#Blocks General

1 messages ยท Page 9 of 1

nova wolf
#

I'm guessing those are in the preview then?

vestal marsh
#

If it says Upcoming 1.21.30 then yes

nova wolf
#

are block tags still done "tag": "<tag>"?

shrewd storm
#

yeaj

#

err "tag:taghere"

#

dont forget the {} at the end

nova wolf
mint frost
#

anyone have the dirt mining speed and explode resistance handy?

wind hedge
nova wolf
wind hedge
real hawk
#

A general question about block restrictions, the wiki states one can't override vanilla block assets, to what degree? Can we still access all the blocks behaviour or e.g. geometry? In my case I wanted to create a woodsaw that mimics the behaviour of a stonesaw.

And what tool is typically used to access e.g. all block files? (the samples lack the /blocks folder)

And last question the format_version for the wiki example block introduction is 1.21.20 < when I checked the wikis page about format versions it didn't list that. When is the eng version the format version?

vestal marsh
real hawk
#

sadly, thanks though for the quick answer

#

Sorry if that's a dumb question but that means we also can't access/modify/override the loottable of vanilla blocks?

vestal marsh
somber wraith
#

can we do the pipeline "arms" by using bone_visibility? it doesnt seem to work from what i tried

somber wraith
#

the extensions? idk how this is called

vestal marsh
somber wraith
#

But i want to do it based on the connections

vestal marsh
summer roost
real hawk
#

What's the proof of concept for fake custom tile entities (fake chests), since there is no component for that?

true rover
#

i have added those tags to my custom block but ut doesn't seem that they do anything

vestal marsh
#

How are you testing it?

true rover
true rover
vestal marsh
true rover
#

do you mean the seconds to destroy? there is no difference

vestal marsh
true rover
#

i did

#

here is the full block

{
  "format_version": "1.21.30",
  "minecraft:block": {
    "description": {
      "identifier": "yasser444:coal_ore",
      "menu_category": {
        "category": "nature",
        "group": "itemGroup.name.ore"
      }
    },
    "components": {
      "minecraft:display_name": "tile.coal_ore.name",
      "minecraft:loot": "loot_tables/blocks/coal.json",
      "tag:minecraft:wood_tier_destructible": {},
      "tag:minecraft:minecraft:is_pickaxe_item_destructible": {},
        "minecraft:map_color": [112, 112, 112],
      "minecraft:destructible_by_mining": { "seconds_to_destroy": 10 },
        "minecraft:destructible_by_explosion": { "explosion_resistance": 12 }
    }
  }
}
vestal marsh
#

What is tag:minecraft:minecraft:is_pickaxe_item_destructible?

true rover
#

wait what! how did that happen lol

#

yay it works now

#

does minecraft:(material)_tier_destructible do anything tho?

misty scarab
#

So are tags in the stable version now or still in preview?

true rover
#

it requires UCF experiment tho

true rover
vestal marsh
#

Can you do /give?

plain stone
#

Tried it but it gives some syntax error. | SOLVED, received a help, works now.

bitter oracle
jagged phoenix
#

Are vanilla blocks tagged with the new tags? Do we still need to list out 500 IDs to make a pickaxe work?

brave geyser
#
{
  "format_version": "1.21.40",
  "minecraft:block": {
    "description": {
      "identifier": "gvpa:brick_road",
      "menu_category": {
        "category": "construction",
        "group": "itemGroup.name.stoneBrick"
      }
    },
    "components": {
      "tag:stone": {},
      "tag:minecraft:wood_tier_destructible": {},
      "tag:minecraft:minecraft:is_pickaxe_item_destructible": {},
      "minecraft:friction": 0.6,
      "minecraft:map_color": "#b1624d", 
      "minecraft:light_emission": 0,
      "minecraft:destructible_by_explosion": {
        "explosion_resistance": 30
    },
      "minecraft:destructible_by_mining": {
        "seconds_to_destroy": 5
      }
    }
  }
}

Haven't noticed any difference. Im on preview and i have UCF on. What am i doing wrong?

vestal marsh
brave geyser
#

lmao, went full on monkey see monkey do mode. Thank you very much hahaha

#

im an actual smooth brain

lost vine
#

sup,
does anyone have the piston placement rotation?
like placing the block while looking up will make the block facing down

crimson ingot
#

Im having some issues with my block. It appears correctly in blockbench, and all pivot points are set to 0, however the texture appears askew
Ive attached two images, both what appears ingame and Blockbench

white bobcat
#

Close blockbench and re-open it to see if the model still looks the same

#

I've had an issue in which the model looks good in BB but after reloading the app it appears as it looks in game

shrewd storm
#

Sometimes snapping to pixels fixes that. I've had that with my stairs too

nova wolf
#

I'm using "tag:metal": {}" in my block, but vanilla pickaxes won't mine it faster?

vestal marsh
#

Use the new block tags introduced in 1.21.30 locked behind the UCF toggle

nova wolf
#

iron_pick_diggable?

#

oh

#

did the old tags like iron_pick_diggable, metal, etc, get deprecated?

nova wolf
#

oh

#

wait, there's redstone_conductivity now?

#

wow

#

I've been waiting a while for that. So glad it's in UCF now. Won't need to make a script

nova wolf
#

Is "tag:minecraft:stone_tier_destructible": {} working properly?

vestal marsh
#

No

nova wolf
#

My block has the tag, but a wooden pick can still mine it and drop it

vestal marsh
#

Only the tools one work

nova wolf
#

oof

#

I guess I can just make a script checking if the block has the minecraft:stone_tier_destructible tag, and if the pickaxe also has a correct tag

#

so it doesn't drop otherwise

vestal marsh
#

Or just use the loot table match tools

nova wolf
#

ye, but I have a few custom tools, so might be better to use scripts, especially since I want to expand the amount of tools

#

more dynamic

crimson ingot
shrewd storm
#

so whats everyone setting their custom woods to for mining speeds with custom tools to get as close to vanilla ? im trying to set a hardness scale for my wood sets and am having difficulty. my custom tool is breaking vanilla blocks faster than custom lol

shrewd storm
#

i have but it still doesnt seem to match very well

#

using item specific speeds for custom tools doesnt work or im doing it wrong

#

im trying to do this with my custom axe and no matter what i set the speeds to its still slower than vanilla blocks being broken

vestal marsh
shrewd storm
#

yeah i know that part but the tags are buggy af. i cant get hatchet item destructable to work for my wood sets but digger item destructable does. ive been testing all the tags for like 2 hours now and i cant seem to understand what is overriding what

vestal marsh
#

We love experimental stuff whoo

shrewd storm
#

the digger one works but its glitchy and plays half the break animation 2 times . but my custom axe works just fine on everything

#

well hopefully by the next stable update the tag system is atleast hashed out -_- but thats asking for alot

vestal marsh
shrewd storm
#

yeah its gonna be buggy for a while then

dreamy hull
#

how do i make a custom recipe im using blockbench

shrewd storm
gilded mortar
#

Is it possible to make a stonecutter like block?

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I remember it was possible to do with HCF but now I can't find any information about it

primal roost
#

mean u, block with animation like stone cutter?

hexed zinc
#

im trying to make a block with a 2 block long geometry, but its giving me an error saying my block has one box outside the error bounds of (-0.875 on x, y, z,) to (1.875 on x, y, z)

vestal marsh
hexed zinc
#

I made a block thats identical to a piston just so i could have access to its states in my script. i was trying to make a second geometry which currently looks exactly like an extended piston. is there any way to do that without having the error?

vestal marsh
hexed zinc
#

I didn't think you could set piston states to extended or retracted in bedrock

vestal marsh
hexed zinc
#

All thats left is to add the animation

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or change in geometry

vestal marsh
#

Yeah, unfortunately, you'll need to use two separate blocks

hexed zinc
#

I honestly don't know a lot about blocks. Is that something straightforward or is that not really an easy thing to do?

vestal marsh
#

Somewhat feasible

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Most of the logic will be on ScriptAPI

hexed zinc
#

painfully close without

spice stone
#

But their selection boxes are merged or one of extends (don't remember which one)

hexed zinc
#

isnt the arm an entity?

spice stone
#

It's a block entity

gilded mortar
primal roost
gilded mortar
unkempt creek
primal roost
# gilded mortar yeah

use the "crafting_table" component

"minecraft:crafting_table": {
    "table_name": "Wiki Workbench",
    "crafting_tags": [
        "crafting_table",
        "wiki_workbench"
    ]
}
#

the tags are used in your recipes

gilded mortar
desert vector
#

no

#

unless you edit the JSON UI files, then you can remove slots

primal roost
#

๐Ÿ‘†

jagged phoenix
#

How do I set permutation when block is placed (like lantern)?

