#Blocks General

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hazy turtle
hazy turtle
#

need some help scripting for a block that is replaced by air if you step on it (if it's currently possible) bao_foxxo_blank

hazy turtle
west rover
#

was the bug fixed for destruction particles not taking the material instances on a permutation?

vestal marsh
west rover
#

thanks, yeah just annoyed by it

west rover
#

and import system

#

you also used blockComponentRegistry.registerCustomComponent when youve already destructured blockComponentRegistry

west rover
hazy turtle
west rover
#

params in custom components is so frickin beautiful

west rover
#

best way to learn them is to actually read them through and understand what you are writing

#

and you can learn by watching or observing how other people code stuff

hazy turtle
#

well, if it's ok to do it there ofc

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

mint frost
#

Is there a fix for arrows getting stuck on blocks that aren't a full block?

vocal rune
#

is there a way to apply tint to only one specific cube of the model?

desert vector
vocal rune
#

ohh i see, thank you!!

solid matrix
#

how do you make a 2d texture as icon for a block in inventory?

desert vector
solid matrix
#

yipeee!

vocal rune
#

finally!

mild path
#

is it possible to have a premutation for a block based on it's x and z position?

#

I can't find a molang query to access that data

desert vector
#

block permutation is purely based on block states

#

what do you need the x and z position for?

mild path
#

I'd like to make a chess pattern using the block x and z

desert vector
#

I think you'd have to use scripting to set a block state when the block is placed

mild path
#

is there an event for block placed by a feature_rule?

desert vector
#

I don't think so

mild path
#

does a ticking block forces a chunk save?

#

assuming the tick changes the state of the block

desert vector
#

i'm not sure what causes chunks to be saved
might be worth asking whether you can make blocks generate in that pattern in #1067869232395735130

mellow portal
#

Any tips on this? How would I make a custom block cull vanilla solid blocks?

unborn wave
#

question, does anyone know if it's possible a block model to have more than one texture file? like One cube having a differant PNG than another?

unborn wave
west rover
#

yes they can

west rover
#

right click a cube and there should be a material instance in that menu

#

for you to assign names for a cube or face

#

alternatively in the uv panel of a selected cube theres this button you can click to assign the names

astral rivet
#

Is it possible to get a vanilla block to reference a new texture from my resource pack? For example, instead of stone using the stone.png file, I get it to use custom_stone.png, with the idea being that it will break most Xray resource packs

desert vector
#

xray packs are made by making blocks use the invisible blockshape
making the stone texture transparent would just make the block black

astral rivet
vocal rune
#

is this only happening with a custom block using a custom model, or is it also happening with the normal unit cube (a standard full block)? It disappears when it's too far from players

white bobcat
#

There are some materials that will address that but they were disabled temporarily

vestal marsh
#

It should be enabled in 1.21.100.

vocal rune
#

ahhh okay

mellow carbon
split kayak
#

Can we have falling sand? Or blocks that emulate that behavior?

white bobcat
#

Yes, using entities

#

Use scripting to check when any block with your custom sad on top is destroyed and when your custom sand is placed > When air below, set the block to air and spawn an entity with a block model and your texture > When the entity hit's the floor despawn the entity and place your custom sand

west rover
# mellow carbon can you give me an example snippet for that? (the JavaScript one)
system.beforeEvents.startup.subscribe(({ blockComponentRegistry }) => {
  blockComponentRegistry.registerCustomComponent(componentName, {
    onPlace: handleBlockUpdate
  });
});

const handleBlockUpdate = (event, componentParams) => {
  const { block } = event;

  /** @type {{ connection_type?: string, rotating?: boolean }} */
  const params = componentParams.params ?? {};
  const connection_type = params.connection_type;
  let rotating = params.rotating;
  
  if (rotaing) {}
  
  switch (connection_type) {
    case "column": column(block); break;
    case "bench": bench(block); break;
    case "sofa": sofa(block); break;
    default: return;
  }
}```
unborn wave
# west rover

Hey thank you for responding. You don't happen to have any templates that utilize this do you? i am struggling to make this work. no biggie if you don't, I just like to reverse engineer as i am a beginner ๐Ÿ˜…

austere fossil
#

Is the error that the size being too large a bug?

white bobcat
austere fossil
#

Alr cool

shadow tulip
west rover
# shadow tulip

use "minecraft:entity_fall_on": {
"min_fall_distance": number
}

#

on step on is moved to scripts through custom components

winter granite
#

Hey guys, anyone knows how could i add multiple textures to a single block? Like bottom, top, side, etc. Basically like a grass block

west rover
desert vector
#

you can replace * with down now if you prefer

#

as long as there is also an up

gilded mortar
#

is there any way to make very specific recipes? I'm trying to make two different blocks with the recipe "#1","1#" but it throws me a log saying that the recipe is the same

gilded mortar
gilded mortar
vestal marsh
#

Should be fine.

