#Blocks General

1 messages Β· Page 11 of 1

uneven hamlet
#

where is the documentation for possible conditions for block events?

#

like "events": { "foo:bar": {"condition": { "???": { }}}}

kind finch
#

Is there anyway to make the player's camera go through a custom block?

desert sorrel
kind finch
desert sorrel
uneven hamlet
#

Gotcha thanks

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

desert sorrel
#

here @uneven hamlet if you don't know it yet...

smoky swallow
#

is there a way to make the text better like neat and clea should be (awnings only, i tried en_us and the display_name

tight token
#

Does anybody know if making the friction low will it still slow you down if your in the block and it has no colision?

jagged phoenix
#

Is it possible to rotate a texture 90 degrees without making a new texture?

vestal marsh
#

In block geometry.

jagged phoenix
#

If I use a different block geometry, will that mess with lightning and rendering if it's intended to be a full block?

desert vector
#

which block geometry are you currently using?

jagged phoenix
#

geometry.full_block

But to get the textures rotated properly, I have copies facing different directions

vestal marsh
#

Oh then you cant use uv rotation. My bad.

desert vector
tawny falcon
vestal marsh
#

And likewise stairs as well.

#

They need to release the tech first.

tawny falcon
tawny falcon
smoky swallow
smoky swallow
vestal marsh
#

What does your code look like?

smoky swallow
vestal marsh
smoky swallow
#

Oww

#

I am dumb HAHAH, thanks man

atomic lake
#

Hi all. Are there any tutorials/templates out there for making slabs capable of double-slabbing?

vestal marsh
#

I've made one myself.

atomic lake
#

I managed to find something that I was able to duplicate... but it seems that the script breaks the waterlog capability of the slab. Any idea what I need to add to allow the slab to allow both double-slab, and water-logging? maybe that's more a scripting question

atomic lake
# vestal marsh Add the waterlog component?

already has it. If I disable the script, the waterlog component works, but as the script is using beforeEvents to add the double slab, it's not recognising the water bucket interaction

atomic lake
# vestal marsh Ah that could be it.

I can waterlog the slab if I place it in a water source, but not the other way round... although, it waterlogs successfully if I target a side-adjacent block. So what would I need to add to my script to allow me to waterlog it on interaction?

#

oh.... crouch.

tight token
#

You can still waterlog it by shift clicking

#

At least for my blocks that is

balmy quiver
#

How do I make a door that is larger than 16x32?

vestal marsh
balmy quiver
#

for example. A door 24 wide and 24 high

vestal marsh
tidal adder
#

can someone please explain how item_specific_speeds work??? I can't get it to work reliably

shrewd storm
#

anyone have issues with the geo full_block making plants or flowers textures freak out? no parts of the texture touch any sides of blocks. and its only with full block geo that does this

shrewd storm
#

nvm changing render method to opaque fixed it

cerulean quiver
#

Anyone know how to make the maximum height of the model in the bedrock block more than 30? Same reason why I saved the texture, so I didn't know it

rotund badge
#

So need to make multi parts

#

For blocks

#

"As far as I'm aware"

nova wolf
#

What's the maximum amount of numbers that's allowed to be assigned to one state?

#

is it 0-9?

vestal marsh
nova wolf
#

ah, thank you

#

Oh I'm on the wrong block states page, woops

ebon dagger
#

what’s wrong?

#

I was able to fix the Rose Gold Ore, but Emeraldite, Sapphire & Ruby i don’t understand what is done incorrectly.

neat shell
ebon dagger
#

Everything seems fine, i exported it, rose gold, ruby came back with sapphire, now rose gold is gone with ruby and emeraldite after another reexport

#

soft diamond went missing after having sapphire reappear?? without changing anything

desert sorrel
#

Bot in bridge but using file manager itself.

ebon dagger
#

#1350113886392553595

dense matrix
#

i dont really see any interesting in waterlogging

#

why people make blocks waterloggable

odd dagger
#

ask why waterlogging exists in general.

dense matrix
#

hmm

odd dagger
#

load up a minecraft world before update aquatic and place a door underwater.

odd dagger
#

what...

#

no

#

it doesnt put water in the door

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so it looks weird

dense matrix
#

hm

#

oka

#

understand

odd dagger
#

look how weird that looks.

ebon dagger
#

whats the format version for the blocks.json in RP

tight token
#

I like having thw water logging cause i use it for my grate block

desert vector
ebon dagger
#

i set it to 1.10.0 and some ores had wrong format. I fixed it!

sly terrace
#

How do I make a slab place on bottom and top half of a block

quaint lion
burnt gate
#
  "format_version": "1.21.20",
  "minecraft:block": {
    "description": {
      "identifier": "eidolon:crucible_on",
                  "states": {
          "eidolon:flesh_purification": {
                    "values": { "min": 0, "max": 4 }
                },
            "eidolon:arcane_gold": {
                    "values": { "min": 0, "max": 4 }
                },
              "eidolon:sulfur": {
                    "values": { "min": 0, "max": 2 }
                },
         "eidolon:sprouting_fungus": {
                    "values": { "min": 0, "max": 5 }
                }
            },
      "menu_category": {
        "category": "nature",
        "group": "itemGroup.name.ritual"
      }
    },
    "components": {
      "minecraft:tick": {
        "interval_range": [
          5, 5
        ],
        "looping": true
      },
      "minecraft:geometry": "geometry.crucible",
  "minecraft:material_instances": {
        "*": {
          "texture": "crucible_water",
          "render_method": "alpha_test"
        }
      },
      "minecraft:display_name": "Crucible\nΒ§9Eidolon",
      "tag:ore": {}, "minecraft:destructible_by_mining": {
        "seconds_to_destroy": 1.0
      },
      "minecraft:collision_box": true,
      "minecraft:selection_box": true, "minecraft:custom_components": [
        "eidolon:interact",
        "eidolon:tick"
      ]
    },
    "permutations": [
      {
        "condition": "q.block_state('eidolon:arcane_gold') >= 1",
        "components": {
       "minecraft:material_instances": {
            "*": {
              "texture": "crucible_blue",
              "render_method": "alpha_test"
            }
          }
        },
        "condition": "q.block_state('eidolon:flesh_purification') >= 1",
        "components": {
          "minecraft:material_instances": {
            "*": {
             "texture": "crucible_yellow",
             "render_method": "alpha_test"
}}}}]}}```
burnt gate
desert vector
#

The items in the permutations array need to be separate

"permutations": [
  {
    "condition": "q.block_state('eidolon:arcane_gold') >= 1",
    "components": {
      "minecraft:material_instances": {
        "*": {
          "texture": "crucible_blue",
          "render_method": "alpha_test"
        }
      }
    }
  },
  {
    "condition": "q.block_state('eidolon:flesh_purification') >= 1",
    "components": {
      "minecraft:material_instances": {
        "*": {
          "texture": "crucible_yellow",
          "render_method": "alpha_test"
        }
      }
    }
  }
]
#

formatting the JSON would make it easier to read

elfin dock
#

hey guys how do i make my looting table work with fortune?

feral kindle
elfin dock
feral kindle
#

im tryna figure how i can make it work with a pickaxe

#

i cant find the tags

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to use

elfin dock
#

bro i cant either

elfin dock
feral kindle
elfin dock
#

yeah

feral kindle
#

idk if thats right but ill test

elfin dock
#

uhhhh

#

this is how minecraft puts it

"tag:minecraft:is_pickaxe_item_destructible": {},
"tag:minecraft:diamond_tier_destructible": {},
"tag:example_namespace:custom_block_tag": {}
feral kindle
#

πŸ’€ confusing puting multiple :

#

and i also gotta animate my block

#

which i think ive done

#

but some angles have a missing texture

feral kindle
#

how do i fix this texture

#

-_- at some angles it starts to blend with no texture

elfin dock
#

idfk, i have the same problem on most of my blocks

feral kindle
#

btw i figured how to make the pickaxe break work

elfin dock
#

what

#

how

feral kindle
#

"minecraft:destructible_by_mining": {
"seconds_to_destroy": 16.666,
"item_specific_speeds": [
{
"item": {
"tags": "query.all_tags('minecraft:is_pickaxe')"
},
"destroy_speed": 5
},
{
"item": {
"tags": "query.all_tags('minecraft:is_pickaxe', 'minecraft:stone_tier')"
},
"destroy_speed": 2.5333
},
{
"item": {
"tags": "query.all_tags('minecraft:is_pickaxe', 'minecraft:iron_tier')"
},
"destroy_speed": 1.666
},
{
"item": {
"tags": "query.all_tags('minecraft:is_pickaxe', 'minecraft:golden_tier')"
},
"destroy_speed": 0.8666
},
{
"item": {
"tags": "query.all_tags('minecraft:is_pickaxe', 'minecraft:diamond_tier')"
},
"destroy_speed": 1.2666
},
{
"item": {
"tags": "query.all_tags('minecraft:is_pickaxe', 'minecraft:netherite_tier')"
},
"destroy_speed": 1.1333
}
]
},
"tag:minecraft:is_pickaxe_item_destructible": {},

elfin dock
#

i love you

#

so much

feral kindle
#

format version 1.21.40

#

now i need to animate the texture on attachables

#

πŸ’€ i also need to find away to stop silktouch from working on it

elfin dock
feral kindle
elfin dock
#

yes

feral kindle
#

cuz mines working

desert sorrel
#

Min engine version

elfin dock
#

i didnt know i needed to do that.

