview, they added something to handle this properly.

plucky ingot
#

I see, that's alright. I might just redeclare the cardinals and rotate the model in blockbench to fix it. Thank you

plucky ingot
white bobcat
#

That will not fix your issue anyway, but latest is 1.21.0 iirc

plucky ingot
unkempt creek
#

That question should be for #1067869232395735130

gilded mortar
#

anyone knows how to fix the size difference of my custom block?

#

it looks a lil smaller than vanilla ones

vestal marsh
ashen nexus
#

does anyone know if it's possible to make a cave block?

white bobcat
#

Create a block and name it cave block

ashen nexus
#

i mean, a block for finding bases, as on paladium

white bobcat
#

You may want to elaborate on your response

ashen nexus
trail scroll
#

Is there a limit to the amount of permutations in a world?

#

Because my add-on started reassigning stuff

white bobcat
white bobcat
trail scroll
toxic vortex
white bobcat
white bobcat
toxic vortex
gilded mortar
#

Does anyone have a chair template?

rugged galleon
#

Helowww, pulling my hair here, (can we save structures to disk on pc, if so, what´s the directory) went online and there it says its on my worlds folder but it´s not.
I see a redstone there, but why? I want nothing to do with redstone I just want to save my structure.. wonder why Minecraft does not ask where I want to save when I save but when I import it asks and does not even go to the supposed save to disk folder.. going insane here like that meme drawing

raw minnow
#

The only way to get a structure as a free-standing file is with the "export" button.
The "save" button just saves it embedded in your world database, and that dropdown just makes it so redstone does that too instead of just saving it temporarily to memory.

rugged galleon
#

well, for the moment it´s ok because I ended up using the save to memory (copy/paste mode) but I still would like to know

rugged galleon
raw minnow
#

Do you not have this middle button here?

rugged galleon
#

ah thanks! I was only looking on the left menu bar! 🤦‍♂️ it´s been maybe over a whole year I don´t use St blocks, but now that I am mapping it´s very useful

white bobcat
#

One of my favourite parts of building

unique tendon
#

hi guys :D
To be honest, I'm not good at addon development, but I'm trying to take a photo (taken entirely in the game) in which I need to create a landscape, but the road addon I found won't render when I'm far away from it, especially when i using RTX. I don't know why, my friend told me that it's because the blocks are data-driven. How can I avoid it now? Or is there any alternative solution?

#

and ummm, here's my photo(not finish yet, I haven't made the skybox or anything else yet)
and the problem, in the video

rugged galleon
#

I am like 85% done with my village map - it is a java converted world, so i am having to replace all the unknown blocks

white bobcat
#

You could probably use chunker

vestal marsh
outer veldt
unique tendon
#

and also, other complications are?

outer veldt
#

Actually I think opaque is better if there aren't missing pixels

pine niche
#

Hello, how can I hide a block in the commands or place a custom image in the item of an item? The one at the hotbar

bitter oracle
#

Is it possible to make a block a size of 3 or 2 blocks upwards?

bitter oracle
#

😕

pine niche
#

Yes, you find a tutorial here in the resources related to the first Tag and blocks.

#

The method is based on stacking and detecting the player's interaction with the sibling block.

#

Is there a way to inherit behavior from another block or make a functional rail?

pine niche
# bitter oracle 😕

@bitter oracle Never forget: in Minecraft the limit is your imagination and ingenuity.

ebon laurel
#

Note that that method requires multiple blocks

#

Can't be done with just a single block

zinc wyvern
bitter oracle
zinc wyvern
bitter oracle
void oasis
#

when are block going to have custom components as something stable?

void oasis
#

when is that

vestal marsh
#

When it's ready

void oasis
#

🤡

#

but its the next version?

oak light
#

Does anyone know how to make a custom block be mined faster with a certain tool(s), like how an axe mines logs faster

full pagoda
#

Is there a way to run command upon block destroyed regardless of what destroy it?

tawny falcon
#

Is it possible to create blocks with 2d icons?

vestal marsh
tawny falcon
#

Unfortunately, it is only possible to add animations to blocks

vestal marsh
#

Blocks cant have animations

tawny falcon
#

With this it is possible to animate the texture of blocks

#

but I believe that what I want is very difficult or complex, so leave it, thank you for responding

prime smelt
#

Is geometry mandatory for a full block now? no mor default of unit_cube?

#

Have not made one in a while, so not sure why simple block is update-block

#

nevermind, found this...

#

So* is this the only geometry they provide? "minecraft:geometry":{"identifier": "minecraft:geometry.full_block"}

prime smelt
#

nevermind.. found
The description identifier of the geometry to use to render this block. This identifier must match an existing geometry identifier in any of the loaded resource packs or be one of the currently supported Vanilla identifiers: minecraft:geometry.full_block or minecraft:geometry.cross.

#

Th anks

white bobcat
#

You don't need to use the geometry if you use blocks.json btw

#

So for simple blocks that don't have any special behaviors like rotation, I personally go for blocks.json

verbal narwhal
#

can someone help me do the block rotation😭

full pagoda
#

is there a way to make custom block trigger an event or something when a neighbor block updates?

vestal marsh
visual nimbus
#

does anyone know how to detect a player phasing though a block?

ebon laurel
#

terrain_textures.json is what defines the textures for blocks, unless I misunderstood what you're asking

desert vector
#

what do you want to do?

rugged galleon
vestal marsh
rugged galleon
desert vector
#

i don't think there are any docs yet

rugged galleon
#

I see haha - no biggie - not bothered tbh.. it´s not like it´s veeeery important

desert vector
#

change the second rotation value

"minecraft:geometry": [
  {
    "description": {
      "identifier": "geometry.shuhfsafs",
      ...
    },
    "item_display_transforms": {
      "gui": {
        "rotation": [30, 45, 0],
      }
    },
    "bones": [...]
  }
]
tawny falcon
#

Hey

#

using minecraft:placement_filter Is it possible to make the block not be positioned anywhere?

tawny falcon
vestal marsh
tawny falcon
vestal marsh
desert vector
#

a block that can't exist anywhere in the world?

white bobcat
#

Cancel placement when placing your block using scripting, that's it

odd lintel
#

can u dissable the drop of a vanilla block?

white bobcat
#

All blocks yes

#

Otherwise probably using scripting

odd lintel
#

its changing the loot table of the vanilla block?

vestal marsh
odd lintel
#

so, what could i do

#

because im reeplazing the loot with scripts

#

but the original item keeps there when you mine it

#

:l i could kill it by his name but if im not wrong when u switch game lenguages it makes trowble

white bobcat
#

You could cancel the destroyal, use setType to convert it to air and spawn the xp and loot on the block destroyed

#

This can look janky, though

odd lintel
white bobcat
#

You can recreate that too

odd lintel
#

oh thats true

odd lintel
white bobcat
#

You can recreate it

odd lintel
#

oh let me try smn

#

nah idk how

#

i thought there was a parameter for destroy, replace or smn

white bobcat
#

I recommend re-creating, from scratch, the destroy particle

odd lintel
#

nah im too lazy for that, im just going to fix the item spawn, anyway ty

#

even if i recreate the particle from scratch it will not look well for people with texture packs

white bobcat
#

If you recreate it properly it will

ebon laurel
#

You can use the vanilla texture for iron in your particle

full pagoda
#

how to make custom block trigger event when player use a specific item onto it?

ebon laurel
#

Is the item custom as well? If it is, you can use an on_use_on custom component in the item and test if the block its interacting with is your block.

