#Blocks General

1 messages · Page 12 of 1

shrewd storm
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Like this

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Lol I didn't even see the above post

fringe cosmos
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Tested this already but in case I miss something, does the tick component with looping false restart when the chunk reload, game reload, etc.?

ornate dove
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what's are the rotation permutations of glazed terracotta blocks?

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i know it uses cardinal direction

lunar solar
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for the molang in block permutations, is it possivle to look for 2 individual values, like q.block_state(cmd:balls) = 2 || 3

lunar solar
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#1368811254583660584 message

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Any idea how to fix this error

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Yes I literally triple checked every single state and permutation to make sure I wrote them correctly

tawny falcon
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When using alpha_test_single_sided_to_opaque on a block for some reason all the surrounding blocks that only use alpha_test end up like this is this normal?

slim gust
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Yes, but I think you have to write it like q.block_state(cmd:balls) = 2 || q.block_state(cmd:balls) = 3. I'm not positive if there's an easier way to do it.

sudden stag
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Has this been a common issue beforehand? And could someone post a screenshot of how it looks with it being broken?

white bobcat
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I'm not using minecraft:item_visual here, just a custom geometry:

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In the normal fence, the yellow square shows the bug where the render of the top face of that bone is inside of another, while the red square shows how part of that other bone is rendered cut because of the other bone

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Hope this helps!

sudden stag
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Yeah this bug is probably more geometry related, thanks for the help!

white bobcat
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Happy to help!

slim gust
slim gust
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It's definitely a hack, but it achieved what I wanted.

white bobcat
white bobcat
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Interesting, if using two geometries and just one material instance component, using bone name instances in minecraft:material_instances wont work

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Which makes me need to use the component twice in permutations, or one in permutation and the other in component

neat shell
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any idea why this happen? (the red cube should have be an inner cube, it is inside another gray cube)

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the item in hand look fine

neat shell
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-# fixed, the gap between the cubes was too small

neat shell
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how to fix this?

white bobcat
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What’s the issue?

pure lodge
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am I allowed to use this on my add-on?

desert vector
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yes

pure lodge
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thx!

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can we only apply biome tinting to certain cubes of a model?

desert vector
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you can do it per material instance

neat shell
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i might just switch to block entity and call it a day

naive dove
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Does anyone know how much faster each level of efficiency increases mining speed by, I can’t find anything concrete online

wheat verge
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Anyone possibly have a leaves decay method

delicate patio
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anyone's know how to make a custom glowstone to look likes glowstone?

delicate patio
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and how can I make the blocks act like sand, dirt, and farmland

desert vector
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part of sand/dirt do you want your block to have

desert vector
delicate patio
desert vector
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add the sand and dirt tags

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it won't work for all plants, but it'll work for some

white bobcat
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I’m late sorry lol

delicate patio
delicate patio
jagged phoenix
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Is it possible to have a flipbook change textures randomly instead of sequentially?

ornate dove
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how do you code vanilla like slabs and stairs?

unkempt phoenix
indigo perch
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Can someone help me understand wtf is going on with versioning in addons?

child "minecraft:on_step_on" not valid here
Unexpected version for the loaded data

I've tried various combinations for min_engine_version and format_version (I'm on 1.21.80) and nothing gets the pack to load. I'm just trying to add 1 custom block with a component and events.

odd dagger
indigo perch
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Ahh, I see
Thanks a lot

white bobcat
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How can I avoid entities with translucency being rendered on top of custom blocks with blend?

mystic vector
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Is there a way to use a mesh model for blocks or is that exclusively entitys and attachables

spiral hedge
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How would you make a block not be able to have silk touch used on it?

primal hatch
white bobcat
wheat verge
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Is there a way to get dry grass to be allowed to be placed on a block

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I tried the sand tag but it only allows cactus

neat shell
crimson ingot
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supposed to look like this

thorny pond
# crimson ingot supposed to look like this

block model pivot points are always assumed to be at the model origin, so if your model has pivots not at the origin, rotated cubes will be translated in unexpected ways.

crimson ingot
thorny pond
crimson ingot
desert vector
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Which render method are you using

desert vector
crimson ingot
thorny pond
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ig I'm getting old

desert vector
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blend is the thing causing cubes to be rendered in the wrong order

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no way to avoid it other than removing translucency

crimson ingot
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Would i need to do per bone rendering then? and only use blend for the translucent bones?

desert vector
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that's bugged

crimson ingot
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Damn

tawny falcon
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Is it possible to make blocks absorb explosions like the slab does?

shrewd storm
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Blast resistance

tawny falcon
shrewd storm
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Basicly yeah just set it high. There should be so.ething that tells you what the resistances are for blocks

slim gust
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Is there a way to tap in to the "pick block" with an addon? I have a block that I am using as a base for multiple different display entities, and I want to either set a specific item when the player tries to pick block, or if I can't then I just want to prevent that action all together for this block.

tawny falcon
tawny falcon
naive dove
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Is it possibile to make a custom door without entities??

white bobcat
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Yeah

naive dove
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would you happen to have a template or atleast rough explanation on it?

white bobcat
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Your item must have the same ID as your block.

white bobcat
slim gust
white bobcat
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Oh well

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In that case you'll probably have to do some hacky solutions with scripting

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Or split up your block into different ones

deep mantle
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Can I make a vanilla block have a custom texture when renamed with a specific name?

lunar solar
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No

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What kinda funky stuff happened when you go past the world permutation limit

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Like say start with like 10k over

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Then 20k

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Then 30k

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Also what in the cinnamon toast fuck are these errors

slim gust
north stream
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Does anyone know why putting transparent pixels on doors makes them invisible?

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I need solve it

desert vector
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so no translucency

lament bridge
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OK, I'm stumped. How do we run a command when a block is placed?
The wiki says to use world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => { but then at runtime it complains that my custom component isn't registered. Additionally, it's not evident to me that a block object has the runCommand function.

A lot of alternative sources say to use world.events.blockPlace.subscribe(event but when I do that, nothing runs at all. I.e. something like the following should run a say command whenever any block is placed, but it does nothing.

    const block = event.block;
    const player = event.player;
    const { x, y, z } = block.location; // Get block coordinates

    player.runCommand("say ${player.nameTag} placed ${block.id} ${block.typeId}");```

And ignore any syntax errors here; I got all the parentheses and curly braces right, but omitted some of them here for brevity. It's not a compilation/structure issue (at least not one that VSCode nor Minecraft is catching at runtime).
desert vector
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is your manifest set up correctly?

lament bridge
desert vector
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if you want to use the world event, it's

world.afterEvents.playerPlaceBlock.subscribe
lament bridge
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I will try that, thanks!

lament bridge
lunar pelican
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How block variation weight works?

Let's say I have 2 grass textures and I didn't set weight for both, how much chances for 2 texture to display?

Or I'll set weight to 0.5 for 1st texture and other texture is weight: 50, what will happen?

cursive swallow
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bro what the hell

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my texture pack is turingin command blocks into seweed

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ik command blocks have animated textures

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but what the hell

cursive swallow
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i realise my pack is made for v1.13 and up

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that might be part of the reason

primal hatch
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does anybody know the conversion between java and bedrock explosion resistance and block hardness?

desert vector
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bedrock's custom block destruction stuff is broken

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but seconds_to_destroy represents block hardness

cursive swallow
desert vector
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explosion resistance is 5x java's i think

primal hatch
primal hatch
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or example for stone, when no tool is on, it takes around 4 seconds to break

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while its hardness is 1.5

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also what about tool specific values?

desert vector
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the item determines the destroy speed, not the block

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I'd also just pretend that item_specific_speeds doesn't exist since it doesn't match how vanilla destruction works

primal hatch
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so those tags work?

desert vector
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the is_*_item_destructible tags work

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but there are other issues with destroy speed

primal hatch
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cant remmeber the name but thee are 4 tags for tools. bedrock has like 4 tags total lol and i didnt evne think those worked

desert vector
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ignore the *_pick_diggable tags, they do nothing and aren't applied to any new blocks

primal hatch
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this is what im talking about

desert vector
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that will work
it won't match vanilla, but shovels will destroy the block faster

primal hatch
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as usual there isnt a perfect match... 💀

desert vector
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when they implemented the custom item/block mining speeds they seem to have completely forgot about the "best tool" feature

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any custom digger will be treated as a suitable tool for any vanilla block

primal hatch
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i can only say that hardness value is NOT equal to seconds to destroy, just testing with stone as a reference that has 1.5 hardness. setting seconds to destroy to around 5 seems to be around the same length

desert vector
primal hatch
primal hatch
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tho item specific speed is working for me. Is that the one you said was bugged?