desert sorrel
elfin dock
#

mine is currently: "min_engine_version": [1, 21, 60]

feral kindle
#

thats same as mine

#

@elfin dock can u post ur entire block json?

elfin dock
#

@feral kindle

feral kindle
#

do u have all experiments enabled?

elfin dock
#

yes and im using bds

desert sorrel
#

Try local world.

vestal marsh
elfin dock
feral kindle
#

YOOO

#

i can edit the base item look

elfin dock
#

soooo, i figured it out

feral kindle
elfin dock
#

my bds wasn't the most current version... i feel so stupid

feral kindle
#

nah its alr

elfin dock
#

soooo, now i have another problem, i need fortune to work on this block, i know its in the looting table and i kinda did it but kinda didn't.

{
    "pools": [
        {
            "rolls": 1,
            "entries": [
                {
                    "type": "item",
                    "name": "minecraft:amethyst_shard",
                    "weight": 1,
                    "functions": [
                        {"function": "set_count","count": {"min": 1,"max": 1}},
                        {"function": "set_count","count": {"min": 1,"max": 2},"conditions": [{"condition": "match_tool","enchantments": [{"enchantment": "fortune","levels": {"min": 1,"max": 1}}]}]},
                        {"function": "set_count","count": {"min": 1,"max": 3},"conditions": [{"condition": "match_tool","enchantments": [{"enchantment": "fortune","levels": {"min": 2,"max": 2}}]}]},
                        {"function": "set_count","count": {"min": 1,"max": 4},"conditions": [{"condition": "match_tool","enchantments": [{"enchantment": "fortune","levels": {"min": 3,"max": 3}}]}]}
                    ]
                }
            ]
        }
    ]
}

it works for dropping 1 when there isnt fortune on the pickaxe but when there is any level of fortune on it, it acts like every level is on it.

for example, if i have fortune 1 on my diamond pickaxe and i break it, it will drop 3 of the item.

Any fixes?

elfin dock
#

@vestal marsh @feral kindle any fixes?

feral kindle
#

Idk how to use fortune it's best to look at the v

#

Vanilla loot table for diamonds

elfin dock
desert vector
dense matrix
#

anyone has typeIds of all of the ore blocks

mint frost
#

Are you not able to add vanilla tags like "minecraft:is_pickaxe_item_destructible" to blocks?

#

I added them to my blocks with no change to their mining speeds

#

I am curious why they support different block destroy speeds being set both within items and in blocks

vestal marsh
#

Im guessing format version.

mint frost
#

that's what I was thinking, letm e see

#

did not seem to fix it unfortunately

#

updated item format to 1.21.70

#

πŸ˜”

#

What are the odds that the one tool I decide to test this with is the one where I forgot to put the minecraft identifier prefix in the digger component

white bobcat
#

88%

naive lotus
#

Can i rotate a texture for each block sides?

vestal marsh
naive lotus
#

Ah okay

magic pivot
#

Does anyone have any idea what the vanilla path / definition is for 'stripping wood'

It sounds like a nice crunch sound. But cant find it in vanilla examples

#

Nevermind found it!

#

use.wood

green island
#

It is possible to let a block mine faster when using different tool?

#

I think this is removed...

vestal marsh
green island
#

When I mine that, it only uses the "seconds_to_destroy"

vestal marsh
vestal marsh
green island
#

What is the latest format version?

green island
#

Is it 1.21.60?

green island
#

Thanks

#

It seems like breaks and recover until the time reachs the seconds_to_destroy

desert vector
#

should be fixed in 1.21.70

green island
desert vector
#

are you trying to replicate vanilla pickaxe destruction?

green island
#

I have done everything including the loot but not the hardness one

desert vector
#

the proper way to make a block mine faster with a pickaxe is to add the minecraft:is_pickaxe_item_destructible tag
that should work with efficiency

green island
#

ok

#

Thanks a lot

desert vector
#

yes, you should also remove item_specific_speeds

green island
desert vector
#

it would probably mean that the block gets mined too quickly

green island
#

Should I add that tier tag too for the different ore?

desert vector
#

should the ore only drop if mined with a good enough pickaxe?

green island
#

The drop controller is written in script JS

desert vector
#

the tier tags do not affect destruction speed

green island
#

okay

desert vector
#

the tier tags don't have any functionality, but if the ore only drops when mined with an iron pickaxe or better, the iron tier tag should be added to the block

#

the vanilla hardness (seconds_to_destroy) of diamond ore is 3 if you want to use that

green island
#

oh

#

I need to rewrite the seconds_to_destroy then...

#

seconds_to_destroy needs to input hardness instead of the seconds?

desert vector
#

for deepslate diamond ore it's 4.5

#

seconds_to_destroy is called the wrong thing
it should be called hardness, since it doesn't refer to how many seconds it takes to destroy the block

#

(mojang issue)

green island
#

I am a script api coder but I always face huge difficulty with the JSON based api as the poor document

green island
#

But the breaking time is different

#

How can Minecraft determine them

desert vector
#

for custom blocks the seconds to destroy is always hardness x 1.5

green island
#

Oh

#

It always takes longer time to destroy it?

desert vector
green island
#

My cpu is burning

#

So always breaks slower than original one?

desert vector
#

there might be a workaround
let me check

green island
desert vector
#

this seems to be correct

"minecraft:destructible_by_mining": {
  "seconds_to_destroy": 9.99, // Hardness x3.33 - mined with incorrect tool
  "item_specific_speeds": [
    {
      "item": {
        "tags": "q.any_tag('minecraft:is_pickaxe') && q.any_tag('minecraft:iron_tier', 'minecraft:diamond_tier', 'minecraft:netherite_tier')"
      },
      "destroy_speed": 3 // Hardness - mined with correct tool
    }
  ]
},
"tag:minecraft:iron_tier_destructible": {},
"tag:minecraft:is_pickaxe_item_destructible": {}
#

you'll probably have to wait until 1.21.70 for it to work properly

nova wolf
#

Are wedge blocks a thing in bedrock?

#

Like a flat topped stairs

nova wolf
#

I mean for something like this

#

I just don't know how to do the sides

desert sorrel
nova wolf
#

No no

#

I mean like just the bones

#

I can sort the collision out, those are fine

#

I guess I could do a full block side bone with a custom texture, but I'd need to then make an edited texture for all the textures to match

#

That would be hundreds of textures 😭

nova wolf
#

No longer supported

nova wolf
#

I think the only way for me to actually make it is to fake it

jagged phoenix
# green island

Just use the pickaxe mineable tags instead of the ones specific to certain pickaxes

ex:

{
  "format_version": "1.21.30",
  "minecraft:block": {
    "description": {
      "identifier": "minere:enderon_ore",
      "menu_category": {
        "is_hidden_in_commands": false,
        "category": "nature"
      }
    },
    "components": {
      "minecraft:custom_components": ["minere:custom_ore"],
      "tag:minecraft:iron_tier_destructible": {},
      "tag:stone": {},
      "tag:minecraft:is_pickaxe_item_destructible": {},
      "minecraft:destructible_by_mining": {
        "seconds_to_destroy": 4.0
      },
      "minecraft:destructible_by_explosion": {
        "explosion_resistance": 60
      },
      "minecraft:map_color": "#DDE3B0",
      "minecraft:loot": "loot_tables/blocks/enderon_ore.json"
    }
  }
}

The custom component "minere:custom_ore" links to a script that handles fortune/XP drops

naive lotus
#

Does texture animation doesn't work when using vanilla geometry?

naive lotus
#

Nvm. I forgot to put the 's' in the 'flipbook_textures.json' file's name

green island
#
{
    "format_version": "1.21.60",
    "minecraft:block": {
        "description": {
            "identifier": "matrix:deepslate_diamond"
        },
        "components": {
            "minecraft:destructible_by_explosion": {
                "explosion_resistance": 15
            },
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 15,
                "item_specific_speeds": [{
                          "item": {
                                           "tags": "q.any_tag('minecraft:is_pickaxe') && q.any_tag('minecraft:iron_tier', 'minecraft:diamond_tier', 'minecraft:netherite_tier')"
                                      },
                                      "destroy_speed": 4.5
                }]
            },
            "minecraft:custom_components": ["matrix:diamondLoot"],
            "minecraft:loot": "loot_tables/air.json",
            "tag:minecraft:is_pickaxe_item_destructible": {}
        }
    }
}
#

Finally finish the all the ores for anti xray

buoyant compass
#

@grim pagoda What rendering method did you use for these custom leaves? They look quite amazing.