desert vector
#

you can use colons for the namespace in your crafting tags btw

split kayak
#

How well supported is custom wood by the game? Do I have to manually make custom wood recipes?

split kayak
#

Appreciated, I'm trying to plan development time with another contributor, helps to know that wood should be fine

desert vector
#

planks will be fine
stairs/slabs/fences aren't properly possible

split kayak
#

I'm referring to stuff like being able to craft sticks and tables with custom wood

#

If that will require manually created recipes

upbeat jewel
#

how can i make a block have different break speeds for each tool without settings per item speed

split kayak
real scarab
#

wait can structure blocks save custom blocks in the bounding box? the blocks from my addon arent rendering in the preview thingy

desert vector
#

cobwebs don't render either

#

the blocks will be saved anyway

real scarab
#

k, phew

#

tysm

slate ivy
#

is there an and/or statement for q.block_state, i want to change my block geometry if any of the block states listed are true

real scarab
#

he said any tho

#

so || ?

vestal marsh
#

Yeah you can use both.

#

He said and/or

desert vector
#

why use && when you can do this

q.block_state('this:code') + q.block_state('is:beautiful') == 2
west rover
#

in culling if the block was rotated, will the directions of the culling also be relative to the block rotation?

desert vector
#

yes

west rover
#

interesting

#

tnx

#

are the directions limited to the 6 cardinal directions?

thorny pond
#

what's the best way to achieve random positioning of a block model in a block (like vanilla flowers, ideally without using block states)

thorny pond
vestal marsh
white bobcat
thorny pond
#

yeah I'm not on preview

vestal marsh
white bobcat
#

Oh yeah that too is on beta

shadow tulip
shadow tulip
pseudo ether
#

You have to use script

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

upbeat jewel
#

can someone here explain how grass_top and grass_carried works, and how can i also make that for a custom block

#

i also want it to depend on the biome like the grass texture

desert vector
upbeat jewel
#

thanks

upbeat jewel
desert vector
#

No
you could make two textures (one without a tint and one that should be tinted) and have two cubes in the model that overlap the textures

upbeat jewel
#

ok thanks

upbeat jewel
#

is there also a block component that changes the speeds of the break time depending on what tool

vestal marsh
upbeat jewel
#

do i manually set it?

#

per item

#

thats what i do but i think i saw someone say theres a more efficient way i just dont remmeber

desert vector
upbeat jewel
desert vector
#

the vanilla tools have a speed defined which affects blocks with the block tags

upbeat jewel
#

what about this

#

should i follow hardness or default

#

do i make the seconds to destroy 3 or 10

desert vector
#

3

upbeat jewel
#

because ik the seconds to destroy is hardness right?

desert vector
#

the time it takes to destroy the block using the wrong item will not be as long as vanilla but that's because there is functionality missing from custom blocks

#

so it will only take 4.5 seconds with an empty hand rather than 15

upbeat jewel
#

ohh right thanks

upbeat jewel
#

finally did this

vocal rune
#

how can i make my block spawn particles?

vestal marsh
vocal rune
#

okay, thanks!

gaunt steeple
#

how do you add block tagds and how do you use them in crafting recipes?

odd dagger
vestal marsh
odd dagger
#

right, because block tags arent applied to the item.

grim pagoda
#

Why this is happening?

#

I think bone_visibility is not working for me

#

But is working in another blocks

upbeat jewel
#

or instead of false use 0, and for true is 1

#

idk if it'll work

grim pagoda
upbeat jewel
#

yeah

upbeat jewel
grim pagoda
upbeat jewel
grim pagoda
#

It's been a few years

upbeat jewel
#

oh okay

grim pagoda
#

For*

#

To*

upbeat jewel
#

lol what

grim pagoda
#

Sorry, I'm not a native English speaker uuuu

upbeat jewel
#

thats okay

grim pagoda
#

Also, thanks

#

๐Ÿ’•

gilded mortar
#

Is it possible to change the color of any text in lang files?

upbeat jewel
#

how does minecraft layer the textures like this

desert vector
#

it doesn't layer the textures

#

the dirt texture is in grass_side.tga

#

it has an opacity of 0 which prevents the overlay_color in terrain_texture.json from being applied to the dirt

upbeat jewel
#

how can i also do that?