If not, you can use an interact custom component on your block that tests if the player is holding your item. This isnt preferred though, as it will always play the swing animation qhen you interact with the block, even if you aren't holding the item

white bobcat
#

I would say the answer is on interact with scripting through the block

gilded mortar
#

yo

#

i need help

#

what is this?

split kayak
#

How do I make an ore require a certain level of equipment to mine?

verbal canopy
white bobcat
split kayak
zinc wyvern
split kayak
#

yep!

shrewd storm
vestal marsh
vestal marsh
shrewd storm
#

Because bridge tells me it's not the right version.

vestal marsh
#

Have you considered the fact that bridge hasnt been updated?

shrewd storm
#

It's been updated like 3 times this week

vestal marsh
#

Are you sure those updates relate to the geo?

shrewd storm
#

Doubtful. One could only hope though. But that's why I ask. Not that I expect any answers from those who don t use bridge though

#

But to those that do I figured it out. I had to edit the project config target version to get any new stuff to pop up since it didn't change it when I changed the mid engine version when the update rolled out.

shrewd storm
gilded mortar
#

Quick question, can we create custom crafting tables without holiday features?

desert vector
verbal canopy
#

A lot simpler and easy usage

shrewd storm
verbal canopy
#

Ahhhhhh

gilded mortar
#

Anyone knows how to make a block with different models, like random specific models

verbal canopy
#

Like it transforms to different models but still the same block?

verbal canopy
# gilded mortar Yes

It's not transformation, transformation refers to the rotation, my bad

But i think there is something like what you are saying, I can't get my finger on it

shell rune
#

hey guys, im fed up of old vanilla blocks and i cant even find a good addon, pls suggest some addons that adds new blocks

kind finch
#

Please tell me max stack size exists for blocks

desert vector
#

no, the only things you can change about block items are menu category, display name and how the model renders

gilded mortar
#

Is it possible to make a block change while it's raining?

vestal marsh
#

Youll need to have it constanrly tick then check if its raining

shell rune
vestal marsh
#

No

#

Theyr ebeing removed entirely

#

Replaced by custom components and scripting

solid matrix
#

is it possible to make a block avoidable anymore?

unkempt creek
#

Avoidable?

empty elbow
#

so yeah, how do i fix this? (i'm using blend in material instances)

pastel granite
#

xan someone help me make a air lock door

#

i have the model

#

and animation

#

i just need someone to add the right click function

shrewd storm
#

i have a few links that i use for inspiration for wood textures using actual wood types where would i put that for people who could use it

woven robin
#

Hi there, is it still not possible to make custom blocks get tinted based on the biome it is?

mellow carbon
#

how do i add tags to blocks in 1.21.0? (ping me)

desert vector
mellow carbon
#

what characters tags can contain?

#

like #$@!?=+-*~/

desert vector
#

usually people only include a-z0-9:_
i'm not sure what the actual restrictions are

woven robin
#

is it possible to change the vanilla blocks texture to instead have a single texture, make an array with different textures where it can randomly change when placed?

ebon laurel
misty scarab
#

Is it possible to make a crafting table block Using the same ui as the crafting table?

white bobcat
misty scarab
#

Thanks

white bobcat
#

Sure thing

misty scarab
#

Can you make a block have biome specific texture?

white bobcat
#

No. All you can do is create different blocks for each biome

finite flare
#

anyone figure out how to script tall grass and leaves to drop stuff when hit with a specific tool?

vestal marsh
finite flare
#

gotcha, where would you put that script? in its own file?

#

also sorry yeah i guess that would make more sense to ask #1067535382285135923, I asked here because there was an old post relating to this concept

#

they moved to scripts because you cant change the vanilla loot-tables

finite plume
#

can i make farmland blocks not turn to dirt went jumping on it?

shrewd storm
#

can a block have multiple textures attatched to it? besides the up ,down and * for logs

white bobcat
#

* is a wildcard, used for applying a texture to all faces without a texture specified.
sides is used for all cardinal directions
north, south, east, west
up is the top texture
down is the bottom texture

#

And if you are using a geometry you can also define custom material instances and do things like leg_1

shrewd storm
white bobcat
#

I would recommend a custom material instance

shrewd storm
#

so would i have to define the bone that the spine is and do bone vis and material instance for the specific bone?

white bobcat
#

You select the bone in blockbench, right click, Edit Material Instances

#

and fill all these with whatever name you want

shrewd storm
#

ok now im even more confused

white bobcat
#

What do you don't understand?

#

You want to use two textures for your block, one for the plate and one for the spine, is this correct?

shrewd storm
#

yeah but idk how to add that to the block itself in the file. if i edit the material instance for like the north and name it as spine and put it as the animated texture that would work?

white bobcat
#

It will, after you do what im telling you

#

If you skip this step, it will be invalid

shrewd storm
#

can we dm so we dont spam the chat lol

white bobcat
#

Create a post in #1067876857103536159

shrewd storm
#

that works too

#

done

gilded mortar
#

Does anyone know how I can detect when someone is placing my custom block while sneaking?

vestal marsh
shrewd storm
#

where there any changes to light emission for blocks? non of mine new ones are working at all

shrewd storm
#

Well shit idk why it won't work lol

shrewd storm
#

I think mc is having issues with loading things in. It keeps cutting my display names out

void oasis
#

when are custom components going to be stable?

vestal marsh
void oasis
vestal marsh
#

🤷

void oasis
#

nice

limpid sedge
vestal marsh
limpid sedge
white bobcat
#

Multi-collision and expanded selection box would be handy

limpid sedge
white bobcat
#

I imagine the selection box thing will be touched when they add the connectable block trait

vestal marsh
limpid sedge
white bobcat
#

He means a single block with 2 blocks geo

vestal marsh
white bobcat
#

Not possible sadly

vestal marsh
limpid sedge
#

Why java can but Bugrock can't

vestal marsh
white bobcat
#

The selection box being connected looks prettier

limpid sedge
vestal marsh
vestal marsh
limpid sedge
white bobcat
#

What

#

Vanilla block

limpid sedge
vestal marsh
#

The addon api tries to conforms to vanilla

limpid sedge
neat summit
#

1 block, 2 states. That's how vanilla does it on both editions as well as some mods on Java.

woven robin
#

hi there, is it possible to change the texture of the ender chest when placed?

white bobcat
#

No

#

You either always change it or never

#

You can't modify vanilla blocks

worn lindenBOT
#
semnome6522.

I'm having a problem making a block with a variable texture, I only modified the (tarrein_texture_json) do I have to do something else?

#
semnome6522.

the block just turned red

rich mortar
#

this is a really idiotic question ik but is minecraft:tick block component going to be removed when holiday creator features r removed

desert vector
#

no, minecraft:tick is the stable (in preview) replacement for minecraft:queued_ticking

simple carbon
#

Is there a way to test if a player interacts with a block without using HCF? even if its with commands (functions not commandblocks) pls help and ty

turbid veldtBOT
vestal marsh
simple carbon
#

Thank you

#

Oh no um I can't use scripts, is there any other way?

simple carbon
#

Unfortunate, thanks

simple carbon
#

I'd assume this is a general question, what exactly is this error?

vestal marsh
simple carbon
#

But the component exist?

#

Wait hold on

#

Yeah it definitely is there

vestal marsh
simple carbon
#

models/blocks/name.geo.json
identifier: .fake_bamboo

#

I had this error multiple times now

#

idk why it happens

vestal marsh
#

Is the id .fake_bamboo or geometry.fake_bamboo jsut to be clear?

#

Are you using the dev packs? It could be caching issues. What's your format version?

simple carbon
#

geometry.fake_bamboo

#

Dev yes

#

Format, one moment

#

1.12.0

#

(default blockbench)

vestal marsh
#

Ok, any other errors? What about your block format version? Are you using the HCF toggle?

simple carbon
#

HCF I am not using, block (json) format: 1.20.80

summer roost
#

can a custom block be waterlogged?

vestal marsh
#

No

summer roost
#

rip

simple carbon
#

Blocks are very limited ey? kinda weird for it to be the most limited when its the thing that makes the whole game almost

vestal marsh
simple carbon
#

wait is the removal of HCF meaning adding the features in as permanent orrrrrrrrr

#

full removal

turbid veldtBOT
vestal marsh
#

Only block/item events as stated above have been removed

#

Every other feature has been stable for the longest time now

simple carbon
#

As in they can be used in 1.20 rn or no? cuz the recommendations in bridge have stayed the same, I remember an interact feature in HCF, does that work right now?

vestal marsh
#

The bedrock wiki and ms docs have all the stable components now

ebon laurel
vestal marsh
ebon laurel
#

Ah, true. I guess I was thinking along the lines of things like crops or trapdoors

simple carbon
#

Can I have some sort of doc link for those?