Ex:

If placed on ceiling, use permutation 1

Otherwise use permutation 0

spice stone
#

is there a way to disable pick block on custom blocks?

gaunt steeple
#

is there another way to define a range of values for this?

gilded mortar
#

Is there anyway to fix ambient occlusion issues and add rotation to that block?

unkempt creek
shrewd storm
shrewd storm
#

or you can do it with 2 geos and 2 textures and just have the ceiling permutation use the ceiling geo and the other use the normal geo

ebon laurel
#

You can't with blocks

#

For entities, it's using entity_emissive or entity_emissive_alpha as the material and setting the opacity to a low value. But those aren't valid block materials

tawdry dirge
tawdry dirge
ebon laurel
#

Well, first of all it is hardcoded

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but emission level does make it glow as well

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but you mentioned you don't want that

white bobcat
#

You want your block to emit light?

#

If so, you'll use "minecraft:light_emission" block component in your behavior block file.

tawdry dirge
tawdry dirge
white bobcat
#

You can only make your block glow with deffered

spice stone
#

is there a component or something to make a custom block considered as not a solid block

#

snow layers keep building up on top of my custom crops

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and i can place torches on the sides of them...

white bobcat
#

Youโ€™ll need scripting to prevent these problems

spice stone
#

but then i have to account for every non solid block then

trail scroll
#

I forgot how to do this. How do you make parts of a model invisible?

desert vector
#
"minecraft:geometry": {
  "identifier": "geometry.my_model",
  "bone_visibility": {
    "my_bone": "q.block_state('example:state') == 'red'"
  }
}
dull pewter
#

Do we have access to proper break speeds using vanilla tools yet?

white bobcat
#

almost

dreamy hull
#

How do i make a block that acts like a slab by going on the top and bottom of blocks?

white bobcat
#

Using block traits!

dreamy hull
#

THANK YOU SO MUCH!! IVE BEEN TRYING TO DO THIS FOR DAYS!

white bobcat
#

Happy to help!

dreamy hull
#

wth you have like literally everything ive been needing in making mods just there

white bobcat
#

๐Ÿ˜Š

#

All of the scripts are slightly outdated but donโ€™t need of that many changes to be fixed. When I get enough time to update everything I will, among with adding lots of new templates

jagged phoenix
#

Is it possible to have vanilla pickaxes take durability when mining custom blocks with tags? Or does that require scripts/custom components?

jagged phoenix
olive flume
#

Is it bug that blocks with custom component of onPlayerInteract, triggers even when ur trying to place a block on top of it?

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It prevents that block from being placed, it eventually does get placed but after 4-5 tries

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Seems to happen in both current (1.21.31) and the latest preview

olive flume
vestal marsh
desert vector
#

there aren't interaction conditions for blocks with custom components so you'll always be able to interact with them, like with buttons

olive flume
#

I also noticed the speed at which you can place blocks on top of each other (custom blocks with custom components) is drastically reduced, it does still let me place but far slower than vanilla ones

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regardless of what's inside that custom component

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It just has a custom component with this code:

onPlace: (e) => {
      const { block } = e;
      console.warn("onPlace")
    }
tall zenithBOT
plain light
#

Could someone explain to me what I'm doing wrong?

[blocks][warning]-Warning: The blocks.json "format_version" field was not given. "format_version" 1.1.0 will be used

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

#

I'm using the block wizard plug in with blockbench

plain light
#

I figured this out.

#

Anyone familiar with block wizard plugin in here?

#

I got my texture in but it only places facing one direction. I'd like to have it face towards player when placed

tawny falcon
#

Is it possible to create a custom block destruction texture for blocks with custom geometry?

tawny falcon
#

Oh yea

#

Thanks

plain light
#

Can I create a hit box for a custom block? Right now it doesn't seem to have one.

primal roost
ruby ridge
#

what component for block breaks? such as specific items

misty scarab
#

what is the tag for mining blocks with axe? I can't find it in the list on the vanilla blocks tags documentation

full pagoda
#

For custom block is there a limit of texture size?

lost vine
#

guys, if anyone is alive, i need some help

#

i want a file or a website or anything that i can see the destroy speed of minecraft blocks using it

lost vine
#

at least i will get the specific time unlike the new chatgpt

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bruh ai keep telling me that deepslate took 82.5s to break using ur handbao_doggo_smug

floral pasture
#

Is it possible for a block to have 2 textures at the same time

neon dome
rapid imp
#

Is there a way to remove the limit for the vaults?

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Oh nvm

true rover
#

is there a fortune function for loot tables?

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can we make custom blocks drop more items if broken with fortune?

true rover
#

oh yeah, i forgot it had an enchantments check

floral pasture
distant fjord
#

Why is there a shadow in the corner of the block?

{
  "format_version": "1.19.60",
  "minecraft:block": {
    "description": {
      "identifier": "n:block.1",
      "menu_category": {
        "category": "construction"
      }
    },
    "components": {
      "minecraft:loot": "loot_tables/empty.json",
      "minecraft:map_color": "#ffffff",
      "minecraft:material_instances": {
        "*": {
          "texture": "block.1",
          "render_method": "opaque",
          "ambient_occlusion": false
        }
      },
      "minecraft:light_dampening": 15,
      "minecraft:light_emission": 0,
      "minecraft:destructible_by_mining": false,
      "minecraft:destructible_by_explosion": false,
      "minecraft:friction": 0.4,
      "minecraft:flammable": false,
      "minecraft:collision_box": true,
      "minecraft:selection_box": true
    }
  }
}
magic pivot
vestal marsh
magic pivot
#

can i just add it, and keep it empty?

magic pivot
vestal marsh
#

Likely

distant fjord
keen nimbus
#

What Format Version do Blocks use in the latest version?

sage mesa
#

Why doesn't this work ??
I made it using a program on Play Store called Addon Maker
Can anyone help me fix it please ??
And help me remove unnecessary stuff (if any)

If you can help me then pls ping me

tardy surge
# sage mesa Why doesn't this work ?? I made it using a program on Play Store called Addon Ma...

Hate to say it but that entire thing needs a significant re write. All of the block events need to move to scripts and general naming is incorrect, not sure why blocks are using entity_collision for instance. If you take a look at my wood set template youโ€™ll see some examples of custom slabs and fences for instance. The rest will need to be filled in but there are example templates for all of it. Wish I could help more but hopefully the guidance will get ya somewhere at least ๐Ÿคž

sage mesa
#

thanks tho

tardy surge
#

Feel free to ping me if ya got any questions, Iโ€™m happy to guide ya to resources and answer questions at least! Best of luck!

sage mesa
tardy surge
simple carbon
#

Hey where can I learn the new custom components.. component?

#

Idk it's been a while since I've done anything Minecraft

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:

Bedrock Wiki

MS Docs

vestal marsh
ruby ridge
#

my block drops it self on destroy how do I make it not drop?

#
{
    "format_version": "1.21.0",
    "minecraft:block": {
        "description": {
            "identifier": "si:corpse",
            "menu_category": {
                "category": "items",
                "group": "itemGroup.name.chest"
            },
            "traits": {
                "minecraft:placement_direction": {
                    "enabled_states": [
                        "minecraft:cardinal_direction"
                    ],
                    "y_rotation_offset": 180
                }
            }
        },
        "components": {
            "tag:corpse": {},
            "tag:custom_chest": {}, 
            "tag:chest": {},
            "tag:wood": {},
            "minecraft:geometry": "geometry.custom_chest",
            "minecraft:material_instances": {
                "*": {
                    "texture": "custom_chest",
                    "ambient_occlusion": true,
                    "face_dimming": true,
                    "render_method": "alpha_test"
                }
            },
            "minecraft:flammable": false,
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 1
            },
            "minecraft:destructible_by_explosion": {
                "explosion_resistance": 0.8
            },
            "minecraft:light_dampening": 0,
            "minecraft:selection_box": {
                "origin": [
                    -6.5,
                    0,
                    -6.5
                ],
                "size": [
                    13,
                    14,
                    13
                ]
            },
            "minecraft:collision_box": {
                "origin": [
                    -7,
                    0,
                    -7
                ],
                "size": [
                    14,
                    14,
                    14
                ]
            }
        }
    }
}
ruby ridge
ruby ridge
spice stone
#

you give it an empty loot table

#
"minecraft:loot": "loot_tables/empty.json"
ruby ridge
#

dang

#

alrightt

copper mauve
#

How do i make a block mine faster with a specific tool?

vestal marsh
copper mauve
#

wdym

#

how? sorry im new

#

pls help

fervent pelican
bronze vector
#

@magic pivot i know this is pretty late, but alternatively you could try using a function that runs an execute if block air relative to the coordinate of your custom block with a negative y axis of ~-1 and then run either a setblock or a fill command that breaks your custom block. That's probably much less tedious than just coding in every possible block, but you'll need to find the correct event to implement the function in.

