#Blocks General
1 messages · Page 8 of 1
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
How can i add my blocks to the creative inventory? I'm working with bridge v2
put menu_category in description
"minecraft:block": {
"description": {
"identifier": "test:example",
"menu_category": {
"category": "construction",
"group": "itemGroup.name.slab"
}
Tysm! It worked
are texture variation for custom blocks broken?
No
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?
Are you in preview or stable?
1.20.80, i think that is preview still?
You are in an outdated version of stable.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.
I see, that's alright. I might just redeclare the cardinals and rotate the model in blockbench to fix it. Thank you
What is the latest stable version? i might just change to that. I've been having trouble choosing yesterday, mainly because I didn't wanna use the holiday features
That will not fix your issue anyway, but latest is 1.21.0 iirc
Damn, good to know so I at least don't try it XD but thanks I'll update my stuff
That question should be for #1067869232395735130
anyone knows how to fix the size difference of my custom block?
it looks a lil smaller than vanilla ones
Fixed in 1.21.20.21
does anyone know if it's possible to make a cave block?
Create a block and name it cave block
looool
i mean, a block for finding bases, as on paladium
You may want to elaborate on your response
a semi-transparent texture (this part is done), and once it's on the ground, it shows us the bases that might be nearby in the soil.
Is there a limit to the amount of permutations in a world?
Because my add-on started reassigning stuff
Consider opening a post please
If I recall correctly the block permutations limit is 65536
What does this mean?
but it's not working for me
I have never had such issue
Open a post and share your code
done
Does anyone have a chair template?
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
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.
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
ah thanks for the reply but when I choose export it only uses 3D option? and saves it as another format gbl? I´ll have another look
Do you not have this middle button here?
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
One of my favourite parts of building
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
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
You could probably use chunker
🥹🥹
The issue is probably because they're using a custom model + alpha_test render method which makes it similar to chests that they will unload when you're far away
I've learned that blocks using blend mode render from a good distance away, but there are other complications that come with it.
blend mode....?
and also, other complications are?

Actually I think opaque is better if there aren't missing pixels
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
Is it possible to make a block a size of 3 or 2 blocks upwards?
😕
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?
@bitter oracle Never forget: in Minecraft the limit is your imagination and ingenuity.
Note that that method requires multiple blocks
Can't be done with just a single block
There are work around tho
like this?
Like what?
What?
when are block going to have custom components as something stable?
1.21.20
when is that
When it's ready
Does anyone know how to make a custom block be mined faster with a certain tool(s), like how an axe mines logs faster
Is there a way to run command upon block destroyed regardless of what destroy it?
Is it possible to create blocks with 2d icons?
Use items that have block placer
I would like to know if there was a way to do it with a block, so I could add animation
Unfortunately, it is only possible to add animations to blocks
Blocks cant have animations
flipbook_texture
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
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"}
Cross is another one
Just the world cross... or cross_block?
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
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
can someone help me do the block rotation😭
is there a way to make custom block trigger an event or something when a neighbor block updates?
Youll need to call th event from the neighbouring block or run ticking every tick to check for changes
does anyone know how to detect a player phasing though a block?
terrain_textures.json is what defines the textures for blocks, unless I misunderstood what you're asking
what do you want to do?
turn our custom inventory blocks to face us...
In 1.21.20, you can use the new item transform model in your geo file to change how your block looks in the creative menu. Please note though you cant have a different icon, this new feature only manipulates the model
oh no, I searched the internet the wiki and docs (did like 4 searches) and could not find any info on this new thing.
i don't think there are any docs yet
No docs, just changelog https://feedback.minecraft.net/hc/en-us/articles/27935763028237
I see haha - no biggie - not bothered tbh.. it´s not like it´s veeeery important
change the second rotation value
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.shuhfsafs",
...
},
"item_display_transforms": {
"gui": {
"rotation": [30, 45, 0],
}
},
"bones": [...]
}
]
Hey
using minecraft:placement_filter Is it possible to make the block not be positioned anywhere?
Wdym?
a block that cannot be placed on the ground
Use custom components for that
I didn't know there was a script component that made it impossible to place blocks on the ground
You can do before player place and check if the block below is solid or liquod
a block that can't exist anywhere in the world?
Cancel placement when placing your block using scripting, that's it
can u dissable the drop of a vanilla block?
its changing the loot table of the vanilla block?