desert vector
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it works, it's just weird

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block hardness shouldn't change based on the used tool

primal hatch
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yeah it should be the tool that decides. plus those values are not multipliers so it would be come very cumbersome to calculate the accurate ones for each tool

desert vector
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also seconds_to_destroy and destroy_speed do not describe what those properties represent at all

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increasing "speed" should not lead to increased destroy time

primal hatch
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yeah another thing i complain. it shouldnt be called destroy speed as its not even used like that when you use tools

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should be called just hadness

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or destroy_speed_multiplier

primal hatch
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they are missing this

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so setting second to destroy to hardness * 10/3 and destroy_speed to hardness itself seems to be the same

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as it pre applies that in reverse

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stone: hardness=1.5 ->

primal hatch
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So anybody else having issue with loot table conditions?
This doesnt match any item BUT DOES match shovels AND empty hand

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found a soluton to this bug too. Bugrock problems require bugrock solutions

lunar solar
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I apparently have 450k+ states using the same combination of addons that got me that number there

spare kraken
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How to make blocks have the interact animation

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nvm

fathom harness
desert vector
white bobcat
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What is the best way for me to make my blocks only drop themselves when destroyed with the proper tool type that doesn't involves making a loot table for every single block?

white bobcat
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Okay, thanks!

naive lotus
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Why does the dirt also green? I use material_instances and grass tint_method

vestal marsh
naive lotus
vestal marsh
naive lotus
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Oh well...

primal hatch
primal hatch
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whats the point of loot tables if they get copletely ignored when you break anything with silk touch?

cyan phoenix
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sucks

young crater
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hello i have a custom crop there is a way to change the block break sound?

desert vector
lunar solar
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This is the result of mixing blend and opaque render methods

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Idk how long it will stay working for but it works perfectly fine

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Just blend leads to this clusterfuck

lunar solar
lunar solar
desert vector
cursive swallow
primal hatch
desert vector
primal hatch
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Thank you for 1

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I knew of a havky solution, glad there is a proper one

lunar solar
primal hatch
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Forgot to add that translucent blocks don't render at all unless another vanilla translucent block is in same chunk. Relevant for this discussion here, unless it was fixed very recently

desert vector
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that's the mixed render method bug

primal hatch
desert vector
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it's in gui, with rotation and the other parameters

primal hatch
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In item transforms ok

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What about the other 30 issues ☠️

lunar solar
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Can you mix the to_opaque render methods and stuff like blend

primal hatch
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No, use cutout. Also there's that bug

lunar solar
primal hatch
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Alpha test

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Single sided

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Never double sided

lunar solar
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Also what bug you are referring to?

cursive swallow
# primal hatch sure

Pressing esc while doing /reload will deadlock the game? Like brick the game forever or what?

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Sounds scary

primal hatch
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It just gets stuck there forever

cursive swallow
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Force close doesnt fix?

primal hatch
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Also has a bug where downloading anything from marketplace would crash the game

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Premium experience

primal hatch
cursive swallow
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Ah ok

lunar solar
simple shard
desert vector
simple shard
desert vector
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there should be an error in the content log

simple shard
# desert vector there should be an error in the content log
[Scripting][error]-Plugin [R6S Test - 1.0.0] - failed to create context.

[Scripting][error]-Plugin [R6S Test] - module [R6S Test - 1.0.0] depends on unknown module [@minecraft/server-net - 1.0.0-beta].

[Scripting][error]-Plugin [R6S Test] - module [R6S Test - 1.0.0] requesting invalid module version [@minecraft/server-ui - 1.0.0-beta].

Current [beta] version is [2.0.0-beta].

Available versions:
0.1.0
1.3.0
2.0.0-beta
3.0.0-alpha


[Scripting][error]-Plugin [R6S Test] - module [R6S Test - 1.0.0] requesting invalid module version [@minecraft/server - 1.0.0-beta].

Current [beta] version is [2.0.0-beta].

Available versions:
0.1.0
1.19.0
2.0.0-beta
3.0.0-alpha


[Scripting][error]-Plugin [R6S Test] - version conflict for module [@minecraft/server].
 [1.0.0-beta] requested by [R6S Test - 1.0.0],
 [2.0.0-beta] requested by [@minecraft/server-gametest - 1.0.0-beta]


[Scripting][error]-Plugin [R6S Test - 1.0.0] - run failed, no runtime or context available.

[Blocks][warning]-bridge:cobblestone_cube: trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported. Please remove any legacy texture definition or block shape specification for this block.

[Blocks][warning]-bridge:window_chalet: trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported. Please remove any legacy texture definition or block shape specification for this block.

[Blocks][error]-Block name = 'bridge:window_chalet' | geometry.window_chalet contains 3 boxes outside the error bounds of (-0.875, -0.875, -0.875) to (1.875, 1.875, 1.875).

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

[Blocks][error]-A block must have baked material data in order to tessellate!
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I still dont understand why it won't work, can I not do custom geometry for blocks?

desert vector
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Error with geometry component: cannot find geometry.window_chalet geometry JSON.
geometry.window_chalet doesn't exist in your resource pack

simple shard
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odd, because it is there in the file

desert vector
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[Blocks][warning]-bridge:cobblestone_cube: trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported. Please remove any legacy texture definition or block shape specification for this block.

[Blocks][warning]-bridge:window_chalet: trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported. Please remove any legacy texture definition or block shape specification for this block.
remove textures from blocks.json

simple shard
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Ok its been removed

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Also my model is in the RP

desert vector
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what's the identifier?

simple shard
desert vector
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oh I didn't see this

[Blocks][error]-Block name = 'bridge:window_chalet' | geometry.window_chalet contains 3 boxes outside the error bounds of (-0.875, -0.875, -0.875) to (1.875, 1.875, 1.875).
your model is too big

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also block textures have to be square

simple shard
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Oh, alr then

simple shard
desert vector
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it's saying the block can't be rendered (because of the lack of valid geometry)

simple shard
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Ah ok

rustic jolt
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i have a block custom there is a way to recreate the "chain" of the lantern when there is a block upper the my custom block?

shrewd storm
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use permutations and either create 2 models or have 1 model with multiple lanterns and use bone visibility OR you can change the material instance with a texture that has that chain when placed in the block_face up position

limpid sedge
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Is there a way to make it so blocks turned into items have two textures?

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if not then I'll just scale the texture then merged them

desert vector
lament bridge
#

Finally got my addons upgraded to v1.21. In a local world, everything works, but in a realm, the block events seem to do nothing. This one is supposed to summon an NPC, but they never appear. Other stuff (items/armor) work fine. I'm guessing this isn't supported in Realms? Any workarounds?

world.afterEvents.playerPlaceBlock.subscribe(event => { 
    const block = event.block;
    const player = event.player;
    const { x, y, z } = block.location; // Get block coordinates

    if (block.typeId === "magic:home_terminus") { 
        player.runCommand(`summon magic:npc_eye_blue ${x} ${y + 1} ${z} facing @p "" HomeTerminus`);
        player.runCommand("dialogue change @e[type=magic:npc_eye_blue,c=1,r=5] home_terminus_main");
        player.runCommand(`tickingarea add circle ${x} ${y} ${z} 5`);
    };
lament bridge
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Even custom block components don't work on realms ... wow

/** @type {import("@minecraft/server").BlockCustomComponent} */
const XPGeneratorOffInteract = {
    onPlayerInteract(event) { // Doesn't work
...
const XPGeneratorOnInteract = {
    onTick(event) { // Doesn't work
... 