Or perhaps instead of events, you could use onTick

bronze vector
bronze vector
bronze vector
unkempt creek
bronze vector
bronze vector
#

I was just suggesting to use commands instead for a much simpler and efficient system, so that you can check for air instead of excluding every possible block in the entire game

unkempt creek
unkempt creek
bronze vector
#

Yes, and i'm adding on it even if it was already solved.

unkempt creek
#

Which is the same solution.

bronze vector
#

Well- no not really, you guys were telling him to check for every possible block in an instance of maximum 64 variables. I wasn't really talking about that, unless i've missed some texts somewhere.

#

Also, it's just a week old text. The issue wasn't that old lol

unkempt creek
neon dome
sage mesa
#

How do I make the lamps emit light when i right click them and stop doing so when i right click again
Can anyone help ?
If anyone can then pls ping me ๐Ÿ™๐Ÿป

unkempt creek
sage mesa
#

its my first time with custom components and permutations

unkempt creek
sage mesa
mellow carbon
#

@sage mesa

sage mesa
#

can't i use light_emission ?

unkempt creek
#

The texture variant is optional

mellow carbon
#

you have to but to make it look like redstone lamp you can use 2 different textures

unkempt creek
#

Just like redstone lamp, have different texture for on and off state.

sage mesa
#

ohhh ok ok

#

thanks :)

#

imma start working ๐Ÿซก

sage mesa
#

@unkempt creek @mellow carbon

{
    "format_version": "1.20.80",
    "minecraft:block": {
        "description": {
            "identifier": "gwim:lamp"
        },
        "states": {
            "lit": [0, 1]
        },
        "components": {
           "minecraft:has_collision": true,
 "minecraft:light_emission": 15,
            "minecraft:geometry": "geometry.lamp",
            "minecraft:material_instances": {
                "*": {
                    "texture": "gwim_lamp",
                    "render_method": "alpha_test"
                }
            }
        },
        "events": {
            "minecraft:on_interact": {
                "sequence": [
                    {
                        "condition": "query.block_property('lit') == 0",
                        "set_block_property": {
                            "lit": 1
                        },
                        "set_block_light_emission": 15
                    },
                    {
                        "condition": "query.block_property('lit') == 1",
                        "set_block_property": {
                            "lit": 0
                        },
                        "set_block_light_emission": 0
                    }
                ]
            }
        }
    }
}
#

not working :(

unkempt creek
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:

Bedrock Wiki

MS Docs

unkempt creek
sage mesa
unkempt creek
sage mesa
unkempt creek
sage mesa
#
{
    "format_version": "1.20.80",
    "minecraft:block": {
        "description": {
            "identifier": "gwim:lamp",
            "states": {
                "gwim:lit": [false, true]
            }
        },
        "components": {
            "minecraft:geometry": "geometry.lamp",
            "minecraft:material_instances": {
                "*": {
                    "texture": "gwim_lamp",
                    "render_method": "alpha_test"
                }
            }
        },
        "permutations": [
            {
                "condition": "q.block_state('gwim:lit') == true",
                "components": {
                    "minecraft:light_emission": 15
                }
            },
            {
                "condition": "q.block_state('gwim:lit') == false",
                "components": {
                    "minecraft:light_emission": 0
                }
            }
        ],
        "events": {
            "minecraft:block_interacted_with": {
                "sequence": [
                    {
                        "set_block_property": {
                            "property": "gwim:lit",
                            "value": true
                        },
                        "condition": "q.block_state('gwim:lit') == false"
                    },
                    {
                        "set_block_property": {
                            "property": "gwim:lit",
                            "value": false
                        },
                        "condition": "q.block_state('gwim:lit') == true"
                    }
                ]
            }
        }
    }
}
#

@unkempt creek

#

got this much

#

took help from bridge and chat gpt

#

what next ?

unkempt creek
sage mesa
sage mesa
unkempt creek
twin coral
#

Is there a list of which blocks can be broken by which tools somewhere?

#

but I want to know which tier tools break which blocks

#

wood tools break redstone blocks with drops, but not diamond blocks for example

fervent pelican
desert vector
#

you could hide the black bits by using the alpha_test_single_sided render method

rapid imp
#

How can i make a block that executes a command overtime like summoning mobs

vestal marsh
white bobcat
#

We may need more context. If you give a block an 8x8 texture then it will look like so. If you are giving your block a 16x16 texture and it looks like 8x8, then thatโ€™s because of your geometry

#

Please avoid asking your question in multiple places to avoid cross-posting, which is against our rules. If you created a post, keep it there, donโ€™t ask in the general channel too, and viceversa

muted quail
#

how do i make the block able to get interacted with? "minecraft:on_interact": {},

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:

Bedrock Wiki

MS Docs

muted quail
vestal marsh
muted quail
olive flume
muted quail
olive flume
#

how?

muted quail
#
import { world } from "@minecraft/server";

world.beforeEvents.worldInitialize.subscribe((scb) => {
    scb.itemComponentRegistry.registerCustomComponent("scb:components", {
        onUseOn() { }
    });
});

^ this is the component of the block

world.afterEvents.itemUseOn.subscribe(({ source: player, itemStack, block }) => {
    console.warn("click")
})

^ this is main.js it doesnt work somehow, but using before events fixed it

#

this makes no sense why before works and after no??!

olive flume
#
world.beforeEvents.worldInitialize.subscribe((eventData) => {
  eventData.blockComponentRegistry.registerCustomComponent("my:custom_comp", {
    onPlayerInteract: (e) => {
      const player = e.player;
      const block = e.block;

      console.warn(`${player.name} interacted with ${block.typeId}`);
    }
  });
})
#

add my:custom_comp in ur block json

muted quail
olive flume
#

?

#

that's js

muted quail
#

im doing a custom campfire script that makes a fire plugh start a fire in the campfire and after 60 seconds it unlits

muted quail
#

not in a custom component

olive flume
#

you need to use onPlayerInteract instead of onUseOn because that event only triggers if your block can actually support item use on (for example crafting table, anvil etc), tho it will work on any block if used with before event

#

but you don't really need onUseOn, just use a block custom component and not an item custom component

#

that block can have on player interact

#

just check for the item that player is holding and do ur stuff

#

It will also automatically handle item swing animation too

olive flume
muted quail
#

i know what im doing

olive flume
#

itemComponentRegistry.registerCustomComponent..
onUseOn()

desert vector
#

sounds like they want to interact with the vanilla campfire block
in that case you'd have to use a custom item component with on use on

vestal marsh
#

It can be interpreted both ways

#

@muted quail Please just restart and tell us exactly what you're trying to achieve

muted quail
#

and i needed the campfire behvior script to be in main.js and not in a custom component

vestal marsh
#

What difference does it make?

cerulean prairie
#

How can I make a block that could be breaked faster with certain tools?

woven jungle
#

Is there a way to mine fast with different pickaxes? I think item_specific_speeds is not working well for me

vestal marsh
woven jungle
#

I already activated the experimental mode that I required.

spark pendant
#

Is there any kind of registering limit of custom blocks ?

#

I know it's not the expertise of lot of people here but i'm having trouble, i'm registering custom blocks under pmmp using Customies, and it seems that when I add one more (whatever its name nor id nor type etc) it breaks another lib called Invmenu that manages "fake" chests to send gui to players

rotund badge
#

do barrier blocks cause lagg?

#

if too many in an area?

warped lynx
#

And how to remade a custom Mob Spawner?

rotund badge
#

can we get block data info now?

#

like spawners

#

in preview?

desert vector
# warped lynx And how to remade a custom Mob Spawner?

for the appearance of a mob spawner you would define textures in RP/blocks.json, remove the geometry component if the block has it, and add the following component:

"minecraft:material_instances": {
  "*": {
    "render_method": "alpha_test"
  }
}
warped lynx
desert vector
#

you don't need them for a spawner block, the rendering blocks.json uses will automatically cull faces that are next to the same block

true rover
#

can we make custom blocks break py pistons, and can we make them replaceable just like grass?

dull pewter
#

What's the purpose of the new redstone_conductivity component? I've messed around with it and haven't managed to get it working or understand what it does.