#

I can't navigate the doc website to save my life

#

Well I found it but yeah its the same for bridge's recoms

#

I am still confused as to why my geometry is "missing"

desert vector
#

are there any other errors above that to do with geometry?

summer roost
#

Can we make variables to make those things cleaner?

lost vine
#

eh, i need some help at the block rotation thing format version = 1.21.30

#

cuz i have no idea how to deal with it

lost vine
#

hmm
"traits": { "minecraft:placement_direction": { "enabled_states": [ "minecraft:cardinal_direction" ] } }

#
"permutations": [
      {
        "condition": "query.block_state ('minecraft:cardinal_direction') == 'north'",
        "components": { "minecraft:transformation": { "rotation": [ 0, 0, 0] } }
      },
      {
        "condition": "query.block_state ('minecraft:cardinal_direction') == 'south'",
        "components": { "minecraft:transformation": { "rotation": [ 0, 180, 0] } }
      },
      {
        "condition": "query.block_state ('minecraft:cardinal_direction') == 'west'",
        "components": { "minecraft:transformation": { "rotation": [ 0, 90, 0] } }
      },
      {
        "condition": "query.block_state ('minecraft:cardinal_direction') == 'east'",
        "components": { "minecraft:transformation": { "rotation": [ 0, -90, 0] } }
      }
    ]
```this should work?
#

yah it works

lost vine
fringe stratus
#

How to make it so that when you break the block it drops "X" loot like a chest with stored items? Example: when broken, weapons come out..

white bobcat
#

Using loot tables

fringe stratus
#

the block itself drops

#

I don't want the block, but the items

#
        "description": {
            "identifier": "sloot:food_crate1"
        },
        "components": {
            "minecraft:geometry": "geometry.food_crate1",
            "minecraft:material_instances": {
                "*": {
                    "texture": "sloot_food_crate1",
                    "render_method": "alpha_test"
                }
            },
            "minecraft:display_name": "Food Crate",
            "minecraft:loot": "loot_tables/foodcrate.json"```
#

If I'm not mistaken, the loot location has the items i want to drop, but it doesn't happen

#

fixed, but how can i make it so that I have a 100% chance of getting "X" item. It would be with "weight", right?

white bobcat
#

You may want to give this a read so you understand what you are doing: https://wiki.bedrock.dev/loot/loot-tables

fringe stratus
#

I'm using "weight" for the choice chance. But it doesn't seem to get where i want if i increase or decrease it

fringe stratus
#

I can't use it?

tidal moth
tardy surge
#

Can anyone tell me how to properly use tags for crafting? I’ve got the recipe set and working for all vanilla planks, but I’m also trying to add the tag for planks to a set of custom blocks I’ve made and I cannot get them to work in the recipes using tags, I’m using “tag:planks”: {} under the components, any idea what I’m missing?

desert vector
#

recipes use item tags and you can't apply tags to custom block items

vestal marsh
odd dagger
#

for some reason, if you have material instances on your block, your block wont turn farmland into dirt.

#

has anyone noticed that

odd dagger
vestal marsh
#

Only blocks.json and tge now deprecated unit cube make it solid

#

The reason is bc you need the geo component which makes your block not solid

odd dagger
misty scarab
#

What does this texture mean? Never seen it before

vestal marsh
misty scarab
#

Got it fixed, I was just missing the block on my blocks.json for some reason I thought it would not be related to texture

shrewd storm
#

What's the format for item textures now? I updated my sapling item and it keeps telling me it's missing the icon which has never changed

zinc wyvern
#

And if so how?

misty scarab
misty scarab
#

What is a good tool to create custom geometry?

vestal marsh
red sky
#

Writing it manually in a text file

white bobcat
#

Drawing the model and then asking a 3D printer to read it loud and ask a normal printer to print it

stone wyvern
#

I need create a block with some variants and can't use the terrain texture variations feature. Would it be better to create a block for each variant or use states? I know there's a permutation limit, so I'm not sure what's better.

#

I'm also not sure if the permutation limit is across all blocks or for each block. I've been in scripting land for a while and can't remember. 😅

vestal marsh
desert vector
#

one block with a state with three valid values is the same amount of permutations as three blocks with no states

white bobcat
stone wyvern
#

Thanks. I was thinking states would be better.

worn lindenBOT
#
erick_god

Does anyone know what I'm doing wrong? My block appears without texture haha.

vague vine
vestal marsh
#

And the id minecraft:geoemetry.full_block

red sky
white bobcat
worn lindenBOT
#
erick_god

do i need to put "minecraft:" before?

white bobcat
worn lindenBOT
#
erick_god

also in the "custom_block.geo,json"?

white bobcat
white bobcat
# worn linden

If you will use a custom geometry, no need to include the minecraft: namespace in the geometry file nor the geometry block component

worn lindenBOT
#
erick_god

It is a complete block

vague vine
vestal marsh
vague vine
#

oh, i get it now xd

white bobcat
#

If you just want to give your block a full unit cube geometry, you have to use minecraft:geoemetry.full_block like you was told. There is no need for a custom geometry file if you use that.

worn lindenBOT
#
erick_god

Sorry, I thought it was just an example.

#
erick_god

thanks, love you guys :)

inner sandal
#

What are arrays in the terrain_textures used for?

#
"grass_top": {
      "textures": [
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top",
        "textures/blocks/grass_top"
      ]
    }
#

Not sure why there are many repetitions

tidal moth
inner sandal
#
"trial_spawner_top": {
      "textures": [
        "textures/blocks/trial_spawner_top_inactive",
        "textures/blocks/trial_spawner_top_active",
        "textures/blocks/trial_spawner_top_active",
        "textures/blocks/trial_spawner_top_ejecting_reward",
        "textures/blocks/trial_spawner_top_ejecting_reward",
        "textures/blocks/trial_spawner_top_inactive",
        "textures/blocks/trial_spawner_top_inactive_ominous",
        "textures/blocks/trial_spawner_top_active_ominous",
        "textures/blocks/trial_spawner_top_active_ominous",
        "textures/blocks/trial_spawner_top_ejecting_reward_ominous",
        "textures/blocks/trial_spawner_top_ejecting_reward_ominous",
        "textures/blocks/trial_spawner_top_inactive_ominous"
      ]
    },
#

Same for these ones, how would you be able to identify each?

tidal moth
#

Like changing internally the hue

#

I say this because i found some repetitios with different overlay colors

winter granite
#

How can i update a custom geometry block to work in the 1.21.20?

zinc wyvern
#

How do I create a static texture block? Like the barrier block

odd dagger
drowsy socket
#

where can i find vanilla blocks jsons behavior pack

#

the default pack of minecraft bedrock

outer veldt
mighty plover
#

BlocksJ2B.json what thos files do

#

it has pillar_axis ?

#

for logs

#

beds.J2B.json

    "minecraft:white_bed": 0,
    "minecraft:orange_bed": 1,
    "minecraft:magenta_bed": 2,
    "minecraft:light_blue_bed": 3,
    "minecraft:yellow_bed": 4,
    "minecraft:lime_bed": 5,
    "minecraft:pink_bed": 6,
    "minecraft:gray_bed": 7,
    "minecraft:light_gray_bed": 8,
    "minecraft:cyan_bed": 9,
    "minecraft:purple_bed": 10,
    "minecraft:blue_bed": 11,
    "minecraft:brown_bed": 12,
    "minecraft:green_bed": 13,
    "minecraft:red_bed": 14,
    "minecraft:black_bed": 15
}```
full pagoda
#

What is this bug abt guys?

desert vector
#

when did it appear

full pagoda
#

Just update Minecraft and get this

full pagoda
desert vector
#

when you were joining a world?

full pagoda
#

No

#

I'm updating my Addon

#

There's no error in 1.21.2

#

Now this pop up

karmic sierra
#
{
    "format_version": "1.21.0",
    "minecraft:block": {
        "description": {
            "properties": {
                "ct:is_triggered": [
                    "default",
                    "height"
                ]
            }
        },
        "components": {
          //code
        },
        "events": {},
        "permutations": [
            {
                "condition": "query.block_state('ct:is_triggered') == 'height'",
                "components": {
                    "minecraft:geometry": "geometry.pressure_plate_height",
                    "minecraft:material_instances": {
                        "*": {
                            "texture": "ct_pressure_plate",
                            "render_method": "alpha_test"
                        }
                    },
                    "minecraft:selection_box": {
                        "size": [
                            14,
                            1,
                            14
                        ],
                        "origin": [
                            -7,
                            0,
                            -7
                        ]
                    },
                    "minecraft:collision_box": {
                        "size": [
                            14,
                            1,
                            14
                        ],
                        "origin": [
                            -7,
                            0,
                            -7
                        ]
                    }
                }
            },
            {
                "condition": "query.block_state('ct:is_triggered') == 'default'",
                "components": {
                    "minecraft:geometry": "geometry.pressure_plate"
                }
            }
        ]
    }
}
#

What does this error mean
blocks/pressure_plate.json | ct:pressure_plate | components | query.block_state('ct:is_triggered') == 'default' | Error: query.block_state is making use of non-registered block state.

#

Ik I removed some code bc the message is too long

desert vector
#

in your description change properties to states

karmic sierra
#

oh

#

so much new things xD

desert vector
#

and remove events

#

they dont exist any more

karmic sierra
#

yeah I don't use them but thx

full pagoda