At least for playerPlaceBlock events, the wiki hinted this might now work (though the wording implies it's specifically the beforeOnPlayerPlace event, not all events).
I can't believe I wasted my time on this just for Mojang to sabotage me yet again.

vestal marsh
lament bridge
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Assume you're referring to the item component (https://wiki.bedrock.dev/items/item-components#block-placer)? Not using that right now but could try that. I used to use block placer since block crafting recipes were broken pre ~1.20. But since it seemed to be fixed now, I skipped that.

lament bridge
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In terms of CustomComponents, I've double-checked and I don't see anything different from the examples. Using world from Minecraft/server, world.beforeevents.initialize, etc
Works in a local world but not in realms
https://github.com/thebearup/magic_expansion_for_minecraft/blob/master/magic_behavior/scripts/main.js

GitHub

Add some magical elements to minecraft - fire wands, teleporters, etc. - thebearup/magic_expansion_for_minecraft

desert vector
#

idk if this is causing the issue but remove this from your manifest.json

    {
      "module_name": "mojang-minecraft", 
      "version": "1.19.0"
    }
lament bridge
#

Nope, even with that change it works locally but not in realms. Is there any guidance on getting addons to work in realms? Toggles to use etc?

lament bridge
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Even the item customcomponents don't work. Only thing that does is armor effects via tick.json

lunar solar
#

How are the total amount of permutations in an addon are calculated

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Because every god damn time i update my cubits addon it goes up drastically

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Currently it's at like 570k+ despite not adding any more states

lunar solar
#

This is filled with mostly cubits

west rover
#

whats the friction value of ice?

primal hatch
#

From the states of all blocks

desert vector
vestal marsh
lunar solar
#

Actually I'd need to know more about how minecraft stores block states

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Bit still I'm mad

primal hatch
lunar solar
#

I mean i need to know that if I can call it stupid or not

primal hatch
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But I can assure you the more permutations the more objects created and the more ram stuff takes, models for each, components for each, so on so forth it quickly adds up

primal hatch
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I've seen people with 100k blocks once

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On java

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Blocks, not blockstates

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Those would take 20gb of ram just to load them in. No way you get that on a switch

vestal marsh
#

The limit is almost always due to stability and performance.

primal hatch
#

Still imo 64k permutations laughably small. So much for more perfromant game, in my example above the permutations were in the millions

lunar solar
#

So each block has like 12,960 permutations

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And before there were 34 of them

primal hatch
#

That's way too much. Why you have so many for a single block

lunar solar
#

Now there are like 12 more

primal hatch
#

Micro blocks. Yea you are out of luck

primal hatch
#

Actually

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Shouldn't the permutations there be 2^64?

lunar solar
#

?

primal hatch
#

(yes that would be one bazzilion)

white bobcat
#

What is the most efficient and lag friendly way to make leaves decay & falling leaves particles?

primal hatch
#

You got a cube made up of 64 small cubes. That's 2^64 no?

lunar solar
#

No?

primal hatch
lunar solar
#

Edges, center, and between the edges

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And center of every face

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27 smaller cubes

primal hatch
desert vector
primal hatch
white bobcat
primal hatch
#

The random tick happens anyways game picks a handful of blocks every tick, if they can random tick their random tick component will be called

desert vector
#

hundreds of leaves with random ticking shouldn't be laggy
when i was testing my copper oxidation it was fine

white bobcat
#

It’s very laggy for me even though I made them decay just to the north, instead of the taxicab check vanilla leaves do. It’s most likely because my trees have around 200 leaves and I’m loading more than 20 trees at once

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I find it better to do it without randomness every 3000-5000 ticks. But I still think there should be a more efficient way, even if not the most vanilla accurate, to do leaves decay.

desert vector
#

are the leaves checking after every random tick they receive? you could try decreasing the likelihood a bit

#

also caching the Block objects will help

white bobcat
#

Do you think it would theoretically be possible to have 1 leave ticking per tree, random ticking, which would be the one making the other leaves decay?

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Making the check in the other leaves etc etc

primal hatch
#

Get a profiler and see what part is the most consuming. Chances are it's the setting the block one

#

Light update might also be another one, direct cause of setting the block to air

desert vector
#

the largest slow down will be from getting blocks

#

I doubt changing the number of blocks that tick will have much impact

primal hatch
#

Idk how they did the implementation here but they must be checking for a component that a block has so that should already be getting the block before the random tick method is even called

white bobcat
#

I assume they are making something to handle this more easily, I remember hearing it being mentioned

#

A taxicab check, which is how vanilla already works, is extremely bad for performance

desert vector
#

if we had chunk unload events then the caching method would be very easy

#

without resulting in the world being shut down

primal hatch
#

Still testing is easy. Make them tick. Just get the block and get a profile. Then get and set the block to another block and finally try to air

white bobcat
#

Will try more ways to do it the most efficient possible, thanks

#

In the same topic, how can I destroy a block with scripting without commands?

primal hatch
#

You cant

white bobcat
#

Not set type… destroy. I want loot & destroy particles to show up. I believe it isn’t possible, but in said case, what would be my best workaround

primal hatch
#

Just fire the command

white bobcat
#

Sad

primal hatch
#

Doesn't really make much of a difference

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Other than commands are pointless overhead

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Probably not terrible tho

desert vector
#

leaves don't make particles when they decay do they?

white bobcat
#

Last time I checked they did, unless I remember incorrectly. I’ll have to check again

#

Oh no they don’t! Hm, why do I remember seeing them..

lunar solar
#

Which I can do

primal hatch
#

Well limit remains. It's not a hard limit tho, just blocks it from the marketplace

lunar solar
#

Wasn't planning on releasing an addon that has specifications on ram size to run to the public

junior flame
#

Hello there! I'm trying to make a block drop/break when the block behind is broken. Here's what my test block component contains:

"minecraft:placement_filter": {
    "conditions": [
        {
            "allowed_faces": ["north"]
        }
    ]
}```I would've thought this would pop the block off when the supporting block is removed. But it does not.
vestal marsh
junior flame
#

Dang it, what a hassle. I'll use jsonte to have a re-usable blocks list then I guess

white bobcat
#

Mind sending it after? 🥺

lunar solar
#

Yeah I'd like that

lunar solar
shrewd storm
lunar solar
#

1 deep cleaning of my phone and a ram swapper later and we are in business

random sonnet
#

How can I prevent bamboo from breaking when it has a custom block below?

brave yacht
#

i have a custom crop but it doesnt grow for some reason, and has the missing texture block for its particles when broken. It also doesn't drop anything. I followed the tutorial in the wiki, I asume i messed up somewhere.

desert vector
#

there's a ] at the end of the state name in your permutation conditions

#

the item format version needs to be at least 1.21.60

#

you havent changed the name of the custom component in the script

brave yacht
#

thanks!

vocal rune
#

is there a way to remove custom block shadow?

desert vector
#

move the model out of the ground

vocal rune
#

is that the only way?

desert vector
#

yes

vocal rune
#

aw okay, thanks!

shrewd storm
#

Yeah its weird that the released geos freak out but in game vanilla geos dont

balmy quiver
#

Is it possible to modify vanilla block models? Like fences.

desert vector
#

no

rich thicket
#

how can i import java multi texture and convert it into single texture for bedrock with correct geo?

#

idk with blockbench or what

#

The model is multi-cube

desert vector
#

block textures should be 16x16
if whatever you're aiming to do involves making a texture larger than that, it probably isn't the best solution

rich thicket
#

ohh

#

so i should anyhow convert it to 16x16?

#

well when i stich the texture from java's, the result is 32x48

#

(in blockbench)

#

then i export the bedrock geo

#

and it looks cursed asf

desert vector
#

you can give blocks multiple textures

rich thicket
#

how???

desert vector
rich thicket
#

Yoo

#

i just removed the shaft which was as separate texture

#

and it looks nice now

#

idc bout the shaft

#

it is just for the looks

rich thicket
#

okay i figured out the whole material thing

west rover
#

does item_visual's geo & materials accept bone_visibility & render_method respectively?

rich thicket
#

Also how can i make block texture that makes it go out of bounds

#

like 3x3 texture 1 block in the middle

west rover
white bobcat
#

Hello! Is it normal that tag:minecraft:is_pickaxe_item_destructible still requires item_specific_speeds in the minecraft:destructible_by_mining component to make blocks destroy speed match vanilla blocks?