#

Tried doing custom leaves with alpha render but then they de render at a certain distance

grim pagoda
#

And alpha test outside

#

Because blend show blend particles

#

Like a glass

#

Its ugly

#

But using alpha_test in the entire tree, its ugly too, when you go away

#

We need a new render method for leaves

buoyant compass
#

Or am I misunderstanding

grim pagoda
#

And the rest of the leaves are all blend, so it doesn't look "naked" when seen from a distance

#

Alpha test is for so that particles do not appear behind the tree, as if it were transparent

#

I have been developing this technique for a long time, making modifications whenever I discovered something

buoyant compass
grim pagoda
#

Yeah

naive lotus
#

Can i make a custom geometry block as a full block?

vestal marsh
naive lotus
vestal marsh
naive lotus
#

I have a custom texture, its more than 16 pixel

vestal marsh
naive lotus
#

Oh wait nvm, i can just cut each texture

desert vector
ebon dagger
#

How to make it so its breakable with everything like vanilla ores but only drops the loot table when its mined with certain picks?

naive lotus
#

Why cant my block drop itself when i break it with shears?

        {
          "condition": "match_tool",
          "item": "minecraft:shears",
          "count": 1,
          "durability": {
            "range_min": 1
          },
          "enchantments": []
        }
nova wolf
#

How would I know if my poly mesh is working?

#

I tried to make a poly mesh the other day and I think I was successful, but not entirely sure since there was no texture or outline, but when I went near it, I got stopped by a very tiny corner

vestal marsh
nova wolf
#

ah

nova wolf
#

hmm, I'll have to see about maybe using tile entities in the future then for testing

topaz hamlet
#

anyone has a public stairs pack?

vestal marsh
topaz hamlet
#

Ahh ok ty

#

I was a bit confused

nova wolf
#

You could possibly fake it with an entity, maybe?

#

actually, that's something I should really look into

vestal marsh
#

Yeah you can in 1.21.70

topaz hamlet
#

With an entity?

#

Hmmm

#

I mean tou can fake the outside but what about the collision box?

vestal marsh
#

Yeah, you cant with blocks but entities you can.

topaz hamlet
#

Interesting

#

What about walls?

#

You can make custom walls?

nova wolf
#

You can make walls

#

Kaoiga I think has a template for those

topaz hamlet
#

Wait so Mojang thought about walls but not stairs? πŸ’€

nova wolf
#

Walls are much easier to make

#

Since they don't require rotating a collision

#

#1303850367846711326 message

vestal marsh
#

Walls isn't even 100% perfect.

nova wolf
#

Ye

#

But they're still pretty good

nova wolf
#

probably is since it's 5months old, but shouldn't be too hard to fix if it is

topaz hamlet
#

Nice

#

Ty guys

#

Really appreciate it

gray light
#

How can I fix this? Snow layers are floating over my custom plant blocks.

#

HELP

rotund badge
#

is there a default mob_spawner geometry i can use for custom block?

#

this was just a guess but doesn't work

vestal marsh
#

The only built in we can use is full block and cross.

rotund badge
vestal marsh
#

full_block

rotund badge
#

ok ty

rotund badge
gray light
#

Does anyone know how I can solve this problem with the snow?

dense matrix
#

Tell me your block typeId

gray light
gray light
nova wolf
#

like "minecraft:oak_planks"

gray light
gray light
#

and this is what happens to my block, And this is what happens to my block, as you can see the layer of snow is floating on top of the block.

odd dagger
desert sorrel
#

don't tell me with scripts, because tick drop would be insane.

odd dagger
topaz hamlet
#
{
    "format_version": "1.20.62",
    "minecraft:recipe_shapeless": {
        "description": {
            "identifier": "myname:lapis_bricks_cutter"
        },
        "tags": ["stonecutter"],
        "ingredients": [
            {
                "item": "minecraft:lapis_block"
            }
        ],
        "result": [
            {
                "item": "myname:lapis_bricks"
            }
        ]
    }
}```
#

is there a mistake?

dense matrix
# gray light and this is what happens to my block, And this is what happens to my block, as y...
import { world, system } from "@minecraft/server";

system.runInterval(() => {
  for (const player of world.getAllPlayers()) {
    for (const eachSnowBlock of player.dimension.getBlocks(new BlockVolume(playerBoundaryA(player), playerBoundaryB(player)), { blockFilter: { includeTypes: ["yp:grass2_taiga"] }}).getBlockLocationIterator()) {
      const topSnowBlock = player.dimension.getBlock(eachSnowBlock).above();
      topSnowBlock.setType("minecraft:air")
    }
  }
}, 100)



function playerBoundaryA(player) {
  const { x, y, z } = player.location;
  return {
    x: x + 128,
    y: y + 128,
    z: z + 128
  }
}
function playerBoundaryB(player) {
  const { x, y, z } = player.location;
  return {
    x: x - 128,
    y: y - 128,
    z: z - 128
  }
}
#

This will fix it

#

I made this on mobile, so the formatting could be hilarious, sorry

desert sorrel
#

@odd dagger looks like I'm not wrong

desert sorrel
#

If it's already custom block, why not use onTick? And high delays?

#

Just like how 100 ticks delay in your runtInterval

gray light
white bobcat
gray light
white bobcat
#

You can also make it entity-based so when any entity is around the block the top snow are removed but random ticking is better

gray light
white bobcat
#

No

gray light
white bobcat
#

Correct

gray light
#

Oh, okay, then I'm going to use onRandomTick

gray light
# dense matrix ```js import { world, system } from "@minecraft/server"; system.runInterval(() ...

Will this work? I'd like to use a custom component so I can reuse it in new blocks. ```import { world, system } from "@minecraft/server";

world.beforeEvents.worldInitialize.subscribe((initEvent) => {
initEvent.blockComponentRegistry.registerCustomComponent("custom:plant", {
onRandomTick: (event) => {
const { block, dimension } = event;
const abovePos = { x: block.location.x, y: block.location.y + 1, z: block.location.z };
const aboveBlock = dimension.getBlock(abovePos);
if (aboveBlock && aboveBlock.typeId === "minecraft:snow") {
system.run(() => {
aboveBlock.setType("minecraft:air");
});
}
},
});
});

#

And by the way, what is the name of the block that is a layer of snow? Because the idea would be to remove those blocks since they are the ones that accumulate.

white bobcat
dusk pumice
#

Is it possible to add recipes to the stone cutter?
Similar to using the crafting bench or a furnace. I dont see an option for that on the official documentation.

If yes, that would be a nice way for an input block and its variants.
If no, then I suppose the crafting bench could work. But then defeats the purpose of the stone cutter because of a block with multiple outputs.

dusk pumice
white bobcat
dusk pumice
nova wolf
#
{
  "format_version": "1.21.60",
  "minecraft:block": {
    "description": {
      "identifier": "dmframes:tall_wedge7",
      "states": {
        "frame:block7": {
          "values": {"min": 0, "max": 15}
        }
      },
      "traits": {
        "minecraft:placement_direction": {
          "y_rotation_offset": 180,
          "enabled_states": [
            "minecraft:cardinal_direction"
          ]
        }
      }
  },
    "components": {
      "minecraft:collision_box": {
        "origin": [-8,0,-8],
        "size": [16,12,16]
      },
      "minecraft:selection_box":{
        "origin": [-8,0,-8],
        "size": [16,12,16]
      },
      "minecraft:geometry": {
        "identifier": "geometry.tall_wedge"
      },
      "minecraft:material_instances": {
        "*": {
          "texture": "frame_block7",
          "render_method": "alpha_test"
        }
      }
    },
    "permutations": [
      {
        "condition": "q.block_state('minecraft:cardinal_direction') == 'north'",
        "components": {
          "minecraft:transformation": { "rotation": [0, 0, 0] }
        }
      },
      {
        "condition": "q.block_state('minecraft:cardinal_direction') == 'west'",
        "components": {
          "minecraft:transformation": { "rotation": [0, 90, 0] }
        }
      },
      {
        "condition": "q.block_state('minecraft:cardinal_direction') == 'south'",
        "components": {
          "minecraft:transformation": { "rotation": [0, 180, 0] }
        }
      },
      {
        "condition": "q.block_state('minecraft:cardinal_direction') == 'east'",
        "components": {
          "minecraft:transformation": { "rotation": [0, -90, 0] }
        }
      }
    ]
  }
}```
#

I'm confused why the wildcard won't work with custom geometry
I have each bone/side with their corresponding side name
like "up", "down", "east", "west", "north", "south"
so I don't know why it won't work

#

Like it won't apply the textures based on its state like regular 16x16 blocks do

#

I really don't want to use permutations for every single texture, that would be over 900 permutations

#

Is there anything I'm missing?

shrewd storm
#

are there any updated slab templates?

white bobcat
nova wolf
white bobcat
#

It is allowed, any content log errors?

nova wolf
#

nope

#

Can I dm you the geometry file?

white bobcat
nova wolf
#

so it changes the texture depending on state value

white bobcat
#

You indeed have to do that with permutations

nova wolf
#

ye

white bobcat
#

Can you explain your issue? I don't understand it.

