#Blocks General

1 messages · Page 10 of 1

green anvil
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but I have used one of the entity folder, is there any problem?

vestal marsh
green anvil
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The normal animation, that of all the blocks

green anvil
vestal marsh
#

Ah that's what you mean.

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Are you using the bulit in geo or using a custom geo?

green anvil
vestal marsh
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Yeah, thats a bug.

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Use the built in one instead

green anvil
vestal marsh
#

minecraft.geoemtry:full_block

green anvil
green anvil
true rover
#

hello, i have a block with this material instances ```js

  "minecraft:material_instances": {
    "*": { "texture": "white_concrete_powder", "render_method": "alpha_test"},
    "glass": { "texture": "orange_stained_glass", "render_method": "blend"}
  }
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why does the blend part not render when the block is placed in a positive x coordinates?

desert vector
true rover
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that's not the issue here

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oh wait, this seems to have fixed it 🤨

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but now i am getting a separate issue where face culling is missed up

spiral hedge
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Do vanilla blocks use the new tags that got introduced for our custom blocks so that vanilla tools can mine them efficiently?

spiral hedge
#

Alright, thanks Smokey

spiral hedge
vestal marsh
spiral hedge
vestal marsh
spiral hedge
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More specifically, would I simply put all the tiers I want in a query.has_any_tag?

oblique birch
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Pickaxe tag for breaking all pickaxe destructible blocks and then additional tag to check if it supports the tier

earnest torrent
#

Question. Is there anyway to Export and Import a Structure between two worlds that’s roughly 200x100x150?
I know .mcstructures can only do 64x64 (as far as I’m aware). Which is why I’m asking to see if the ONLY option would be to break the structure up in sections and piece them together one by one.

Also beside planet Minecraft, what a good source for downloading .mcstructures by other people?

shrewd storm
#

is it possible to have custom logs use the pillar_axis block states like vanilla logs?

vestal marsh
shrewd storm
#

damn. is their anyway to play the swing animation in a script for vanilla item use?

shrewd storm
#

lame

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i guess atleast my custom tools work with swing lol

blazing cobalt
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    "pools": [
        {
            "rolls": 1,
            "entries": [
                {
                    "type": "item",
                    "name": "sam:aluminium_ingot",
                    "conditions": [
                        {
                            "predicate": {
                                "item": "sam:aluminium_ingot",
                                "tag": "minecraft:iron_tier_destructible"
                            }
                        },
                        {
                            "predicate": {
                                "item": "sam:aluminium_ingot",
                                "tag": "minecraft:diamond_tier_destructible"
                            }
                        }
                    ]
                }
            ]
        }
    ]
}

loot ?

primal roost
#

?

desert sorrel
#

Umm. Is there a way to detect what direction the shulker box is placed?

desert sorrel
fallen tiger
#

Umm, how do I add a block that is not solid (a player can pass through it)?

white bobcat
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Set collision box to false

white bobcat
spiral hedge
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Is it possible to give blocks different names depending on blockstates? I'm trying to use permutations and the display name component but it doesn't seem to be working

vestal marsh
spiral hedge
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Alright, thanks

wanton horizon
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is there anyway to find the vanilla ore breaking speeds?

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or do I just have to guess and test

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    {
        "format_version": "1.21.40",
        "minecraft:block": {
            "description": {
                "identifier": "jay:coal_ore",
                "menu_category": {
                    "category": "construction"
                }
            },
            "components": {
            "minecraft:custom_components": [
                "jay:ore_component"   
                ],
                "minecraft:display_name": "Custom Ore",
                "tag:minecraft:is_pickaxe_item_destructible": {},
                "minecraft:destructible_by_mining": {
                    "seconds_to_destroy": 6
                },
                "minecraft:destructible_by_explosion": {
                    "explosion_resistance": 12
                        } 
                },
                "minecraft:loot": "loot_tables/coal_ore.json"
            }
        }```
shrewd storm
wild lotus
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help my block error : unexpected version for the loaded data, n 'block.json' file does not exist in the registry

fallen tiger
chilly scroll
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Anyone know how to react that fence effect with the transformation component? Cuz it works with other packs, yet trying to recreate it does not work for me.

white bobcat
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You mean the 1.5 collision box bug?

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I got a fence template that I made some months ago with it on my block templates repo discord server

chilly scroll
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Though I am thinking of a way to solve that... if I have the time.

white bobcat
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But on my personal discord server that I made for that projec, I made another fence template that makes use of a bug to not use two blocks.

chilly scroll
white bobcat
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No problem!

glossy egret
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Is there no longer any way (besides scripting shenanigans) for translucent full blocks to have interior face culling? Just wanted to double check. I can't get translucency now without specifying a geometry (using minecraft:geometry.full_block).

vestal marsh
glossy egret
lost vine
#

eh

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why is the "minecraft:placement_filter":{"allowed_faces":["up","side"]}, makes my block unplacable?

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i just want to make it unplacable on the down side of the block ( u can place the block in any face(s) but not the down face )

desert vector
lost vine
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understood

lost vine
desert vector
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yes

lost vine
lost vine
desert sorrel
#
"minecraft:material_instances": {
  "*": {
    "texture": "oak_planks",
    "render_method": "blend"
  },
  "plate": {
    "texture": "plate",
    "render_method": "blend"
  },
  "dark_parts": {
    "texture": "dark_parts",
    "render_method": "blend"
  }
}```
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Guys, the textures for the blocks...

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Does this make the block have 3 textures? Or the plate has the texture plate and other are unaffected

terse cove
#

These leaves sticking out, is it custom geometry or another block with plant geometry?

vestal marsh
full pagoda
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for the shade, it is applied for cube with shade name or group with shade name?

muted quail
#

is there something that can change blocks color ingame?? like the grass and foliage color?

desert vector
#

we don't have biome-based tinting yet

vivid oxide
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In my script I have an onTick() event running on a block, it is pretty important to be able to use the block's current position when using commands such as "setblock ~ ~ ~ air" (I know i could use setType but i would like to know how to use ~ ~ ~ for future commands). However just using dimension.runCommand("setblock ~ ~ ~ air") does not seem to work. I even tried onTick( block ) {block.runCommand("setblock ~ ~ ~ air")} but that also does not work. Any help would be welcome

vestal marsh
vivid oxide
#

ohhh, so how would I use the blocks current position when running commands through dimension?

vivid oxide
desert sorrel
#

just pick in these two

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and beware that using ~~~ isn't possible and you need to get the location instead

vivid oxide
junior flame
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Hello, has anyone had issues with custom block breaking speed not matching what's set?
Here is the related portion of my block's code: json "tag:minecraft:is_pickaxe_item_destructible": {}, "tag:minecraft:wooden_tier_destructible": {}, "minecraft:destructible_by_mining": { "seconds_to_destroy": 7.5, "item_specific_speeds": [ {"item": {"tags": "query.any_tag('minecraft:wooden_tier')"}, "destroy_speed": 1.15}, {"item": {"tags": "query.any_tag('minecraft:stone_tier')"}, "destroy_speed": 0.6}, {"item": {"tags": "query.any_tag('minecraft:iron_tier')"}, "destroy_speed": 0.4}, {"item": {"tags": "query.any_tag('minecraft:diamond_tier')"}, "destroy_speed": 0.3}, {"item": {"tags": "query.any_tag('minecraft:netherite_tier')"}, "destroy_speed": 0.25}, {"item": {"tags": "query.any_tag('minecraft:golden_tier')"}, "destroy_speed": 0.2} ] }And here is the proper breaking times for a vanilla stone block as according to the wiki article (I have matched these values in my code)

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However, when mined by hand, the custom block takes roughly 11.3 seconds, whereas vanilla stone takes 7.5.

desert sorrel
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You scared the shit out of man 😭😭

junior flame
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Lolll my bad

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Jumpscare

desert sorrel
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About your problem, the docs states that the block mining you put 2x than the actual speed

junior flame
#

I've tried that, but then my custom block takes 22.6 seconds to break by hand instead of the vanilla 7.5

desert sorrel
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7.5 - 2 = 5.5

junior flame
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It seems to my like the relationship is nonlinear, because when using a netherite pickaxe, my custom block is mined instantly whereas vanilla stone takes time

desert sorrel
#

Can you try 5.5 that?

vestal marsh
# desert sorrel About your problem, the docs states that the block mining you put 2x than the ac...
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.

desert sorrel
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This shit is confusing as hell

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so like 7.5 - 5?