I tested with tag:minecraft:is_axe_item_destructible and I don't require of item specific speeds, but I do for pickaxes.

white bobcat
#

In the video, none of the blocks had item specific speeds.

desert vector
#

they didn't implement the best tool stuff correctly

#

I wouldn't bother trying to correct it personally

#

since when they correct it, your blocks will have incorrect destroy times

white bobcat
#

So I assume is a bug with the pickaxe tag

#

I already fixed it with item specific speeds for most of blocks, just to find out that item specific speeds arent needed for the axe tag 😂

white bobcat
desert vector
#

I'd make a bug report for each issue to do with custom block destruction but it takes ages

white bobcat
#

Ages it takes to guess the destruction value of a block haha

#

The Minecraft Wiki doesn't gives the correct values at all

desert vector
#

if it worked properly, the hardness value would be used for "seconds_to_destroy"
ideally they'd rename "seconds_to_destroy" to "hardness" since it doesn't define a number of seconds

white bobcat
#

seconds_to_destroy is not even true anyway

#

I remember talking about this a really good while ago

#

That property is being multiplied by some weird decimal

#

Without any tool

desert vector
#

it seems like they tried to give "hardness" a nicer sounding name without knowing what "hardness" represents

white bobcat
#

Perhaps, my guess though is that seconds_to_destroy is simply an outdated system that haven't been looked at as much as it should

#

Because if I set seconds to destroy to 2, it does not means the block takes 2 seconds to destroy

desert vector
#

from my testing, seconds_to_destroy determines the block hardness
the lack of a functioning best tool system means that, even if the block hardness (seconds_to_destroy) matches a vanilla block, the destroy time will not

#

and all custom diggers are treated like a suitable tool for blocks meaning a custom axe would be able to mine stone faster

white bobcat
#

From my testing, it determines the time it takes to destroy a block rather than the seconds it takes to destroy a block. I guess they confused time with seconds. Even in the docs they define it as:

Sets the number of seconds it takes to destroy the block with base equipment. Greater numbers result in greater mining times.
Which isn't any true, since a value of 1.975 will result in a destroy time of ~2.95 seconds, instead of 1.975 seconds.

#

This is a very annoying system to deal with

desert vector
white bobcat
#

Yeah, and even that is wrong too, this part specifically:

By default, the number of seconds it takes to destroy a custom block is 1.5× its hardness.

desert vector
#

given the values you mentioned earlier, it is
2.95 ÷ 1.975 = 1.49367089

#

if the values were in ticks it would be exactly 1.5

white bobcat
#

The way you wrote it made me think I could just get the hardness and multiply it by 1.5 to get the correct seconds to destroy

#

But that is not the case.

#

Or, at least not for all blocks

desert vector
white bobcat
#

Yep, exactly.

desert vector
#

that is the case though

#

for all custom blocks mined by hand

white bobcat
#

The hardness for cobblestone is 2, multiplied by 1.5 is 3, 3 is not the correct value nor near to the correct value of seconds_to_destroy

desert vector
#

cobblestone is not a custom block, custom blocks are missing tool detection

#

also you're still misunderstanding what I said

white bobcat
#

Maybe I just don't see any type of need of knowing the 1.5 value since it doesnt adds anything

#

It's okay

#

The real problem here is this fairy tale system lol

desert vector
#

if mojang implemented it correctly then we wouldn't have this sort of confusion
"seconds" not representing seconds is really weird

white bobcat
#

Yeah, it's unfortunate there is absolutely no way to make custom blocks match vanilla blocks destruction times without trial & error.

desert vector
white bobcat
#

I think that will also not work for all blocks, planks, for example

#

The 3.33 x hardness

desert vector
#

might be to do with whether the block should drop if destroyed with the wrong tool

white bobcat
#

If that's the case it makes this even worse haha

rich thicket
rich thicket
#

????

#

i want the block to have texture exceeding it's block

desert vector
#

you should make it separate blocks

#

or an entity

odd dagger
#

you mean the geometry?

odd dagger
rich thicket
fierce girder
#

is there an on exploded script event for blocks?

desert vector
#

world.afterEvents.blockExplode

fierce girder
#

is that 2.0.0?

#

or

#

earlier

#

because i'm running my stuff on 1.18.0

desert vector
#

it will work

fierce girder
#

i am making custom tnt

#

but i want them to ignite when blown up

#

how do i

#

do that

desert vector
#

I think this would work

world.afterEvents.blockExplode.subscribe(event => {
  if (event.explodedBlockPermutation.matches("my:tnt")) {
    event.dimension.spawnEntity("my:tnt", event.block.bottomCenter());
  }
});
fierce girder
#

ty 🙂

#

ok now how do i filter so the ignite with flintandsteel event only fires if they hold the item, rather than every time they click

desert vector
#

how are you detecting the block interaction?

fierce girder
#
blockComponentRegistry.registerCustomComponent("bears:dense_tnt", {
        onPlayerInteract({ dimension, block, player }) {
            player.runCommandAsync(`execute if entity @s[hasitem={item=flint_and_steel,location=slot.weapon.mainhand}] run summon bears:dense_tnt ${block.location.x} ${block.location.y} ${block.location.z}`);
        }
    });
desert vector
#

you can get the item in the main hand slot like this (you need to import EquipmentSlot)

const equippable = player.getComponent("minecraft:equippable");
const mainhand = equippable.getEquipment(EquipmentSlot.Mainhand);

then check the item in the main hand slot and spawn the entity

if (mainhand === undefined) return; // Exit if the main hand is empty

const enchantable = mainhand.getComponent("minecraft:enchantable");
const hasFireAspect = enchantable?.hasEnchantment("minecraft:fire_aspect");

if (mainhand.typeId === "minecraft:flint_and_steel" || mainhand.typeId === "minecraft:fire_charge" || hasFireAspect)) {
  dimension.spawnEntity("bears:dense_tnt", block.bottomCenter()); // Spawn the TNT
}
fierce girder
#

it still fires the interact event

#

so it takes a right click

#

but does nothing

#

unless you have the correct items

desert vector
#

there's no way to prevent that

fierce girder
#

😦

#

how do i make the tnts not drop loot when blown up

tawny falcon
half hemlock
#

Any way to fix leaves not decaying possibly because of being hand placed or structure loaded?

forest merlin
#

Is there any way to make it so a block can perodically drop items, like a chicken dropping eggs?

odd dagger
#

you need to use custom components and use onRandomTick or OnTick

#

requires js knowledge.

forest merlin
#

I'm very new to all this and have no idea how to do that 😔
Thank you though, I'll look through it some more and see what I can figure out

#

Is something like the following heading in the right direction

#

/** @type {import("@minecraft/server").BlockCustomComponent} */
const EggDropperComponent = {
    onRandomTick(event) {
        const { block } = event;

        // Create egg item
        const egg = new ItemStack(MinecraftItemTypes.egg, 1);

        // Drop egg above block
        const location = block.location;
        const dropPosition = new Vector(location.x + 0.5, location.y + 1, location.z + 0.5);
        world.getDimension(block.dimension.id).spawnItem(egg, dropPosition);
    }
};

world.beforeEvents.worldInitialize.subscribe(({ blockComponentRegistry }) => {
    blockComponentRegistry.registerCustomComponent(
        "custom:egg_dropper",
        EggDropperComponent
    );
}); ```
west rover
#

how can i make vanilla plants be placed on custom blocks?

#

like custom dirt

desert vector
#

adding the dirt tag will allow some to be placed on the block
you can't do anything about the others

west rover
#

thank you

tender cedar
#

ok im like 5 seconds away from crashing out
does anyone have any idea why i keep getting these errors when using the new minecraft:tick

#

im relatively certain it has to do with the format version, maybe im using the wrong one..?

Im currently using 1.2150

tender cedar
#

GOT IT!!
it was because i was storing minecraft:tick in perumutations and not the main components section

dusk pumice
#

Is it possible to create a custom loot table for suspicious sand/gravel in a structure?

There are 1 routes I thought about:

  • You recreate the vanilla block as a custom block (and hope that there are components that lets you do this, and ideally without scripts. Why? Because I would rather avoid learning a whole coding language for something this simple). And use them in generated structures (or customised ore veins, whichever works best).
  • If possible, use the vanilla suspicious sand/gravel block in your structure. But somehow assign them the loot table you want to use.

I have seen these blocks drop nothing a player places them. Assumingly because they don't have the loot table (similar to pick blocking a loot chest normally). That is, unless you have the nbt data attached to them.
That said, would it be possible to to modify this nbt data for an addon?

Why am I looking do try this in the first place?
I want to make an addon that adds dinosaurs for a friend. And one idea was using suspicious sand/gravel to excavate the fossils from them.
These fossils are required to craft the eggs for these dinosaurs.

dusk pumice
#

ooh. I heard of them. I'll look into that. Thanks

nova wolf
#

Does anyone know if it's possible to cut a UV like this for a block?

gilded mortar
#

No

gilded mortar
nova wolf
#

Rip

#

Guess I can't make my framed blocks better in that way

wheat verge
#

would anyone know how to make a red stone ore like block

#

Where the particles appear

#

I know the particle name but it just doesn’t appear like it should be

unborn wave
#

does anyone have a template for a block that utilizes the randomized textures? Like when you place it down in different locations and it uses a different texture.

west rover
#

is it possible to add my block to the minecraft:planks entry?

vestal marsh
#

You'll need a block placer though.

west rover
#

the wood tag?