#

Also, how do I stop things like torches or redstone dust from being placed on non-full blocks

vestal marsh
dull pewter
dull pewter
#

So if i have redstone going into the block, the block gets powered (surrounding blocks also powered?)

dull pewter
# true rover yes

Doesn't seem to do anything for me. I'm using scripts to check the redstone signal level of my block and it's returning as 0. The step down component doesn't do anything either

true rover
tawdry dirge
#

Can anyone help me with this, im trying to add permutations and idk what im doing
im not even sure if the permutations are correct

desert vector
tawdry dirge
desert vector
#

it would be best to remove the gift_block_closed state and change your second condition to this

q.block_state('jh:gift_box_open') == false

(which can also be written like this)

!q.block_state('jh:gift_box_open')
tawdry dirge
#

thats for the true state

stark tree
#

How do i make custom leaves?

desert vector
tawdry dirge
tawdry dirge
desert vector
#

yes

tawdry dirge
desert vector
#

category should be "none"

dull pewter
drowsy socket
true rover
drowsy socket
#

???

tawdry dirge
stark tree
tawdry dirge
tawdry dirge
# stark tree https://wiki.bedrock.dev/blocks/rotatable-blocks.html#app
            {
                "condition": "q.block_state('jh:gift_box_open') == false",
                "components":{
                   "minecraft:geometry": "geometry.gift_box"
                }
            },
            {
                "condition": "q.block_state('jh:gift_box_open') == true",
                "components":{
                   "minecraft:geometry": "geometry.giftbox_open"
                }
            },
            {
                "condition":"q.block_state('minecraft:facing_direction') == 'north'",
                "components":{
                    "minecraft:transformation": { "rotation": [0, 0, 0] }
                }
            },
            {
                "condition":"q.block_state('minecraft:facing_direction') == 'west'",
                "components":{
                    "minecraft:transformation": { "rotation": [0, 90, 0] }
                }
            },
            {
                "condition":"q.block_state('minecraft:facing_direction') == 'south'",
                "components":{
                    "minecraft:transformation": { "rotation": [0, 180, 0] }
                }
            },
            {
                "condition":"q.block_state('minecraft:facing_direction') == 'east'",
                "components":{
                    "minecraft:transformation": { "rotation": [0, -90, 0] }
                }
            }
            ]```
#

it doesnt work

desert vector
#

for that block you would probably want to use cardinal direction

#

make sure you've also added the trait to your block's description

"description": {
  "identifier": "wiki:cardinal_direction_example",
  // Block traits are defined here
  "traits": {
    "minecraft:placement_direction": {
      "enabled_states": ["minecraft:cardinal_direction"],
      "y_rotation_offset": 180 // Face towards player
    }
  }
}
dull pewter
desert vector
#

I assume this is a bug, but setting redstone_conductor to true and allows_wire_to_step_down to false prevents the block from conducting redstone

true rover
#

is there a allows_wire_to_step_down component?

desert vector
#

it's part of redstone_conductivity

"minecraft:redstone_conductivity": {
    "redstone_conductor": true,
    "allows_wire_to_step_down": true
}
dull pewter
#

how do i make blocks unpushable by pistons

#

custom ones that is

vestal marsh
dull pewter
zinc wyvern
#

How was this donehttps://www.youtube.com/watch?v=t-ev8JAKCR0

Showcase of the new power cables.
When holding the cable shift+use it on the start connector, then use (without shift) to set the end location. Will be used as an alternative to link power machines.

Let me know what you think in the comments.

EDIT: this addon isn't being worked on anymore and will not be released since it kept breaking due to ...

โ–ถ Play video
minor arrow
#

is it possible to stop fences from connecting to a custom geometry block?

wise belfry
#

Does anyone know how to rotate a block manually?

white bobcat
#

Manually? With /setblock or /fill

somber wraith
zinc wyvern
#

Ik how to do them now but this

#

This is cursed

past vessel
#

How to make TNT in the new version

lost vine
#

"minecraft:breathability": "solid" is a thing?

desert vector
#

no

lost vine
#

is there any way to calculate the blocks destroy time?

vestal marsh
lost vine
#

note: my block is a new ore, i need to get the destroy time for the wrong tiers,
explanation;
diamond ore required at least an iron pick to be mined, if u try mining it using the wrong tool it will not be mined and the destroy speed will be different, its faster than mining it using nothing but it will not drop the ore

#

i have to do the same for my custom blocks, note!: my hardest block needs at least a netherite pickaxe to be mined, so i have to calculate the destroy time somehow.

vestal marsh
#

Not sure what you're asking for.

#

The destroy time of a block is just the destructible by mining component.

lost vine
vestal marsh
# lost vine i know that, but i want to get the time of it, like: mining coal using a wooden ...
Minecraft Wiki

Breaking, digging, punching, or mining is a common activity in Minecraft, performed (by default) by holding the left mouse button or right trigger while the cursor is pointing at a block, or by long-pressing on the block on touch screens. Breaking is the primary way to remove unwanted blocks and acquire blocks for future placement or crafting.

wanton horizon
#

is the "minecraft:interact": { scripts only now?

wanton horizon
#

so theres no way to run a command when interacting with a block.

#

without scripts

vestal marsh
#

Correct.

wanton horizon
#

great ๐Ÿ˜ญ any reason for that?

vestal marsh
#

Scripting more powerful.

odd dagger
#

and fun

wanton horizon
#

I feel like keeping it in the json would be fun too

vestal marsh
#

Limited.

wanton horizon
#

Some people aren't trying to have unlimited options with it though

odd dagger
#

gotta adapt

wanton horizon
#

yeah u have a point prob all gonna be scripting basically soon

lost vine
# vestal marsh https://minecraft.wiki/w/Breaking#Speed

i want to see the red of this coal line
i mean: green colour is mining it using the correct tool, but the red is mining it using the wrong tool, i want to know how much it will slow the destroy speed for each tool
hope u guys will understand what i need

vestal marsh
lost vine
lost vine
#
X 3.33

coal:
 --- 15 / 3
wooden: 2.25 / 7.5
stone: 1.15 / 3.75
iron: 0.75 / 2.5
gold: 0.4 / 1.25
diamond: 0.6 / 2
netherite: 0.5 / 1.5

d-coal:
 --- 22.5 / 4.5
wooden: 3.4 / 11.25
stone: 1.7 / 5.65
iron: 1.15 / 3.5
gold: 0.6 / 1.9
diamond: 0.85 / 2.75
netherite: 0.75 / 2.5```i got my needed information 
correct-tier / wrong-tier
lost vine
#

"exe:tin_ore": {"sound": "stone", "textures": "exe:tin_ore"},

#

have i done something wrong?

#

fixed ig

simple shard
#

Does anyone know what the minecraft:item_visual does and what's possible with it?

vestal marsh
#

Check the pins.

simple shard
#

Ok thanks

pearl kraken
#

Hmm... I have something like a carpet and I want to know when entities stepon the block. I was using it as a solid block, placing it below the floor and the onStepOn event was captured but now its geometry is like a carpet (above the floor) its not working. Any ideas?

vestal marsh
pearl kraken
#

oh seriously? Awww

pearl kraken
#

apparently not

#

awwww

#

How do I make it so they'll sink in it like the hoppers?

vestal marsh
pearl kraken
#

oh you can't have a list of collision areas

vestal marsh
#

Nope.

pearl kraken
#

And you can't make it trip like a pressure plate and have the entity "sink"?

vestal marsh
pearl kraken
#

hmm... Okay and use permutations

#

Something to consider

#

I guess I can change the geometry component with the permutation and state change, too

vestal marsh
#

Yep.

pearl kraken
#

Thanks

pearl kraken
#

While we're talking about it, how does farmland and soulsand give a collision box with an origin below the surface?

vestal marsh
pearl kraken
#

oh I see... its less from the top

still ore
#

I'm trying to convert a mineral block created with Oraxen, I've tried several ways but none of them work, could someone explain it to me

The noteblock is still visible and not the texture that it should be

white bobcat
spiral hedge
#

Is there a way to make a block not fill up the entire slot in the Item Display Transforms of their geometry?

vestal marsh
#

OH nvm.

#

Add fit_to_frame in GUI.

spiral hedge
kind finch
#

Is the diamond ore loottable hardcoded, or is there a path I can use to use it?

vestal marsh
kind finch
#

So I'm going to have to code it myself.. dang

pearl kraken
#

How can I make it such that a block requires that it be placed within a certain distance (close) to a body of water?

vocal rune
#

[Blocks][error]-Block name = 'myname:sign_1' | Total length of parts for schematic 'geometry.sign_1' on axis x is greater than 1 + 14/16ths.