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/

white bobcat
#

Your texture shows as magenta and black? No texture? Just the first texture of the array? What is the problem?

nova wolf
#

Which is the base frame texture of the block

#

Since it's showing the first texture, I think it's an issue with what I'm doing

#

I'm sorry if I can't explain it properly

white bobcat
#

Custom geometries cannot use texture variants/multiple textures like solid blocks. You have to define each texture separately.

nova wolf
#

ah I see

#

So ye, permutations it is

white bobcat
#

Add material instances to your geometry to be able to use more than 1 texture in the geo

nova wolf
#

I tried that but it just decided to use the cardinal direction states instead

#

even though the other state is higher up

white bobcat
#

The wildcard in minecraft:material_instances simply states that all bones and cubes of your geometry will use the texture frame_block7

"minecraft:material_instances": {
        "*": {
          "texture": "frame_block7",
          "render_method": "alpha_test"
        }
      }
#

If you want to use more, you have to setup your geo to allow for more, and also the material instance component, as shown below:

"minecraft:material_instances": {
        "*": {
          "texture": "frame_block7",
          "render_method": "alpha_test"
        },
        "fill": {
          "texture": "frame_block8",
          "render_method": "alpha_test"
        }
        "frame_background": {
          "texture": "frame_block9",
          "render_method": "alpha_test"
        }
      }
nova wolf
#

nope, that's not working

#

I call each of the bones the regular cardinal directions for them in the geo file

#

Here, it'll be fine, I'll just do the permutation way

#

I'm probably missing something in a different file

tidal adder
#

anyone know why my animated texture is doing this from some angles?

desert vector
#

you need to have the texture defined in terrain_texture.json too

tidal adder
#

Dang, now I feel stupid

#

Lel, thank you XD

fervent pelican
#

i keep getting "unexpected version for the loaded data" on one of my custom blocks. can anyone help me?

shrewd storm
#

Change the format version to match to current t version of your manifest

nova wolf
#

Is it possible to slope UVs?

#

With 1 cube, instead of the 16 I need to use to make it kind of "sloped" with jagged edges on just one side

#

The top is easy to slope, But the problem is the sides where it connects to that top slope, because otherwise if I wanted an actual straight texture to connect properly, I'd need to make the texture way too big and use custom textures, which would lose the functionality of being compatible with texture packs

woven robin
#

hi there, is the minecraft:destruction_particles defined inside material_instances or at same level?

desert vector
#

it's a component

#

you define it at the same level as other components

woven robin
# desert vector you define it at the same level as other components

so what is wrong here, I did it but still shows unknown particles json "minecraft:material_instances": { "*": { "render_method": "alpha_test_single_sided", "texture": "dark_oak_trapdoor" } }, "minecraft:destruction_particles": { "texture": "dark_oak_trapdoor", "tint_method": "none" },
the version is set to "1.21.70"

desert vector
#

do you have upcoming creator features enabled

#

btw you don't need the component if you want the texture to be the same as the one used in material instances in 1.21.80

woven robin
#

I should have if they havent changed the name of the property in the files, the reason I m trying to add it is because all my blocks got unknown particle now, not only when broken but by just sprinting over the blocks the particles that went out from the feets is also unknown and is very ugly to keep like this

woven robin
#

but .80 is on preview yet

wanton horizon
#

how would I go about making a Jewelry Box that u can open and take the jewels out of it

#

I want to be able to interact with jt then it opens the case and the jewels are accessible to grab

desert sorrel
#

make a states for blcoks where it has jewels, detect which part of block player interacted and go

nova wolf
#

If I have a block with 15 states, but I don't declare any permutations, will the states still count towards the permutation limit?

nova wolf
#

hmm, fuck

#

I guess I do need to make a new block every 16 states so I don't multiply them

desert sorrel
nova wolf
shrewd storm
#

anyone else using minecraft:geometry cross have z fighting now?

desert vector
shrewd storm
#

yeah its using alpha_test it didnt z fight before the update

desert vector
#

the model was updated so that it looks the same from each side

shrewd storm
#

oh good so the wiki is now accurate lmao

#

alpha_test_single_sided now works correctly sweet

#

too bad their isnt alpha_blend for blocks

#

using blend with the cross geo is still messed up

jagged phoenix
#

Question about spawn rules:

Does "minecraft:density_limit" only apply per-biome? I have an "Eagle" mob that spawns in river biomes, but it doesn't seem to be respecting the density limit I set. Could the issue be that they fly out of the river biome and then no longer count towards the cap so they keep spawning?

      {
        "minecraft:spawns_on_surface": {},
        "minecraft:density_limit": {
          "surface": 3
        },
        "minecraft:brightness_filter": {
          "min": 7,
          "max": 15,
          "adjust_for_weather": false
        },
        "minecraft:weight": {
          "default": 12
        },
        "minecraft:biome_filter": {
          "none_of": [
            {
              "test": "has_biome_tag",
              "operator": "==",
              "value": "frozen"
            }
          ],
          "any_of": [
            {
              "test": "has_biome_tag",
              "operator": "==",
              "value": "mountain"
            },
            {
              "test": "has_biome_tag",
              "operator": "==",
              "value": "mountains"
            },
            {
              "test": "has_biome_tag",
              "operator": "==",
              "value": "mesa"
            },
            {
              "test": "has_biome_tag",
              "operator": "==",
              "value": "river"
            }
          ]
        }
      }
vestal marsh
tender valley
#

Yes. There are three caps, one of which is the local density cap, which is controlled by the spawn_rules of said mob. Density_limit says the following:
if the mob spawns in a certain biome, it checks how many mobs there are in a 9x9 chunk area, centered on the chunk the mob is spawning in.
If the density limit is not reached, the mob proceeds to spawn. If the density limit is reached, the spawn attempt gets canceled

#

So i your case in frozen biome it has a density limit of 3 mobs for the surface

shrewd storm
#

Anyone able to get the isotropic to work in material instance? If so what version are you using. I can only get 1.21.50 to work

desert vector
#

as long as your format version is past 1.19.40 it should work

#

unless it requires 1.21.80 for it to be released from experimental

winter mantle
#

is there some proper way to implement solid blocks except using blocks.json?

#

I'm slowly becoming annoyed by all the issues with "non solid" blocks

desert vector
#

no

shrewd storm
desert vector
#

do you have upcoming creator features enabled?

shrewd storm
#

yeah i do

nocturne sparrow
#

what did you do?

outer veldt
#

i can check and see if i still have the files

#

Actually i think i used blend render method + blocks.json texture

#

maybe

#

i don't have the files anymore

#

rip

visual nimbus
#

glowing version of the redstone ore block

fading moth
#

Do anyone have a code structure of redstone dust power level

topaz hamlet
#

is there a custom log template?

vestal marsh
topaz hamlet
#

okie

topaz hamlet
#

ehhh

topaz hamlet
#
{
    "format_version": "1.21.50",
    "minecraft:block": {
        "description": {
            "identifier": "myname:lapis_block_lines",
            "menu_category": {
                "category": "construction",
                "properties": {
                "bridge:block_rotation": [
                    0,
                    1,
                    2
                ]
            },
            "traits": {
                "minecraft:placement_position": {
                  "enabled_states": ["minecraft:block_face"]
                },
                "permutations": [
  // X axis
  {
    "condition": "q.block_state('minecraft:block_face') == 'west' || q.block_state('minecraft:block_face') == 'east'",
    "components": {
      "minecraft:transformation": { "rotation": [0, 0, 90] },
      "minecraft:material_instances": {
                "*": {
                    "texture": "mc:lapis_block_lines"
                },
                "end": {
                    "texture": "mc:lapis_block_lines_top"
                },
                "up": "end",
                "down": "end"
            }
    }
  },
  // Y axis
  {
    "condition": "q.block_state('minecraft:block_face') == 'down' || q.block_state('minecraft:block_face') == 'up'",
    "components": {
      "minecraft:transformation": { "rotation": [0, 0, 0] }
    }
  },
  // Z axis
  {
    "condition": "q.block_state('minecraft:block_face') == 'north' || q.block_state('minecraft:block_face') == 'south'",
    "components": {
      "minecraft:transformation": { "rotation": [90, 0, 0] }
    }
  }
]


            }}}}}```
topaz hamlet
#

nvm

#

how do I add a custom side texture that can rotate?

vestal marsh
topaz hamlet
#

hmmm

#

ok I'll try

#
"minecraft:material_instances": {
                        "*": {
                                "texture": "mc:lapis_block_lines",
                            "render_method":"opaque",
                            "ends":{
                                "texture":"mc:lapis_block_lines_top",
                            "render_method":"opaque"
                            },
                            "up":"ends",
                            "down":"ends"
                                
                        }
                    }
                    },
#

this is the right way to do multiple texture right?

topaz hamlet
#

lmao 1 bracket was the problem

#

anyways ty smokey

fading moth
#

But I dont know how to make a code. I can only make simple structure code

#

That why i wanna know and see how template of redstone wire look like and how work

tawny falcon
#

How can I check my video settings and modify the state of a block depending on the defined configuration?