#

oh not it

#

i thought tags arent supported in recipes

vestal marsh
#

They are.

west rover
#

do you have example?

tawny falcon
tawny falcon
# west rover do you have example?
{
    "format_version": "1.21.60",
    "minecraft:item": {
        "description": {
            "identifier": "biomes_and_beyond:redwood_planks",
            "menu_category": {
                "category": "construction",
                "group": "minecraft:itemGroup.name.planks"
            }
        }, 
        "components": {
          "minecraft:tags": {
        "tags": [
      "minecraft:planks"
        ]
      },
            "minecraft:fuel": {
            "duration": 15
              },
              "minecraft:display_name": {
                "value": "tile.biomes_and_beyond:redwood_planks.name"
            },

            "minecraft:block_placer":{
                "block": "biomes_and_beyond:redwood_planks",
                "replace_block_item": true
            }
        }
    }
}
west rover
#

thank you

balmy quiver
#

I'm making a block with variations (vertical slabs). Is it possible to make it share the same texture as the normal block instead of having another one?

#

If so, what should I change to share the texture?

desert vector
west rover
balmy quiver
west rover
rich thicket
#

Hey, so i am trying to export this bedrock model with given texture, but the result looks like complete potato.
(via blockbench, converted from java)

#

(shaft is actually being displayed tho)

#

heres how it looks like

rich thicket
rich thicket
#

okay i solved it

#

i just re-added the block

white bobcat
#

How can I fix this?

dusk pumice
#

I am learning how to make a crafting table.
It works just like the vanilla one, the reason why having this being a variant of it is to have items only craftable on there.
This helps keep recipes in reasonable groups for scrolling through suggested recipes with the standard crafting table.

I know of and used the crafting_table component.
However, the block in the game does not show its UI.

Am I missing something?
Is there a file I should add to ensure the UI shows up?

desert vector
dusk pumice
desert vector
#

remove grid_size

#

it was removed in 1.19.10

dusk pumice
#

ahhh... ok. let me check

#

btw, there is no ui folder in my addon. I was not sure it would need one if it would use the vanilla crafting ui

desert vector
#

it will use the vanilla ui

dusk pumice
#

Will remove the other code to see if any of that might be interfering

vestal marsh
#

Show your entire file.

dusk pumice
#

here it is.
Would the verison be the issue?

desert vector
#

crafting table is 1.19.50+ so you should be fine
would be best to update the format version anyway

dusk pumice
#

ahhh, true. will have a look there.

desert vector
#

i've just copied your block into my BP and it works

#

btw the table_name will be the block's display name by default so you could remove it too

vestal marsh
#

Any content log?

desert vector
#

not for me
other than the missing textures since i don't have those in my terrain texture

dusk pumice
#

oh, ok that is odd.

I loaded a new world with the addon on its own and now it loads.

I see this is likely from another addon that is interfering with it.
Will have to adjust the load order in this case.

Am happy to see it works without errors at least.

#

lol silly, but am 100% sure that another addon that uses custom UI was the culprit.

Note to self, test addons separately. Then try them in a batch.
And if there is an issue, move back to separate worlds before going to the batch.

white bobcat
rich thicket
#

#1070606638525980753 message
?

vestal marsh
#

👆

magic river
#

Can blocks have collision outside of the normal 16x16x16?

magic river
#

Ty

slim gust
#

Is there a quick and easy way to make a block not considered a full block so that walls won't connect to it?

slim gust
#

Is there a NOT easy way?

vestal marsh
slim gust
#

Well, that's a bummer.

white bobcat
#

I bet if you destroy the wall it won't connect

dusk pumice
#

If one can add sounds to blocks (eg. stone, wood, etc.)
Would it also mean if you use amethyst, does the block make the sounds of the vanilla blocks?
Namely when you step on them, the soft ringing they do, aside from breaking and placing them? 🤔

desert vector
#

yes

dusk pumice
upbeat jewel
#

I need a help from someone

#

some users said that my mod caused lag in there world, but i didn't experience because im using a high end device

I think this is because I have too many states in my blocks, minecraft automatically calculates how many permutations my block has

#

but the thing is, i dont use permutations, i use the states for the bone visibilities

upbeat jewel
#

i have 12 states with 2 values each and it comes out to 4096 permutations but i dont even have a single permutation

#

i mean there are 16

#

also a user said that the glass panes didnt connect, but for me it worked properly

vestal marsh
upbeat jewel
#

oh, is there anyway i can reduce the states?

#

wait ill send the states

#
"states": {
                "gao:connected_north": [false, true],
                "gao:connected_east": [false, true],
                "gao:connected_south": [false, true],
                "gao:connected_west": [false, true],
                "gao:connected_up": [false, true],
                "gao:connected_down": [false, true],
                
                "gao:connected_north_b": [false, true],
                "gao:connected_east_b": [false, true],
                "gao:connected_south_b": [false, true],
                "gao:connected_west_b": [false, true],
                "gao:connected_up_b": [false, true],
                "gao:connected_down_b": [false, true]
            }
#

i have 17 blocks that has this many states

upbeat jewel
vestal marsh
#

Yikes...

#

I think this is just a case of waiting dor Mojang to introsuce the connectable block trait(or component, they havent fully decided)

upbeat jewel
#

i mean i can still remove 6 states and have 64 calculated permutations, but it wont connect to a block

#

does anyone have tips how i can make a workaround to lessen the states

#

I actually have an idea but i dont know if this will work

#

state 1 : 16 values ( if same block )
state 2 : 16 values ( if a block is connected to a full block )
connected_up : 2 values
connected_down : 2 values

#

@vestal marsh do you think this will work, sorry for the ping

vestal marsh
upbeat jewel
#

i meant if same block connects

#

the state 1 is the four cardinal directions

#

it detects where the same block is

#

for example, 1 = there is no connected blocks, 16 = all 4 sides are connected

#

nvm, i'll just try it, anyways thanks for the help

solid matrix
#

are there any slab templates around

#

i tried to make one but there's a noticeable delay when you place the 2nd slab over

#
registry.registerCustomComponent('custom:slab', {
        onPlayerInteract: (event, payload) => {
            const { block, face, player } = event;
            const into = payload.params?.into;

            if (
                block.permutation.getState("minecraft:vertical_half") !== "bottom" ||
                face !== "Up"
            ) return;

            const heldItem = player.getComponent("minecraft:equippable")?.getEquipmentSlot(EquipmentSlot.Mainhand);
            if (!heldItem || heldItem.typeId !== block.typeId) return;

            const permutation = BlockPermutation.resolve(into);
            if (!permutation) return;

            block.setPermutation(permutation);
        }
    });
desert vector
#

since we don't have client side scripts there will be no way to fully reduce the delay

#

unless a component is added

solid matrix
#

that's unfortunate

solid matrix
uneven hamlet
#

is it possible to make a block like a redstone block, that always emits a redstone signal?

west rover
#

is alpha_test_to_opaque non experimental?

tawny falcon
#

that is, it does not become opaque, but this is temporary.

ionic laurel
#

I convert a block model used in java as bedrock block, but when I open the file back, blockbench opens the model as bedrock entity. Is this a problem?

desert vector
shrewd storm
#

any one know the display dimensions for first person for the trap door is? i have all the other displays for it basicly 1:1 but the first person is being annoying in bb

desert vector
zinc wyvern
#
    "format_version": "1.20.30",
    "minecraft:block": {
        "description": {
            "identifier": "mosaicmania:oak_mosaic",
            "menu_category": {
                "category": "construction",
                "group": "itemGroup.name.planks"
            }
        },
        "components": {
            "minecraft:geometry": "minecraft:geometry.full_block",
            "minecraft:material_instances": {
                "*": {
                    "texture": "oak_mosaic",
                    "render_method": "opaque"
                }
            },
            "minecraft:collision_box": {
                "enabled": true
            },
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 2
            },
            "minecraft:destructible_by_explosion": {
                "explosion_resistance": 3
            },
            "minecraft:map_color": "#D2B48C",
            "minecraft:flammable": {
                "flame_odds": 30,
                "burn_odds": 60
            },
            "minecraft:block_sound_type": "wood",
            "minecraft:is_axe_destructible": {},
            "tag:wood": {}
        }
    }
}

Why doesn't it work?

desert vector
#

Remove collision box
The axe destructible tag is not applied correctly https://wiki.bedrock.dev/blocks/block-tags
Block sounds don't go in the BP https://wiki.bedrock.dev/blocks/block-sounds
https://wiki.bedrock.dev/blocks/block-format-history#_1-19-10

Updated minecraft:flammable

  • Can now be set to a boolean, with false meaning the block is non-flammable and true using the default flammability values.
  • Renamed flame_odds parameter to catch_chance_modifier
  • Renamed burn_odds parameter to destroy_chance_modifier
muted quail
#

How do i change All blocks appearance, like switching the textures while in game?

vestal marsh
muted quail
unborn wave
#

can anyone explain what's causing my block json not to work here?

unborn wave
# unborn wave can anyone explain what's causing my block json not to work here?