No, thats not possible
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
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
but the block particle wouldnt show then?
You can recreate that too
oh thats true
mmm idk how to get that block particle
You can recreate it
oh let me try smn
nah idk how
i thought there was a parameter for destroy, replace or smn
this is what i got so far, gotta fix item placement
If you use destroy, it will drop the item
I recommend re-creating, from scratch, the destroy particle
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
If you recreate it properly it will
You can use the vanilla texture for iron in your particle
how to make custom block trigger event when player use a specific item onto it?
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
I would say the answer is on interact with scripting through the block
How do I make an ore require a certain level of equipment to mine?
Error in Lang file
Mine as in, destroy faster? Note:
Vanilla tools? Not possible without janky methods.
Custom tools? Remove/include it's entry on minecraft:digger
Mine as in, drop the loot? match_tool in loot table.
alright! i'll look into match_tool. i'm talking about having an ore that requires, say, diamond-tier equipment (or anything above it) to mine
Ohh u talking about harvest level
yep!
speaking of geo whats the new format version?i didnt catch it.
1.21.20 ✨ good rule of thumb is to use the same version as the game version
For the geo?
You asked for the geo format version right? And i delivered my answer. What's the confusion here?
Because bridge tells me it's not the right version.
Have you considered the fact that bridge hasnt been updated?
It's been updated like 3 times this week
Are you sure those updates relate to the geo?
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.
Don't edit config just the format version in the file. I guess just ignore what bridge says is wrong lol
Quick question, can we create custom crafting tables without holiday features?
yes minecraft:crafting_table has been stable since 1.19.50
https://wiki.bedrock.dev/blocks/block-components.html#crafting-table
Use Visual Studio code bro
A lot simpler and easy usage
I use both but mainly bridge as a compiler. I changed everything to 1.21.20 and it all stopped working lol
Ahhhhhh
ty
Anyone knows how to make a block with different models, like random specific models
As in transformations?
Like it transforms to different models but still the same block?
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
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
Please tell me max stack size exists for blocks
no, the only things you can change about block items are menu category, display name and how the model renders
Google:
Is it possible to make a block change while it's raining?
Youll need to have it constanrly tick then check if its raining
no good results
No
Theyr ebeing removed entirely
Replaced by custom components and scripting
https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponents?view=minecraft-bedrock-stable
https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponentstutorial?view=minecraft-bedrock-stable
is it possible to make a block avoidable anymore?
Avoidable?
so yeah, how do i fix this? (i'm using blend in material instances)
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
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
Hi there, is it still not possible to make custom blocks get tinted based on the biome it is?
No
#art-and-modeling
how do i add tags to blocks in 1.21.0? (ping me)
This would add the my_tag tag
"components": {
"tag:my_tag": {}
}
usually people only include a-z0-9:_
i'm not sure what the actual restrictions are
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?
Is it possible to make a crafting table block Using the same ui as the crafting table?
Thanks
Sure thing
Can you make a block have biome specific texture?
No. All you can do is create different blocks for each biome
anyone figure out how to script tall grass and leaves to drop stuff when hit with a specific tool?
Vanilla? Seems a question for #1067535382285135923 . But the gist is:
- PlayerBreakBlock -> SpawnItem
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
can i make farmland blocks not turn to dirt went jumping on it?
can a block have multiple textures attatched to it? besides the up ,down and * for logs
North east south west?
* 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
https://blckbn.ch/EnONJB for this. i wanna animate the spine part
I would recommend a custom material instance
so would i have to define the bone that the spine is and do bone vis and material instance for the specific bone?
You select the bone in blockbench, right click, Edit Material Instances
and fill all these with whatever name you want
ok now im even more confused
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?
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?
It will, after you do what im telling you
If you skip this step, it will be invalid
can we dm so we dont spam the chat lol
Create a post in #1067876857103536159
Does anyone know how I can detect when someone is placing my custom block while sneaking?
Custom components and scriptapi
where there any changes to light emission for blocks? non of mine new ones are working at all
No
Well shit idk why it won't work lol
I think mc is having issues with loading things in. It keeps cutting my display names out
when are custom components going to be stable?
1.21.20
when its going to come out?