#

smokey said it was possible, now I really want to know how

tawny falcon
#

I can see that I will be ignored by people

tacit glacier
#

How can I break a custom block when it is next to lava?

true fern
#

is it known that custom blocks don't show up on consoles, specifically xbox?

true fern
#

1.21.70

#

They're showing up on Win11, Bedrock, just not my Xbox for some reason

vestal marsh
#

Never heard this before.

true fern
#

very interesting

#

e.g. the event server with it's dozens of blocks works fine on the xbox

#

lemme check the content log on the console

#

what -

#

Content log is completely empty on my phone

#

all while the xbox throws a fit about missing geometry's?

#

the working screenshot is mobile, rest xbox.. I guess I'm making a bug report, lol

true fern
#

Hm, tested with another pack, it seems like it's caused by geometry being rejected

desert vector
#

are you sure the xbox had the resource pack downloaded?

true fern
jagged phoenix
tender valley
#

Biome is only matters in the location of the mob that spawns not the biome of where the other mobs are. The other mobs only count if they are in the 9x9 chunk range

topaz hamlet
#

is there a way to rotate the texture with minecraft:transformation?

#

or with

#

since I'm using it to rotate the slab

vestal marsh
topaz hamlet
#

yep

#

I don't want the texture to rotate when the slab is on top

vestal marsh
#

Not yet, it is planned

topaz hamlet
#

is there a way around it?

real scarab
#

How could I make an entity that acts as a block(collision, etc) and not be a spawn egg?

tacit glacier
#

Is minecraft:tick good on the performance compared to run.Interval?

tacit glacier
#

Whoa, that improved my performance. But I feel like using a non-time-based event.

tacit glacier
shrewd storm
#

and yes there is by using the custom slab geo you can flip any of the sides uv to match which ever direction you want it to be.

fervent fable
#

Can you make custom blocks 2 blocks high

vestal marsh
fervent fable
fervent fable
#

They make an umbrella that's larger then 16 x 16
I think basically they just make a oversized geometry but idk 100%

#

What did that article do for the tall umbrella

fervent fable
#

But I still dont get it which is why im asking here

#

So is it the case of you can do it but at your own risk because there wont be a collission with it because realistically its too big?

vestal marsh
fervent fable
fervent fable
#

Then how on Earth does tall grass work?

#

Cause tall grass doesnt have that issue/ situation

white bobcat
#

Earth?

vestal marsh
cyan phoenix
#

?

cyan phoenix
vestal marsh
desert vector
lunar solar
#

Does a lot of blocks with the minecraft:tick component and an ontick custom component in an area cause lag

vestal marsh
lunar solar
#

Mostly just checking if it or the blocks around it are powered, it checks if it is powered first

vestal marsh
#

That alone, probably not.

chilly scroll
#

Does anyone know how to remove shadows from blocks with custom geometry? Everytime the block gets close to a full block, it becomes shaded.

real scarab
#

If I add rotation to my block, can I add more than just the vanilla angles?

vestal marsh
real scarab
real scarab
#

wait

#

thats so good

#

i can make actual curved rails then...

#

thank you so much

chilly scroll
naive lotus
chilly scroll
naive lotus
chilly scroll
naive lotus
#

Let me dm you

chilly scroll
long glacier
#

hello, did you find an alternative to the breathability component ?

static terrace
#

To be honest I don't even remember anything about this

#

Literally a year ago

desert vector
#

last time i checked, a block is breathable if it has the material instances component
they may have changed it to all custom blocks being breathable at some point

spiral hedge
#

Does anybody know how to fix this?

naive lotus
lunar solar
#

can different faces of a block have different ambient occlusion and face dimming values

desert vector
real scarab
#

are the precise rotations for blocks permutations? if so, how can i access them through the script api?

slim gust
#

Does anyone know how to use the BlockLocationIterator class in scripting? I have made a ListBlockVolume and am trying to iterate over each block in it, but I can't get the iterator to give me anything except the first entry.

desert vector
sly terrace
#

I’m trying to get it so when you place a block it summons an entity on that block how do I do this

odd dagger
slim gust
#

Now that I can iterate over each block, I'm trying to destroy each block with the script. I am seeing that there is no scripting API for destroying the block, so instead I just tried replacing with air, but it's giving me an error: [Scripting][error]-ReferenceError: Native function [Dimension::setBlockType] does not have required privileges. at <anonymous> (commands.js:48)

#

So then I tried using a command to destroy the blocks, but I can't run commands at all. Just testing with player.runCommand('say hello!') throws a similar error: [Scripting][error]-ReferenceError: Native function [Entity::runCommand] does not have required privileges. at <anonymous> (commands.js:49)

#

What is the best way to remove all of these blocks from the dimension?

desert vector
#

are you running this from inside a beforeEvent subscription?

slim gust
#

Yes. I'm trying to make a custom chat command to remove all of my custom blocks while I'm testing and debugging. Running from world.beforeEvents.chatSend

desert vector
#

you can wrap the loop in a system.run() to cause the code to run at the next opportunity

system.run(() => {
  for (const location of volume.getBlockLocationIterator()) {
    // destruction
  }
})
slim gust
#

My hero. You're a genius.

desert vector
#

you can't modify the world when handling a before event because it could delay the event (the chat message being sent), leading to bad performance

neat shell
#

is it possible to have both Distant Culling and Translucency

vestal marsh
#

The best you can do is blend_to_opaque

neat shell
neat shell
#

blend_to_opaque doesn't seem to be accepted value

neat shell
#

alpha_test_single_sided work best for me, but that without Translucency

vestal marsh
neat shell
#

ah, cool

#

i will use alpha_test_single_sided for now until that drop to stable

real scarab
#

And maybe make it global, like the entity always finds the rotation for every block

vestal marsh
real scarab
real scarab
snow flax
#

does anyone know the vanilal geometry for crops?

#

bcuz im too lazy too open blockbench and add 4 planes

woven robin
#

hi there, can someone help me with that:
these are custom blocks, after the update I tried everything to fix the particles, even when sprinting over them the particles is like unknow, I cannot fix that even setting the destruction_particles, what am I doing wrong here? json { "format_version": "1.21.73", "minecraft:block": { "description": { "identifier": "awp:full_grass", "menu_category": { "category": "construction", "is_hidden_in_commands": false } }, "components": { "tag:grass": {}, "minecraft:material_instances": { "*": { "texture": "grass_top", "render_method": "opaque", "tint_method": "grass" } }, "minecraft:destruction_particles": { "texture": "full_grass_01", "tint_method": "grass" }, "minecraft:map_color": { "color": "#79c05a", "tint_method": "grass" }, "minecraft:geometry": { "identifier": "minecraft:geometry.full_block" }, "minecraft:destructible_by_mining": { "seconds_to_destroy": 2 }, "minecraft:friction": 0.4, "minecraft:light_emission": 0, "minecraft:light_dampening": 5, "minecraft:destructible_by_explosion": false } } }

#

I have the upcoming creators feature enabled and the version of the blocks is also 1.20.70+

desert vector
#

try lowering the format version to 1.21.60

burnt gate
#

Is it possible to make it so that entities cannot pass through a block?

desert vector
slim gust
#

Is it possible to use multiple textures on a block that has complex geometry? For example, I have a block with three cubes (top, bottom, base). I want to use one texture for the cube 'base', and a different texture for the cubes 'top' and 'bottom'. Is that possible?

ebon laurel
#

Yep! You'd specify the individual textures for each bone in material_instances rather than using a *

white bobcat
slim gust
#

OH, so those custom named material instances can be used throughout the minecraft:material_instance? I was under the impression I was just renaming north to custom_name or something. I can make as many of those names as I want?

white bobcat
white bobcat
slim gust
white bobcat
#

Happy to help!

woven robin
naive lotus
woven robin
naive lotus
woven robin
#

can I see one of your block code?

woven robin
# naive lotus Here

yea... no idea.. I cannot see anything that would impact it for me, the only thing I can see is to wait next stable release and see if it was fixed

shrewd storm
woven robin
#

but I believe I wont be able to use tint_method on that version, can you?

desert vector
#

tint_method should work for any format version where material_instances exists

woven robin
#

tried .50 but still same behavior, can you guys show me what experiements are enabled on yours? mine are basically enabling everything [2025-04-14 16:10:08:195 INFO] Experiment(s) active: biom, ucft, gtst, exca, ddjs, ddi_, mola

real scarab
#

is "minecraft:cardinal_direction" a block permuation?

slim gust
desert vector
#

it's a state

#

the value is set by a trait

#

it doesn't do anything by itself, you need to use the permutations array to set the rotation of each state value

random sonnet
#

Can someone tell me why I get this error?