#

nvm im gonna do something else

#

thanks

silent mountain
#

Anyone know why my chest block's texture looks fine in the world, but appears to be mapped wrong in item form?
The chest is actually a fake block entity, and I'm using "minecraft:item_visual" to set the block's geometry & texture to match the chest, instead of it being an invisible block.

upbeat jewel
olive flume
#

Is there any easier way to provide a block an item sprite just like any other 2d items? I am using minecraft:item_visual, I was gonna just use blockbench extruded textures but for some reason it doesn't work for the inventory icon.

Going with this method instead of simply just using a secondary item with minecraft:block_placer component because I need to hide the item from creative inventory, and for custom items, if I try to hide them by setting category to none, they also get invalid for commands, despite is_hidden_in_commands being set to false

desert vector
olive flume
#

Just voted now, and damn there's only 3 votes

smoky swallow
#

Guys, can I ask if you know how to made this thing on an item. I am planning to made a custom one for my block.

silent mountain
upbeat jewel
#

for the item visual you need to scale that up

silent mountain
#

oh oops i thought my message sent before, but it's fixed!

#

the top part of the chest had a weird scale, 14.8 x 5 x 14.8

smoky swallow
sharp oxide
#

does anyone know how to make a block with custom models have transparent texture?

smoky swallow
#

Is there anyone have a template for a script that allows block to have another block on top when it is placed. The block on top is a custom block that will make like 2 height?

west rover
#

opps sorry, forgot to turn off ping

#

youll need to import BlockPermutation if you use the resolve

winter mantle
#

Can one have animated flip book textures and regular ones in different permutations for the same block?

desert vector
#

yes

winter mantle
#

huh then I'm just going insane

#

either its playing always or never lol

desert vector
#

what's your block json?

winter mantle
# desert vector what's your block json?
{
    "format_version": "1.21.60",
    "minecraft:block": {
        "description": {
            "identifier": "blablabla",
            "states": {
                "blablabla:powered": [false, true]
            }
        },
        "components": {
            "minecraft:geometry": { "identifier": "geometry.blablabla" },
            "minecraft:material_instances": {
                "*": { "texture": "blablabla", "render_method": "alpha_test" }
            }
        },
        "permutations": [
            {
                "condition": "q.block_state('blablabla:powered')",
                "components": {
                    "minecraft:material_instances": {
                        "*": { "texture": "blablabla_animated", "render_method": "alpha_test" }
                    }
                }
            }
        ]
    }
}
#

pretty normal

desert vector
#

do they use the same texture file?

winter mantle
desert vector
#

try making them separate files

winter mantle
#

that worked huh

#

but why lol

austere fossil
#

are stair collision boxes possible for custom blocks? they do in the better end addon but idk how

austere fossil
#

do you know how they do it in the better end addon?

west rover
#

it can be but it places another block that simulates the other collision

#

although the selection box can only be a slab

austere fossil
#

interesting, how is the other block able to have collision outside of its cube?

west rover
#

i made a template for it

austere fossil
#

Yeah my custom stairs already us ethe slab hitbox and geometry, I was asking about the altered hitbox

west rover
#

it places another block

rotund badge
#

does anyone know if we can also block creative mode players so they can't bypass?

#

is there a component for that?

#

minecraft:border_block

fierce girder
#

how do you fix animated textures rendering as missing when you look at them from far away or a steep angle

desert vector
#

you need to add the texture in terrain_texture.json too

fierce girder
#

ok

#

oh well now it just renders missing all the time

desert vector
#

send your terrain_texture file

fierce girder
#
{
    "resource_pack_name": "vanilla",
    "texture_name": "atlas.terrain",
    "padding": 8,
    "num_mip_levels": 4,
    "texture_data": {
        "world_border": {
            "textures": "textures/blocks/world_border"
        },
        "skybox": {
            "textures": "textures/blocks/skybox"
        },
        "infinity_block": {
            "textures": "textures/blocks/infinity_block"
        },
        "die_1": {
            "textures": "textures/blocks/die/die_1"
        },
        "die_2": {
            "textures": "textures/blocks/die/die_2"
        },
        "die_3": {
            "textures": "textures/blocks/die/die_3"
        },
        "die_4": {
            "textures": "textures/blocks/die/die_4"
        },
        "die_5": {
            "textures": "textures/blocks/die/die_5"
        },
        "die_6": {
            "textures": "textures/blocks/die/die_6"
        },
        "die_red": {
            "textures": "textures/blocks/die/die_red"
        }
    }
}
#

world border is the one

#

it definitely points to a file, but that file is the same one the flipbook is using