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or 7.5 ÷ 5?

junior flame
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"tag:minecraft:is_pickaxe_item_destructible": {},
"tag:minecraft:wooden_tier_destructible": {},
"minecraft:destructible_by_mining": {
    "seconds_to_destroy": 7.5,
    "item_specific_speeds": [
        {"item": {"tags": "query.any_tag('minecraft:is_pickaxe')"}, "destroy_speed": 1.5}
    ]
}```This sample works and matches all tool expected times, but the breaking by hand is still ~11.3 seconds when I have set it to 7.5 seconds
desert sorrel
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it's 3.8

junior flame
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What's 3.8?

desert sorrel
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11.3 - 7.5

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subtract 3.8 to 7.5

junior flame
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Why? Wouldn't you do 7.5 * (7.5/11.3)

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If the block takes 11.3 seconds to mine, and I want it to take 7.5, I need to find the ratio between expected vs actual.
that ratio is 0.75/11.3 = 0.663..,
so I should then multiply 7.5 by that ratio to get my new breaking speed, so that in-game it is 7.5

desert sorrel
#

ohh make sense... But the seconds to destroy is still confusing asf

junior flame
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Yeah that's why I feel like I'm doing something wrong

desert sorrel
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lemme search this server regarding this.

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try your math and see if it works

junior flame
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Yes it seems to

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I assume the ratio is 0.666 (or 2/3) just because I was using my phone stopwatch to time the breaking initially so I may have been off

desert sorrel
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The destroy speed works fine just the seconds to destroy is kinda confusing

junior flame
#

Wait I'll do a better test to find the ratio

vivid oxide
desert sorrel
vivid oxide
#

yeah do you need a screenshot of what I am working with?

desert sorrel
#

in your block add, it can be anything but the name you out here should match the one you will use in the scripts ..."minecraft:custom_component": [ "custom:block" ]

and the script should look like this.

world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => {
    blockComponentRegistry.registerCustomComponent('custom:block', {
        onTick({ block, dimension }) {
           block.dimension.runCommand(`say ${block.typeId} at (${block.location.x} ${block.location.y} ${block.location.z})`);
        }
    });
});```
junior flame
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I've used scripting to time block breaking, and can confirm it matches vanilla stone with all different tool types

desert sorrel
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so what's the fix?

junior flame
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That sample works for stone, not sure why when I tested it it measured to be 11 seconds. Reloading the world changed it

vivid oxide
desert sorrel
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and just use the API version of it not runCommand

vestal marsh
junior flame
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I'm running more tests because now custom iron blocks don't have the same mining time as vanilla lol

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something to do with the hardness value maybe

vivid oxide
#

dude thanks, I'll see if it works in a sec

vivid oxide
vestal marsh
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Then yes yeah.

vestal marsh
junior flame
#

Well oddly enough I'm having the same scaling issue as before...

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That is when you mine using your hand, but when you use an iron pickaxe the ratio is the other way around

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Oh no way

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"minecraft:destructible_by_mining": {
    "seconds_to_destroy": 25, // This should be set to what wiki says for default breaking time
    "item_specific_speeds": [
        {"item": {"tags": "query.any_tag('minecraft:is_pickaxe')"}, "destroy_speed": 5} // destroy_speed is the hardness of the block
    ]
},```
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@vestal marsh ^ seconds_to_destroy shouldn't be renamed to hardness as per your feedback post, it seems like destroy_speed should be...

vestal marsh
junior flame
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Yeah I don't know why it's so strangely setup

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all I know is that using those values works

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

const overworld = world.getDimension("overworld");

const testBlocks = [
    "minecraft:iron_block",
    // Add your custom blocks to compare speeds
];
let testBlockIndex = 0;

let blockPlacedAt = -1.0;
const blockLocation = { x: -155, y: 68, z: -388 }; // Set this block location as required

function placeBlockAtTestLocation(typeId: string) {
    let tmpBlock = overworld.getBlock(blockLocation);
    if (tmpBlock === undefined) return;
    system.runTimeout(function() {
        tmpBlock.setPermutation(BlockPermutation.resolve(typeId));
        blockPlacedAt = system.currentTick;
    }, 20);
}

system.afterEvents.scriptEventReceive.subscribe(function(data) {
    if (data.id == "test:mining_speed") {
        const sourceEntity = data.sourceEntity;
        if (sourceEntity === undefined) return;
        testBlockIndex = 0;
        placeBlockAtTestLocation(testBlocks[testBlockIndex]);
    }
});

system.runInterval(function() {
    if (blockPlacedAt == -1) return;

    let tmpBlock = overworld.getBlock(blockLocation);
    if (tmpBlock === undefined) return;

    if (tmpBlock.typeId == "minecraft:air") {
        let currentTick = system.currentTick;
        let miningDuration = currentTick - blockPlacedAt;
        let miningDurationSeconds = miningDuration / 20.0;
        world.sendMessage(`${testBlocks[testBlockIndex]} takes ${miningDurationSeconds} seconds to mine.`);
        blockPlacedAt = -1.0;
        
        testBlockIndex++;
        if (testBlockIndex < testBlocks.length) {
            placeBlockAtTestLocation(testBlocks[testBlockIndex]);
        }
    }
})```
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A very rough testing setup. Set the block coordinate ideally on top of a bedrock block, and after you run the scriptevent start mining the bedrock

vivid oxide
#

This is what I have, It does not appear to be working. have I inputted it wrong? '{onTick({ block, dimension }) {
block.dimension.runCommand(setblock at (${block.location.x} ${block.location.y} ${block.location.z}) air);}'

junior flame
#

You can do

// Make sure to import BlockPermutation
import { BlockPermutation } from "@minecraft/server";

block.setPermuation(BlockPermutation.resolve("air"));```
desert sorrel
junior flame
#

But isn't what he sent effectively just replacing the current block with air?

desert sorrel
#

But idk lmfao

junior flame
#

@vivid oxide What are you trying to achieve?

vivid oxide
#

all this is for nothing if I cant find a way to replicate the randomize function that used to be part of the block events anyway

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that was the whole backbone of the system

junior flame
#

You definitely can

vivid oxide
#

option two would be I just learn how to use jigsaw blocks but I have no documentation

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ok i figured it out

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block.dimension.runCommand(setblock ${block.location.x} ${block.location.y} ${block.location.z} air);

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Thank you all for helping me 🙂

junior flame
#

You can use world.structureManager.place to create structures
https://stirante.com/script/server/1.16.0/classes/StructureManager.html#place

So, when the block ticks I assume you'd want to create a structure centerd at the block location?

// in the body of your tick callback:

world.structureManager.place(
  "mystructure:identifier",
  block.dimension,
  {
    x: block.location.x - some_x_offset_to_center,
    y: block.location.y - some_y_offset_to_move_into_ground,
    z: block.location.z - some_z_offset_to_center
  }
);```
vivid oxide
#

YES dude.... huge

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thank u so much

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its not centered but i do need offsets

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what about rotation?

desert sorrel
# vivid oxide YES dude.... huge
world.structureManager.place(
  "mystructure:identifier",
  block.dimension,
  {
    x: block.location.x - some_x_offset_to_center,
    y: block.location.y - some_y_offset_to_move_into_ground,
    z: block.location.z - some_z_offset_to_center
  },
  {
    rotation: "None",
    waterLogged: true
  }
);```
vivid oxide
#

Perfect. Got that working

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now what about the randomize problem

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Any ideas?