🤷
nice
I hope they add a way to make 2 blocks tall C Blocks to the game 🙏
Thats already possible
No like when I try to make a door model that is 2 blocks tall and very thin like a Fusuma door it doesn't show
You need to use 2 blocks
Multi-collision and expanded selection box would be handy
No I only want to use 1 with a model with 2 blocks
I imagine the selection box thing will be touched when they add the connectable block trait
Thats what I just said? Use 2 blocks?
I said only by 1 block
He means a single block with 2 blocks geo
Do doors connect selection box on BE? I think on Java it shows individually
Not possible sadly
Not possible. Even vanilla blocks dont use that
Bedrock is still Bugrock then
Why java can but Bugrock can't
Yes
What block in Java is 1 block but two high model?
The selection box being connected looks prettier
No Custom models
Very much agreed
What block in Java has a model thats 2 blocks high and uses only 1 block
Kimetsunoyaiba Fusuma door, Fusuma
I said custom 😔
We're discussing vanilla
The addon api tries to conforms to vanilla
Erm kay
1 block, 2 states. That's how vanilla does it on both editions as well as some mods on Java.
hi there, is it possible to change the texture of the ender chest when placed?
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?
the block just turned red
this is a really idiotic question ik but is minecraft:tick block component going to be removed when holiday creator features r removed
no, minecraft:tick is the stable (in preview) replacement for minecraft:queued_ticking
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
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:
- [Introduction To Custom Components(https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponents?view=minecraft-bedrock-stable)
- Building With Custom Components
@simple carbon
Then no
Unfortunate, thanks
I'd assume this is a general question, what exactly is this error?
Your block is missing the geometry component
Is the identifier correct though? Is the geometry in the right follder?
models/blocks/name.geo.json
identifier: .fake_bamboo
I had this error multiple times now
idk why it happens
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?
Ok, any other errors? What about your block format version? Are you using the HCF toggle?
HCF I am not using, block (json) format: 1.20.80
can a custom block be waterlogged?
No
rip
Blocks are very limited ey? kinda weird for it to be the most limited when its the thing that makes the whole game almost
Compared to vanilla yeah, it's gotten better than it's initial introduction. But now that HCF is removed, we can enter a new era
wait is the removal of HCF meaning adding the features in as permanent orrrrrrrrr
full removal
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:
- [Introduction To Custom Components(https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponents?view=minecraft-bedrock-stable)
- Building With Custom Components
Only block/item events as stated above have been removed
Every other feature has been stable for the longest time now
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?
No, interact component is part of the block events/trigger
The bedrock wiki and ms docs have all the stable components now
Pretty much everything besides basic items like food, swords, tools, bows, and throwables, as well as everything that blocks that do nothing, will require scripts now
Well, for the block part, rotational blocks also don't require scripts
Ah, true. I guess I was thinking along the lines of things like crops or trapdoors
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"
are there any other errors above that to do with geometry?
Can we make variables to make those things cleaner?
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
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
it works 200% just like how i want it to be
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..
Using loot tables
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?
Loot tables
You may want to give this a read so you understand what you are doing: https://wiki.bedrock.dev/loot/loot-tables
I'm using "weight" for the choice chance. But it doesn't seem to get where i want if i increase or decrease it
I can't use it?
No
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?
recipes use item tags and you can't apply tags to custom block items
Upvoted!!
for some reason, if you have material instances on your block, your block wont turn farmland into dirt.
has anyone noticed that
Bc it isnt solid
how does that make it not solid
It just does
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
well, I guess making crops better now without needing to set the block under as farmland constantly...
What does this texture mean? Never seen it before
Invalid block
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
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
#1067869136606220288
I currently have the exact problem. Did you fix it?
And if so how?
I did fix it It was a texture assignment problem, I forgot to assign a texture on the blocks.json file
Oh
What is a good tool to create custom geometry?
Blockbench
Writing it manually in a text file
Drawing the model and then asking a 3D printer to read it loud and ask a normal printer to print it
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. 😅
Its for every block thats currently loaded iirc
I would use states tbh
one block with a state with three valid values is the same amount of permutations as three blocks with no states
Every block is counted into the permutations limit, I would recommend to divide it in states since is more compact.
Thanks. I was thinking states would be better.
Does anyone know what I'm doing wrong? My block appears without texture haha.
You need the geometry component
And the id minecraft:geoemetry.full_block
Writing the 1's and 0's manually to create the model file, on a stone slab, with a feather.