#

not sure if thats an issue

desert vector
#

could you send your flipbook textures and material instances

fierce girder
#
[
    {
        "flipbook_texture": "textures/blocks/world_border",
        "atlas_tile": "world_border",
        "ticks_per_frame": 1,
        "blend_frames": true
    }
]
#
"minecraft:material_instances": {
                "*": {
                    "render_method": "blend",
                    "ambient_occlusion": false,
                    "face_dimming": false
                }
            }
desert vector
#

where's the texture being defined?

fierce girder
#

wait a sec

#

that's weird

#

i t hought it was in there

#

i added it

#

woah it works now that i actually have all the required code

#

lol

#

ty

woven robin
#

hi there, for a some time I have been using the size of colision_box as 16,16,16, but now it returns some warning about the max size being 8,16,8 now, was something changed to the component?

desert vector
#

ignore it

gilded mortar
#

can someone help me with this?

#

the block is working only with pc

#

but not with phone, it drops a log saying that the block is too big

#

but only on mcpe

#

help

#

๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

white bobcat
#

That should not happen

#

Ensure that you are using the exact same files in both devices

wicked shale
#

is there a way to cancel BlockComponentPlayerInteractEvent or prevent a player from interacting with the block unless they have a certain item in hand?

desert vector
#

no

dusky gull
#

Hey guys is it possible to add blocks that rotate like a glazed terracotta?

dusky gull
#

thanks!!

smoky swallow
#

guys, do you have a template for a full connected block?

west rover
#

you can look on how he did it

arctic rose
#

Any way to get a custom block to use the grass tinting?

vestal marsh
arctic rose
#

I'm guessing I'm either doing something wrong or choosing the wrong texture or render method

#

It's not tinting the right regions of the side texture

arctic rose
#

I.... sorta got it working by making an untinted clone of the grass side texture, but the dirt is tinted.

#

It has an alpha channel... but it seems to be ignored

#

anyone know what might be going on here?

vestal marsh
vestal marsh
#

I don't think it's a bug, might just be not supported. Who knows.

arctic rose
#

Seems like one to me, considering the fundamental change in behavior if you're tinting via material instance, or in the texture definition. Very inconsistent.

arctic rose
#

Not to mention inconsistent with vanilla behaviour

vestal marsh
#

Not necessarily. Sometimes Mojang does slow rollouts on new features.

arctic rose
#

and it behaves different than the built-in grass tint as well

vestal marsh
#

Overlay is different than tint though iirc.

arctic rose
#

Built-in grass tint doesn't ignore alpha

#

but custom grass tint... does.

#

It's stupid and inconsistent.

fierce girder
# gilded mortar but only on mcpe

maybe update the RP version
it could be the other player downloaded a version where it was broken and it didn't update it automatically when you fixed it

fierce girder
#

idk how to explain it but other accounts don't consistently download new updates of RP's sometimes

rare sail
#

Why wouldnt this appear in the creative menu?

{
    "format_version": "1.20.80",
    "minecraft:block": {
        "description": {
            "identifier": "test:test_ore",
            "menu_category": {
                "category": "nature"
            }
        },
        "components": {}
    }
}
desert vector
arctic rose
#

Guessing it uses some form of permutations

desert vector
#

you have to use separate textures

solid matrix
#

so i suddenly keep getting [Texture][warning]-The block named test:myiblock used in a "blocks.json" file does not exist in the registry

#

i checked versions of the blocks, script version, manifest about everything

#

and it keeps appearing

#

idk what to do ._.

#

i changed the uuid and it works now wtf

arctic rose
worn frigate
#

Hey, I was wondering if anybody has Minecraft Bedrock modding experience here? I've created a mod and need someone to review it for potential bugs or redundancies.

#

I don't need a tester, it's a mod that's supposed to make a block that acts similar to a jukebox but plays only the predetermined music, then loops.

#

I just want somebody to go through the files to make sure I'm not a complete idiot.

crisp pelican
#

does anyone know if its possible to add the traits of an allow/deny block to a custom block? (where you can/cant place or break blocks only above it) Just trying to optimize things

crisp pelican
upbeat jewel
lunar solar
gaunt ocean
#

how do i remove those divisions?

gaunt ocean
#

ty

lost edge
#

does anyone have the sandstone block texture? i can't find it and it isn't in the bedrock samples

desert vector
lost edge
#

nvm i found out

west rover
#

can block params have this depth?

        "tb:plant": {
            "type": "leaves",
            "drops": [
                {
                    "name": "tb:sapling",
                    "chance": 5
                },
                {
                    "name": "tb:fruit",
                    "chance": 10
                }
            ]
        }
vestal marsh
west rover
vestal marsh
west rover
#

thanks

tawny falcon
#

Is it true that blast resistance for addons is the value we set multiplied by 5 instead of the value we set itself?

desert vector
#

so for cobblestone explosion_resistance should be 30

tawny falcon
desert vector
#

no

#

the wiki lists cobblestone's blast resistance as 6

desert vector
#

so explosion_resistance is 6 x 5

#

30

tawny falcon
#

Oh yes, now I understand

tawny falcon
white bobcat
#

Is there any performance issue or concern when using one big texture for blocks that use 2 or more textures?