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Also happy new year guys

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🎉

brittle heath
#

how do I add a light outline thing to my block?

white bobcat
#

That’s a question for #1067869022273667152, please create a post there

lone grotto
#

I got the error "Failed to register Block with identifier: glass_bottle" : { "format_version": "1.21.40", "minecraft:block": { "description": { "identifier": "g:glass_bottle" }, "menu_category": { "category": "items" } }, "components": { "minecraft:collision_box": { "origin": [ -3, 0, -3 ], "size": [ 6, 9, 6 ] }, "minecraft:selection_box": { "origin": [ -3, 0, -3 ], "size": [ 6, 9, 6 ] }, "minecraft:destructible_by_mining": { "seconds_to_destroy": 0.4 }, "minecraft:destructible_by_explosion": { "explosion_resistance": 0 }, "minecraft:geometry": "geometry.glass_bottle", "minecraft:material_instances": { "*": { "texture": "glass_bottle", "render_method": "blend", "face_dimming": false } }, "minecraft:light_dampening": 0, "minecraft:map_color": "#edf9ff" } }

vestal marsh
desert vector
#

and menu_category is outside of description

lone grotto
#

thank you, i didnt see that

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now it works

brittle heath
white bobcat
#

You mean glow? You need to use deferred

brittle heath
#

or like an thick outline thing for a cartoon effect?

grim pagoda
#

Is per block or per world, like, all terrain blocks soma?

grim pagoda
#

Like if I have 10 of these blocks on the ground, does it add up to 2400?

vestal marsh
#

Yep.

grim pagoda
#

Dawn

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The worst part is that I need to save a 1 day timer in each block, but using onTick is not an option

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Because onTick resets when you leave the world, or when the block reloads

vestal marsh
grim pagoda
#

Yeah

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I did with chance...

vivid oxide
#

Yo im back with another question. Does anybody know how to turn off the auto shading feature blocks have? I have tweaked the ambient_occlusion and face_dimming to false, but it still has that slight shading. I want this to look like a never ending void, but corners are super obvious, and any of the four different materials in material_instances don't fix it.

desert vector
#

setting face dimming to false should remove that

winter mantle
#

I have the feeling we need way more block tags...

split kayak
#

how do i apply a break sound to the block?

odd dagger
winter mantle
# odd dagger Yup.

Im rn implementing some deco block and holy shit I dont know and quite cant know which blocks are full/solid via tags

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thats so annoying xD

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but air tag is overrated

odd dagger
desert vector
#

i don't think that should be determined by tags

winter mantle
winter mantle
odd dagger
#

I think this guy has a cold

vivid oxide
split kayak
#

isn't there a way to randomize block positions, like a flower?

winter mantle
vestal marsh
split kayak
#

That's good, thank you

rotund badge
#

what is the component to make a block file non-stackable as an item?

vestal marsh
rotund badge
#

like custom_item.json?

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under items?

vestal marsh
#

Yep.

rotund badge
#

i was reading it up actually lol

vestal marsh
#

Make them have the same id and all that.

rotund badge
#

okay cool

rotund badge
#

custom block looking funky

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i guess its corrrect, could be my texture

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??

split kayak
#

is there a way to do transparent blocks?

winter mantle
split kayak
#

why are my blocks with the cross geometry not lighting properly?

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i know it's not much to offer in terms of "potential problems", but it's something i've run into with several now

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i'm using alpha_test rendering, they're custom plants

desert vector
# rotund badge how would i fix this issue?

if you want to have the same rendering as a mob spawner you need to define textures in RP/blocks.json, remove "texture" from material instances and remove the geometry component

split kayak
#

is there a way to make a block emit particles every couple seconds?

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i imagine it can be done with custom components, i just don't know how to make the timer for something like that

vestal marsh
split kayak
vestal marsh
split kayak
split kayak
#

is there a way to stop custom blocks (i.e. a plant) from turning the grass below them to dirt?

split kayak
#

thx ^

orchid flint
#

I'm completely new here but I'd like to ask what I'd use to make custom blocks, I wanna make blocks from MC Dungeons for my new Project.

turbid veldtBOT
vestal marsh
#

@orchid flint👆

shrewd storm
#
                "conditions": [
                    {
                        "allowed_faces": [
                            "up",
                            "down"
                        ],
                        "block_filter": [
                            "blushrooms:popple",
                            "blushrooms:popple_vine"
                        ]
                    },
                    {
                        "allowed_faces": [
                            "down"
                        ],
                        "block_filter": [
                            "blushrooms:popple_sprout"
                        ]
                    },
                    {
                        "allowed_faces": [
                            "down"
                        ],
                        "block_filter": [
                            "blushrooms:blue_grass",
                            "minecraft:dirt",
                            "minecraft:grass_block"
                        ]
                    }
                ]
            },```
#

why is this not a thing

vestal marsh
shrewd storm
#

Able to have multiple blocks with different allowable faces per block instead of an array of blocks with an array of allowable faces if that makes sense

shrewd storm
#

Hmm maybe I typed something wrong

shrewd storm
#

nope nvm its the script, i have to freakin crouch to place another one

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is that avoidable?

vestal marsh
#

Known issue with custom components.

shrewd storm
#

ahh atleast atleast im not the only one

shrewd storm
#

is it possible to cull the face of a block youre looking at?

#

nvm i think i got it

prime smelt
#

A sea floor block, like sea-grass or kelp or coral fan, how do I make a custom block to be ocean/river floor placed AND seem like in water? I know this has to do with waterlogged. I am not up on the stuff around this. What are my options? Fake water in whitespace with no collision? or ??? help!!

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I found this.. is this it? json "minecraft:liquid_detection": {"detection_rules": [{"can_contain_liquid": true}]},

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Will that make my dreams come true?

#

Further reading... I am assuming this will do it? right? json "minecraft:liquid_detection": { "detection_rules": [ {"can_contain_liquid": true}, {"liquid_type": "water"}, {"on_liquid_touches": "no_reaction"} ] },

vestal marsh
#

You just want it to be waterlogged is all?

vestal marsh
prime smelt
vestal marsh
#

Then yeah, code above should suffice.

desert vector
#
"detection_rules": [
  {
    "can_contain_liquid": true,
    "liquid_type": "water",
    "on_liquid_touches": "no_reaction"
  }
]
lunar sigil
#

hey did something big change about blocks recently? my on_placed trigger doesnt work anymore

#
"components": {
        "minecraft:on_placed": {
            "event": "setblock"
        }
desert vector
#

Holiday Creator Features was removed
You need to use custom components instead

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

lunar sigil
#

ah...

#

thanks

#

do i just add these custom components to a main.js

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like they dont have to have their own files or anything right

desert vector
#

imo it's better to have them in separate files
e.g. BP/scripts/myComponent.js

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

const MyBlockComponent = {
  // Hooks
  onPlace(event) {
    // do something on place
  }
};

world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => {
    blockComponentRegistry.registerCustomComponent("my:component", MyBlockComponent);
});

and then import into main.js

import "./myComponent.js"
lunar sigil
#

for organisation i guess

#

but still works if i just have a list of components in 1 file

desert vector
#

yes

lunar sigil
#

okay cool thank you

prime smelt
desert vector
#

it's for when other liquid types (e.g. lava) are supported

prime smelt
mint frost
#

Any fix for plants being used as a connecting block for fences?

vestal marsh
rotund badge
#

has anyone made a fake / beacon block?

#

same textures and model....

white bobcat
#

Just trash workarounds

split kayak
# mint frost

Hey! I see the plants. I’m also doing custom plants. Have you had issues with plants turning the grass below them to dirt in certain light?