{
"format_version": "1.21.50",
"minecraft:block": {
"description": {
"identifier": "block:brown_sand",
"category": "construction"
},
"permutations": [
{
"condition": "q.block_position_x % 4 == 0",
"components": {
"minecraft:material_instances": {
"": {
"texture": "brown_sand_0",
"render_method": "opaque"
}
}
}
},
{
"condition": "q.block_position_x % 4 == 1",
"components": {
"minecraft:material_instances": {
"
": {
"texture": "brown_sand_1",
"render_method": "opaque"
}
}
}
},
{
"condition": "q.block_position_x % 4 == 2",
"components": {
"minecraft:material_instances": {
"": {
"texture": "brown_sand_2",
"render_method": "opaque"
}
}
}
},
{
"condition": "q.block_position_x % 4 == 3",
"components": {
"minecraft:material_instances": {
"
": {
"texture": "brown_sand_3",
"render_method": "opaque"
}
}
}
}
],
"components": {
"minecraft:collision_box": {
"origin": [0, 0, 0],
"size": [1, 1, 1]
},
"minecraft:selection_box": {
"origin": [0, 0, 0],
"size": [1, 1, 1]
},
"minecraft:destructible_by_mining": {
"value": false
},
"minecraft:destructible_by_explosion": {
"value": false
},
"minecraft:geometry": "geometry.brown_sand",
"minecraft:map_color": "#ffffff"
}
}
}

desert vector
unborn wave
#

just a block with " random textures" like texture changes depending on where the block is put down

solid matrix
#

how can you check for destroyed blocks in general?

#

BlockComponentPlayerDestroyEvent is only for player destruction sadly

tawny falcon
gilded mortar
#

is it possible to add custom sounds to blocks?

vestal marsh
#

Yes.

gilded mortar
gilded mortar
#

nvm

ruby ridge
#

are events still relevant?

vestal marsh
#

No.

ruby ridge
#

custom components now?

vestal marsh
#

Yes.

ruby ridge
#

wait custom comps are stable now??

#

DANG

#

thanks smokey

tawny falcon
ruby ridge
#
{
    "format_version": "1.21.20",
    "minecraft:block": {
        "description": {
            "identifier": "tm:shirne"
            "menu_category": {
                "category": "construction",
                "group": "minecraft:itemGroup.name.concrete", 
                "is_hidden_in_commands": false 
            }

        },
        "components": {
            "minecraft:display_name": "Custom Block",
            "minecraft:flammable": false,
            "minecraft:light_dampening": 0,
            "minecraft:collision_box": true,
            "minecraft:custom_components": [
                "tm:shrine"
            ],
            "minecraft:tick": {
                "interval_range": [
                    1,
                    1
                ]
            },
            "minecraft:geometry": "geometry.tm.shrine",
            "minecraft:material_instances": {
                "*": {
                    "texture": "shrine",
                    "render_method": "alpha_test"
                }
            }
        }
    }
}

got this block working I can setblock it however I can't find it in the creative menu nor I can /give it

ruby ridge
#

the group was just wrong

#

"group": "minecraft:itemGroup.name.concrete"

#

also I need your opinion which on is better to name blocks in RP or just display_name?

vestal marsh
#

You can utilise both depending on your use case.

tawny falcon
ruby ridge
#
{
    "format_version": "1.21.20",
    "minecraft:block": {
        "description": {
            "identifier": "tm:shirne",
            "menu_category": {
                "category": "construction",
                "is_hidden_in_commands": false
            }
        },
        "components": {
            "minecraft:display_name": "Custom Block",
            "minecraft:flammable": false,
            "minecraft:light_dampening": 0,
            "minecraft:collision_box": true,
            "minecraft:custom_components": [
                "tm:shrine"
            ],
            "minecraft:tick": {
                "interval_range": [
                    1,
                    1
                ]
            },
            "minecraft:geometry": "geometry.tm.shrine",
            "minecraft:material_instances": {
                "*": {
                    "texture": "shrine",
                    "render_method": "alpha_test"
                }
            }
        }
    }
}
mild path
#

are there any requirements for a generated en_us.lang file?

I've generated a file with 300 entries for tile and item names but it seems like it does not link to the actual items

I get a correct value when using tellraw to see the translations tho

vestal marsh
mild path
vestal marsh
turbid veldtBOT
#
The format for naming items in .lang changed

Old: item.sirlich:hoe.name=Hoe
New: item.sirlich:hoe=Hoe

Essentially you just need to remove the .name

desert vector
wheat verge
desert vector
#

I would set the item's display name to tile.blocks:stripped_sycamore_wood.name

wheat verge
#

Also, if anyone might know, I am trying to make a placement filter for my flower pot.

If block below is air, then I want the block to break

#

I tried using allowed_faces and setting it to up, in and outside of the condition, but neither worked

desert vector
#

we'd need improved placement filter conditions to do that properly

wheat verge
#

Is there an improper way of doing it? lol

#

If so I would like to try it

desert vector
#

script api playerBreakBlock event for the block below
it won't detect any other form of the block below being removed though

wheat verge
#

That would mean anytime I break a block this would run

desert vector
#

yes

wheat verge
#

Yeah that is not worth it

#

ok guess what

#

I don’t know how

#

But I figured it out. (Edit nvm, still more testing)

#

lol

#

Yeah I couldn’t figure it out unfortunately, if air had a tag it would be nice

desert vector
#

i think separate support tags would be best
e.g.

"conditions": {
  "allowed_faces": ["up"],
  "block_filter": [
    { "tags": "q.any_tag('minecraft:top_support')" }
  ]
}
vestal marsh
desert vector
#

I don't like the idea of collision box being used outside of collision
I also had an idea of an attachment box but tags seem to align better with what vanilla does

desert vector
#

no that doesn't exist

wheat verge
#

oh nice

#

lol

desert vector
#

just an idea based on how vanilla blocks are categorised

wheat verge
#

It would be nice if you could simply put a ! behind the block you don’t want it to be on

#

lol

#

shouldn’t be this hard to make a block break on there being an air block below it with the placement filter

desert vector
#

more molang

"condition": "q.any_block('example:block') || q.any_tag('dirt', 'sand')"
wheat verge
#

what if I just checked for all the tier destructible tags

desert vector
#

not all block require a tool to drop

#

like dirt

#

so they won't have tier tags

wheat verge
#

that’s not what it checks

#

that tag makes tools break stuff faster

vestal marsh
#

Bedrock doesnt have that.

desert vector
wheat verge
#

that’s what I meant

#

mb

#

I could just use those but it would be too much

#

might as well just allow it to be placed on any block even air

#

it’s unfortunate but it’s fine I guess

#

Even a prevented_block_filter object would be nice

desert vector
#

I think copying entity filters with all_of, any_of and none_of would be good too

wheat verge
#

honestly lol

#

But if they wanted something out that would be simply and quick, i’m just saying i’d love to see a prevented blocks filter

desert vector
#

why isn't there a wood_tier_destructible tag?

white bobcat
#

Do tier tags have any utility anyway?

vestal marsh
white bobcat
#

The tier tags?

#

Last time I checked they didn’t do that

#

Yes the tool tags, but not the tier ones

desert vector
#

they're also supposed to reflect whether a block needs the tool to drop afaik

desert vector
#

but it doesnt

vestal marsh
desert vector
#

the is_*_item tags cause tools to mine the block faster
the tier_destructible tags currently do nothing, but should result in a 5x multiplier being applied to seconds_to_destroy if the wrong tool is used instead of 1.5x

vestal marsh
#

Oh doh

#

Youre right.

desert vector
#

we would also need a wood tier for that to be possible though

vestal marsh
#

I was thinking of digger.

white bobcat
odd dagger
#

would be nice if they did

grave fox
#

is there any way to make an block that is placeable by an item only placeable on solid blocks?

#

beforeOnPlayerPlace custom component didn't work

vestal marsh
grave fox
#

did it come out today?

#

anyway thanks

rich thicket
#

is there any way for custom hitboxes for blocks?

vestal marsh
rich thicket
#

?

#

what does multicollision mean

vestal marsh
tawny falcon
#

Is it not possible to use different loot for different states of a block?