            {
                "condition": "q.block_state('minecraft:cardinal_direction') == 'north' && q.block_neighbor_has_any_tag(0, 0, 1, '#####:stairs_east')",
                "components": {
                    "minecraft:geometry": {
                        "bone_visibility": {
                            "top_north_east": "true",
                            "top_north_west": "false",
                            "top_south_east": "false",
                            "top_south_west": "false"
                        },
                        "identifier": "geometry.#####.stairs"
                    }
                }
            },```
vestal marsh
random sonnet
#

is there a alternative?

vestal marsh
#

No.

#

Not for your use case anyways.

random sonnet
#

so only scripts?

slate ivy
#

I'm trying to make a block that can rotate around like a furnace, but for some reason it won't do it
I have all my permutations correct and have the cardinal direction trait.
the block is in the world and all the textures are there, but they refuse to rotate and i can't figure out why

desert vector
# random sonnet Can someone tell me why I get this error? ```json { ...

condition can only check for the block's own permutation, which is determined by state values (so only q.block_state can be used)

scripts would work, but they are server side so the connection wouldn't be instant and depending on how you make your scripts, it will either be laggy or not work all of the time

random sonnet
#

alright, thanks

desert vector
slate ivy
#

errmmmm, time to learn block geometry :)

white bobcat
#

Sorry to interupt, what was the thing for particles upon destruction called again?

desert vector
white bobcat
#

Thank you!

desert vector
white bobcat
#

tbh why doesnt destruction particles uses the block's own texture as a default?

desert vector
#

it does in 1.21.80

white bobcat
#

ahh

rancid rapids
#

How would i go about useing bedrock block componets to use a script to set a block ontop a custom block

dull pewter
#

Does anyone have an example block showing how to set the destruction speeds correctly?

desert vector
#

there isn't really a correct way to set destruction speeds (that match vanilla) since it's bugged

rancid rapids
#

Hello

molten moss
#

How do I use the category menu on a block? I want to put the block in minecraft:crafting_items_catalog

odd dagger
#

put the block name in a group within minecraft:crafting_items_catalog, and remove the group in the block.json if you have it defined.

molten moss
odd dagger
#

like I said, remove it in block.json

#

crafting_items_catalog will be used instead

molten moss
#

@odd dagger the problem was the block version, it was at 1.21.50 instead of 1.21.60

grave fox
#

how do you make a block break when pushed by piston?

#

or is it impossible?

sudden stag
naive lotus
#

How can I make my custom block drop itself when exposed to an explosion?

odd dagger
#

detect when your block gets impacted by an explosion and spawn the item

naive lotus
#

So i cant use loot tables then?

odd dagger
naive lotus
#

Okay, thanks

half hemlock
#

Is it possible to have an icon for a block but it's invisible when placed? (border/barrier block influence)

#

or should I just do geometry of a full block with 0 alpha and a normal collision box?

half hemlock
#

It was set to 1.21.50 from the block wizard and seems to be okay

#

But thank you very much, it works!

desert vector
#

does stopping a liquid flowing from the up direction do anything

vestal marsh
vestal marsh
naive lotus
#

Wth is this error? Never seen it before

white bobcat
#

Sounds like two item files with the same id

neat shell
#

iirc there is a minimal size a block model should have in it origin, what was it? 10%?

desert vector
#

1x1x1

neat shell
#

a pixel?

desert vector
#

yes

primal hatch
#

can I have a block that has a 2d icon when in its item form without adding an item?

vestal marsh
#

Yes.

primal hatch
#

how tho?

desert vector
primal hatch
thorny pond
#

What causes my block to have the missing texture breaking particle despite having a perfectly valid texture?

desert sorrel
# thorny pond

Iirc it uses bottom texture, maybe you don't have that?

thorny pond
desert sorrel
#

You could check the bedrock.dev for it

vestal marsh
naive lotus
brittle heath
#

how do I make a custom egg that's kinda like a sniffer egg? my current attepts have the mob spawn around 0 0 0 and not at the blocks location

cyan phoenix
#

Should be a simple fix. Show your code

brittle heath
cyan phoenix
#

The position is running from the command source's location, which is currently set to the event dimension.

Here is how you could do it using this same method:

const { block } = event; const { location, dimension } = block

dimension?.runCommand(`summon mc:velociraptor ${location?.x} ${location?.y} ${location?.z} 0 0 from_egg`)
block.setType('minecraft:air')

Alternatively I'd recommend doing it solely in scripting for better performance, like this (I believe this should work, haven't used this particular spawn event feature in a while):

const { block } = event; const { location, dimension } = block

dimension?.spawnEntity('mc:velociraptor<from_egg>', location)
cyan phoenix
#

awesome np

zinc wyvern
#

Guyssss, Can someone Help?!

turbid veldtBOT
nova wolf
#

How do I allow multiple textures onto 1 face of a block?

snow flax
#

I don’t believe it’s possible

#

only different textures with multiple cubes

primal hatch
#

how can i make a block affect AO?

cyan phoenix
#

Blocks with custom models currently cannot

mild path
#

is there a way to create a custom block with a weirdo_direction state?

vestal marsh
desert vector
#

vanilla stair connection does not use states

mild path
desert vector
#

why do you want to enable it for a custom block?

mild path
#

I'd like to use it for custom stairs that I'm making, I want it to be as similar to vanilla as possible in terms of behavior and defenitions

desert vector
#

ideally vanilla would use minecraft:cardinal_direction
they're slowly moving vanilla blocks over to the new states

mild path
#

welp I get what u're saying, but I still want to make it with a weirdo_direction, got any tip for me?

desert vector
#

It's impossible to add a state without a namespace to a custom block
the best you could do is <namespace>:weirdo_direction and then handle setting the state value with scripting (which currently will not work on servers/Realms)

desert sorrel
#

Umm, quick question... Idk how v2 custom components works but those param values are only read only and can't be changed?

mild path
#

are there any requirements for q.block_neighbor_has_any_tag?
I get an error "Failed to resolve query. Either the query does not exist or it is not supported in this context."

vestal marsh
#

What are you trying to do?

mild path
#

I'd like to apply premutations for my block based on it's neighbors

vestal marsh
#

You'll need to use ScriptAPI and apply the proper block states.

mild path
#

is there an engine version that supports it?

#

I'd like to experiment abit

vestal marsh
#

No.

#

There's no context you can use it anymore.

mild path
#

I see

#

thanks for the reply

desert vector
nova wolf
desert vector
#

how did you specify that

white bobcat
#

How can I make a block not cull in the distance + allow for transparency? Without blend

desert vector
white bobcat
#

That's on preview right

desert vector
#

then it's impossible

white bobcat
#

😭

#

Welp

#

I'll wait

royal pelican
#

are q.block_neighbor queries not usable in block permutations?

snow flax
royal pelican
#

kk got it

rich dome
#
{
    "format_version": "1.21.70",
    "minecraft:block": {
        "description": {
            "identifier": "lv_zo:corrupted_bush",
            "menu_category": {
                "category": "nature"
            }
        },
        "components": {
            "minecraft:destructible_by_explosion": true,
            "minecraft:destructible_by_mining": true,
            "minecraft:collision_box": false,
            "tag:plant": {},
            "minecraft:placement_filter": {
                "conditions": [
                    {
                        "block_filter": [
                            {
                                "tags": "q.any_tag('dirt')"
                            }
                        ]
                    }
                ]
            },
            "minecraft:display_name": "Corrupted Bush",
            "tag:minecraft:is_shears_item_destructible": {},
            "minecraft:geometry": {
                "identifier": "minecraft:geometry.cross"
            },
            "minecraft:material_instances": {
                "*": {
                    "texture": "lv_zo:corrupted_bush",
                    "face_dimming": false,
                    "ambient_occlusion": false,
                    "render_method": "alpha_test_single_sided"
                },
                "down": {
                    "texture": "lv_zo:corrupted_bush"
                }
            }
        }
    }
}```

I know this question was asked just yesterday but why do the destruction particles keep showing the default missing particle?