For example, logs. They use one texture for up and down faces, and another one for the side faces. Will there be any difference if I just use a 16x32 texture?

#

I want to reduce the amount of files I have, but I donโ€™t want to have any negative impact in performance or anything else.

arctic rose
#

Where I took the main model, duplicated it, disabled the top and bottom faces, and then applied the grass with tinting and alpha_test

#

and dirt texture underneath
LIke so:

            "minecraft:material_instances": {
                "bottom": {
                    "texture": "grass_bottom",
                    "render_method": "alpha_test",
                    "ambient_occlusion": 1.0
                },
                "side": {
                    "texture": "dirt",
                    "render_method": "alpha_test",
                    "ambient_occlusion": 1.0
                },
                "side_overlay": {
                    "texture": "grass_slab_side",
                    "render_method": "alpha_test",
                    "tint_method": "grass",
                    "ambient_occlusion": 1.0
                },
                "top": {
                    "texture": "grass_top",
                    "render_method": "alpha_test",
                    "tint_method": "grass",
                    "ambient_occlusion": 1.0
                }
            },
#

Basically took advantage of the fact that grass block sides use an alpha channel for the mask, to make the parts I want shaded to draw on top of an unshaded version.

desert vector
odd otter
#

How do I make a block that does not drop anything until it is broken with Silk Touch?

desert vector
#

set the loot to loot_tables/empty.json

odd otter
desert vector
#

drop a different item when silk touch is used?

desert vector
#

you can't

#

maybe scripts would be able to do something similar

#

but the original block item will still drop

odd otter
#

thx

odd otter
tired pelican
#

Is there no current way to get the colour of a bed block?

#

(In scripts or otherwise)

tawny falcon
west rover
#

you can do in beforeEvents playerBreakBlock, cancel the block from being broken and do setType to air or runCommand setblock (for the particles)

tawny falcon
west rover
#

is there a way to make the leaves not replace the blocks when loading structure?

west rover
#

damn thanks

fierce girder
#

will Mojang ever fix the friction component?

vestal marsh
fierce girder
#

lower values work fine, but higher just make the block very speedy

solid matrix
#

is it possible to apply certain textures to certain bones of a block?

solid matrix
#

oh nice

#

thanks

lunar solar
#

have you found any success in fixing this?

lunar solar
#

bro this is so god damn annoying

#

it only fixes itself when I reload the world

tawny falcon
rotund badge
#

Is there a way to make custom block immovable rn? Later versions?

#

So pistons cant push

white bobcat
#

Later

rotund badge
glass flicker
#

I have blocks that appear darkened. The problem occurs because some part of the block is beyond the 16x16x16 frame. There's no way to remove this effect using some material and value. I've tried setting
"ambient_occlusion": false,
"face_dimming": false,
and "minecraft:light_dampening": 0, but it's not working.

desert vector
#

yes it's very sad

#

no solution other than making the model smaller

tawny falcon
arctic fossil
#

can you guys guide me to make a custom lantern?

fierce girder
mint frost
#

I know we got something recently (past 4 months or so?) where we can specifically set block rotations for when an item is held by the player compared to what it normally is, but I can't find the component for information on it, does anyone happen to remember?

#

maybe it was in geo files

odd dagger
#

there's no rotation for that though

vestal marsh
vestal marsh
mint frost
#

hasn't that existed for a while? thought we had something new recently

odd dagger
#

okay

mint frost
#

can't even find documentation for item_visual

#

but I feel like that's what I was thinking of

mint frost
#

I gotta stop using bedrock.dev

#

very outdated and just clunky to navigate atp

odd dagger
#

it doesnt even have script api info on it I believe

mint frost
#

I would use it to find block/entity components mainly

#

But now I have to look through 50+ minecraft versions to find the page that actually has the documentation

vestal marsh
#

"New"

odd dagger
#

I remember seeing that

odd dagger
vestal marsh
odd dagger
#

yeah I just figured that out

#

thanks

mint frost
odd dagger
#

its even older?

mint frost
#

can't wait for that to come out in the future

odd dagger
#

is it still in experimental?