#

I'm trying but my loot doesn't change

vestal marsh
tawny falcon
tawny falcon
rich thicket
white bobcat
#

With the collision box component

mint frost
#

Are we able to make smooth transitions between textures to mimic things like furnace's when on? I'm looking at the texture and it's not flickering but transitioning textures

#

ah wait, guess they're just using a flipbook texture?

#

yeah nvm. just a flipbook texture with blend_frames

shrewd storm
mint frost
#

well I had it all working without using material_instances and blocks.json, but that doesn't allow me to switch states. Moved it into material_instances and updated the block geometry to include material instances for down, east, north, south, up, west. Unfortunately that doesn't seem to have worked and I'm not quite sure why.

#

followed the wiki guide 😔

desert vector
#

the material instance selection priority for the north face of a cube is
UV material_instance > north > *

#

make sure you have have a * instance since that's required

#

if each side of the block has a different texture, I'd personally use * for down

mint frost
#

'*' is not required, at least the errors are gone and the block visuals are showing correctly

desert vector
#

oh
they must have changed that at some point

lunar solar
#

Can you use > in molang for permutations

#

Like if cmd:balls > 7

#

The permutation is active

vestal marsh
#

Yeah.

lunar solar
#

Ok

#

Also if multiple permutations are met like

#

One is cmd:balls > 7

#

Another is minecraft:block_face == "up"

#

Can you have components from both of them combine so long as they dont share any components

#

Like the cmd:balls > 7 one has a minecraft:collision components

#

And minecraft:block_face == 'up' has a minecraft:light_emission component

#

If a the blocks values meet both values both will active

tawny falcon
#

Does match_tool only prevent the block from being dropped when broken in the hand? Isn't it possible to make it not drop if it doesn't have a supporting block?

#

like short or tall grass

nova wolf
#

Is it possible to make a block with a 45degree angle like this?

#

I don't like the look of my slanted framed blocks, so I'm trying to explore better options again

#

From my understanding, the mesh thing is only entities

vestal marsh
nova wolf
#

Guess I'll have to stick with this then

#

Looks ugly from certain angles, because all you see is just the little indents

tender valley
#

Minecraft is the game of squares, not triangles 🤭

upbeat jewel
#

with the new script version, how can i now make custom components?

desert vector
upbeat jewel
#

i meant custom components

desert vector
#

that page is about custom components

upbeat jewel
#

oh nvm i scrolled up

#

thanks

upbeat jewel
#

the block im talking about are ores that spawn naturally

desert vector
#

what are you checking about the block

upbeat jewel
#

im gonna make an connected outline mod

#

for ores

#

so it checks the permutation

#

i mean, it checks the adjacent blocks of it sorry

desert vector
#

I've personally been avoiding connection using permutations since it's slow and it's quite easy to run into the permutation limit

upbeat jewel
#

i dont use permutations, i use bone_visibilities

#

im just wondering if i check all the ores for like 10-20 ticks will it cause a lag

#

because there are prolly hundreds of ores even if the render distances are low

desert vector
desert vector
#

i remember trying to make custom walls and things being quite slow

upbeat jewel
upbeat jewel
#

"minecraft:tick": {
"interval_range": [10, 20],
"looping": true
}

maybe if i set looping to false, does it check only once?

#

this also uses the custom component tick btw

desert vector
#

yes
but if you break an ore the others won't update

#

I've also heard that ticking can be unreliable in world generation

upbeat jewel
#

yeah i can do that with onplayerplace and break

upbeat jewel
#

thanks for the help

heady crypt
#

Can we set custom blocks to be placeable with dispensers?? like shulkers and powdered snow??

balmy quiver
#

Why does the custom block I made look darker than the vanilla block? Is there a way to make them share the same color?

#

they use the same texture

mellow portal
#

Hey chat, what block component is it that causes vanilla fences to connect to a custom block? Trying to get the fences to unstick themselves.

vestal marsh
mellow portal
#

How does the game know what blocks to stick to?

#

Would it stick to every custom block?

desert vector
balmy quiver
mellow portal
#

Well dang.

desert vector
#

I think it's the same issue that causes cross geometry blocks to become dark

gilded mortar
#

anyone knows why my recipe isn't working at all?

vestal marsh
#

Block tags arent transferred to items automatically.

tawny falcon
atomic lake
#

Anyone know a way to mod Vibrant Visuals glowing sign text so it looks the same as Fancy Graphics?
The black text looks terrible

west rover
#

is this how uv lock is formatted?

"minecraft:geometry": {
  "identifier": "geometry.geo",
  "uv_lock": [
    "up",
    "down"
  ]
}
gilded mortar
#

Anyone knows if it's possible to use a custom breaking flipbook without entities?

upbeat jewel
#

is it possible to add custom components on vanilla blocks?

vestal marsh
#

No.

mint frost
#

Can you add flipbook textures to blocks containing multiple textures w/per-face UV?

#

Don't know if it's as simple as just putting the texture path in with the others and it just inherently knows which one it is or if there's something special I need to do/it's not possible

#

oh nvm, they all need to be listed out as separate terrain_textures, I left some old stuff in there with the last block I had that copied and forgot to remove

mild path
#

is there a list of updated block components that are locked behind experimental toggles / preview version?

mild path
#

can I make a block's loot table change based on the item held while breaking it?
eg block is broken with shears > drop seeds
block is broken with hand > drop block

ruby ridge
#

hello peolle, how do yall do block animations?

white bobcat
#

As in how entity animations work, is not possible. You have to do flipbook animations

ruby ridge
hearty wraith
#

i downloaded a custom Fluid template but the blocks are from below the 1.21.21 update, ¿there's a custom Fluid template for the current versions of Minecraft?

ruby ridge
#

how do you manipulate the UV and the direction of a flipbook animation?

harsh temple
harsh temple
hazy turtle
#

yo, i'm placing some "block".json files into the behavior pack folder, but they don't appear in game, what could i be doing wrong?

waxen canyon
#

Guys, I have this block with a "blend" render method. As you can see it has a colored box inside it. But when I'm holding it, I can't see the box. That's because of the render method, I assume. But is there a workaround so I can actually see the box when I'm holding the block?

vestal marsh
#

If I recall, try reordering the bone hierarchy.

waxen canyon
#

Also, I remember reading in the Bedrock Wiki about arranging the cubes position in Blockbench so the block icon in the inventory is shown as it's supposed, but I couldn't find it again...

waxen canyon
#

I remember reading about it in the wiki... but now I'm trying to find it and I can't get to that page...

vestal marsh
#

I dont recall it being on the wiki actually. I think it was in this Discord.

waxen canyon
desert vector
#

it was on the wiki but I thought that issue was fixed

#

might be only be fixed for certain render methods

#

looking at that block, you could use alpha_test_single_sided instead

waxen canyon
#

Here's my current hieracy:

  • "frame" is the wood frame
  • "box" is the crystal box
  • "core" is the colored cube
waxen canyon
#

Ok, it kinda works... I mean, the "box" frame has a transparency (it's 50% white), but I can work with a white frame too if transparencies are out of the table

desert vector
#

oh i didn't see that

#

I don't think the translucency there is worth the issues blend has

waxen canyon
#

hmm..., now the outer "box" is rendering on and off

waxen canyon
#

oh nvm

#

it was a texture issue

#

what's the difference between alpha_test_single_sided and alpha_test alone?

desert vector
#

alpha_test_single_sided / alpha_test

waxen canyon
desert vector
#

no I did that by changing the preview settings

waxen canyon
desert vector
#

"outside" is equivalent to single sided

waxen canyon
#

ty!!

ruby ridge
#

how do I set block break particle? mine is just a a question mark dirt block

west rover
#

or the "*" in material_instance iirc

desert vector
west rover
desert vector
#

yes

#

glad they made * optional

west rover
#

nice

ruby ridge
desert vector
#

something from terrain_texture.json

#

same as in material instances

ruby ridge
#

my blocksuddenly went unknown

#

oh just wrong format version

#

I moved to 1.20.70 and the customComponents no longer works

desert vector
#

the destruction particles component needs 1.21.70+

#

and custom components need 1.21.10+

ruby ridge
# desert vector and custom components need 1.21.10+

[Scripting][error]-ReferenceError: Module [@minecraft/server-gametest] is unrecognized. If this is a Native module, did you remember to add it to your manifest.json?

[Scripting][error]-Plugin [Template - 0.0.1] - [main.js] ran with error: [ReferenceError: Module [@minecraft/server-gametest] is unrecognized. If this is a Native module, did you remember to add it to your manifest.json?]