[Blocks][error]-Block name = 'myname:sign_1' | Error with geometry component: cannot find geometry.sign_1 geometry JSON.

how to fix this?

pearl kraken
#

@vocal rune It seems you have invalid geometry. What did you make it with? Looks like you need to change it so its not so wide/deep?

pearl kraken
#

Hey ppls! I'm wondering how to have persistent block state/permutations... How do I use an item on a block, change its state and then, if the player breaks the block, remember that it happened and return to that state when placed again?

#

I think since I want to consume the item when they use it, I can probably just drop the item when breaking right? They are then free to reuse the item...

pearl kraken
#

Hmm a bit quiet. How about another question, is it possible to cancel a block placement using the OnPlace event or do I need to put the block in a state such that it will break itself somehow if its unhappy about placement?

#

On no.. I can't even determine the player that's placing the block in the block component event??

#

And there is no playerPlaceBlock before event?

pearl kraken
#

Argh there is in beta API but the player doesn't have permission for a UI at that point. Dang!

#

Is there a way for a block to break itself in an ontick or something if its in a specific state?

tardy surge
#

You can use custom component for that:


beforeOnPlayerPlace(event) {
    event.block // Block impacted by this event. This is the block that will be replaced.
    event.cancel // If set to true, cancels the block place event.
    event.dimension // Dimension that contains the block.
    event.face // The block face that was placed onto.
    event.permutationToPlace // The block permutation that will be placed. Can be changed to place a different permutation instead.
    event.player // The player that is placing this block. May be undefined.
}
stark tree
#

How do I make custom TNTs be ignited with the Fire Aspect enchantment??

pearl kraken
#

You can get a tick event from a block, correct? Is that only fired when the block is in a loaded chunk - within the simulation distance?

#

Is the spawn point chunk always loaded, too?

pearl kraken
#

Oh no... There is a BlockComponentTickEvent class but no component for the json to use it??

desert sorrel
pearl kraken
#

Can anyone tell me how the lectern works in holding you in place when you use it?

#

Ahh inputPermissions I should think

#

But... How can I detect that they are trying to move? Is the getVelocity method still going to return information about it perhaps?

severe python
#

hey guys why is my block not showing a shadow on the bottom

#

like this

white bobcat
#

Is most likely because you are using a custom geometry. Use blocks.json instead

severe python
#

i tried to recopy one of my blocks that somehow not use custom geometry (still using the block wizard) and works fine but it kept being the dirt question mark block

white bobcat
#

Basically youโ€™ll create a block without material instances nor the geometry component, and define the texture at the RP through blocks.json

severe python
#

IT WORKED

#

thank you

severe python
#

it broke agin idk it SOMEHOW did not save for some reason despite it being impossible to just go back to idk and now the block is gone

#

but its just due to the code being weird

white bobcat
#

Letโ€™s see the code then!

severe python
#

okay i was able to put it back in

#

i was too tired to see my mistakes

#

tomorrow i gotta learn how to make crafting recipes and custom sounds

severe python
#

uh my friend does not see my custom block when he joins my world and downloaded the packs

#

he sees the question mark block

white bobcat
#

Make sure your friend deletes cache data of your pack in their game setting

pearl kraken
#

Hey.. I'm wondering if block stepon events are still triggered when the player has only visitor privileges?

pearl kraken
#

Anyway... Can anyone tell me how to make crop style blocks, no real geometry just a texture?

white bobcat
#

random ticking custom component > change a "growth" block state > have a texture change on your permutations based on the growth block state value

pearl kraken
white bobcat
#

What do you mean

pearl kraken
#

ugh I'll do it how I think you do which is probably not at all

neon dome
#

Um

tame grotto
#

How would I go about making a new wood type? Is this possible?

vestal marsh
tame grotto
#

Yeah, but all of the doors, trapdoors, buttons, etc

#

Are those doable?

vestal marsh
#

Yes and no. Things like stairs not feasible.

tame grotto
#

Really? Couldnโ€™t you do something with a custom geometry?

vestal marsh
tame grotto
#

Ah.

pearl kraken
#

you can't chnage the hit box with permutations??

oak totem
#

a block can ignore the lighting?

tardy surge
primal roost
#

Hi guys, I was doing some leaves, but they look ugly, I used alpha_test material, is blend better than alpha_test in this case? or any other material that can be better.

stark tree
#

Blend

zinc wyvern
#

Hi guys, i was making custom wood using block.json to make it a solid block. But when im trying to make it rotable like vanilla log using trait and permutation but it not work. Do you guys have any idea to fix this. Thanks

#

Here is the block code btw:
{
"format_version": "1.20.81",
"minecraft:block": {
"description": {
"identifier": "hollow:sap_tree_log",
"menu_category": {
"category": "nature"
},
"traits": {
"minecraft:placement_position": {
"enabled_states": ["minecraft:block_face"]
}
}
},
"components": {
"tag:wood": {},
"minecraft:collision_box":true,
"minecraft:display_name": "Sap Tree Log",
"minecraft:destructible_by_explosion":true,
"minecraft:destructible_by_mining":{
"seconds_to_destroy": 3
},
"minecraft:map_color":[
153,
76,
0
],
"minecraft:flammable":false,
"minecraft:friction": 0.4,
"minecraft:light_emission": 0,
"minecraft:light_dampening": 15,
"minecraft:selection_box": true
},
"permutations": [
{
"condition": "q.block_state('minecraft:block_face') == 'west' || q.block_state('minecraft:block_face') == 'east'",
"components": {
"minecraft:transformation": { "rotation": [0, 0, 90] }
}
},
{
"condition": "q.block_state('minecraft:block_face') == 'down' || q.block_state('minecraft:block_face') == 'up'",
"components": {
"minecraft:transformation": { "rotation": [0, 0, 0] }
}
},
{
"condition": "q.block_state('minecraft:block_face') == 'north' || q.block_state('minecraft:block_face') == 'south'",
"components": {
"minecraft:transformation": { "rotation": [90, 0, 0] }
}
}
]
}
}

vestal marsh
zinc wyvern
#

i did use it but it not work

vestal marsh
#

Additionally

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.

zinc wyvern
#

@vestal marsh i have one more question is that the texture variation tutorial in the wiki can work with custom geometry or not.

vestal marsh
#

No.

zinc wyvern
#

ok thanks

severe python
#

Wouldnt using custom geometry makes ur block have no shadows

loud charm
#

Is there anyway to make trial vaults have a custom loot table?

zinc wyvern
#

/** @type {import("@minecraft/server").BlockCustomComponent} */
const LeavesDecayComponent = {
onTick(event) {
const { block } = event;
if (block.typeId !== "hollow:sap_tree_leaves") return;

    const blockPos = block.location;
    const dimension = block.dimension;

    // Offsets to check for nearby blocks (six directions: x, y, z)
    const offsets = [
        { x: 1, y: 0, z: 0 },
        { x: -1, y: 0, z: 0 },
        { x: 0, y: 1, z: 0 },
        { x: 0, y: -1, z: 0 },
        { x: 0, y: 0, z: 1 },
        { x: 0, y: 0, z: -1 },
    ];

    let isNearSapLog = false;
    let isDanger = false;
#

// Check if this leaf is near a log or if it is already in danger state
for (const offset of offsets) {
const nearbyBlockPos = {
x: blockPos.x + offset.x,
y: blockPos.y + offset.y,
z: blockPos.z + offset.z,
};
const nearbyBlock = dimension.getBlock(nearbyBlockPos);

        if (!nearbyBlock) continue;

        const typeId = nearbyBlock.typeId;
        const blockState = nearbyBlock.permutation.getState("stage:leaves");

        // Check if there is a nearby sap log
        if (typeId === "hollow:sap_tree_log") {
            isNearSapLog = true;
            break; // Exit early if we find a sap log
        }

        // If it's another leaf block, check if it is in danger state
        if (typeId === "hollow:sap_tree_leaves" && blockState === "danger") {
            isDanger = true;  // Found a "danger" leaf next to this one
        }
    }

    // If no log is nearby, mark this leaf as dangerous
    if (!isNearSapLog) {
        block.setPermutation(block.permutation.withState("stage:leaves", "danger"));
    }

    // If this leaf or an adjacent leaf is in danger, decay the leaf
    if (isDanger && block.typeId !== "minecraft:air") {
        block.setType("minecraft:air"); // Simulate decay by breaking the block
        dimension.runCommand("say A leaf decayed due to being in danger!");
    }
},