Where you got the slab geo file from 😱
do i need to put "minecraft:" before?
If you use the minecraft geo for full_block, yes
also in the "custom_block.geo,json"?
Ignore the error.
If you will use a custom geometry, no need to include the minecraft: namespace in the geometry file nor the geometry block component
It is a complete block
@vague vine
oh, i get it now xd
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.
Sorry, I thought it was just an example.
thanks, love you guys :)
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
Block textures
Well yes but, why these many? repetitions?
"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?
Looking at other textures i assume is for a biome thing or sm
Like changing internally the hue
I say this because i found some repetitios with different overlay colors
How can i update a custom geometry block to work in the 1.21.20?
How do I create a static texture block? Like the barrier block
you would need to make a block that has a transparent texture and make it emit a particle in the middle using custom components.
where can i find vanilla blocks jsons behavior pack
the default pack of minecraft bedrock
I don't think we have access to the vanilla block json
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
}```
when did it appear
Just update Minecraft and get this
1.21.20
when you were joining a world?
{
"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
in your description change properties to states
yeah I don't use them but thx
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
Which components are affected by the new version 1.21.20.03?
All blocks from my Add-on are gone
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:
has a block icon rotation component been added?
My block had its icon rotated, hence the question
Where to put item_display_transforms in geometry?
[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
I don't use it, to fix it I need this?
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.
I know now where to put it. @tawny falcon
It looks like this
"description: {...},
"item_display_transforms: {...},
"bones: [...]
in my hand it rotated, but not in the hotbar
Try to change the values of rotation
In gui
Mine is reverse in default. I write the rotation [30, 45, 0] it fixed it.
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 what is the current block format version
I am having errors with sapling
1.21.20
now it works, but it's sad that this needs experiments, I hope this becomes stable soon
is there a way to get the vanilla block json files in sample BP pack?
hm
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?
How do I render items in a block? Like the campfire
In the recipe? No
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
Blocks are free, there's a reason they're flattening them. One item = one block
What's stopping you from creating a different blocks instead? The block in inventory will always be in default state, you can't also give yourself a block that is in different state, always in default state. So no, you can't.
Could i ask question?
Were permutations and traits removed in version 1.21.20?
no.
they were stable and not part of HCF.
Thanks!
i felt happy:)
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?
Seems about right yes
How would i now update a blocks geometry via scripting?
Permutations?
I thought all that was now deprecated
So how do i now update them without events, because that was what i was doing previously
Then thats where scripting comes in. Update the block states
do you have a example on how to rotate back 180
No. Its seeming like a bug, probably best to leave your rotations as they are, or you may have to rotate them back again in the future.
Yes thats what im asking. I've checked the wiki and everything says "will be rewritten"
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
Okay thank you! I was just trying to save time / effort and thought maybe i could create one block with permutations. instead of 15+ blocks. Trying to do a colored block, with various colors of dye in the recipe.
If i need 15 recipes, and 15 items, thats fine
fixed it now
@young skiff y rotation offset why you need that
what was the error
does the block places on itself
or does it need crouch
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
Okay, I got it working now, stupid reason why. i messed up my manifest and missed 'type': "script"
strange that it didnt give you an error
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
But blockbench is only for modeling
it help make block use block wizard
I removed it, you dont. I was copying minecrafts docs
I had broken blocks surrounding it.
there is some glitch, where if you place a broken block next to other custom blocks all the blocks disappear.
{
"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
unit cube
@stoic glacier
queue command not run_command
events remoced need components now
queue_command is invalid for blocks, just entities
so what do i do
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:
@stoic glacier
okie
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)
did you get the solution for that problem?
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
Vanilla? No
Custom? Yeah
All you need is onStepOn -> change block state -> runtimeout -> change back to default
what block state does?
A custom one
You just need it for permutations
mojang listened to me this became stable
damn so everything hard coded?
Lol, a new feature must be experimental first. And if there's any no more problem, it will become stable.
Or onStepOff to change back to default state.
They never really specified if the block has to be stepped off
^
{
"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.
You need the full block geo
Do I have to create one or is there a preset?
preset full_block
Ty
"minecraft:geometry": "full_block",
```?
minecraft:geometry.full_block
Ty
is there a guide on how to make collision boxes or something talking about it in any part of the wiki?
minecraft:collision_box ?