#

Can anyone help with the Collision in hashed block?

#

I dont even know whats wrong with them

#

I tried restart my game but it doesnt work

wet salmon
#

Which components are affected by the new version 1.21.20.03?

#

All blocks from my Add-on are gone

turbid veldtBOT
#
HCF Removal and Custom Components

The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.

Please take a look at the following links to learn more about custom components:

tawny falcon
#

has a block icon rotation component been added?

#

My block had its icon rotated, hence the question

unkempt creek
#

Where to put item_display_transforms in geometry?

mighty plover
#

[Scripting][error]-TypeError: cannot read property 'registerCustomComponent' of undefined at <anonymous> (components/blockComponents.js:24)

[Scripting][warning]-Component 'cobblemon:apricorn_fruit' was not registered in script but used on a block

[Texture][warning]-The block named cobblemon:apricorn_sapling_placer used in a "blocks.json" file does not exist in the registry

[Scripting][error]-TypeError: cannot read property 'registerCustomComponent' of undefined at <anonymous> (components/blockComponents.js:24)

[Scripting][warning]-Component 'cobblemon:apricorn_fruit' was not registered in script but used on a block

[Texture][warning]-The block named cobblemon:apricorn_sapling_placer used in a "blocks.json" file does not exist in the registry

[Blocks][error]-block_definitions | /storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/kexTOq2hmS4=/behavior_packs/Cobblemon | blocks/apricorn_sapling.json | Unexpected version for the loaded data

[Blocks][error]-Block cobblemon:apricorn_sapling_placer couldn't be

[Blocks][error]-Block couldn't be found in the registry

[Texture][warning]-The block named cobblemon:apricorn_sapling_placer used in a "blocks.json" file does not exist in the registry

tawny falcon
unkempt creek
#

Yep. It modifies how the block will look like in gui, in hand, or when drop, etc.

#

But idk where to put it inside the geometry file.

tawny falcon
#

I understand

#

When you know, could you tell me?

unkempt creek
#

I know now where to put it. @tawny falcon

It looks like this

"description: {...},
"item_display_transforms: {...},
"bones: [...]
tawny falcon
unkempt creek
#

Try to change the values of rotation

#

In gui

#

Mine is reverse in default. I write the rotation [30, 45, 0] it fixed it.

tawny falcon
#

yes I am using this

#

Can't the geometry version format be 1.12.0 but 1.21.20?

#

I'm using 1.12.0

unkempt creek
#

Yes it must be 1.21.20

#

And it needs upcoming creator features experiment.

mighty plover
#

@unkempt creek what is the current block format version

#

I am having errors with sapling

unkempt creek
#

1.21.20

mighty plover
#

ok let me try

#

it worked

tawny falcon
loud charm
#

is there a way to get the vanilla block json files in sample BP pack?

desert vector
#

vanilla blocks aren't data-driven

#

there are no json files

mighty plover
#

hm

blazing cobalt
#

🤔

magic pivot
#

Is it possible to set the permutation / state , or a property on a block. in the recipe?
So that I can just create a single block, with permutations, and it changes colors / geo based on the recipes changes?

zinc wyvern
#

How do I render items in a block? Like the campfire

magic pivot
#

So I need X amount of recipes, and X amount of blocks?
I cant change any block values. Maybe in scripting, something like afterCraftEvent?
so then i can grab block and change values, and block perms will change look

raw minnow
#

Blocks are free, there's a reason they're flattening them. One item = one block

unkempt creek
sage shard
#

Could i ask question?
Were permutations and traits removed in version 1.21.20?

odd dagger
#

they were stable and not part of HCF.

sage shard
#

Thanks!
i felt happy:)

rugged wasp
#

Hey! Just wanted to confirm with others here, since 1.21.2 has gone live, all custom block inventory icons have been rotated by 180 degrees?

The only way to fix this is with "item_display_transforms: {...}" . However that requires Upcoming creator features enabled to work?

crimson ingot
#

How would i now update a blocks geometry via scripting?

vestal marsh
crimson ingot
#

I thought all that was now deprecated

vestal marsh
#

Only events are

crimson ingot
#

So how do i now update them without events, because that was what i was doing previously

vestal marsh
young skiff
rugged wasp
crimson ingot
young skiff
# rugged wasp No. Its seeming like a bug, probably best to leave your rotations as they are, o...

do you have any idea how to fix this, My textures are broken.

{
  "format_version": "1.20.70",
  "minecraft:block": {
    "description": {
      "identifier": "test:custom_log",
      "menu_category": {
        "category": "nature",
        "group": "itemGroup.name.log"
      },
      "traits": {
        "minecraft:placement_direction": {
          "enabled_states": ["minecraft:facing_direction"],
          "y_rotation_offset": 0
        }
      }
    },
    "components": {
      "minecraft:geometry": "minecraft:geometry.full_block",
      "minecraft:material_instances": {
        "*": {
          "texture": "custom_log"
        },
        "up": {
          "texture": "custom_log_top"
        },
        "down": {
          "texture": "custom_log_top"
        }
      },
      "minecraft:loot": "loot_tables/blocks/custom_log.json",
      "minecraft:custom_components": ["test:custom_log"],
      "tag:log": {}
    },
    "permutations": [
      {
        "condition": "query.block_state('minecraft:facing_direction') == 'north'",
        "components": {
          "minecraft:transformation": {
            "rotation": [90, 0, 0]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:facing_direction') == 'south'",
        "components": {
          "minecraft:transformation": {
            "rotation": [-90, 0, 0]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:facing_direction') == 'east'",
        "components": {
          "minecraft:transformation": {
            "rotation": [0, 0, -90]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:facing_direction') == 'west'",
        "components": {
          "minecraft:transformation": {
            "rotation": [0, 0, 90]
          }
        }
      }
    ]
  }
}
#

it displays fine in inventory

#

But breaks when I place it down in certain directions

magic pivot
young skiff
mighty plover
#

@young skiff y rotation offset why you need that

#

what was the error

#

does the block places on itself
or does it need crouch

crimson ingot
#

I need help trying to get the rewrite of the HCF precise rotation example to work. The error i keep getting is that the component is being used in the block file but is not being registered in the script

crimson ingot
#

Okay, I got it working now, stupid reason why. i messed up my manifest and missed 'type': "script"

desert vector
#

strange that it didnt give you an error

dense steppe
#

How can I make a block without any events? I just want to make a block with a custom model and texture, without collision_box but the old blocks don't work anymore

mighty plover
#

if it's Static block with no functionality use blockbench

#

@dense steppe

dense steppe
mighty plover
#

it help make block use block wizard

young skiff
young skiff
#

there is some glitch, where if you place a broken block next to other custom blocks all the blocks disappear.

stoic glacier
#
{
  "format_version": "1.18.0",
  "minecraft:block": {
    "description": {
      "identifier": "msd:ground_light"
    },
    "components": {
      "minecraft:light_emission": 15,
      "minecraft:unit_cube": {},
      "minecraft:queued_ticking": {
        "interval_range": [
          1,
          2
        ],
        "looping": false,
        "on_tick": {
          "condition": 1,
          "event": "msd:replace",
          "target": "self"
        }
      },
      "minecraft:placement_filter": {
        "conditions": [
          {
            "allowed_faces": ["up"]
          }
        ]
      },
      "minecraft:selection_box": {
        "size": [
          0,
          0,
          0
        ]
      },
      "minecraft:material_instances": {
        "*": {
          "texture": "msd_transparent",
          "render_method": "blend"
        }
      },
      "minecraft:collision_box": false
    },
    "events": {
      "msd:replace": {
        "run_command": {
          "command": [
            "setblock ~ ~ ~ air"
          ]
        }
      }
    }
  }
}
#

something seems outdated in this code

#

it doesnt work when i /fill

#

but no error logs

mighty plover
#

unit cube

#

@stoic glacier

#

queue command not run_command

#

events remoced need components now

white bobcat
#

queue_command is invalid for blocks, just entities

stoic glacier
#

so what do i do

turbid veldtBOT
#
HCF Removal and Custom Components

The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.

Please take a look at the following links to learn more about custom components:

vestal marsh
stoic glacier
#

okie

vestal marsh
#

Block culling only works when an opaque block is covering its side

#

I just said that yes

#

A face or bone culls (is not visible) if the neighbor in the "direction" direction is full and opaque (a full cube, and drawing using the "opaque" render-method in the minecraft:material_instances component)

mellow carbon
marble pumice
#

With Add-on, can you make a block change its texture when you walk on it and then go back to its original texture after a few second?

#

or when you walk off it

marble pumice
#

yeah I meant custom block

#

i guess i will have to found out xith the docs

vestal marsh
marble pumice
#

what block state does?

vestal marsh
#

You just need it for permutations

marble pumice
#

okay, I'm so much confused because I never did that

#

or even an add-on

tawny falcon
loud charm
unkempt creek
unkempt creek
vestal marsh
unkempt creek
shrewd storm
#

how did yall fix the blocks rendering in the ui backwards?

#

nvm got it

gaunt ocean
#
{
"format_version":"1.21.10",
"minecraft:block":{
"description":{
"identifier":"uda:living_oak_log",
"menu_category":{
"category": "nature"
}
},
"components":{
//Appearence
"minecraft:material_instances":{
"*":{
"texture":"uda_living_oak_log"
},
"up":{
"texture":"uda_living_oak_log_top"
},
"down":{
"texture":"uda_living_oak_log_top"
}
},
"minecraft:display_name":"tile.uda:living_oak_log.name",
"minecraft:map_color":"#443926",