vestal marsh
odd dagger
mint frost
#

yeah now I know why I don't have many of these in my add-on

#

It's disgusting to use

#

It's easier to just fix your geo file so it faces the right way then modify the rotations to line up properly on the bp side

mint frost
#

weird that scale does nothing at all in the item GUI unless you set it to 0

vestal marsh
mint frost
#

oh, there are other parameters? I only have these "gui": {
"rotation": [30, 45, 0],
"translation": [0, 0, 0],
"scale": [1, 1, 1],
"rotation_pivot": [0, 0, 0],
"scale_pivot": [1, 1, 1]
}

#

only one that does anything is rotation lol

vestal marsh
mint frost
#

worked, thanks

#

pain in the ass custom anvil

neat shell
#

Mud anvil

tawny falcon
#

In the placement filter component, is it possible for me to say that it cannot place only a certain block and the others are allowed?

desert vector
#

only for tags

tawny falcon
tawny falcon
white bobcat
#

Can we make a block not less light pass through?

vestal marsh
white bobcat
#

Yeah thanks! Forgot what was the thing

upbeat jewel
#

why is when a part of my block is inside a block below, it like darkens the bottom part, can i make it so that it wont have that like the grass?

desert vector
#

no

waxen pilot
#

Hello everybody! Sorry to bother you! But I have a problem. When I add a custom component to the code, the block no longer exists in the game, and when I remove the component, this block appears in the game. What is the reason for this problem?

waxen pilot
#

[Blocks][inform]-block_definitions | C:/Users/Windo/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/minecraftWorlds/0Yiwzyc7lHo=/behavior_packs/Crabber'sD(6) | blocks/crab_trap.json | C:/Users/Windo/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/minecraftWorlds/0Yiwzyc7lHo=/behavior_packs/Crabber'sD(6) | blocks/crab_trap.json | crabbersdelight:crab_trap | components | cd:trap_chain | {}

[Blocks][error]-block_definitions | C:/Users/Windo/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/minecraftWorlds/0Yiwzyc7lHo=/behavior_packs/Crabber'sD(6) | blocks/crab_trap.json | C:/Users/Windo/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/minecraftWorlds/0Yiwzyc7lHo=/behavior_packs/Crabber'sD(6) | blocks/crab_trap.json | crabbersdelight:crab_trap | components | cd:trap_chain | child 'cd:trap_chain' not valid here.

[Blocks][error]-block_definitions | C:/Users/Windo/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/minecraftWorlds/0Yiwzyc7lHo=/behavior_packs/Crabber'sD(6) | blocks/crab_trap.json | Unexpected version for the loaded data

vestal marsh
waxen pilot
#

Yep

shrewd storm
#

Somethings wrong in the code.

#

If youre using beforeEvents it uses system.beforeEvents.startup.subscribe not world initialize

#

Just change that part if youre still using world and itl work for 1.21.90+

waxen pilot
shrewd storm
#

Did u update the api to the latest version? Its 2.1.0 for stable

fierce girder
#

can you cull multiple bones in a culling rule?

silk sapphire
#

is it possible to rotate my block 45 degrees in the z-axis not just the model, but also the selection/collision box

block format version: 1.20.80

leaden valley
#

Is it possible to make a block that slows you down such as slime and honey blocks??

leaden valley
leaden valley
# dense matrix yes

I tried using minecraft:friction but it doesn't slow you down such as the honey block

dense matrix
dense matrix
#

im not sure though

leaden valley
dense matrix
vestal marsh
dense matrix
leaden valley
leaden valley
dense matrix
#

you might be doing something wrong

leaden valley
#

(json)

dense matrix
#

i'm not really a block expert

#

so i am sorry

#

But you can open a post about it sends you flying altho you have increased the friction

#

and send the file there

leaden valley
#

Read the last message on the thread in the photo I sent

dense matrix
#

Ah

dense matrix
#

as he said

#

addons is so weird lol

leaden valley
dense matrix
leaden valley
dense matrix
#

Hm, Then I dont knoww

leaden valley
#

I guess I am going to make a thread about this

vocal rune
#

how to make connectable block?

desert vector
#

I'd try to avoid it
your options are:

  • instant connection, weird destruction cracks, limited to removing parts of a model (culling rules)
  • slow connection, bad for performance, may use a lot of permutations or go over the permutation limit (block states + block with onTick script)
  • slow connection, will not cause the block connection to update if not placed or destroyed by a player, may use a lot of permutations or go over the permutation limit (block states + script checking for player place and destroy)
west rover
#

+piston movements and explosion if you really want to fully simulate it

vocal rune
#

uhh is there any wiki for connectable blocks? idk where to start, i only know the basic stuffs for custom block ๐Ÿ˜…

also here's my custom block and the part that i want to hide

west rover
#

block culling is the best option for that

desert vector
#

100% block culling for that

west rover
#

hi quazbao_event_mobvote_crab

vocal rune
#

thanks! ill try that

waxen canyon
#

Guys, is it possible now to select which face of the block is shown in the player's inventory? Because I have a bunch of blocks that shares textures on all sides besides the north face, but since I have them programmed with a cardinal rotation, when I have them in my inventory they you won't see the north face, so they all look the same

vestal marsh
waxen canyon
vestal marsh
waxen canyon
#

The component is called minecraft:item_visual?

waxen canyon
#

Hmm I can't find it in the documentation

#

got it!