What is the highest format number for blocks at the moment
1.21.20
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..
Yes
so is there a way to make a block suffocate entities
Not as far as I know
{
"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?
Events are removed
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:
from blocks only?
And items
ok
That means your blocks invalid. Check logs
theres no logs about it
just ui logs
if you're defining textures in material instances you need the geometry component
"minecraft:geometry": "minecraft:geometry.full_block" is built-in
I thought logs would flag it though
Something about needing a geometry to tessilate
hi i have question decorlate_pot and mainhand give item how to no hand command or script inside the decorlate_pot item?
Quick question
Can you make a custom block to render like spawners
or leaves
so you see the other sides unlike glass
Try double sided render method
okay
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"
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?
Depends on which blocks. Sapling has one stairs has one and some other flora have scripts to replace them.
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
Yeah it would need a script
Are there any templates for that? not very good at coding, so I could use one of those :-D
Not sure for that one
ohh thanks ill check this out
Your welcome, it was very helpful for me
Can someone provide me the crafting table Json pls?
Check the wiki or MS docs
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
That's correct
But where's the Format version and stuff for my Addon?
I want a recent Craft table code for them Edit it
Eh I'm creating a new crafting table
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
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
}
}
}```
I see so It Will take some hours ig
That is an item, not a block
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?
You just need two permutations though
:-0
how
i use q.block_state('minecraft:block_face') == 'west' && q.block_state('waffle:bulb_on')
Just have an on/off state, and then the two permutations that adds if its on or not
Hey I have been getting stuff like this recently, any idea [Json] Unknown block during Deferred BlockDescriptor resolution: minecraft:ender_pearl
Custom blocks can't use minecraft namespace
its not, I am also getting alot of error like it but diffrent item names
Show your files? Are there any files that utilise ender pearl?
no
only loot tables
Then it must be your loot table that's an issue
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?
No
Maybe Entity?
The block will be invisible
But an entity will be the one that dynamically change its texture at the block position
is there an addon out there that removes the "too expensive" limit for anvils?
No
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
i think they're still rotated outside of the ui though
like in hand and when you put them on your head with /replaceitem
They were fine outside it for me. I only have to fix my stairs anyways lol
Do custom blocks need a uploaded resource to show even for vanilla blocks
Wdym even for vanilla blocks?
Like if i want to create a block with the texture of cobblestone
Do I need to upload the cobblestone image
No
{
"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
}
}
}
do that for your block
{
"format_version": "1.21.20",
"gen:oak_log": {
"sound": "grass"
}
}
and this in your blocks.json
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.
You need the full block geo
"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
Again, you need the full block geo
I don’t understand
Read the Wiki
I am
"minecraft:geometry": "minecraft:geometry.full_block"
maybe you have 2 blocks with the same id?
Anyone?
it's a very weird bug
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?
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
Is there a component to make a block not pushable by a piston
So it’s not possible?
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
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
}
how can i make a double block?
which side looks better facing the player left or right
Using two blocks, or one block with two states
how much time in ticks/seconds does it take for crops to fully grow? do they have different times?
Theyre all random ticked
And triple?
Same response, three blocks or one with three states
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?
onPlace -> air 2 blocks above? -> if true place the other two blocks, if false destroy placed block
or cancel placement, whatever you prefer
Scripting
I didn't understand very well
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.
How do I check 2 blocks above instead of 1 block?
You can make it like y + 1
I use this
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'));
}
between the ( ) I add +1?
I suppose you could also do:
const aboveBlock1 = block.above();
const aboveBlock2 = aboveBlock1.above();
Really thank you very very very much , this work
You can also put any number you like in parameter. Just like this
const aboveBlock2 = block.above(2);
How does a block become affected by water? For example, when placing the block in water, it will have water in its empty spaces.
You cant waterlog custom blocks ingame
Oh, i undestand, I thought it was possible
Can someone pls Help me to make A new customized Craft table?
Bredrock Wiki didn't help me, not in my case
With default ui?
Minecraft 1.21.2?