};

#

do you guys know how to make a leaves block that can decay like the vanilla leaves

#

my script is not working

tardy surge
stark tree
#

wher

zinc wyvern
#

I have a question. Does the onPlace medthod work with feature placement of block guys

#

i'm trying to make feature_rule that place block that have variation but it not work like when i use fill command or place by hand.

desert vector
#

i think ticking now works with features?

vestal marsh
zinc wyvern
#

i did use it but it just looping all over even when i put the looping to false

#

const RandomizeBlockStateOnPlace = {
onTick(event) {
const { block} = event;
const randomValue = Math.floor(Math.random() * 8) + 1;
const randomTexValue = Math.floor(Math.random() * 8) + 1;
const randomRotValue = Math.floor(Math.random() * 4) + 1;

    try {
        // Set the block's state based on the random number
        const newPermutation = block.permutation.withState("state:variants", randomValue);
        block.setPermutation(newPermutation);
        const newTexPermutation = block.permutation.withState("state:tex_variants", randomTexValue);
        block.setPermutation(newTexPermutation);
        const newRotPermutation = block.permutation.withState("state:rot_variants", randomRotValue);
        block.setPermutation(newRotPermutation);
    } catch (error) {
        console.error("Error setting block state:", error);
    }
},

};
here is the script ii use

white bobcat
#

fungi dance!

zinc wyvern
#

:))

desert vector
#

you could add a state like "my:randomised": [false, true], apply the tick component when the state is false and set the state to true in the script
or if you only want to randomise during world gen, you could use a random feature

zinc wyvern
#

how can i do it. I'm still learn to use scripting api

desert vector
#
{
  "minecraft:block": {
    "description": {
      "states": {
        "state:randomised": [false, true]
      }
    },
    "permutations": [
      {
        "condition": "!q.block_state('state:randomised')", // Block hasn't been randomised
        "components": {
          "minecraft:tick": {} // Move the tick component here
        }
      }
    ]
  }
}

somewhere in the onTick in your script you would add this

const newRandomisedPermutation = block.permutation.withState("state:randomised", true);
block.setPermutation(newRandomisedPermutation);
zinc wyvern
#

ah i understand

#

thank you

#

it's working

#

thanks for the help

stark tree
#

Hey so i am seeing sounds

zinc wyvern
#

you can eat that mushroom

#

but it will cause hunger effect

stark tree
primal roost
#

How can I apply block culling to a translucent block? I'm using full_block geometry and I saw an example of block culling in the wiki for full_block, and i'm still having the problem

primal roost
#

lol

desert vector
primal roost
#

so I just used a script

#

but thx

formal light
#

When overwriting block assets, are textures the only things changable or can their models be changed too? How would this be done?

formal light
tawny falcon
#

Hey

#

I'm getting this error, does anyone know why?

whole thorn
#

Forgive me if this is a basic question. Is script the only way to add certain effects to new or existing blocks?

Ive become pretty familiar with json files. But I cannot find references material on block interactions. Like standing on it and taking damage. Sleeping and saving coords, teleportation, ect.

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:

Bedrock Wiki

MS Docs

whole thorn
# turbid veldt

Thank you. It genuinely blows my mind how I can read essentially the same material over and over, and take away different things each time.

I suppose this means I need to learn script syntax now beyond functions. ๐Ÿ’€

lost trellis
#

is there a way to prevent snow layers from building up on top of my custom plants?

desert sorrel
desert sorrel
#

Guys is the Redstone Conductivityreally makes the block possible to act like Redstone Block

desert vector
#

no
that would be something like "redstone emission"

split kayak
#

I want to add a new stone to the game. Is there any way for me to make it so that vanilla pickaxes mine the block as if it were stone, and other tools are unable to break the block "properly"?

split kayak
#

edit: i am very dumb

cunning kiln
#

how do i change block break sound?

worldly wyvern
#

Block.json

cunning kiln
worldly wyvern
pseudo ether
#

hi, does anyone know if light_blocks cause lag?

white bobcat
#

They are just blocks that emit light

random sonnet
#

Is there a way that the player gets a specific item and not a tile block item when the player picks the item?

random sonnet
#

is it possible to make the tile block item 2d?

random sonnet
#

how?

vestal marsh
random sonnet
#

and how?

vestal marsh
random sonnet
#

the docs also creates a new item

oak totem
#

item_display_transforms is not in stable yet?

vestal marsh
oak totem
oak totem
#

oke

#

thank you

zinc wyvern
#

"minecraft:placement_filter": {
"conditions": [
{
"allowed_faces": [
"up"
],
"block_filter": [
{
"tags": "q.relative_block_has_any_tag('water')"
},
"hollow:swamp_grass",
"hollow:forest_grass",
"hollow:swamp_dirt",
"hollow:mud",
"hollow:silt"
]
}
]
}

#

guys why the wiki said that this query can be use to checks tag but when i use it said unrecornized token

vestal marsh
#

query.any_tag

zinc wyvern
#

what about these tags

desert vector
#

"q.relative_block..." can be used by entities
not sure of any places "q.block_neighbor..." can be used

zinc wyvern
#

q.block_neighbor... still have that unrecornized token error

desert vector
#

"tags" can only use query.any_tag and query.all_tags

simple shard
#

Dose anyone know how to make custom liquid, I saw it once in the bedrock Wiki but now it's gone. Could someone help me please.

simple shard
#

It was possible, how come it isn't?

desert vector
#

it has never been possible to make an actual liquid
that tutorial was for a block that flows similarly to a vanilla liquid, it's possible port the functionality to scripting

simple shard
#

ok

spiral hedge
#

Is there a way to make a block render transparently with the minecraft:map_color component on the map

#

As in with no color, by default it's just brown

#

Oh wait, neverming, I just found out what was wrong ๐Ÿ˜…

hexed frost
#

how can one make a crafting table that has crafting time like a furnace

#

ive been looking at farmers delight for how they do it but ive searched the pack up and down and i cant seem to find anything that relates to it

#

also the pack isnt working rn so I cant really verify that it actually works in the first place ๐Ÿ˜ญ

#

either way, im essentially trying to create a custom furnace

#

or rather furnace like block

#

im just trying to figure out how to make recipes with the typical furnace like function

#

its not that urgent and i dont really have a specific ask so i thought it would be better here

random sonnet
#

Does someone have the Pink Petals Geometry for me?

vestal marsh
random sonnet
#

But then I could save time

gaunt ocean
#

How do I add different textures to a 3d model?

#

Like, one texture for the flowers and one for the stem.

#

How do I add names to material instances in the model?

zinc wyvern
#

Is there any way to make emissive/glowing block textures?

winter granite
#

Anyone has a tutorial on how to make a glass pane? I want it to connect like the normal ones, i'm new to scripting lol

zinc wyvern
desert sorrel
zinc wyvern
#

That's what I'm tryna go for

#

But for a light block

desert sorrel
gaunt ocean
#

Why is it dark?

#

Light dampening = 0

primal roost
desert vector
#

vanilla blocks set both to false afaik

random sonnet
#

How can I set 4 as default?

            "states": {
                "test:decay_tier": [
                    4,
                    3,
                    2,
                    1,
                    0
                ]
            }```
desert vector
#

it should already be the default since it's first

random sonnet
#

I forgot to rejoin facepalm

#

but thanks

tulip aurora
#

I swear there used to be a vanilla component for this, but is there a way without scripts to make a block get destroyed if the block beneath it is broken?

#

kind of like a sapling

desert sorrel
shrewd storm
#

is there a bug with custom trapdoors uv rotating when opening and closing them? cuz im super confused as to why mine is

vestal marsh
shrewd storm
#

That's weird cuz it's only one side that flips the texture lol

true rover
#

is it possible to make a custom redstone block, aka a block that powers redstone dust around it

stark tree
#

Is it possible to make custom TNTs ignitable with redstone torches, levers, buttons and pressure plates

stark tree
true rover
# vestal marsh No.

so the closest thing i can do is make it replace redstone dust around it with powered redstone dust.

true rover
desert sorrel
true rover
#

so my only option is repeaters and comparetors

#

because those stay active for 2 game ticks

solid matrix
#

anyone else getting this after update?

desert vector
#

it's a bug

solid matrix
#

aight

spiral hedge
#

How do we use the minecraft:liquid_detection component?

vestal marsh
true rover
desert vector
#

no

true rover
# desert vector no

i have another addon with blocks that don't use geometries or material instances and it isn't erroring

#

i am trying to investigate why

true rover
#

it's upcoming creator features

#

can somebody please explain what does this mean?

vestal marsh
true rover
#

it says "Render the Block as the Item"

#

which got me confused

vestal marsh
#

Yes...that's what I said.

true rover
#

you said Render the item as the block

#

Adopt Block as its Icon

#

Ahhhhhhh now i understand

#

English is hard ๐Ÿฅฒ

vestal marsh
#

Yeah it is.