#

I'm using this, but the item is not changing for some reason...

      "minecraft:item_visual": {
        "geometry": "minecraft:geometry.full_block",
        "material_instances": {
          "*": {
            "texture": "thread_puzzle_cross",
            "render_method": "opaque"
          }
        }
      }

Should I use a custom geometry that looks like a regular block for this?

#

Oh, it was a format version issue. Nvm. Thanks a lot!!

leaden valley
#

Can I set a default value in states?
something like this?

"bd:changer": {
    "values": {
        "min": 0,
        "max": 15,
        "default": 8
    }
}
desert vector
#

I think you have to use the array format

#
"bd:changer": [8, 0, 1, 2, 3, 4, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15]
solid matrix
#

random texture variation doesnt work on custom geo blocks?

white bobcat
lunar solar
white bobcat
#

a stack of reactions!

lunar solar
#

Oh

solid matrix
#
"minecraft:geometry": {
    "identifier": "geometry.eye",
    "uv_lock": ["up", "down"]
}

why doesnt uv lock work here?

vestal marsh
solid matrix
#

no

vestal marsh
solid matrix
#

ooh so those are supposed to be bone names loll

vestal marsh
#

A Boolean locking UV orientation of all bones in the geometry, or an array of strings locking UV orientation of specific bones in the geometry. For performance reasons it is recommended to use the Boolean. Note that for cubes using Box UVs, rather than Per-face UVs, 'uv_lock' is only supported if the cube faces are square.

solid matrix
#

works nicely thanks!

dawn briar
#

anyone knows how to make the block had reflect on itselves ?

#

like the iron_block

vestal marsh
dawn briar
#

there is a documentation for making it ?

#

i'hv never use mer file

gaunt ocean
#

"minecraft:movable":{
"movement_type":"immovable"
},

I use this but my block keeps moving

#

how can i fix it?

gaunt ocean
#

1.21.100

#

Everything else works

vestal marsh
#

Intriguing, I tested this and ot worked for me.

#

Any content log?

tawny falcon
gaunt ocean
#

No

tawny falcon
gaunt ocean
#

Yes

#

And I've set the min engine version to 1.21.100

#

But didn't work either

tawny falcon
#

The format_version must be 1.21.100

#

Try testing in preview too

gaunt ocean
#

I'll try later

#

Everything works perfectly, only the movable component that doesn't seem to work.

tawny falcon
west rover
#

was the experimental toggle turned on?

gaunt ocean
gaunt ocean
west rover
#

I was also in latest it throws an error to turn on forthcoming features

vestal marsh
west rover
#

mybad

tawny falcon
gaunt ocean
#

Permutations is an array, An error message would appear if I added it

tawny falcon
gaunt ocean
#

Oh, I see

#

Isn't there an older component that prevents the block from being pushed by pistons?

vestal marsh
#

No.

tawny falcon
gaunt ocean
#

Anyway, thanks for the help.

#

I'll do some tests

gaunt ocean
#

I had added it out of components ;P

tight knoll
#

i hope im asking for this in the right section. I'm trying to make the texture of this block appear flat against the block bellow it but it floats slightly above it kinda like leaf litter. anyone know how i can change it?

vocal rune
#

is it possible to make a custom block like end portal? like the texture move depending on player view or something

white bobcat
#

I don't think so, but a particle is most likely

vocal rune
#

how can i make a block that can be placed on water?

white bobcat
white bobcat
# tight knoll

You need to move the geometry down, just make sure is not below 0.

vocal rune
white bobcat
#

Did you made it only placeable in water?

vocal rune
#
"minecraft:block_placer": {
    "block": "rpg:test",
    "use_on": [
        "water"
    ]
},
"minecraft:liquid_clipped": true

like this?

white bobcat
#

Should be, yeah

#

I would make the condition in the block itself, though

dim rapids
#

HI guys, does enyone kwno if minecraft bedrock allow for front face culling, the same way it does for backface...

tawny falcon
vocal rune
#

np, actually i cant figure it out bao_ext_toldyouso

tawny falcon
red thicket
tawny falcon
#

When using tint_method is it possible for a texture in tga to apply the color only to the visible parts instead of the entire block? Like a grass block for example

desert vector
#

no, that's why grass sides don't use the regular biome tinting

#

you have to overlay 2 separate textures using multiple cubes

tawny falcon
desert vector
#

yes

tawny falcon
desert vector
#

yes

tawny falcon
#

But how could this be applied? Using permutation to create a different appearance for a piece of geometry?