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

#

it gave this after I changed to 1.20.70

west rover
#

should use 1.21.70 not 1.20.70

ruby ridge
#

welp nevermind

#

the issue was copilot imported some random stuff on the custom component

hazy turtle
desert vector
#

in Minecraft?

hazy turtle
hazy turtle
desert vector
#

changing your blockbench settings won't affect how it looks in-game

#

but it's in File > Preferences > Settings i think

hazy turtle
hearty wraith
west rover
#

do tags in block desciptors accept custom tags? or just vanilla ones

hazy turtle
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/

hazy turtle
# hazy turtle how do i correct this?

sorry for the lack of intel, basically the problem is, if i'm facing any other direction, the block the block is placed on level with ground (as it should be), but when i'm facing north, the block is placed on a 90 degree angle

hazy turtle
#

how do i use the minecraft:multiface_feature

vestal marsh
hazy turtle
mild mist
#

How the heck do you do carried textures for non full blocks with block sprites. I made my own vertical slabs pack and I’m trying to do waxed copper vertical slabs that have the carried textures to show that they are waxed like the bedrock tweaks add on. I downloaded that add on and tried to decipher it and reverse engineer it and I can’t make it work..

#

I know it’s something to do with the blocks.json but it’s so confusing and I can’t find straightforward documentation on it..

vestal marsh
mild mist
#

Is that in the blocks.json?

vestal marsh
#

You should not be using blocks.json except for sounds.

mild mist
#

Bless. I’ll check it out. Thank you Smokey❤️

mild mist
#

Or any documentation

#

pffffft nvm I found it.

#

can I do a 3D icon thats different than the block itself though?

vestal marsh
mild mist
#

Got it. thanks for the help sorry to bother:)

hazy turtle
#

how can i add the top part of a slab and make them stack as a full block?

#

oh, do you any source where i could find a template script for that?

mild mist
#

Good way to make blocks oxidize a. At the same rate as vanilla copper, and b. Change into another block but maintain its orientation?

mild mist
hazy turtle
#

does this block rotation method still works?

#

"properties": {
"block:rotation": [ 0, 1, 2, 3, 4, 5, 6]

#

"permutations": [
{
"condition": "query.block_property('block:rotation') == 2",
"components": {
"minecraft:rotation": [0, 0, 0]

#

....

white bobcat
#

Yeah, you just need scripting to set the states

hazy turtle
#

{
"format_version": "1.21.90",
"minecraft:block": {
"description": {
"identifier": "wiki:custom_block",
"states": {
"wiki:string_state_example": ["red", "green", "blue"],
"wiki:boolean_state_example": [false, true],
"wiki:integer_state_example": [1, 2, 3],
"wiki:integer_range_state_example": {
"values": { "min": 0, "max": 5 } // The same as [0, 1, 2, 3, 4, 5]
}
}
},
"components": { ... },
"permutations": [ ... ]
}
}

white bobcat
#

That is not a script

#

I'm talking about #1067535382285135923

hazy turtle
white bobcat
#

It would be better if you created a post in this same channel

vocal rune
#

how do I prevent fences from connecting to my custom block?

thorny pond
#

is there a way to make custom leaves that actually look correct?

vestal marsh
thorny pond
white bobcat
#

This

thorny pond
# white bobcat

It appears that "condition": "default", is no longer valid in block culling

thorny pond
#

yeah it doesn't work

white bobcat
thorny pond
#

fixed it

#

this template has multiple issues

#

hmm well not quite fixed

#

is there a way to cull if a different solid block is on a side?

thorny pond
#

whats the best way to recreate the effect where leaves surrounded by leaves / solid blocks turn opaque?

west rover
#

does world gen of blocks* trigger onPlace?

vestal marsh
west rover
#

thanks

lost edge
#

Does anyone have the vines' block file? I couldn't find it

vestal marsh
vocal rune
#

is there a way to change leaves model?

vestal marsh
white bobcat
hazy turtle
#

does enyones know a script template for a block to summon an entity when broken?

thorny pond
#

it absolutely is and pretty much always has been

marsh basin
#

https://wiki.bedrock.dev/blocks/block-permutations#maximum-amount-per-world

Just remembered this. Does this mean that the sum of permutations of each block cannot be > 65536? For example, I have two blocks, one has 4 permutations, the other has 6. Therefore registered = 10?

I'm just not sure what it means "sum of permutations of blocks that are in the world" or "sum of registered permutations"? I tried to get this warning, considering the first option, but having placed blocks in total for 113,246,208 permutations, but I did not receive the warning. So I think it is the second option, but I want to make sure

desert vector
#

the number of blocks placed in the world is irrelevant

marsh basin
#

I mean vanilla blocks

desert vector
#

I'll double check

#

oh apparently not
weird that it doesn't specify custom blocks anywhere

#

I wonder what it is about them specifically that would cause performace problems

vocal rune
#

is there a way to fix this?

desert vector
#

no

vocal rune
west rover
desert vector
#

fence connection is not handled with block states

west rover
#

oh then just setblock

#

without the block state part of the command

desert vector
#

set the block to what?

west rover
#

ohh nvm they still autoconnect when setblock

#

just tried it

#

I thought they wont auto connect by command setblock

#

my bad

mild mist
#

I’m trying to put together a “copper_behavior” script that has block maps for the different oxidation, de-oxidation, waxing, and unwaxing stages, and incorporates the vanilla behaviors with the axe and honeycomb, and replaces the blocks when they are interacted with correctly/oxidize on their own, with the correct block but maintaining the permutations of the previous block. It’s proving difficult.. anyone have something like this already?

vestal marsh
mild mist
#

Cardinal Rotation based on facing direction when placed.

vestal marsh
mild mist
#

I haven’t.

#

I’m not versed in JavaScript and am working with code mostly written by gpt. So obviously it’s not workingXD

vestal marsh
turbid veldtBOT
#
HCF Removal and Custom Components

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

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

Bedrock Wiki

MS Docs

mild mist
mellow portal
#

I keep getting the error culling condition specified is same_culling_layer, but geometry has no culling layer defined. My custom blocks will cull against opaque vanilla blocks, but not against each other, and I'm trying to figure out why.

#

Culling rules:

{
    "format_version": "1.21.80",
    "minecraft:block_culling_rules": {
        "description": {
            "identifier": "namespace:cube"
        },
        "rules": [
            { "condition": "same_culling_layer", "direction": "north", "geometry_part": { "bone": "root", "cube": 0, "face": "north" } },
            { "condition": "same_culling_layer", "direction": "south", "geometry_part": { "bone": "root", "cube": 0, "face": "south" } },
            { "condition": "same_culling_layer", "direction": "east", "geometry_part": { "bone": "root", "cube": 0, "face": "east" } },
            { "condition": "same_culling_layer", "direction": "west", "geometry_part": { "bone": "root", "cube": 0, "face": "west" } },
            { "condition": "same_culling_layer", "direction": "up", "geometry_part": { "bone": "root", "cube": 0, "face": "up" } },
            { "condition": "same_culling_layer", "direction": "down", "geometry_part": { "bone": "root", "cube": 0, "face": "down" } }
        ]
    }
}
#

Block definition:

{
    "format_version": "1.21.70",
    "minecraft:block": {
        "description": {
            "identifier": "namespace:block"
        },
        "components": {
            "minecraft:material_instances": {
                "*": {
                    "texture": "namespace:texture",
                    "render_method": "opaque"
                }
            },
            "minecraft:geometry": {
                "identifier": "geometry.cube",
                "culling": "namespace:cube",
                "culling_layer": "minecraft:culling_layer.undefined"
            },
            "minecraft:collision_box": {
                "origin": [ -8, 0, -8 ],
                "size": [ 16, 16, 16 ]
            },
            "minecraft:selection_box": {
                "origin": [ -8, 0, -8 ],
                "size": [ 16, 16, 16 ]
            },
#

It looks like this:

#

I believe it is an issue with the game recognizing it as a full opaque block.

hazy turtle
#

how can i apply this to a custom block so when i break it, it summons an entity?

#

onPlayerBreak(event) {
event.block // Block impacted by this event. This is the block after it has been broken.
event.brokenBlockPermutation // Permutation of the block before it was broken.
event.dimension // Dimension that contains the block.
event.player // The player that broke the block. May be undefined.
}

fallen tiger
#

One update broke the culling :c

leaden hound
#

Hiii who knows how to increase chances of getting mob heads in more mob heads pack so that it becomes 100% drop rate

fallen tiger