#

I read both sentences as the same.

true rover
#

what does replace_block_item parameter of block_placer do?

#

i have disabled it and my block item is still functioning the same

#

when i break the block i get the item.

#

and when i use the give command, the block doesn't show up

vestal marsh
true rover
#

so if i don't use the tags on the block for any crafting recipes, it doesn't do anything?

desert vector
#

it can be used to apply any item components to the block e.g. wearable, max stack size, durability

desert vector
#

no

true rover
#

yes, that's what it is used for

desert vector
#

pick block gives the block item
this modifies the block item

true rover
#

i am getting the block when it pick block it

#

without using it

#

i think the game is just bugged because both the block and the item share the same id, when i beak it, it spawns the item

proper nexus
#

why does the color change?

proper nexus
spiral hedge
#

So there's the new item specific speeds field in blocks, and I know that stone blocks, although they have a hardness of 2, take much longer to mine with your fist. Can the item specific speeds be used to make custom blocks take longer to mine than their hardness value states?

shrewd storm
#

Only with those items yes

desert sorrel
# proper nexus

Biome change I guess? If you don't have other textures used

austere fossil
#

is there any temp fix, or is it just waiting for them to update and fix it?

true rover
#

Is there a block tag that that allows a custom block to drop loot only of broken with an iron tier pickaxe?

desert vector
remote island
#

how do i make custom farmland?

#

i want a custom one which cant be turned into dirt when someonme jumps on it

kind finch
#

God I'm at 1000 lines deep into permutations..

finite void
#

How do you make it so that fences don't connect to specific blocks?

unkempt phoenix
#

Is there a way to copy the behaviour of scaffolding, so that when the block underneath my custom block breaks, it breaks too?

slow citrus
#

[Blocks][error]-lg:bauxite: trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported
What does this error mean?

desert vector
desert vector
#

Someone said it only appears when Upcoming Creator Features are enabled
haven't checked though

slow citrus
shrewd storm
#

is there any way to sort the terrain or item texture.json texture names alphabeticly without doing it manually?

shrewd storm
#

accumulated alot of junk in my addon i didnt even realize i had lol

wanton horizon
#

is it stil possible to run a event off of a block being broken

#

or do i need scripts for that

vestal marsh
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:

Bedrock Wiki

MS Docs

wanton horizon
#

so scripts are required for that

wanton horizon
#
import { world, GameMode } from "@minecraft/server";

/** @type {import("@minecraft/server").BlockCustomComponent} */
const CreativeModeOnlyBlockComponent = {
    onPlayerDestroy(event) {
        event.block (block.typeId === "jay:coal_ore")
        event.player (entity.typeId === "minecraft:player") 
          entity.runCommandAsync("execute @s ~~~ say broke coal ore");
    }
}```
whats wrong with this?
vestal marsh
turbid veldtBOT
#
How To Ask Good Questions

Be specific and include relevant details about the question upfront.

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

https://xyproblem.info/

wanton horizon
zinc wyvern
#

I used block.json to make solid block that can make mob spawn on them but when i update to the newest version of the game it have this error. And mob no longer spawn on these block. Can you guys help.

wanton horizon
#

i keep getting this error but my lootttables arent working ive tried moving it around but it switches between no error/no loot tables to error/ no loot tables

    {
        "format_version": "1.21.40",
        "minecraft:block": {
            "description": {
                "identifier": "jay:coal_ore",
                "menu_category": {
                    "category": "construction"
                }
            },
            "components": {
                "minecraft:destructible_by_mining": {
                    "seconds_to_destroy": 1
                },
                "minecraft:loot": "loot_tables/blocks/coal_ore.json"
                },
                "minecraft:custom_components": [
                    "jay:coal_ore_component"   
                    ]
            }
        }```
split kayak
#

How do I make a block unbreakable?

#

Iโ€™m trying to mimic vanilla bedrock behavior

vestal marsh
split kayak
#

Awesome, th

#

Ty*

burnt gate
#

Is it possible to add more than 16 states in a block?

desert vector
#

no, at minimum each state would need 2 values
2ยนโถ = 65536 permutations, which is the block permutation limit

split kayak
#

i saw a page on the wiki about block loot tables and specific items. it requires you to list each item individually though, which irks that programmer instinct (and breaks compatibility with other addons that add pickaxes). is there a workaround? i only want my ore to drop if i use a pickaxe

vestal marsh
split kayak
winter granite
#

Can someone help me pls? Idk why the model breaks when i place it in dif directions (this is a custom block)

#

As u can see some parts just go inside the model for some reason

desert sorrel
#

Elevate that cube at least 0.01 pixels

winter granite
#

I'm gonna try moving it tho

desert sorrel
#

I said Z-fighting because of this part.

winter granite
# desert sorrel

Ya i know, but as i said the model is moving it's part backwards

split kayak
#

Is there a page on the wiki for top and bottom faces having a distinct texture? I wanna do something like a pillar

vestal marsh
split kayak
#

i got the trait for facingdirection applied, just need to figure out how to make permutations do their thing here

#

found a guide

#

About to try it

#

yup, it worked! the kaioga examples were great here

prime smelt
#

Off the top of your head, what kind of items would you think these were? I want to give them a better name than we I call them.

junior flame
#

Grate

stark tree
#

HL

digital crystal
#

havent played in a few updates, got this error on all my blocks

"trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported"

how do i fix

vestal marsh
prime smelt
# junior flame Grate

Ah thanks.... it is for my Auto Sifter, so it sets atop a composter... and because you have to make it and put it together, it can be used alone in decoration. Grate works... cause net, just did not feel right.

junior flame
#

Got a video of the auto sifters in action? They seem cool

prime smelt
# junior flame Got a video of the auto sifters in action? They seem cool

Yes, in show case, the 1st WIP is there. I have a 2nd vid to make of the progress. I have the loot from sifting working and concrete slabs, cause you can sift those and because someone was probably gonna have water go over while it was sifting, then it did not make sense for it to not make concrete slabs... it is kinda cool. I am just working on the fine details and the kinks of playerPlacing vs playerInteraction.

shrewd storm
#

what do i use to make custom woods used as fuel?

desert sorrel
shrewd storm
#

yeah like logs planks ect

desert sorrel
shrewd storm
#

oh its gotta be an item not just a block

vestal marsh
shrewd storm
#

lame, that adds so many files

#

that needs to be a tag lmao

vestal marsh
#

It's just how Minecraft works, even in Java.

shrewd storm
#

i mean if youd wanna use the generic wood burn time just tag its as wood_fuel, log_fuel ect and have those tags correspond to burn times

shrewd storm
#

itd save alot of space

#

or even just add the fuel component to the block itself and use it that way

vestal marsh
shrewd storm
#

yeah i know

vestal marsh
#

Items and blocks are completely different.

shrewd storm
#

its all over the place

vestal marsh
#

The block in yiur inventory is an item.

shrewd storm
#

exactly

#

so why not able to be used like the item if its in the inventory

vestal marsh
vestal marsh
#

I told you, it's two separate things.

shrewd storm
#

well not just space but the ammount of files being added is alot

desert sorrel
vestal marsh
#

Minecraft will automatically make the item version of your block if you don't make your own.

#

But the block components are for the physical block, not the item.

#

Hence why block tags will not work in recipes but block tags for other things will work when it is physically in the world.

shrewd storm
#

ugh. i have to add over 100 items -_-

vestal marsh
#

If you need that much...best to learn another programming lang to auto gen them.

desert sorrel
#

Python? ๐Ÿฅบ

shrewd storm
#

if only i had the memory for that lol

#

good ol copy paste will suffice for now lol

shrewd storm
#

yeah i dont think were able to do it and it not be a flat texture

shrewd storm
#

i honeslty dont know how to make it. i have yet to see an addon use a custom log as a fuel

vestal marsh
#

Tbf, this functionality was only introduced in 1.21.50.

shrewd storm
#

oh so its new

#

i though it was a thing already

#

i guess i didnt see that in the changelog

vestal marsh
shrewd storm
#

awesome it worked

zinc wyvern
#

Does anyone have wood set example pack for the newest version. Pls help me if someone have it.

frozen dust
#

Is it possible to have tool based mining speed without expiremental features

shrewd storm
#

is item specific speeds broken cuz its buggy af at best

vestal marsh
shrewd storm
#

well im not sure what mines doing then cuz itl go non solid and take forever to break

#

its only doing it for vanilla tools too which i had that issue the first time when they added it

frozen dust
#

I think i can get it to check what type of pickaxe but when efficieny comes in thats alot of checking

frozen dust
vestal marsh
frozen dust
#

item specific speeds is not experimental?

vestal marsh
frozen dust
#

ok ill check it out

#

it needs the UpcomingFeatures experiment I think

frozen dust
#

thank god

#

thank you aswell

#

maybe even thank mojang but that might be going too far

digital crystal
#

just making sure, cant have multicollision right?