#

I’ll confirm tmrw, but I think I added the plant tag, so if there’s something else it may be it’d be great if you could pass it along

mint frost
#

nope, haven't had that issue

split kayak
#

Rip, alright

#

Thank ya

rotund badge
winter mantle
split kayak
#

Genius! Thank you

split kayak
split kayak
#

this is what i'm talking about. i've set dampening to 0, added the plant and fertilize_area tags, i'm not sure what's causing it

vestal marsh
split kayak
vestal marsh
split kayak
vestal marsh
split kayak
#

How do I change the rotation of a block in my hand?

vestal marsh
split kayak
#

thank you!

snow ivy
#

Anyone know where I can find help on creating a block that takes two block spaces simmular to a bed?

split kayak
#

Can I make a block unstackable in stable?

#

As in, in your inventory. Only 1 per stack in your inventory. I'm aware of item switching or whatever it's called in experimental but am looking for a fix in stable

split kayak
#

Rip

balmy quiver
atomic crescent
#

How do I combine multiple blocks into one

#

and make it work something like the pink petals

desert vector
atomic crescent
desert vector
#

and then use bone visibility and a custom component to change a state determining how many are visible

desert vector
#

there is an issues in index.js
it should be mainhand.setItem rather than mainhand.setItemStack

balmy quiver
atomic crescent
atomic crescent
balmy quiver
#

(But it can be removed with a tool or something, in case I need to take it out.)

atomic crescent
atomic crescent
atomic crescent
atomic crescent
balmy quiver
rugged niche
#

Do lots of onTick blocks cause lag?

vestal marsh
unborn wave
#

why does my custom block do this when I switch from "Alpha_test" to "opaque" can it be avoided without setting it back to alpha_test?

vestal marsh
#

Since your texture has transparent pixels it needs alpha_test.

rugged niche
vestal marsh
#

That shouldn't cause lag, I've done something similar.

magic pivot
#

Heyo! @vestal marsh I am trying to allow my custom stairs to change to 'corners'.
I am following along with this
https://github.com/SmokeyStack/adk-lib/blob/main/stable/scripts/blocks/stairs.ts

But i am getting the error below. because i do not have the correct states on my custom stairs...
Is there anywhere i can see an example of vanilla stairs? so i can make sure i have the correct stair states / perms

[Scripting][error]-Error: Failed to set property 'ts_wcbb:south' on block 'ts_wcbb:stairs_birch_wood' at <anonymous> (bundle.min.js:1)

vestal marsh
magic pivot
# vestal marsh Sorry, that particular custom component is using a block file generated by the a...

True thank ya! But then i need the perms as well? And should i just customize those myself. so it is changing block model?
Just not sure what the vanilla entries are, for different block models.
ex:
"minecraft:geometry": "geometry.minecraft.stairs",
"minecraft:geometry": "geometry.minecraft.inner_stairs",
etc...

I know the stairs file is also looking for :shape states. Doe sthat matter. if i am just changing geo via perms

vestal marsh
# magic pivot True thank ya! But then i need the perms as well? And should i just customize th...

Nothing like that, all it's doing is updating the bone_visibility. Here's the stairs model I used.

https://github.com/SmokeyStack/adk/blob/main/adk/data/assets/stairs.geo.json

Though, doesn't seem like the public repo is up to date.

GitHub

Create add-ons using C++. No more using JSON. Contribute to SmokeyStack/adk development by creating an account on GitHub.

magic pivot
vestal marsh
#
#include "block/block_stairs.h"

#include "block/component/custom.h"

namespace adk {
    nlohmann::json BlockStairs::Generate(std::string mod_id, std::string id) {
        auto placement_position = std::make_unique<PlacementPosition>();
        auto placement_direction = std::make_unique<PlacementDirection>();
        placement_position->AddEnabledState(PlacementPosition::EnabledStates::VERTICAL_HALF);
        placement_direction->AddEnabledState(PlacementDirection::EnabledStates::CARDINAL_DIRECTION);
        AddProperty(std::move(placement_position));
        AddProperty(std::move(placement_direction));
        auto state_string = std::make_unique<StateString>(mod_id + ":shape");
        state_string->AddValue({ "straight", "inner_left", "inner_right", "outer_left", "outer_right" });
        AddProperty(std::move(state_string));

        auto& custom_component = std::find_if(std::begin(components_), std::end(components_), [](const auto& component) { return component->GetType() == "minecraft:custom_components"; });
        if (custom_component == std::end(components_)) {
            auto component = std::make_unique<ComponentBlockCustom>();
            component->Add("adk-lib:before_on_player_place_stairs");
            components_.insert(std::move(component));
        }
        else {
            ComponentBlockCustom* component = dynamic_cast<ComponentBlockCustom*>(custom_component->get());
            component->Add("adk-lib:before_on_player_place_stairs");
        }

        return Block::Generate(mod_id, id);
    }
} // namespace adk
#

Yeah, I just add a block states and handle it via the bone visibility in the geometry component.

#

Ah yes, I do change the geometry only based on its rotation to keep the UV lock since we don't have that yet.

half hemlock
#

How do I use the block tick component to run things like scripts or commands?

desert sorrel
#

imagine the system.runInterval delay option

#

you need to use onTick of block components in script to run things

half hemlock
#

onTick from what?

#
world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => {
    blockComponentRegistry.registerCustomComponent('custom:block', {
        onTick({ block, dimension }) {
           block.dimension.runCommand(`say ${block.typeId} at (${block.location.x} ${block.location.y} ${block.location.z})`);
        }
    });
});

?

desert sorrel
#

Beware it causes lag and might crash world

half hemlock
#

is "custom:block" the block I want to add the component to?

#

dumb question but yk

#

just gonna assume yes

desert sorrel
gilded mortar
#

How can I make a block generate particles?

desert sorrel
smoky swallow
#

Do you know how to fix this ?

#

The blocks in creative looks weird in mobile phone. But in PC it's fine.

atomic crescent
atomic crescent
atomic crescent
atomic crescent
warped rune
#

If like.. when you stack them like 100x100

#

Or 1000x1000

#

I saw some addons that when they place some blocks there like entities inside the block, till this day idk why they did that

split kayak
#

If I have a custom block model, and it consists of two cubes, how do I make a material instance that only affects one of the two cubes?

mental oak
#

CHAT HOW THE HECK DID THE BIOMES + REALISM MAKE REAL MODDED STAIRS WITH PROPER COLLISION

#

SOMEONE PLEASE HELP

vestal marsh
mental oak
vestal marsh
#

Cant help with that, sorry. You'll have to figure it out yourself. But I would not bother due to jankiness.

mental oak
#

theyre better than stairs that are just slabs

desert sorrel
#

I guess it's an entity with multiple collisions

desert sorrel
#

Is there a way to make a block unobtainable?

#

Like you can't use it on commands

desert vector
manic pagoda
#

so i am just coming back to addon development after the 1.21 changes can i still use block geometry like this? "minecraft:geometry": { "bone_visibility": { "top": true, "blinds_open": true, "blinds_closed": false }, "identifier": "geometry.blind" },

trail scroll
#

Oh hey you're here.

manic pagoda
desert sorrel
rugged niche
#

How do you read the selected face from onPlayerInteract?

desert sorrel
#

Answered you in the script API channel

split kayak
oak totem
#

looping: false in minecraft:tick isnt working?

#

I added thisjs "minecraft:tick": { "interval_range": [1,1], "looping": false }
but onTick is activating constantly

vestal marsh
#

And are you adding it in a permutation or?