No, 1.21.20
True but the method Kai used is a solid workaround with the structures
Next time, please specify that. If you're working on older versions you need to make thay a habit
It sucks
Why? I implemented it and it works fine
Bc its a workaround thats why it sucks
It doesnt help when there are multiple block states
That’s a fair point but still worthwhile noting a workaround does exist
i have troubles with the blocks in my addon
i found a way to make that custom crafting table block Work , Microsoft helped me
Good for you 👍
Why i Feel like you Get Easily irritated
😂
"minecraft:cardinal_facing"
trait and permutation listed in wiki doc does not work
Thats not a trait
"minecraft:placement_direction": {
"enabled_states": ["minecraft:cardinal_direction"],
"y_rotation_offset": 180
}
},
...
not working
Works for me, any content log? Do yiu have the geometry component?
no content log provided, whenever try to put block watching in different angle block does not rotate
Do you provide permutation?
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?
That’s a bit tricky to answer but if you followed a tutorial there is a good chance it led you to creating a bunch of errors. Mojang just recently changed things pretty dramatically. If you share your block json here I can do my best to guide ya
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"
}
}
What about the block.json from the BP?
is there a component to give a block the ui and function of the vanilla stonecutter?
{
"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
if its pink and black it means it cant find the files
but the path is the correct one :c i tripled checked
Are you using the dev folders?
yes!
Are you sure its in the proper path? That is , its in the com.mojang folder
i already added 12 mineral items, its the block that doesnt work
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')```
Hey, do you all know where I can find custom sounds?
Like a sound library or something like that
Please ask at #1067535382285135923
To avoid having that you should either do a date clicker tester or use custom components
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
The BP? No
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)
they prob do get more help then us
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
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
Hey, are we still able to use
"q.block has any tag" or was it deprecated
what for?
Is it possible to have emissive block textures? Like entity_emissive_alpha where fully transparent = transparent and partially transparent = emissive?
no
Connecting blocks
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
I will try it, thx for the help!
Still the same problem with the shadows, ty tho
are you using a model for the block?
Nope, i'm using the base block that bridge gives to u to make blocks
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 ?
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
anyone knows what is this?
Thanks for your assistance ❤️
Can I know what kind of add-ons creation you're doing in order to help you?
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.
Guys help
Your geometry isnt within the bounds
How to fix it? I am not very good at making custom blocks
Make sure your block geometry is within the confines in Blockbench
This is the model how do I shrink it without ruining the model?
Is there a way to add experience to block loot tables?
but you can spawn xp with scripts https://wiki.bedrock.dev/blocks/ore-loot-tables.html#xp-reward-script
Can we make bookshelf-like custom blocks?
What does that mean
@vestal marsh To make a custom block that works just the same as booksheves with the enchanting table
so the enchanting table treats it like a bookshelf? i don't think so
Yeah
Not possible, enchanting table behavior is hardcoded
when i specify a render method in the material instances component my block no longer has face culling
any fix for this?
Custom geometry?
"events: {
"set_block_property": {
"template:facing_direction": "math.floor( query.block_face / 2.0 )"
}
}``` how do i make this without using events in blocks
Use block traits
another question why does my block does not get stone tag
"tag:stone": {}"
How did you test this?
player raycast
and if i do remember vanilla pickaxes was supposed to mine block with stone tag faster right?
Thats not true to my knowledge
However....they did add new vanilla tags that achieve what you want in 1.21.30
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
Just put the tags and turn on upcoming creator features
Thats all
ucf? right?
No, using full_block
Interesting, full_block should have face culling regardless
if you want face culling like what glass has you have to define textures in RP/blocks.json and remove the geometry component
🫤
Does anyone have the json for glazed_terracotta?
Vanilla blocks do not have any JSON files
Sorry, I should be more specific. Vanilla blocks do not have a behaviour json file
I think that just depends on your rotation, right?
Thanks!
Now I'm wondering if I can apply this to a modified texture of a vanilla block
You definitely can use my template for that
Good, i only must rename "glazed_terracotta" in the geometry file And put the name of the texture that the block has?
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
Oh, but I'm trying to make a resources pack only, ¿this is for make an addon right?
You cannot make vanilla blocks rotate like terracotta
Could someone send me a template of a transparent block to which I can apply the glazed_terracotta?
@north stream just change the render methos
To "blend"?
Yes. You can't add new blocks to the game without a behavior pack, it is required.
And you can't modify a vanilla block behavior's code
Ok i will try
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?
Theyre still useable
But to my knowledge they never worked properly
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?