I even added the down and the * material instance, since 1.21.80 is still in preview I am not going to use it, why is the old way not working?
rich dome
slim gust
#

Is there a way to make a block geometry bone visible only in the gui but not when it's actually placed?

desert vector
mild path
#

is there a component for making a block break if a supporting block is broken?

#

something like breaking the grass block below a sapling

vestal marsh
#

No.

mild path
#

could someone please send an example of beforeOnPlayerPlace#premuationToPlace event?
I'm having a hard time to get it working, idk why, updating the variable doesn't do anything for me

vestal marsh
mild path
#

how can I disable the breaking particles of a custom block?

desert vector
slim gust
#

Has anyone ever seen this error before? It goes away if I remove one of the states from a block in my add-on... What does it even mean?

[Blocks][warning]-Collision in hashed Block Network ID.  One of the blocks' hash has been adjusted.  Block being added: TAG_Compound: 3 entries
#

If I change one of the state names from wfir:status to wfir:status2, then the issue goes away.

That doesn't help me in this use case because I have multiple blocks that reuse that status state in the scripting logic, so the name needs to be the same. Why am I even getting this warning? Confusingly, nothing seems to actually NOT WORK when I'm testing the addon...

naive lotus
#

Why does my custom slab displayed incorrectly in the inventory, but not on the hotbar?

formal turtle
#

does anyone know how to make costum geometry blocks rotatable (I am verry new in creating addons)

nocturne kindle
#

Hey! Is it possible to recreate crafter's rotation?

slim gust
#

You have to set a permutation to tell it how to rotate. Here's an example:

"permutations": [
    {
        "condition": "query.block_state('minecraft:facing_direction') == 'down' || query.block_state('minecraft:facing_direction') == 'up'",
        "components": {
            "minecraft:transformation": {
                "rotation": [90, 0, 0]
            }
        }
    },
]
slim gust
# nocturne kindle Hey! Is it possible to recreate crafter's rotation?

Note that you have to enable the placement direction traits in the block description:

"description": {
    "identifier": "your_namespace:your_block",
    "menu_category": {
        "category": "items"
    },
    "traits": {
        "minecraft:placement_direction": {
            "enabled_states": ["minecraft:cardinal_direction", "minecraft:facing_direction"]
        }
    }
}
white bobcat
white bobcat
desert vector
desert vector
nocturne kindle
#

honestly, no clue how to do it, kinda lost in traits ^^'

#

wait, nvm I think I do

desert vector
slim gust
nocturne kindle
#

oh

nocturne kindle
slim gust
#

Also, you can remove the translation and scale fields if you are leaving them at 0 and 1, respectively like you are.

#

I gave it a quick edit. Try this:

#

I've also never seen "y_rotation_offset": 0 in the placement direction trait. I'm not sure you need that, either.

shrewd storm
#

The facing_direction needs the state cardinal directions like north east south west in an array and placement direction needs the minecraft:block_face state of up and down to work

#

Idk why the weird italic lol

naive lotus
nocturne kindle
lunar solar
#

How do I fix this?

#

ok well it is currently 8 states that use 19 bits

#

the 8 states are:
cmd:relative_cube_position:
top left, top middle, top, right, middle, right, middle, middle left, bottom left, bottom middle, bottom right and dead center,

cmd:(insert direction here)_bit, which has 0,1,2 as values and there are 6 of them,

and finally minecraft:block_face

#

and i assume its counting the 0, 1, and 2 from the directional bits only oncw

#

multiplying these up you'd get 10 x 3^(6) x 6 which would give you 43740

#

which is less than 2^16

#

so how tf do I make this work

white bobcat
#

What are my workarounds for blocks generated with world gen not ticking?

odd dagger
tawny falcon
#

If I use different minecraft:light_dampening values in different block states, it will only check what was initially set unless I leave the world? Because I did some tests, the default comes as 0 and one of the states is 15, but the update of this value does not happen, should this really be like this?

tawny falcon
tawny falcon
#

I discovered another bug, if you place geometry in your block, redstone will always pass the redstone signal even using the geometry that Minecraft itself provides(minecraft:geometry.full_block)
and the minecraft:redstone_conductivity component has no effect on the transfer of the redstone signal when you use a geometry

fathom harness
#

how do i calculate blast resistance for blockbenchs block wizard plugin

#

it says stone has a resistance of 30

#

but the wiki says it has a resistance of 6

naive lotus
white bobcat
#

Can I make a placement filter say β€œany block AND this one specific”?

primal hatch
waxen canyon
#

Guys, do you know why these 2 textures looks different? The left block is the mushroom stem block, and the right one is a block I created using that same texture for the background. What I've tried so far:

  • Different in-game light settings (they look different no matter what)
  • Different light emission and dampening settings
  • Overwriting the vanilla stem texture with one that I've saved in Photoshop (in case PS changed the color profile or smth)
  • Different render methods and ambient occlusion settings
tawny falcon
# waxen canyon Guys, do you know why these 2 textures looks different? The left block is the mu...

I noticed one thing, if you have a block with multiple states and each one has different settings it may end up not working very well, an example is light_dampening if the default state is for example 0 a block that lets light pass, and one of its states is 15, that is, it does not let it pass, what will happen is that it will continue to pass even when you change the state it will only stop passing when you leave the world and enter again, another example is in relation to redstone_conductivity if the default is to let the redstone pass, that is, not to cut if its state cuts the redstone it will cut it but it will remain energized if it was already before the state update, it only stops being energized if you place or break a block near the redstone, I believe that these things should NOT happen, but unfortunately they currently do.

tawny falcon
#

Is it possible to make my block opaque if I have a simple graphic and transparent if I have beautiful graphics?

white bobcat
#

Is not possible to change a custom block's render method based on user settings.

cerulean rapids
rich dome
#

Simply add your block in the blocks.json and declare the texture there aswell

olive arrow
#

How to create a custom cobweb block?

desert vector
#

you can't replicate how it slows the player down

sudden hare
#

Whats wrong with my script?

import { world, system, GameMode, EquipmentSlot } from '@minecraft/server';

world.beforeEvents.worldInitialize.subscribe((data) => {
    data.blockComponentRegistry.registerCustomComponent("aca:sieve_interact", {
        onPlayerInteract: ({ block, player }) => {
            const sieveItems = [
                "minecraft:sand", "minecraft:red_sand", "minecraft:gravel",
                "minecraft:dirt", "concrete_powder", "minecraft:mud", "minecraft:clay"
            ];
            const equippable = player.getComponent("minecraft:equippable");
            const heldItem = equippable?.player.getComponent(EquipmentSlot.Mainhand);
            const hasSieveItem = heldItem && sieveItems.includes(heldItem.typeId);
            const isCreative = player.matches({ gameMode: GameMode.creative });
            const { x, y, z } = block.location;
            const { a } = block.above;
            if (hasSieveItem) {
                if (!isCreative) {
                    player.runCommandAsync(`loot spawn ${x} ${a} ${z} loot "blocks/sieve"`);
                    player.runCommandAsync(`clear ${player.nameTag} ${heldItem} 1`);
                } else {
                    player.runCommandAsync(`loot spawn ${x} ${a} ${z} loot "blocks/sieve"`);
                }
            }
        }
    })
});```
#

It doesnt do the interation for some reason idk

#

The script is on main.js and the block does have the custom component

desert vector
#

and remove const { a } = block.above;
you can do const a = y + 1;

sudden hare
#

that still didnt work

#

maybe that be the server version im using? (im using 1.14.0)

tawny falcon
tawny falcon
#

I think it's because item_display_transforms is universal, and the slot size in pocket and classic mode is different

naive lotus
tawny falcon
olive arrow
#

how to make a custom cobweb block?

random arch
#
{
"format_version": "1.20.80",
"minecraft:block": {
"description": {
"identifier": "gen:coal_block",
"menu_category": {
"category": "construction"
}
},
"components": {
"minecraft:material_instances": {
"*": {
"texture": "coal_block",
"render_method": "alpha_test"
}
},
"minecraft:geometry": "minecraft:geometry.full_block"
}
}
}```
Where do i put this in resource/behavior pack?
shrewd storm
#

well i did it. found all the bugs in the stair placement for ALL directions and directional checks(afaik) its as close to vanilla placement and checks as i can get it with the current api

#

now for the block break -_-

green island
#

Is it possible to make a custom container block?

shadow tulip
primal hatch
#

how do i make a full block be culled away? (no experimental features)
I'm in spectator here and this fully submerged blob of my blocks is not being culled despite being surrounded

cursive swallow
primal hatch
#

that sortof works but not really

#

meaning it can cull some faces but other neighboring blocks dont cull theirs

#

using this has best results
"minecraft:geometry": "minecraft:geometry.full_block",
thing is that only works for full blocks. I cant even assing a different texture to the faces. I wish there was alist of all those

#

also using that geometry makes them affect AO too

sudden hare
#

I tried to make a specific group have a texture on material instances, but for some reason it didnt work(the group name is correct) and the block just have the * texture

                    "minecraft:material_instances": {
                        "*": {
                            "texture": "jungle_planks",
                            "render_method": "opaque"
                        },
                        "Item": {
                            "texture": "papyrusI",
                            "render_method": "alpha_test"
                        }
                    }
                }
            }```
desert vector
cerulean rapids
#

Is it possible to declare different render methods for different bones in a custom block?

desert vector
quasi acorn
#

do someone know how to fix sliding blocks? I keep sliding when i stand of my block model

desert vector
#

what do you have the friction set to

naive dove
#

Does anyone know how to change the breaking particles of a block with custom geometry, it’s just defaulting to dirt particles

desert vector
#

which format version are you using?

naive dove
desert vector
#

do you have upcoming creator features enabled?

naive dove
#

Yea

desert vector
#

that might be causing the issue since there are experimental changes to destruction particles in game version 1.21.70

#

shouldn't be long until 1.21.80 is released though

naive dove
#

Then presumably it will just pull from the texture?