#

Is your format version 1.21.10 or higher?

oak totem
#

Im changing the permutation

desert sorrel
oak totem
#

the block is "restarting" because of that, I understand the problem now

#

🤔

desert sorrel
#

-# idk probably they're too lazy to fix that lmfao

oak totem
#

xD

shrewd storm
desert vector
#

are you using multiple render methods on those blocks?

shrewd storm
#

just the one thats disapearing yeah. it has 2 textures only way i was able to get the trasnparent part

desert vector
#

you can only use 1 render method per block
you should be able to just use one texture with blend

shrewd storm
#

but whats weird is its only near the sand that it does this

#

no it works fine outside of the beach area

desert vector
#

the reason that is happening is because you're using multiple render methods on one block
it will not happen if you only use blend

shrewd storm
#

ill try it and see if that helps

#

It worked. But it needed 2 faces per bone to render correctly for blend

#

It turns invisible if north and or south aren't a face

vestal marsh
#

Is that using the built in cross geo?

shrewd storm
#

I wonder if you can use this for leaves to avoid the weird render when using the full_block geo

#

Yeah it is

#

Err was

#

It's my sapling geo now

vestal marsh
#

Any particular reason you're not using the built in?

desert vector
#

i think the built-in cross geo is outdated anyway
if they updated it to be double sided (preventing face mirroring) this wouldn't be an issue

shrewd storm
#

^

desert vector
#

they've updated the cross blockshape, but not geo

vestal marsh
shrewd storm
#

I've used my own since I started i didn't even know about the built in till I was on like my 9th flower lol

#

I've only really used full_block built in since unit_cube was removed, not sure how many built in geos we have for blocks.

shrewd storm
vestal marsh
#

We only have two publicly. In the exe build there are strings for other geos but not useable.

shrewd storm
#

Alpha_test

desert vector
#

minecraft:geometry.cross vs cross blockshape (1.21.60)

shrewd storm
#

As as far as I've read apha_test should have rendered the translucent part i guess I misunderstood the wiki

vestal marsh
shrewd storm
#

Well only certain textures work with certain renders so yeah

vestal marsh
#

According to my docs anyways.

desert vector
#

double sided blend could also help

shrewd storm
#

Meh(waits for update) again

desert vector
#

what update are you waiting for?

shrewd storm
#

Well hopefully updated geos for blocks so I can cut down on how many I'm using lmao

vestal marsh
#

Thinkdricks Suing?

#

I think...the next one we desperately need is slabs.

shrewd storm
#

Stairs* but yeah

vestal marsh
#

Not stairs.

desert vector
#

i'd like better culling rules first

shrewd storm
#

Custom culling rules

desert vector
#

so we can create leaves, glass etc

vestal marsh
#

The reason not stairs is because that requires editing bone visibility and we don't have that ability for built in geos.

shrewd storm
#

Oh yeah good point

desert vector
#

i feel like they would have to state-drive stair connection too

shrewd storm
#

Custom collision

#

They do

#

they use 0-3 for weirdo direction which includes the corner and they have an upsidedown_bit for upside down placement

vestal marsh
#

Java's block states better.

desert vector
#

wonder why they haven't been updated to minecraft:cardinal_direction and minecraft:vertical_half like other vanilla blocks

shrewd storm
#

also when i placed just 4 in a circle all 4 that are the corner just say weirdo direction theres nothing else in it so idk

#

they need to

vestal marsh
#

Weirdo direction is that they call the top part of the stair.

shrewd storm
#

yeah its just weird how they do the colision if they only call one part of the stairs for placment like that

desert vector
vestal marsh
#

I forget how atrocious stair select/hit collisions are.

desert vector
#

I'm pretty sure only the blockshape does any connection

shrewd storm
#

it has to be theres only 2 states

#

er traits i guess

vestal marsh
# desert vector

Last I tried anyways, if you tried aiming at the corner bit(at the back) it would fail to place the block. Maybe it's an editor mode issue.

shrewd storm
#

unless they really do it as a seperate part and just use a perm to place it like we do

#

have a seperate geo for the corners use query for neighbors

vestal marsh
#

In Java at least they only have two geos.

shrewd storm
#

that makes sence. one for normal cardinal and one for the corners

#

the only reason they havent just implemented majority of javas code is cuz java isnt universal in all platforms, atleast not all of its funtionality

#

in order to do that they would have to rebuild bedrock with javas core to work with c++

#

idk why they havent just made their own engine to work like unity or eu5. you can totally make it to work seperatly for both platforms

#

youd really only need to update the engine for new mechanics everything else would just be an addition to whats already impemented. build ur engine around java and c++ and use either for the core for what ever platform its on. ios would be the only issue

vestal marsh
cyan phoenix
mental oak
cyan phoenix
#

no

mental oak
#

Well dang i have absolutely no way to go abt doing that tbh 😭

#

Im very very new to scripting

desert sorrel
#

it's very janky and not worth it ngl

mental oak
#

Its still better than wannabe stairs

stark tree
#

Gahhhh

#

Workarounds for everything

white bobcat
#

How does the new block tags work that makes vanilla tools able to break our custom blocks? Can someone explain to me please?

desert vector
white bobcat
#

I remember seeing something about iron, stone etc etc

desert vector
#

they don't do anything afaik

white bobcat
#

Unfortunate. So adding that tag will only make our custom blocks destroy faster with any vanilla tools of said type, correct?

desert vector
#

yes, i believe that's how vanilla blocks do it too

white bobcat
#

And those tags don't have any relation with the loot right?

desert vector
#

the tier tags are applied based on whether the vanilla block drops loot
they won't stop loot dropping from a custom block

white bobcat
#

tier tags?

#

You mean the iron, stone etc

desert vector
#

yes

white bobcat
#

But they have no use on custom blocks just vanilla

#

?

desert vector
#

let me check

desert vector
white bobcat
#

Categorise blocks how? Like a comment on the file, or do they change speed too?

desert vector
#

so you can look at a block's tags and determine whether it would drop loot
not sure when you'd use it

white bobcat
#

Ah okay, so overall not any real usage for us

#

Is there a tag:minecraft:is_pickaxe_item_destructible for sword?

desert vector
mental oak
white bobcat
desert vector
blazing cobalt
#

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

#

patch ?

vestal marsh
blazing cobalt
#

ok

spiral hedge
#

Does anybody know how to make a block unable to float, so it requires itself to be attached onto another block?

vestal marsh
spiral hedge
#

Every single block?

desert vector
#

I doubt it's possible to do though since conditions has a max length of 64

vestal marsh
vestal marsh
spiral hedge
#

Scripting... So like through the use of an onTick custom component or a blockdestruct afterevent?

spiral hedge
desert vector
#

was getting confused with block filter oops

spiral hedge
#

Is there a method to destroy a block with Scripting, like not simply making it into air but having it be actually destroyed? I still want the block to emit break sounds, particles, and drop its loot

desert vector
#

no
you'd have to use commands setblock ... destroy

spiral hedge
#

Ok, thanks guys

rotund badge
#

we can't make custom block text data right/

#

like signs

#

what aobut a block inventory?

vestal marsh
split kayak
#

This menu isn't appearing for me? I can't figure out why the Material Instances button isn't popping up

vestal marsh
split kayak
#

tysm!!

prisma jewel
#

hi

spiral hedge
#

Does anybody know if custom blocks loaded by world generation can tick?

spiral hedge
vestal marsh
spiral hedge
#

Alright, thanks

spiral hedge
# vestal marsh Should.

I tested it today and my custom block doesn't tick 😞 if set by a structure template feature. I was on the latest preview. Do you think this is a bug?

dull pewter
#

Is the breaking speed of blocks off? I have a custom block with the same stats as oak planks but when mining both with a gold axe the custom block is insta-mined but the planks aren't

rotund badge
#

does custom components allow me to dynamically link a block to script data?

this way i could essentially have block dynamic properties?