#1067535608660107284 message reposting from scriptapi
minecraft:placement_filter
Yea thanks. Unfortuantely I would need to add nearly every block except "air"
I am looking for the block to simply be destroyed when air is underneath
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
The best solution is minecraft:placement_filter
Yeah
Why? I would need to have every single block listed except air
Because you wouldn’t have to run a piece of code every few ticks and it would just be a one time time investment
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.
is there any reason the block placer wont place my block? everything else is working fine
It may be a typo in the block placer component
idk i copied it from a working json which idk why it wouldnt work after that
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
Have an item that uses block_placer
but then i have to create a whole new item...
im pretty sure that's what vanilla does too
that's why there's door and item.door
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
i wonder why those item. ids need to exist separately then
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.
In java at least every block has their own itemstack
Does anyone know why this block doesn't work?
What is mob:mana_generator_side?
What...are all these?
I didn't change the event ID, so it's confusing.
it's probably best to remove everything after map_color and then try to make it work with custom components
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?
Sorry, I did not understand any of that
When you put a block in the grass, the grass breaks.
How do I do the same for a custom block?
Youll want to use player place block or player interact with block
Script?
Yes
Isn't it possible to make a grass with Json?
No
You cannot
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?
You have a block trpixel:solid_yellow_block in your block.json but you don't have that custom block created.
That block is not my block
Then remove it from blocks.json
Then why you have that in your block.json file...
is there a full block cube geometry model for blocks in vanilla packs?
Geoemtry file? No
It is a block in a server pack.
That's the problem of the pack applied into the server then.
using blend render method don't work for my block translucency, and also hide other bones. any idea how to fix this?
nvm
ugh... that didn't do anything
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?
i think that's a bug with lava rendering, chains used to make the top of lava invisible too
?blocks

how do i giive a custom block the default block model?
minecraft:geometry.full_block
i thought minecraft:tick was deprecrated
how do you declare it exactñy? the documentation says nothing about it
Always check the wiki and ms docs first
is there a way to prevent fences from conecting with custom blocks?
How to prevent the client from placing a block when interacting with a custom block?
What do you mean?
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
You'll have to detect it via playerPlaceBlock scriptAPI event
Also custom blocks cant have inventories so I no idea what you mean.
ok but for example i have a fluid tank and when i click on the tank with a water bucket, the client will predict placing water in front of the tank block, but it should not place anything
Oh so you want an interactable block then?
Just add the interact custom component
just adding the custom_components component makes the block interactable
They fixed that
Still havent shown me what you were trying to explain a while back
click on a block with custom components with an empty hand and you'll swing
dont have time for a video rn
I jsut did
It did not swing
SmokeyStack
Done (Resolved)
Fixed
i'll check again then
like using the minecraft:on_interact component? 😬
no a custom component with the onPlayerInteract listener
when were custom components added?
1.20.80 experimental
released in format 1.21.10, game version 1.21.20
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
I just did the place blocks and strafe left and flying and i can place it down easily
Even walking backwards while looking at the block
does placing signs on the custom block work?
With just the custom_components empty array? I shall test
not an empty array
not sure if that affects it
Ok wait, are the problems you're facing when you have an empty array or when there are custom components in it?
when custom components are applied
i've never thought to add the component without any items tbh
Bc this states just adding the empty array makes the block interactable which has been proven false
I jsut did both and I can place signs. one block had an empty array the other had a before player place custom component
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
How so?
What format version?
Im not experiencing this at all
1.21.20 i think
Thats bizarre because im using that as well
does the custom component you're using have at least one event handler?
maybe the game doesn't apply it if it's empty
I tried both for placing the signs anyways and the interaction test. Havent tested for block placement
are you in preview? i didnt see anything related in the changelogs but they could've changed something
Ok I see now, the issue stems if theres any listeners rather than just the empty array(which was the previous issue). No issues with the sign placement so dont know whats wrong with yours, but if its not an empty array the interact swing will occur. Using onDestroy custom component
the sign placement issue is that it doesnt show you the edit text screen
probably since it's being placed server side
When first placed or editing?
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?
i'm going to make one, just trying to make an example pack
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
The 3D viewer isnt the best thing, it happens with vanilla as well, doesnt render things fully
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
Yeah it's buggy. Has been since 1.21 I believe. Doing my trees is a pain
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
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
Also anything that is going to be underground leave the air or it gets filled with the terrain