#

cant make a custom collision work with this?

ebon laurel
#

Nope, sadly not

digital crystal
#

๐Ÿฅฒ

unborn wave
#

is it possible to make a custom block have the ability to have flowers on top similar to how dirt or grass blocks work?

desert sorrel
#

Guys what block does have the tag netherite_tier_destructible, diamond_tier_destructible etc...

frozen dust
#

How can I make it so silktouch only works on my custom block if the tool is a certain type

#

Is scripting required?

zinc wyvern
#

How can i make it so only pickaxes break my custom block?

frozen dust
#

You can use loot tables to make it so only using pickaxes will drop any items

zinc wyvern
#

only they drop, in fact both of them so I already achieved efficiency, how could I do it with loot tables?

zinc wyvern
frozen dust
#

the only issue i have with this is that with silk touch even on a pickaxe or tool that shouldn't drop the block, the block still drops

zinc wyvern
#

that, but how should I put it in the block code? make its loot tables be like this?

frozen dust
#

that you would just put in a folder like loot_tables/blocks/custom_loot then in the block json you'd add "minecraft:loot": "loot_tables/blocks/custom_loot.json", into the components

zinc wyvern
#

try to make the block not drop anything, and cry a loot table with the pickaxe like the code that you envy me but the condition is a silk touch, and make the block itself drop

#

I understand, and how can I combine 2 or more components?

zinc wyvern
#

I think this should work @frozen dust

#

for silk touch

zinc wyvern
#

import { world, EquipmentSlot } from "@minecraft/server";

/**

  • @param {number} min The minimum integer
  • @param {number} max The maximum integer
  • @returns {number} A random integer between the min and max parameters (inclusive)
  • */
    const randomInt = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min;

// Register a custom component before the world is loaded
world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => {
blockComponentRegistry.registerCustomComponent("wiki:silver_ore_xp_reward", {
onPlayerDestroy({ block, dimension, player }) {
// Check the tool in the player's hand
const equippable = player?.getComponent("minecraft:equippable");
if (!equippable) return; // Exit if the player or its equipment are undefined

        const itemStack = equippable.getEquipment(EquipmentSlot.Mainhand);
        if (itemStack?.typeId !== "minecraft:iron_pickaxe") return; // Exit if the player isn't holding an iron pickaxe

        // Specify enchantments
        const enchantable = itemStack.getComponent("minecraft:enchantable");
        const silkTouch = enchantable?.getEnchantment("silk_touch");
        if (silkTouch) return; // Exit if the iron pickaxe has the Silk Touch enchantment

        // Spawn the XP orbs
        const xpAmount = randomInt(0, 3); // Number of XP orbs to spawn

        for (let i = 0; i < xpAmount; i++) {
            dimension.spawnEntity("minecraft:xp_orb", block.location);
        }
    },
});

});

frozen dust
#

alright ill check it out when I get back

#

thanks

frozen dust
zinc wyvern
#

How can I make it so that only vanilla pickaxes break my block, but I can edit which pickaxes will break and the hand doesn't drop anything?

#

without speeds you just drop or not

zinc wyvern
frozen dust
#

You can separately check every vanilla pickaxe

#

for example this is iron, diamond, and netherrite

#

you can just go on for every pickaxe you want

frozen dust
zinc wyvern
#

I want them to break the custom block, and without them nothing will drop

frozen dust
#

with the loot table above nothing would drop unless they use an iron pickaxe or better

#

you can add the wooden and stone pickaxes onto that

#

I can test it in a bit if it doesnt work

zinc wyvern
#

but is it made of iron or better yet, just iron?

frozen dust
zinc wyvern
#

in that loot tables is it an iron pickaxe or better?

frozen dust
#

In that specific loot table example, iron, diamond, and netherite pickaxes can mine the block and it will drop

#

you can add gold, stone, and wooden pickaxes aswell if you want

zinc wyvern
#

how can i do this

frozen dust
#

you have to add an additional roll per pickaxe unless anyone else knows a better way

#

as far as i'm aware match tool does not support arrays

zinc wyvern
#

I understand, thank you very much

frozen dust
#

here is a loot table example that should work with all vanilla pickaxes

zinc wyvern
#

Now you saved me, thank you very much, I got the silk touch loot tables

#

?

frozen dust
#

it should make it so the blocks only drop an item, in this case a stick if mined with a pickaxe

#

I'm not positive if there is a better way

zinc wyvern
#

Will it work if I add the min and max?

frozen dust
#

I don't see why not

zinc wyvern
#

i can try

#

wait

zinc wyvern
#

{
"format_version": "1.21.40",
"minecraft:block": {
"description": {
"identifier": "compactores:compact_coal_ore",
"menu_category": {
"category": "nature",
"group": "itemGroup.name.ore"
}
},
"components": {
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 7.5,
"item_specific_speeds": [
{
"item": "minecraft:wooden_pickaxe",
"destroy_speed": 1.15
},
{
"item": "minecraft:stone_pickaxe",
"destroy_speed": 0.6
},
{
"item": "minecraft:iron_pickaxe",
"destroy_speed": 0.4
},
{
"item": "minecraft:diamond_pickaxe",
"destroy_speed": 0.3
},
{
"item": "minecraft:netherite_pickaxe",
"destroy_speed": 0.25
},
{
"item": "minecraft:golden_pickaxe",
"destroy_speed": 0.2
}
]
},
"minecraft:loot": "loot_tables/ironcoal.json",
"run_command": {
"command": [
"summon xp_orb ~~~"
]
}
}
}
}
why dont work?

#

@frozen dust

desert vector
#

"run_command" shouldn't be there

#

you can't do that from the block json

zinc wyvern
#

What should I change?

#

put inside an event inside the block?

desert vector
#

JSON block events have been removed

#

you have to use scripts instead

zinc wyvern
#

what??

#

what now? I don't know how to make scripts

#

I already know! I saw it on bedrock.dev about custom components

#

but I don't know how to apply it

frozen dust
frozen dust
#

what a strange decision

wanton horizon
#
    {
        "format_version": "1.21.40",
        "minecraft:block": {
            "description": {
                "identifier": "jay:coal_ore",
                "menu_category": {
                    "category": "construction"
                }
            },
            "components": {
            "minecraft:custom_components": [
                "jay:ore_component"   
                ],
                "minecraft:destructible_by_mining": {
                    "seconds_to_destroy": 1
                },
                "minecraft:loot": "loot_tables/coal_ore.json"
            }
        }
    }```
#

why am i getting this error?

#

i dont have any custom blocks geos ๐Ÿ˜ญ

desert vector
#

it's a bug
fixed in preview

wanton horizon
prime smelt
desert sorrel
#

What I'm asking is, what block does have that tag

desert sorrel
#

Nvm,

terse talon
#

Guys

desert sorrel
#

I'm fuckin stupid

terse talon
#

Whats the block atlas limit for bedrock

prime smelt
terse talon
#

I have a resource pack with 2000 blocks

#

And it crashes when joining

desert sorrel
terse talon
#

If there is a block atlas limit is it bypassable by splitting the pack in multiple parts (multiple packs rather than 1 and sending those 2-3 packs to the player)

prime smelt
#

I have one with 4k... but back in 1.19 last time updated.. Is your block simple or lotsa permutations?

terse talon
#

Well itโ€™s not really a block

#

To have correct hand positions and stuff

#

Since Iโ€™m converting from java to bedrock

prime smelt
#

so you have 2000 items and 2000 blocks?

terse talon
#

Its 2000 items

#

Without having to do hand positions manually on blockbench

#

So the terrain texture file has like over 10k lines

prime smelt
terse talon
#

There is no BP pack

#

we map it through geyser

#

This is how items with blocks looks like

prime smelt
#

okay, then this is over my head...

terse talon
#

All good thanks for helping

green anvil
#

I don't understand why my custom block has a different texture than a vanilla block.

vestal marsh