#

or is it set in stone stuff

#

my issue is this

vestal marsh
#

Well, the data will be lost upon reload. But there are a few other ways to store data on blocks. The most common way is to store a block location and have that as a key.

rotund badge
#

yeah i use block locaiton as the key currently

#

in my database

#

but using structure blocks ruins that.... for plot systems

vestal marsh
#

There's no other way then.

rotund badge
#

hmm ok i appreciate the response

#

having some new block dynamic properties would be amazing. hopfully something like that some day

lunar solar
#

Could you store data in a custom block state?

vestal marsh
lunar solar
#

It would really depend on the usage but a there would be a script or custom component that would update a custome state depending on some event happening

dull pewter
#

Is the breaking speed of the destructible by mining component off? I have a custom block with the same breaking speeds as oak planks, but when mining both with a gold axe, for example, the custom block is insta-mined but the planks aren't...

tight token
#

i think it is

trail scroll
#

Left: Using "minecraft:geometry.full_block" (gross)

Right: Using blocks.json without geometry component (I want this)

Warning said my custom block needs a geometry component. Custom blocks' first iteration didn't have geometry components and are full blocks. How do I replicate the one on the right without blocks.json?

woven robin
#

hi there, are the custom grass blocks color change based on biome hardcoded?

cerulean quiver
#

Can anyone tell me how to create an addon for a new block crafting table? It means creating the same block as the crafting table, just different texture or shape, the function is the same

Sorry if the sentence is weird, I have a translation

trail scroll
elfin dock
#

hey guys, how do i make a block face the way the player places it?

elfin dock
#

dont stop existing

cerulean quiver
#

I first wanted to create an addon about it.

trail scroll
cerulean quiver
cerulean quiver
trail scroll
trail scroll
# cerulean quiver Mobile

Use the blockbench webapp for models
Use any file editor app to move around files
Use Pixel Studio to make textures

#

I don't use bridge and this is what I worked with. Someone else chip in because I don't develop add-ons in mobile and this is what I know.

cerulean quiver
static storm
#

Im making a hay feeder. All I want it to do its upon player place hay it takes the bale and changes the desplay. Then upon crouch click it releases the hay bale. Would this be refering to block states or loot tables?
Id think of it more like a cauldron, empty vs fill-led than a chest. ? Thanks

#

Any sort of suggestions towards tutorials would also be helpful. I will learn.

dire wolf
#

You could use scripts to detect the interaction with the block and use a custom block component to set the permutation to display more hay.

#

Does anybody know how to rotate the block model in the player's inventory? I made a custom skull block, but its facing away in the inventory and in the player's hand.

vivid steppe
#

is it possible to make a block that vines cannot be placed on?

scenic citrus
#

Is there a way to transform a block once it's done burning?

elfin dock
#

how do i make fortune possible on a block?

kind vigil
#

How do I make a custom block with multiple materials and different materials for cubes in the model?

kind vigil
#

I set them in blockbench and have them set in a component but its not using both that I have

lament hull
#

how to make block not drop item when destroyed?

jagged phoenix
#

Set the loot to an empty loot table

It will still drop itself if you break it with sill touch though

If you want it fully unobtainable, you need to use a script or custom component to delete the item when the block is broken.

timid nebula
#

Is it possible to change block's states using PlayerInteractWithBlock instead of block events ?

timid nebula
#

Do I still need this part of the code: world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => { blockComponentRegistry.registerCustomComponent( "example:size", CustomBlockComponent ); });
?

vestal marsh
timid nebula
#

I'm using that now, but I can't place a block above unless I press Shift

timid nebula
#

Using PlayerInteractWithBlock will prevent this from happening, right?

onyx marsh
#

I need help, I’m making stuff from the create mod into my Minecraft bedrock add-on. And rn I’m making the mechanical harvester:

tawny falcon
#

Is it possible for me to add the waterlog state or remove the waterlog state from a custom block, with the new flood component using script?

#

for example a block is waterlogged, and when I use an item it will no longer be waterlogged

pseudo matrix
#

Anyone know how to make item_specific_speeds work properly for mining blocks? For me, if I set it to 5 seconds it doesn't take 5 seconds to destroy, it takes longer.

#

Any help is appreciated! :)

vestal marsh
graceful jewel
#

Hello, I'm new and I have some questions about modeling in blockbench.

raven mason
#

I forgot how I can rotate the direction the block is facing in the inventory.
Can someone help me fresh up my memory?

vestal marsh
raven mason
vestal marsh
raven mason
vestal marsh
raven mason
#

ah so the down state is the default one

tawny falcon
#

Does minecraft:collision_box affect interaction with water? When the block is waterlogged? I left my block waterlogged but the water becomes invisible and completely bugged visually on the block

dull pewter
#

why does silk touch completely ignore the loot table component?

#

my block should only drop if mined using an iron, diamond, or netherite pickaxe, but mining it with any other tool with silk touch will also make the block drop

prime tinsel
#

Is it possible to open a door only when you have the tag allow_open? If players dont have that tag they cant interact with the door

slow citrus
#

What's the friction value of soul sand?

desert sorrel
slow citrus
desert sorrel
#

You can check there

#

yep, the soul sand is 0.9

vestal marsh
#

What's the <not important> part?

drifting ginkgo
#

I realized my mistake 😅

tawny falcon
#

Is it possible to give specific sounds to certain custom blocks above a note block?

#

like what happened with the mob heads

wanton horizon
#
{
    "format_version": "1.20.80",
      "minecraft:block": {
          "description":{
               "identifier":"jay4x:egg_block"
          },
          "components":{
            "minecraft:destructible_by_explosion": false,
            "minecraft:destructible_by_mining": false
          },
        "minecraft:geometry": "geometry.egg_block",
        "minecraft:material_instances": {
            "*": {
              "render_method": "alpha_test",
              "texture": "egg_block"
            }
          },
          "minecraft:light_emission": 0,
          "minecraft:loot": "loot_tables/empty.json"
          }
        }```
any reason for this?
#

its working now but the block is massive

vestal marsh
wanton horizon
vestal marsh
wanton horizon
#

like standing on it and stuff

vestal marsh
#

You need to edit both collision and selection box.

wanton horizon
#

ooo theres a collosion box component to?

vestal marsh
#

Yeah.

wanton horizon
#

amen thank you for that 🙏

static storm
#

Info or tutorials for creating custom containers, like a physical bucket that works like a cauldron?

wanton horizon
#

anyway to my my block not connect to fences?

brittle heath
#

how do I make a glow outline effect around a block? like with some of the lanterns in the Minecraft events.

drifting ginkgo
#

So... blocks still can't hold items because tile entities aren't exposed to us?

tawny falcon
#

Any custom block turns the grass block into dirt correct?

#

or is there some kind of rule that doesn't make this happen?

tawny falcon
west ledge
woven robin
#

hi there, on bone_visibility cant I use wildcards? like "frame_*"?

desert vector
#

you can't

desert vector
#

not turning into dirt

tawny falcon
desert vector
#

what's your block JSON

tawny falcon
desert vector
#

light dampening

#

checking which values cause it

#

anything over 11

tawny falcon
#

interesting, I didn't know that

drifting ginkgo
glass star
#

Is it possible to just change block textures on existing Minecraft blocks? Like I want to make a bunch of comparators, but with the little triangle in the middle a bunch of different colours and different functionality. The json im fine with but the rest im useless lol

lament hull
#

how do i change block texture according to block state?

vestal marsh
static storm
#

Learing how to trigger and code blockstates, the wiki has limited info. For context Im making fillable buckets with levels. I know I need the modles, textures, levels. I dont know much about where to put all the info? Any tutorials out there close to what Im doing? About permutations and conditions?

#

Ive also looked into bedrock samples to see how the cauldron was done and slabs but again, limited info’s ??

vestal marsh
#

Not sure what else you need.

static storm
#

Hmmm. I guess I need to scope it out more. I was hoping for an example add-on or something like a video tutorial.

#

I don’t quite understand what folders to make and where they go RP or BH wise. I got the just, its just a little unclear.

desert vector
jagged phoenix
#

Have 3 quick questions:

  1. Is it possible to distinguish between naturally generated blocks and blocks placed by a player?

  2. Is it possible to determine if a block was generated as part of a tree?

  3. Is it possible to check if a block belongs to the same tree as another block?

desert vector
#

you can check for naturally generated leaves based on their states but that's it

austere fossil
#

does custom glass not work anymore? To use a blend rendering you need a geometry, and if there's a geomtery you can't make it single sided

#

or even alpha single sided

static storm
desert vector
#

there was a bug with it that was fixed in a hotfix

static storm
#

Is there a way to get around 1 for 1 item block placement, so the item isn’t consumed after placing 1 block. Would an option be to add a loot table to the item or? Is there no way to alter that function. Lets say I want an item to place 6 of the same block b4 it is consumed

vestal marsh
glass star
#

Anyone know if there is any way to make a custom block output a redstone signal?