#

In 1.21.80

desert vector
#

yes

naive dove
#

Okay thanks

primal hatch
#

how do i make a waterlogged block?

vestal marsh
primal hatch
tawny falcon
primal hatch
#

using "no_reaction" instead of "blocking" makes water pass through but thats not what normal waterlogged blocks do

tawny falcon
unkempt gulch
#

Hello, kinda new to creating add-ons here

Is there actually a way to have shadows cast around a block on the ground with material instances and geometry in the .json file?

Removing both of these removes the blocks ability to rotate and that sucks since I am creating a custom road block

naive lotus
unkempt gulch
desert vector
primal hatch
desert vector
primal hatch
#

They seem to be a mess tbh. Many times I've found invalid json in there. Bet they are written by some intern

primal hatch
#

they can contain water

#

but wont let it through

cyan phoenix
#

like >50% of the things I know are not documented anywhere

primal hatch
#

multi billion dollar company

#

how are you even supposed to get that info? we dont have access to the source code dont we?

cyan phoenix
#

Well I think I should advise against pursuing that lul

#

Just need to throw about a thousand things at the wall

primal hatch
#

the data driven block stuff they have is super buggy anyways. its like they are using an entirey different system than what they use internally

cyan phoenix
#

well yeah

primal hatch
cyan phoenix
#

that has been the solution to more things than i care to admit πŸ’€

ornate dove
#

how do you implement the updated "minecraft:destructible_by_mining" with the "item_specific_speeds" parameter?

desert vector
ornate dove
#

blocks

#

i just wanna know how to use it

#

hello?

oblique birch
#

Did the bug with beforeOnPlayerPlace get fixed with components v2?

desert vector
#

which one

oblique birch
#

Where if you have replace block item set to true it never fires

desert vector
#

that was not fixed

oblique birch
#

Pain

desert vector
# ornate dove i just wanna know how to use it

I'd avoid using it personally since it doesn't align with how vanilla works
not really sure why they added it

if you want to make a block get mined faster with tools, block tags should be used

#

but it looks like this

"item_specific_speeds": [
  {
    "item": "stick",
    "destroy_speed": 0.5
  }
]
oblique birch
desert vector
#

I don't think anything about custom block destruction lines up well with vanilla

oblique birch
#

Fair

desert vector
#

they have no "best tool" detection afaik

#

and also seconds_to_destroy and destroy_speed are some of the worst names they could have used

#

Any custom item with the digger component is treated as a suitable tool for vanilla blocks

cerulean rapids
#
{
    "format_version": "1.21.10",
    "minecraft:block": {
        "description": {
            "identifier": "ckey:green_screen_block",
            "menu_category": {
                "category": "items"
            }
        },
        "components": {
            "minecraft:geometry": {
                "identifier": "geometry.block"
            },
            "minecraft:material_instances": {
                "*": {
                    "texture": "green_screen_block",
                    "ambient_occlusion": false,
                    "face_dimming": false,
                    "render_method": "alpha_test"
                }
            },
            "minecraft:light_emission": 1,
            "minecraft:light_dampening": 0,
            "minecraft:collision_box": {
                "origin": [-8, 0, -8],
                "size": [16, 16, 16]
            },
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 1
            },
            "minecraft:display_name": "Green Screen Block",
            "tag:chroma_key": {}
        }
    }
}```

Why does it have face dimming still?
desert vector
#

idk but why are you using alpha_test

cerulean rapids
slim gust
#

I'm working on a custom block that can take on the texture of any of the vanilla wood plank types. I'm curious what your thoughts are on if you prefer a single block with the ability to change its texture by interacting with your planks of choice, or if you would prefer a completely different block for each plank type? For example, there are different blocks for each plank type of stairs, slabs, etc.

white bobcat
#

Additionally if you want to follow vanilla’s own logic, this is the way.

slim gust
#

I asked my 10 year old too, and he told me the same thing like I was an idiot πŸ˜‚

white bobcat
#

Haha I mean, it really depends on what type of gameplay are you looking for and for who it is intended to

slim gust
#

I prefer to stick to the vanilla mechanics as much as I can. So this makes it a straightforward decision. I'm glad I asked to work through it in my own head, though.

white bobcat
white bobcat
waxen canyon
#

Guys, I can't get the "minecraft:destructible_by_mining" component to work. I want my custom block to be only breakable with a vanilla diamond AXE (not pickaxe). So I gave it a 9999 destructible speed by default, and tried to add an specific item speed, but is not working... Here's my current json:

"minecraft:destructible_by_mining": {
        "seconds_to_destroy": 9999,
        "item_specific_speeds": [
          {
            "item": {
              "tags": "q.any_tag('minecraft:is_axe')"
            },
            "destroy_speed": 1
          }
        ]
      }
#

Ps. I'm working with format verion 1.21.0 since I'm working in Education stable

#

I mean, maybe there's another way to make it destructible ONLY by the axe that I don't know of. I don't want to add different destroy speeds

desert vector
waxen canyon
#

I see. Then there may be another approach

waxen canyon
desert vector
#

cancelling the PlayerBreakBlockBeforeEvent might be an option

#

just checked, it's available in edu

waxen canyon
#

Oh wait, I may use NBT commands to give the player the axe that can destroy specific blocks, since the entire world is breaking protected

desert vector
#

that would be better

waxen canyon
#

Yeah, that's the way! Thank you!

#

Hmmm but since I'll have to add allow blocks (blocks that allows you to break/place anything in a column above them), then that means the player can actually break the blocks by hand too, and the axe becomes unnecessary...

#

So using PlayerBreakBlockBeforeEvent may be the right call

desert vector
#

would be great if we could define allow/deny volumes without the blocks

mint frost
#

Why is geometry.cross causing all of this z-fighting?

#

block textures just flicker back and forth

#

not sure if I'm supposed to have my texture file set up in any specific way to be using geometry.cross, but it's just a 16x16 of the plant

desert vector
white bobcat
#

They changed the geo last version

mint frost
#

ah that explains it

#

didn't know they added a single sided material, haven't followed a lot of that stuff

#

thank you

white bobcat
#

No problem. It's been there for a long time now tho

#

The problem is they changed the geo, because before alpha_test worked just fine

#

Idk why they changed it

mint frost
#

was about to just go back to using my own geometry

white bobcat
#

I think it was something to fix a vanilla thing

white bobcat
#

Just open your plants folder and mass replace all

slim gust
#

I'm noticing that a block's minecraft:item_visual component seems to just layer one cube on top of another into a giant mess. Is there a way around this so the item visual actually looks like the block with the appropriate face rendering order?

shrewd storm
#

Are you trying to make an item have the geo visual in hand and in inventory?

slim gust
#

It renders exactly as you would expect when placed, floating as an item on the ground, and in my hand both 1st person and 3rd person.

#

But the item visual in the hotbar is an overlapping mess of cubes. It looks like it's rendering them one cube at a time and just overlapping the image as it goes.

desert vector
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it's based on the order of the cubes in the geometry

slim gust
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Well that's unfortunate.

shrewd storm
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Eww lol I am not redoing my stairs for that unless I absolutely have too

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I just use a normal item for woods and stuff I'm sure you could do the same. Just match the id of both have the item have no texture

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That's how I do my items

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That use the geo as a render

desert vector
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that would have the same rendering issue

shrewd storm
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Nope works fine for me

desert vector
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then your cubes must be ordered in a way that avoids it

shrewd storm
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I've moved bones around in my geos plenty of times

desert vector
white bobcat
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How can I make blocks act as fuel?

desert vector
desert vector
white bobcat
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Thanks!