//Properties
"minecraft:destructible_by_mining":{
"seconds_to_destroy":1.5
},
"minecraft:destructible_by_explosion":{
"explosion_resistance":15
},
"minecraft:flammable":{
"catch_chance_modifier":5,
"destroy_chance_modifier":20
},
"minecraft:placement_filter":{
"conditions":[
{
"allowed_faces":["up"],
"block_filter":[
"minecraft:dirt",
"uda:living_oak_log"
]
}
]
},
"minecraft:loot":"loot_tables/blocks/lt_living_oak_log.json"
}
}
}

Why doesn't my texture appear? Only a dirt block with a question mark appears.

gaunt ocean
#

Do I have to create one or is there a preset?

mighty plover
#

preset full_block

gaunt ocean
#

Ty

gaunt ocean
outer veldt
gaunt ocean
#

Ty

misty scarab
#

is there a guide on how to make collision boxes or something talking about it in any part of the wiki?

white bobcat
#

minecraft:collision_box ?

tame shale
#

What is the highest format number for blocks at the moment

solid matrix
#

is "minecraft:breathability" deprecated?

#

im on 1.21.20 and it gives Unexpected version for the loading data

#

damn was removed in 1.20.30..

vestal marsh
solid matrix
#

so is there a way to make a block suffocate entities

vestal marsh
remote island
#
{
    "format_version": "1.20.10",
    "minecraft:block": {
        "description": {
            "identifier": "gp:coal_stage_1",
            "register_to_creative_menu": false
        },
        "components": {
            "minecraft:destroy_time": 9999,
            "minecraft:material_instances": {
                "*": {
                    "texture": "coal_stage_1",
                    "render_method": "opaque"
                }
            },
            
            "minecraft:queued_ticking": {
                "looping": true,
                "interval_range": [
                    400,
                    400                   
                ],
                "on_tick": {
                    "event": "gp:test",
                    "target": "self"
                }
            }
        },
        "events": {
            "gp:test": {
                "queue_command": {
                    "target": "self",
                    "command": "setblock ~~~ gp:coal_stage_2"
                }
            }
        }
    }
}```why do i get this error?
turbid veldtBOT
#
HCF Removal and Custom Components

The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.

Please take a look at the following links to learn more about custom components:

remote island
vestal marsh
remote island
#

ok

remote island
#

@vestal marsh did mojang change something to do with the rendering also?

vestal marsh
remote island
#

just ui logs

desert vector
#

if you're defining textures in material instances you need the geometry component

#

"minecraft:geometry": "minecraft:geometry.full_block" is built-in

vestal marsh
#

I thought logs would flag it though

#

Something about needing a geometry to tessilate

lone matrix
#

hi i have question decorlate_pot and mainhand give item how to no hand command or script inside the decorlate_pot item?

marble pumice
#

Quick question

#

Can you make a custom block to render like spawners

#

or leaves

#

so you see the other sides unlike glass

vestal marsh
#

Try double sided render method

marble pumice
#

okay

desert vector
#

double sided won't work for that
you could try defining the textures in RP/blocks.json, removing "texture" from material instances, but keeping the render method as "alpha_test"

fervent spade
#

Hey guys, got a question. I've read a little on the wiki, and turns out the reason most of my blocks are broken is because they use events and permutations, specifically sequence and set_block_property if that says anything. Is there any scripting template that I could use to rewrite these blocks' code?

shrewd storm
fervent spade
#

ah, I mean simple custom blocks, y'know, 16x16x16 (usually). The whole shtick of these blocks is that they change model and texture when you interact with a specific item

shrewd storm
#

Yeah it would need a script

fervent spade
#

Are there any templates for that? not very good at coding, so I could use one of those :-D

shrewd storm
#

Not sure for that one

fervent spade
#

ohh thanks ill check this out

cobalt granite
#

Your welcome, it was very helpful for me

ruby dust
#

Can someone provide me the crafting table Json pls?

vestal marsh
#

Check the wiki or MS docs

ruby dust
#

I could only Get this "minecraft:crafting_table": { "crafting_tags": ["crafting_table", "custom_crafting_tag"], "table_name": "My Crafting Table" }, But It didn't help

#

From Microsoft

ruby dust
#

But where's the Format version and stuff for my Addon?

#

I want a recent Craft table code for them Edit it

vestal marsh
#

Oh you're trying to edit the vanilla crafting table?

#

You cannot do that

ruby dust
vestal marsh
#

Then learn the basics of add-ons and custom blocks then apply that knowledge

#

You have the components, now apply them to your custom block

ruby dust
#

I Just need a recent code to Get as reference to update this

  "format_version": "1.16.100",
  "minecraft:item": {
    "description": {
      "identifier": "kay:magic_tablem",
      "category" : "items"
    },
    "components": {
        "minecraft:render_offsets": {
            "main_hand": {
              "first_person": { 
                "scale": [0.002,0.002,0.002]
               },
              "third_person": { 
                "scale": [0.006,0.006,0.006]
              }
            },
            "off_hand": {
              "first_person": { 
                 "scale": [0.002,0.002,0.002]
               },
              "third_person": { 
                "scale": [0.006,0.006,0.006]
              }
            }
          }, 
      "minecraft:icon": {
        "texture": "magic_table"
      },
      "minecraft:stacked_by_data": false,
      "minecraft:max_stack_size": 1,
      "minecraft:foil": false,
      "minecraft:hand_equipped": true
    }
  }
}```
ruby dust
vestal marsh
solid matrix
#

hi, i have a light block that can be placed in multiple directions and has an on and off state. Is it possible to simplify the permutaions in a way that i dont need to duplicate all directions for each on/off state?

vestal marsh
solid matrix
#

:-0

#

how

#

i use q.block_state('minecraft:block_face') == 'west' && q.block_state('waffle:bulb_on')

vestal marsh
#

Just have an on/off state, and then the two permutations that adds if its on or not

solid matrix
#

oh

#

thanks

young skiff
#

Hey I have been getting stuff like this recently, any idea [Json] Unknown block during Deferred BlockDescriptor resolution: minecraft:ender_pearl

white bobcat
#

Custom blocks can't use minecraft namespace

young skiff
vestal marsh
young skiff
#

only loot tables

vestal marsh
#

Then it must be your loot table that's an issue

full pagoda
#

Is there a way to display different block texture for different players

#

Example: for player A, the block is red, but for player B the block is blue?

vestal marsh
#

No

full pagoda
#

The block will be invisible

#

But an entity will be the one that dynamically change its texture at the block position

median hinge
#

is there an addon out there that removes the "too expensive" limit for anvils?

shrewd storm
#

Well they fixed the custom blocks bug where they were rotated in the ui. Now I get to rotate them back when all this comes to stable -_- lol

desert vector
#

i think they're still rotated outside of the ui though
like in hand and when you put them on your head with /replaceitem

shrewd storm
#

They were fine outside it for me. I only have to fix my stairs anyways lol

pine parrot
#

Do custom blocks need a uploaded resource to show even for vanilla blocks

vestal marsh
pine parrot
#

Like if i want to create a block with the texture of cobblestone

#

Do I need to upload the cobblestone image

vestal marsh
#

No

pine parrot
#

Suppose to be an oak log

misty scarab
#

try
oak_log
instead of minecraft:oak_log

#

in your blocks.json

pine parrot
#

I did

#

But it didn’t work

#

Same result

misty scarab
#
{
  "format_version": "1.21.20",
  "minecraft:block": {
    "description": {
      "identifier": "gen:oak_log",
      "menu_category": {
        "category": "construction"
      }
    },
    "components": {
      "minecraft:material_instances": {
        "*": {
          "texture": "oak_log",  
          "render_method": "opaque"
        }
      },
      "minecraft:destructible_by_mining": {
        "seconds_to_destroy": 1.5
      },
      "minecraft:friction": 0.6,
      "minecraft:light_dampening": 15
    }
  }
}
misty scarab
#
{
    "format_version": "1.21.20",
    "gen:oak_log": {
        "sound": "grass"
    }
}
#

and this in your blocks.json

turbid veldtBOT
#
Formatting Your JSON Or JS Code

Please format your code as code-blocks! This makes the text monospaced, and has support for syntax highlighting.

JSON
```json
{
"example": 123
}
```

JavaScript
```js
console.log("Hello World");
```

The character used here is the backtick. This symbol is usually at the top left of your keyboard, occupying the tilde key (~). On mobile, it will be on the second or third page of symbols.

pine parrot
vestal marsh
pine parrot
#
  "format_version": "1.21.0",
  "minecraft:block": {
    "description": {
      "identifier": "gen:oak_log",
      "category": "nature"
    },
    "components": {
      "minecraft:material_instances": {
        "up": {
          "texture": "minecraft:log_oak_top"
        },
        "down": {
          "texture": "minecraft:log_oak_top"
        },
        "north": {
          "texture": "minecraft:log_oak"
        },
        "south": {
          "texture": "minecraft:log_oak"
        },
        "east": {
          "texture": "minecraft:log_oak"
        },
        "west": {
          "texture": "minecraft:log_oak"
        }
      },
      "minecraft:destroy_time": 2.0,
      "minecraft:explosion_resistance": 5.0,
      "minecraft:flammable": {
        "catch_chance_modifier": 5,
        "destroy_chance_modifier": 5
      }
    }
  }
} ```

Try this for your behavior file
#

Someone sent me this

#

But i tried it and it does the same thing

vestal marsh
#

Again, you need the full block geo

pine parrot
#

I don’t understand

misty scarab
pine parrot
#

I am

vestal marsh
pine parrot
summer roost
#

maybe you have 2 blocks with the same id?

pine parrot
#

This my only block

pine parrot
#

Anyone?

summer roost
#

it's a very weird bug