#

like I'm able to read input signals, I have my property set based on conditions using the input signals, but I don't know how to output a signal when the property is true

glass star
#

I suppose that means there's no way to trigger a redstone signal at any given location either? I'm curious how wireless redstone addons do it

ebon laurel
#

My guess would be through placing redstone blocks at the position of the other wireless redstone block, then turning it back to the wireless redstone block

glass star
#

Is there something like this but for blocks?

desert vector
#

no

odd dagger
#

maybe we could get access to the material that eye blossom uses someday.

gilded mortar
#

anyone knows how can I spawn particles on my custom blocks?

vestal marsh
gilded mortar
#

or do I have to do something else?

desert sorrel
#

Dimension.spawnParticle('<name>', { x: 0, y: 0, z: 0 })

gilded mortar
gilded mortar
odd dagger
#

it loops

gilded mortar
#

anyone knows why this isn't working? I'm trying to spawn a particle when my block is in a specific state

vestal marsh
gilded mortar
#

So, particles work but they only appear once, does it have something to do with the tick interval?

#

I don't know how to make it work

#

properly

glad bridge
#

GUYS I JUST MADE A DISCOVERY

#

whenever you want to set a destroy time, take the time you want in seconds, and multiply it by 2/3, and set that as the destroy time for the block

#

i found out what was wrong with the component, it adds 50% of the destroy time you choose to the actual time it takes to break the block

vestal marsh
#

Thats known.

#

Lol.

desert vector
#

i am claiming this discovery

#

mine, all mine

#

ignore that the minecraft wiki has said it forever

glad bridge
#

nobody i know ever knew that

lament hull
#

are custom lamp blocks possible

odd dagger
#

so yes

static storm
#

How can I stop a custom block from trying to connect to a fence?

static storm
#

Awe ok ty❤️

static storm
#

Is the how to make a trapdoor on wiki outta date?

#

It won't work for me

desert vector
#

no

#

are you getting any content log errors?

static storm
#

no, bridge says everything is fine besides the alpha_test_one_sided, says that doesnt exist lol but thats in the docummemt

vestal marsh
#

Bridge moment.

static storm
#

when I use the .geo provided, my texture is invisible

#

so I make a texture off the .geo in blockbench, it works. but then the scripts Open dont work

#

has no function, just a block

#

I've tried not renaming hardly a thing, still wont work. thinking of name conflicts or something

#

ive tried using a vanilla texture, still invisible

#

ill try to just do a basic door with the file to a tee and see if that works, i just can't seem to figure out where im messin up

desert vector
#

have you updated to 1.21.60?

static storm
#

yea

static storm
#

do i need to change all the wiki identidiers to my idenitifer for it to work

#

because doing the base idetifier made it appear bu the scripts not working

vestal marsh
#

Yeah.

static storm
#

even the wiki:open?

#

I mean it makes sense but dang I wish that was mentioned on the doc

desert vector
#

it will work if you keep the wiki identifiers, but they should be changed to your own namespace

#

there is nothing special about wiki:

static storm
#

ok right, thats what I thought, but i click the door and nothing happens 😦

desert vector
#

do you have a script module in your BP manifest.json

static storm
#

I have a scripts folder >> should it just be script OML facepalm

desert vector
#

no

static storm
#

Ohh ..

desert vector
#

make sure you generate your own uuid

static storm
#

Ok makes sense! ty

static storm
#

Got it workin! Thank you for your help~ Im big dumb but I'm trying I swear 🙂

low stag
#

how do I give a block a custom collision?

vestal marsh
drifting ginkgo
#

How do I change the rendering method of a vanilla block?

vestal marsh
#

You cannot.

drifting ginkgo
#

🌚

drifting ginkgo
past torrent
#

Say theoretically I wanted to make a custom geometry block with 3 textures rendered at once as parts of it are layered, is that possible?
-# This is for a custom geometry block and not a full block with block sides

desert vector
past torrent
desert vector
#

what does the model look like

past torrent
#

Best example, its a santa player plushie, has hat, outfit, skin

desert vector
#

do you mean using separate textures for different cubes?

past torrent
#

Pretty much

desert vector
#

if the "skin" and "outfit" textures need to be displayed layered on the same cube you'd have to do something like this

{
  "texture_data": {
    "example:farmer_skin": {
      "additive": true,
      "textures": [
        "path/to/skin",
        "path/to/outfits/farmer"
      ]
    },
    "example:santa_skin": {
      "additive": true,
      "textures": [
        "path/to/skin",
        "path/to/outfits/santa"
      ]
    }
  }
}
past torrent
#

Thank you so much

outer veldt
#

can i make a block be placeable on everything except air?

#

just so if there's nothing beneath it then it gets snapped

vestal marsh
outer veldt
#

Rip

desert sorrel
outer veldt
#

they should just add an exclude blocks property in placement filter

gilded mortar
#

What is the new thing that I have to make to order my items?

#

Something like catalog

#

Does anyone have any information about that?

atomic crescent
#

How do I make blocks change states when right clicked

desert sorrel
desert sorrel
#

yeah.

austere fossil
vestal marsh
austere fossil
#

Alrighty

static storm
#

So Im trying to work on more custome collision boxes but im having issues finding the orgin, I use a 1x1 cube and place it in the most right corner, then pull the position and add it to the file. I go ingame and the position is like opposite across from where the cube was ingame? any easier way of finging orgin?

#

Um.. never mind apparently I was doning somthing wrong >> OML

#

I got it!

gilded mortar
austere fossil
#

Ive been in lectures since then so i havent looked

desert sorrel
#

guys, is the trait in blocks counts as permutation?

odd dagger
#

it does

desert vector
jagged phoenix
#

Is there a way to detect when a block is powered by redstone?

vestal marsh
jagged phoenix
#

Is it possible to make a full block with textures for different faces without making a model?

lunar solar
#

There any way to make a custom grass/dirt block able to have grass/ other plants that can only be placed on grass

jagged phoenix
# desert vector https://wiki.bedrock.dev/blocks/blocks-intro#per-face-textures Only use the code...

Is it possible to use material instances to set the faces in permutations without using a geometry?

If I set the faces directly in blocks.json, then they are hardcoded to north/south/west etc.

If I set them in material instances, (but not blocks.json) there doesn't seem to be any texture at all.

If I set the textures in both, only blocks.json textures are chosen

I have a front/side/back texture and am trying to make a block that can be placed facing different directions.

desert vector
# jagged phoenix Is it possible to use material instances to set the faces in permutations withou...

You need the geometry component for texture definitions in material instances to take effect
Remove textures definitions in RP/blocks.json and add something like this to your BP block JSON components

"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:material_instances": {
  "*": {
    "texture": "my:top_bottom_texture"
  },
  "north": {
    "texture": "my:front_texture"
  },
  "south": {
    "texture": "my:back_texture"
  },
  "side": {
    "texture": "my:side_texture"
  },
  "west": "side", // Use the "side" instance for the west and east faces
  "east": "side"
}
#

this also assumes you are using the cardinal direction state with a Y offset of 180

kind vigil
#

Are you able to make fences and stuff not connect to a custom block?

white bobcat
#

No

kind vigil
mint frost
#

completely forgot we were lied to

#

😔

proud sage
#

When creating custom blocks, I want to reference existing blocks. Where can I find the JSON files that define their behavior?

desert vector
#

Which behaviour do you want to re-create?

proud sage
#

I want to make chorus flowers grow infinitely. Basically, I think I just need to override chorus flowers to always set their age to 0 or remove the mechanism that increases age. I don't know how to do that. Could you help me create it?

desert vector
#

you can't modify vanilla blocks so i'm not sure if that's possible

proud sage
#

Is it possible to create as a new block and override the behavior of chorus flowers?