crisp sundial
#

Is there any way to just get rid of all the missing blocks and replace them with air or smth? I took an old world and updated all of the texutres, yet the already placed blocks wont seem to fix themselves even if i update the world wiht the newest correct files even before updating the world to the newest version. Is there some way to where the blocks will transfer over correctly, or to where at least i could get rid off al the unknown blocks?

crisp sundial
#

Even just a script to where i could have their item ID's rendered as air or smthn. I'm not too sure if their is any way to fix this

pine parrot
#

Is there a component to make a block not pushable by a piston

pine parrot
#

So it’s not possible?

split birch
#

Why i can't place the block {
"format_version": "1.20.10",
"minecraft:block": {
"description": {
"identifier": "kay:holy_table",
"register_to_creative_menu": true
},
"components": {
"minecraft:material_instances": {
"*": {
"texture": "holy_table",
"render_method": "alpha_test"
}
},
"minecraft:destroy_time": 1.6,
"minecraft:explosion_resistance": 300,
"minecraft:flammable": {
"flame_odds": 0,
"burn_odds": 0
},
"minecraft:block_light_absorption": 0.0,
"minecraft:block_light_emission": 1.0,
"minecraft:geometry": "geometry.holy_table",
"minecraft:unit_cube": {},
"minecraft:collision_box": {
"origin": [-8, 0, -8],
"size": [16, 16, 16]
},
"minecraft:placement_filter": {
"allowed_faces": ["floor", "wall", "ceiling"]
},
"minecraft:crafting_table": {
"grid_size": 3,
"crafting_tags": [
"holy_table"
]
}
}
}
}

#

Can't figure It out

tardy surge
# split birch Why i can't place the block { "format_version": "1.20.10", "minecraft:bl...

Placement filters are mainly for flowers for instance don’t need that in there, unit cube is deprecated now, also I’ve never seen register_to_creative_menu, my blocks use menu_category. Minecraft:flammable I’ve not seen the syntax you’ve used either. I’m used to it looking like this

“minecraft:flammable”: {
    “catch_chance_modifier”: 5,
    “destroy_chance_modifier”: 20
}
tawny falcon
#

how can i make a double block?

shrewd storm
#

new lamp concept.

#

in game

shrewd storm
#

which side looks better facing the player left or right

white bobcat
random dock
#

how much time in ticks/seconds does it take for crops to fully grow? do they have different times?

tawny falcon
white bobcat
#

Same response, three blocks or one with three states

tawny falcon
#

I made 3 blocks , in the game it's even working well

#

But how do I make it so that when I add the base it positions the other 2 blocks on top?

white bobcat
#

onPlace -> air 2 blocks above? -> if true place the other two blocks, if false destroy placed block

#

or cancel placement, whatever you prefer

#

Scripting

tawny falcon
white bobcat
#

When the block is placed you will check if there is space for the block to be placed. Since is three blocks in one, you'll check if the two blocks above the one placed are air, if so, then you'll place the others. You do this using scripting.

tawny falcon
white bobcat
#

You can make it like y + 1

tawny falcon
#

const above = e.block.above();

if (e.block.permutation.matches("mc:petrified_player", { "minecraft:cardinal_direction": "north" })) {
above.setPermutation(above.permutation.withState('minecraft:cardinal_direction', 'north'));
}

tawny falcon
white bobcat
#

I suppose you could also do:

const aboveBlock1 = block.above();
const aboveBlock2 = aboveBlock1.above();
tawny falcon
unkempt creek
#

You can also put any number you like in parameter. Just like this

const aboveBlock2 = block.above(2);
tawny falcon
#

How does a block become affected by water? For example, when placing the block in water, it will have water in its empty spaces.

vestal marsh
tawny falcon
#

Oh, i undestand, I thought it was possible

split birch
#

Can someone pls Help me to make A new customized Craft table?

#

Bredrock Wiki didn't help me, not in my case

tawny falcon
split birch
#

Minecraft 1.21.2?

vestal marsh
tardy surge
vestal marsh
#

Next time, please specify that. If you're working on older versions you need to make thay a habit

tardy surge
#

Why? I implemented it and it works fine

vestal marsh
#

It doesnt help when there are multiple block states

tardy surge
hearty wraith
#

i have troubles with the blocks in my addon

split birch
split birch
#

Why i Feel like you Get Easily irritated

scenic citrus
#

😂

graceful compass
#

"minecraft:cardinal_facing"
trait and permutation listed in wiki doc does not work

graceful compass
# vestal marsh Thats not a trait
                "minecraft:placement_direction": {
                    "enabled_states": ["minecraft:cardinal_direction"],
                    "y_rotation_offset": 180
                }
            },
...

not working

vestal marsh
graceful compass
unkempt creek
#

Do you provide permutation?

keen mortar
#

Hi! i'm starting to create custom ores but with since i start using the info that's in the page with the 1.21.20 format version my block's texture isn't working... i followed step by step the page's tutorial and the block apears with the pink/black missing texture of minecraft.
you know how to fix it?

tardy surge
keen mortar
#

HERE'S MY terrain.texture.json its located in my RP/textures folder
{
"texture_name": "atlas.terrain",
"resource_pack_name": "ClusterCraft RP",
"padding": 8,
"num_mip_levels": 4,
"texture_data": {
"cc_aquamarine_ore": {
"textures": "textures/blocks/aquamarine_ore"
}
}
}
And Here's my blocks.json located in my RP like the manifest
{
"format_version": "1.21.20",
"cc:aquamarine_ore": {
"textures": "cc_aquamarine_ore",
"sound": "stone"
}
}

tardy surge
#

What about the block.json from the BP?

misty scarab
#

is there a component to give a block the ui and function of the vanilla stonecutter?

keen mortar
# tardy surge What about the block.json from the BP?

{
"format_version": "1.21.20",
"minecraft:block": {
"description": {
"identifier": "cc:aquamarine_ore",
"menu_category": {
"category": "nature",
"group": "itemGroup.name.ore",
"is_hidden_in_commands": false
}
},
"components": {
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 3
},
"minecraft:destructible_by_explosion": {
"explosion_resistance": 5
},
"minecraft:friction": 0.4,
"minecraft:map_color": "#FFFFFF",
"minecraft:light_dampening": 0,
"minecraft:light_emission": 5
}
}
}

#

i didn't want to add all the components yet because i want it to first appear in the creative inventory

vestal marsh
keen mortar
#

but the path is the correct one :c i tripled checked

vestal marsh
keen mortar
#

yes!

vestal marsh
#

Are you sure its in the proper path? That is , its in the com.mojang folder

keen mortar
#

i already added 12 mineral items, its the block that doesnt work

winter granite
#

Is there a way to make blocks textures glow?

#

Custom block*

woven knot
#

how do i fix the text spamming when clicking the block

#
import { getTime, hasTimerReachedEnd, setTimer } from "./Extensions/functions";
const timer = new WeakMap()
{
world.beforeEvents.playerInteractWithBlock.subscribe((data) => {
    let player = data.player
    let block = data.block
    const timedata = timer.get(player);
    if (timer.has(player) && !hasTimerReachedEnd(timedata.timer.targetDate)) {
        return player.sendMessage(`§cWait ${getTime(timedata.timer).seconds}sec to get the code agian.`);
    }

    if (block.typeId === "myname:discord_wumpus") {
        data.cancel = true;
        player.sendMessage("Discord.gg/gladiatornetwork")
        timer.set(player, { timer: setTimer(15, 'seconds') })
        
    }
})
}
console.warn('discordlink loaded')```
gilded mortar
#

Hey, do you all know where I can find custom sounds?

#

Like a sound library or something like that

white bobcat
#

To avoid having that you should either do a date clicker tester or use custom components

acoustic lagoon
#

Is there a place I can find vanilla block JSONs? I want to make more wool, but I don't see the wool json in the bedrock samples

#

just worried my wool will make sounds for sculk sensors

acoustic lagoon
#

Dang, it's annoying how much isn't available to us. I wonder if marketplace creators get greater access to things

#

Wonder if it even exists in JSON format but is just obfuscated

#

Basically can't edit anything vanilla and have to make our own stuff it seems, and even then, it sometimes can't be as good as vanilla (armor lacking toughness for example)

woven knot
jagged phoenix
#

Can blocks with custom geometry use flipbook textures?

*the Sculk Sensor looks like it does, but there's no model or block json file for it in the bedrock samples

jagged phoenix
#

The texture file and the block. The block loads, but doesn't flip through the textures.

All the UVs are mapped to the top 16 pixels of the texture
terrain_textures.json

{
    "texture_name": "atlas.terrain",
    "resource_pack_name": "minere",
    "padding": 8,
    "num_mip_levels": 4,
    "texture_data": {
      "amethyst_shield": {
        "textures": "textures/blocks/amethyst_shield"
      },
      "plasma_ball": {
        "textures": "textures/blocks/plasma_ball"
      }
    }
  }

Have the flipbook setup like so

[
{
    "flipbook_texture": "textures/blocks/amethyst_shield",
    "atlas_tile": "amethyst_shield",
    "frames": [ 0, 1, 2, 3],
    "ticks_per_frame": 3
  },
  {
    "flipbook_texture": "textures/blocks/plasma_ball",
    "atlas_tile": "plasma_ball",
    "frames": [0, 1, 2, 3],
    "ticks_per_frame": 3
  }
]

the "amethyst_shield" is another simple flipbook block I creatd but it does work properly
the "plasma_ball" has custom geometry as seen below, but doesn't flip through the textures

gilded mortar
#

Hey, are we still able to use
"q.block has any tag" or was it deprecated

desert vector
#

what for?

jagged phoenix
#

Is it possible to have emissive block textures? Like entity_emissive_alpha where fully transparent = transparent and partially transparent = emissive?

desert vector
#

no

gilded mortar
winter granite
#

Anyone knows a way to fix this?

harsh temple
# winter granite Anyone knows a way to fix this?

you can fix it by changing the minecraft:material_instances specifically by setting the ambient_occlussion to false

"minecraft:material_instances": {
    "*": {
        "ambient_occlusion": false,
    }
}```

the other option would be to change the component `minecraft:light_dampening` to a lower number so that the block dampens less light

```json
"minecraft:light_dampening": 0
winter granite
winter granite
harsh temple
winter granite
half bluff
#

Guys can someone tell me how people create custom mob heads in Minecraft bedrock edition. Is the mob head a block like other blocks but it must have an item which has a block placer component on it or something else ?

white bobcat
#

The easiest way is to have a 2D item placer that places the block as a 3D model, allowing you to wear the head while still preserving it's block placement properties. However, this won't allow to have perfect vanilla-alike heads, since for that it must be a block at all times.

#

and equipping a block is not possible in the same way as items

gilded mortar
#

anyone knows what is this?

half bluff
half bluff
gilded mortar
#

@half bluff I already solved that

#

Thank you anyway

olive arrow
#

Hey guys what's this error? [Blocks][error]-Block name = 'space:siren_pole' | Total length of parts for schematic 'geometry.siren_pole' on axis x is greater than 1 + 14/16ths.

vestal marsh
olive arrow
vestal marsh
#

Make sure your block geometry is within the confines in Blockbench

olive arrow
jagged phoenix
#

Is there a way to add experience to block loot tables?

desert vector
gilded mortar
#

Can we make bookshelf-like custom blocks?

vestal marsh
gilded mortar
#

@vestal marsh To make a custom block that works just the same as booksheves with the enchanting table

desert vector
#

so the enchanting table treats it like a bookshelf? i don't think so

white bobcat
#

Not possible, enchanting table behavior is hardcoded

spice stone
#

when i specify a render method in the material instances component my block no longer has face culling

#

any fix for this?

languid prism
#
"events: {
                "set_block_property": {
                    "template:facing_direction": "math.floor( query.block_face / 2.0 )"
                }
}``` how do i make this without using events in blocks
vestal marsh
languid prism
#

another question why does my block does not get stone tag
"tag:stone": {}"

languid prism
#

player raycast

#

and if i do remember vanilla pickaxes was supposed to mine block with stone tag faster right?

vestal marsh
#

However....they did add new vanilla tags that achieve what you want in 1.21.30

languid prism
#

ok thx for info but you have any template using new tags i did tried to use em but didn't work for some reason

vestal marsh
#

Thats all

languid prism
#

ucf? right?

vestal marsh
#

Oh yeah thats what I meant

#

Force of habit lol

spice stone
vestal marsh
#

Interesting, full_block should have face culling regardless

desert vector
#

if you want face culling like what glass has you have to define textures in RP/blocks.json and remove the geometry component

spice stone
#

🫤

north stream
#

Does anyone have the json for glazed_terracotta?

vestal marsh
north stream
#

What

#

I download vanilla samples

#

There's vanilla json

vestal marsh
north stream
#

Oh

#

Well then how do I get my blocks to connect like the glazed_terracotta does?

west ledge
#

I think that just depends on your rotation, right?

north stream
#

Now I'm wondering if I can apply this to a modified texture of a vanilla block

white bobcat
#

You definitely can use my template for that

north stream
white bobcat
#

In the behavior file, you'll modify this:

"minecraft:material_instances": {
                "*": {
                    "texture": "purple_glazed_terracotta", // The texture of your block
                    "render_method": "opaque"
                }
            }
#

purple_glazed_terracotta is the name of your texture

#

You don't need to change the name of the geometry, you can though

north stream
#

Oh, but I'm trying to make a resources pack only, ¿this is for make an addon right?