#

Alternatively, is there another good method?

white bobcat
#

You could replace all vanilla chorus flower blocks with your own, that's the best you could do

#

As you cannot modify vanillaa blocks

naive apex
#

Hey, what are the values in blocks.json like brightness_gamma and ambient_occlusion_exponent? I can't find any documentation anywhere

#

And isotropic

#

Can I use any of these to make a vanilla block "glow"?

vestal marsh
naive apex
#

I know what values they accept

#

I don't know what they MEAN

desert vector
#

brightness_gamma doesnt do anything anymore

naive apex
#

No wonder it's not in the vanilla packs

desert vector
#

ambient_occlusion_exponent changes the intensity of ambient occlusion (smooth lighting shadows)

naive apex
#

Hm

desert vector
#

isotropic makes textures randomly rotate

naive apex
#

What did brightness gamma do before it was removed

desert vector
#

what ambient_occlusion_exponent does now

naive apex
#

Oh

muted quail
#

is there a way to create a custom furnace?

spice stone
#

No

tight token
#

I wish they would give us the ability to have unique shaped collision boxes for blocks 😭

floral pebble
#

Any working way to stop block from being moved by a piston?

floral pebble
#

oh

#

sh#t

desert vector
#

just trigger an explosion with a 100 block radius if the block is pushed
that'll teach them

jagged phoenix
vestal marsh
magic pivot
#

@vestal marsh Hello sir. I have a block that is 2 blocks high. I would like the entire block to be interactable / have a collider.
As of now, the selection/collision box is an entire cube. 16 x 16. But the block is 32 high, so i cannot interact with the top half of my block. Any ideas? I was thinking of an empty cube that i can spawn on top. and then pass interaction data?
I will also need to destroy the dummy block, when the original block is destroyed, and vice versa

#

Seems like a lot just because i don't know of a way to make a larger collider

desert sorrel
#

yeah, the problem is the collision works yes but interacting is not, the size of interaction will always be full block.

#

Best way is to place another block, but in that case, just make the block full block and just create a separate block for 2 blocks high that 🤷

marble stone
#

Hey does anyone know how to let a beacon beam pass through a custom block?

hot sierra
#

setting can_contain_liquid to false after it's waterlogged doesnt remove the water. "(

hot sierra
#

assuming youve already made the block see through with alpha

vestal marsh
hot sierra
vestal marsh
digital juniper
#

Hello, does anyone know how I can see the json of the blocks? 🤔

digital juniper
#

thank you🥲

lunar solar
#

I hope they never manage to break box UVs for blocks

#

Because if they do I'm committing a crime

dull pewter
#

Would setting the interval_range in the tick component to [0, 0] run it every tick?

vestal marsh
dull pewter
mint frost
#

Can flat blocks still have icons generated?

vestal marsh
mint frost
vestal marsh
mint frost
#

I don't know how that would help me

vestal marsh
mint frost
#

it's just barebones empty json { "format_version": "1.21.60", "minecraft:block": { "description": { "identifier": "runecraft:flipbook_test", "menu_category": { "category": "construction" } }, "components": { "minecraft:geometry": "geometry.flat", "minecraft:material_instances": { "*": { "texture": "flipbook_test" } } } } }

mint frost
#

Can't seem to get item_visual to work

#

woops

#

I'm a moron

vestal marsh
#

This is what i had:

{
    "format_version": "1.21.50",
    "minecraft:block": {
        "components": {
            "minecraft:custom_components": [
                "namespace:cancel"
            ],
            "minecraft:geometry": {
                "identifier": "geometry.temp"
            },
            "minecraft:material_instances": {
                "*": {
                    "texture": "temp"
                }
            }
        },
        "description": {
            "identifier": "namespace:temp"
        }
    }
}
mint frost
#

doesn't exactly change anything though

#

oh, I've never used that stuff in geo

#

I don't think item_visual would work tbh

mint frost
vestal marsh
mint frost
#

nope it's just a block with a flipbook texture

vestal marsh
#

Then I haven't the foggiest clue since that worked for me. You tried my geo and block json? Maybe try just creating a 16x16x16 and see if it renders, then use the item dispaly

mint frost
#

I only copied the geo file

#

our block jsons are pretty much identical barring location of the components and excluding the custom component

#

@vestal marsh my bad, I think it does work, when I was fidgeting with it the block became invalid at somepoint and deleted the one in my hand 🤦‍♂️

#

I'm not really sure how item_visual would ever be used to make it look like you're just holding an item without using item display transformations

vestal marsh
mint frost
#

yeah I've got flat items for these somehow

white bobcat
#

Rotating them should definitely work, I used that for my torches

mint frost
#

now is there any reason why the block version of it is darkened

vestal marsh
mint frost
#

It was "face_dimming"

#

had to set it to false

white bobcat
#

Hey, listen!

smoky swallow
#

how do you make separated textures applied on specific group?

white bobcat
static storm
#

Is it simple to add custom paintings, not resource pack ones but custom one?

#

Do i just make a paintings folder? Lol or is it more complicated than that

#

Will they still replace org without scripts?

white bobcat
onyx marsh
#

How do I make a resource pack like this?

#

This was from a video.

ebon laurel
#

Are you sure this was on bedrock, not java?

winter mantle
#

heck even java might need mods I think

vestal marsh
kindred sun
#

Anyone of you guys have maybe spare lantern block .geo to share?

floral pebble
winter mantle
mighty plover
#

how do I make my block placement only on north side of geo

issue
block doesn't break if another block is attached to it¿

hard zealot
winter elk
#

Out of curiosity, does anyone know the limit of how many bones can be in a block model? It's been a while since I messed with this but I was thinking about a chisel able block. So like toggles for each of the bones through precise interaction

shrewd storm
#

AFAIK it's the same as the perm limit. But I could be wrong

winter elk
#

Thanks 👍

desert sorrel
winter elk
desert sorrel
#

Just read here. @winter elk

winter elk
#

Yep sorry just found it after I responded thanks though

tight token
#

I made a chisel addon so its possiable!

#

Its on my youtube

tight token
#

Does anybody else have a channel?

gray light
#

Is there a way to add texture variants to custom blocks that also have their own 3D model? Does anyone know how to do this with a custom component? Is there a script to do this? and that works both for when it is placed by the player and also when the block is generated naturally through a feature, is that my block is a bush block

gray light
winter elk
tight token
#

Its already finished im "hopfully" goning to be on the marketplace soon

#

Its to the point whare i can just update and add more things to chisel

#

And honestly I really don't know what I'm going to do with my channel. I'd love to do develogs. But I'm not sure how I should do them if I should record when I'm actually coding or if I should just showcase after the fact so not sure.

vestal lance
#

Hello everyone, I have a question. Is it possible to link blocks and particles together (I want to render blocks using particles)

vestal lance
haughty isle
winter elk
winter elk
haughty isle
winter elk
vestal lance
# odd dagger no

I basically achieved it with script, but still gave up due to performance issuesbao_doggo_crying

white bobcat
#

You can check out my snow layer template, it uses a similar system you can use as reference

gray light
#

and where can I find your template?

naive lotus
#

How do i fix this? Im using placement_position. The display supposed to be the other way around

vestal marsh
naive lotus
#

That's fix it, thanks!

oak totem
#

its possible to use tint color in a block? not in hotbar, in the block placed

#

I tried to use overlay_color and tint_color but only works with the block in the hotbar

tawny falcon
#

Is it possible to make double blocks so that they both have a break animation when breaking?

#

vanilla doors style, when I break both parts there is a break animation

oak totem
neon dome
#

@vestal marsh how do I make my blocks spawn randomly in the world using scripting

desert vector
oak totem
vestal marsh
oak totem
vestal marsh
#

That worked for me though as well. Are you using a block item or something?

oak totem
#

it works but only with hotbar :/ its weird

desert vector
#

overlay color only works when defined in the first textures item afaik

#

if you're doing additive

#

and it applies for all textures

desert vector
#

additive has nothing to do with tinting

vestal marsh
odd dagger
#

what would the flammability values be for wood?

vestal marsh
odd dagger