vestal marsh
north stream
#

Could someone send me a template of a transparent block to which I can apply the glazed_terracotta?

vestal marsh
north stream
#

To "blend"?

white bobcat
#

And you can't modify a vanilla block behavior's code

north stream
#

Ok i will try

languid prism
#

Question: as we getting new tags for blocks does that mean that "iron_pick_diggable": {} or these type of tags getting deprecated and will have to use new block tags in items diggable components?

vestal marsh
#

But to my knowledge they never worked properly

magic pivot
#

Hellooo. I have a custom block. When the block underneath is destroyed. I would like the custom block to also destroy. Just like some vanilla blocks! Is there a component / filter for this?

vestal marsh
magic pivot
magic pivot
# spice stone Use script api

😂 Been in between both channels asking the same question. I feel like im being passed around and noone is actually answering lmao

#

custom_component / onTick seems like the only solution

white bobcat
#

The best solution is minecraft:placement_filter

magic pivot
white bobcat
#

Because you wouldn’t have to run a piece of code every few ticks and it would just be a one time time investment

unkempt creek
# magic pivot Why? I would need to have every single block listed except air

There are some blocks that have tags, so you can use tags instead. Then list all remaining blocks that has no tags. But remember conditions are limited to 64, block_filter is also limited to 64. But I think you can combine both limits to be able to list more. The problem is when there's a new update which add more blocks, you have to keep updating it as well.

And unfortunately, with other addons that has custom blocks, they won't be supported. So if you also want to support that, your only option is to use onTick.

Unfortunately, placement_filter is very very limited. So we have to suffer for now.

shrewd storm
#

is there any reason the block placer wont place my block? everything else is working fine

white bobcat
#

It may be a typo in the block placer component

shrewd storm
#

idk i copied it from a working json which idk why it wouldnt work after that

spice stone
#

i have a custom block that uses the cross geometry, how can i set it to render as the texture icon in the inventory like these grass for example

vestal marsh
spice stone
#

but then i have to create a whole new item...

desert vector
#

im pretty sure that's what vanilla does too
that's why there's door and item.door

spice stone
#

some blocks have their own block placer items

#

others like those grass blocks are litteraly just blocks

#

but they render as their texture in the inventory

#

cobweb block does the same

desert vector
#

i wonder why those item. ids need to exist separately then

spice stone
#

¯_(ツ)_/¯

#

some blocks look would strange just using their texture as their icon

#

ig

bronze vector
# vestal marsh Have an item that uses block_placer

Neat! That's a thing i always wished to know, thought they were hardcoded until you guys pointed out that they're basically just items that place blocks when consumed- and suddenly it makes so much sense

#

That explains why there's also vanilla counterparts of the blocks with their model fully rendered in the block's icob as usual that can be accessed.

vestal marsh
burnt gate
vestal marsh
#

What...are all these?

burnt gate
desert vector
#

it's probably best to remove everything after map_color and then try to make it work with custom components

novel nova
#

Is it possible to make a blog look like it is running, so when you put a block in this blog, the block will disappear?

white bobcat
#

Sorry, I did not understand any of that

novel nova
#

How do I do the same for a custom block?

vestal marsh
#

Youll want to use player place block or player interact with block

vestal marsh
#

Yes

novel nova
#

Isn't it possible to make a grass with Json?

vestal marsh
#

No

novel nova
#

Ok

#

And

#

How do I prevent the block from being pushed with the piston?

vestal marsh
#

You cannot

novel nova
#

:/

#

Isn't this transparent?

#

Why is this in the game?

turbid veldtBOT
#
How To Ask Good Questions

Be specific and include relevant details about the question upfront.

  • What are you trying to accomplish?
  • If you have code, which part is not working? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

unkempt creek
# novel nova

You have a block trpixel:solid_yellow_block in your block.json but you don't have that custom block created.

white bobcat
#

Then remove it from blocks.json

unkempt creek
hollow gorge
#

is there a full block cube geometry model for blocks in vanilla packs?

novel nova
unkempt creek
#

That's the problem of the pack applied into the server then.

neat shell
#

using blend render method don't work for my block translucency, and also hide other bones. any idea how to fix this?

neat shell
#

ugh... that didn't do anything

tardy surge
# neat shell nvm

What exactly does this mean? I’ve noticed my custom frameless glass causes you to X-ray to the bottom of lava lakes when placed for instance, what’s it mean by moving elements to the bottom?

desert vector
vague remnant
#

?blocks

summer roost
gaunt steeple
#

how do i giive a custom block the default block model?

vestal marsh
gaunt steeple
#

i thought minecraft:tick was deprecrated

vestal marsh
#

Thats a new component

gaunt steeple
vestal marsh
#

Always check the wiki and ms docs first

gaunt steeple
#

is there a way to prevent fences from conecting with custom blocks?

somber wraith
#

How to prevent the client from placing a block when interacting with a custom block?

somber wraith
#

When adding a custom block on a server, the client will always predict the block placement when interacting with a custom block even though the block has e.g an inventory

vestal marsh
#

Also custom blocks cant have inventories so I no idea what you mean.

somber wraith
vestal marsh
#

Just add the interact custom component

desert vector
#

just adding the custom_components component makes the block interactable

vestal marsh
#

Still havent shown me what you were trying to explain a while back

desert vector
#

click on a block with custom components with an empty hand and you'll swing
dont have time for a video rn

tall zenithBOT
desert vector
#

i'll check again then

somber wraith
desert vector
#

no a custom component with the onPlayerInteract listener

somber wraith
#

when were custom components added?

desert vector
#

1.20.80 experimental
released in format 1.21.10, game version 1.21.20

desert vector
# vestal marsh It did not swing

they might have fixed empty hand interaction, but block placement is still using interaction mechanics so it's too slow to hold down the place button and walk in a line to place multiple blocks

vestal marsh
#

Even walking backwards while looking at the block

desert vector
#

does placing signs on the custom block work?

vestal marsh
#

With just the custom_components empty array? I shall test

desert vector
#

not an empty array
not sure if that affects it

vestal marsh
#

Ok wait, are the problems you're facing when you have an empty array or when there are custom components in it?

desert vector
#

when custom components are applied
i've never thought to add the component without any items tbh

vestal marsh
#

I jsut did both and I can place signs. one block had an empty array the other had a before player place custom component

desert vector
#

just tested it with a block that has a custom component (without onPlayerInteract) and i can interact with it with an empty hand and placement is wrong

vestal marsh
#

What format version?

#

Im not experiencing this at all

desert vector
#

1.21.20 i think

vestal marsh
#

Thats bizarre because im using that as well

desert vector
#

does the custom component you're using have at least one event handler?
maybe the game doesn't apply it if it's empty

vestal marsh
desert vector
#

are you in preview? i didnt see anything related in the changelogs but they could've changed something

vestal marsh
#

No I tested in stable

#

1.21.23

vestal marsh
desert vector
#

the sign placement issue is that it doesnt show you the edit text screen

#

probably since it's being placed server side

vestal marsh
desert vector
#

first placed

#

although someone said it wasnt editable either

vestal marsh
#

It works with empty array I'll tell you that

#

Ok now I can confirm that if the component has any listerners it will not make signs editable(first placed or edit) even if its a standing sign.

#

Anyone made a bug report?

desert vector
#

i'm going to make one, just trying to make an example pack

pliant rapids
#

Sorry if it's been brought up here but has anyone else had issues with custom blocks loading in structure blocks? Like in the 3D viewer in the structure block UI they don't load correctly (sometimes only vanilla blocks show up) and when exported as a 3D model they don't save correctly

vestal marsh
pliant rapids
#

Yeah I've had issues with that for a while but I exported a structure with custom blocks as .glb and it does not export the way things are in game either

#

I assume there probably isn't a solution just was curious as to if it was known

shrewd storm
#

Yeah it's buggy. Has been since 1.21 I believe. Doing my trees is a pain

pliant rapids
#

I know sometimes they'll render incorrectly on the viewer but actually load perfectly fine at least in my experience, but it doesn't appear they export correctly

shrewd storm
#

Mine have been doing the same you just have to export it multiple times eventually ilt fix

#

Just make sure you're structure voiding air blocks and making sure your y is what you want it the first time or it doesn't work right . Save it check if the axis are right then export

shrewd storm
tall zenithBOT
shrewd storm
#

this has been ongoing since custom componants came out

#

they fixed the crouch click part though which is nice