#

I thought it worked like items, just apply the color to the visible part

desert vector
#

no
items don't support translucency so they can always use the alpha channel for tint intensity

desert vector
#

the way i suggested is the only workaround that i know of

tawny falcon
split flicker
#

Can you make a block do something on tick without using scripts? (just by editing the specificblock.json file?

#

Like where can I add something like on_block_tick {} in the block.json?

winter mantle
snow flax
split flicker
errant hollow
#

can we use culling rules for blocks using minecraft:geometry.full_block geo ?

waxen pilot
lunar solar
#

For placing and taking wine you would need 2048 permutations

#

Or states that would add up to 2048

#

4(minecraft:cardinal_direction) x 2^9(9 boolean states that dictate wether a wine is in a specific slot or not) and you can't even just do 9 boolean values because iirc you're limited to 4 custom states

#

So you'd have to figure out some integer bs for each combination

#

If personally split them into 3 states for the top middle and bottom row

desert vector
#

i don't think there's a limit on how many states your block has, only overall permutations

#

the issues currently would be:

  • interacting with specific slots (the api that would allow for this is bugged)
  • custom blocks cannot emit redstone/comparator power
split flicker
#

in components:

"minecraft:placement_filter": {
                "allowed_faces": ["up"],
                "block_filter": [{
                    "name": "minecraft:stone"
                }]
            },```
Why can't I place the block on any other block, not even minecraft:stone?
vocal rune
#

is it possible to make a custom block like scaffolding

white bobcat
#

If is for placing, yes, but keep in mind that in vanilla the collision is accurate to the geometry, something that you currently can't do. Upon correct interaction (use https://wiki.bedrock.dev/blocks/precise-interaction), place another of your block on top if can. This is a simplified explanation but it hopefully helps.

#

For climbing, you really can't match vanilla, but you can use things like applyImpulse in scripting to attempt and replicate it.

vocal rune
#

ahh i see, im trying to make something for climbing ๐Ÿ˜…, thanks!

split flicker
#

How to make other texture for the block's item than the block

#

tried adding "minecraft:icon" component

vestal marsh
#

Or create a block item.

split flicker
random sonnet
#

What would be the best way to save player id's to blocks?

west rover
#

dynamic properties

random sonnet
tight token
#

no but you could use world or entity

mint frost
#

Looks like item_display_transforms also effects the item in commands

#

which is kinda bad, because it doesn't keep it centered properly like in the actual in game ui's

winter mantle
#

Both use the same renderer lol

mild path
#

is it possible to add many textures to the terrain atlas from a spritesheet?

potent quest
#

When doing a dimension.setBlockPermutation() is there any existing function to take players vector3 info and a blockType to dynamically set the block states as if the block was being placed by the player? Or am I basically stuck handling all block state decisions manually one at a time?

vestal marsh
jaunty breach
#

It is possible to create a stairs block just like the one in vanilla?

#

With selection and collision boxes like in vanilla?

indigo pecan
#

Can anyone please tell me how to make a block with a menu? (like looms, crafting bench etc.)

vestal marsh
leaden valley
#

Guys, is there a way to understand collision boxes perfectly?

(I hate re-joining the world for every wrong collision box I set)

Currently, I am using error and trail to set the collision box correctly

(Which is picking an approximate to the real size then try to change a bit until I reach the desired one)

leaden valley
#

Tysm!!

#

This will save me a lot of time

#

Tysm!

mild path
#

whats the replacement for minecraft:random_ticking? docs says it's deprecated

desert vector
#

there is no longer a component, you just use the onRandomTick hook in a custom component

jaunty breach
desert vector
#

the double selection box is purely visual, it's actually two separate selection boxes

jaunty breach
#

I know, but is it possible?

desert vector
#

no, you can only select one block at once

tawny falcon
desert vector
#

water thinks custom blocks are opaque and full on the bottom

#

no fix

#

same for lava

alpine whale
#

Is it possible to use custom components even if I'm using MAM (Minecraft Addon Maker) ?

half trail
#

Is there still no way to make a block bigger than 30x30 pixels?

#

I want to make a billboard that changes (like a flipbook texture)

#

And to my understanding entities and particles are impossible to load past a certain distance (I need it visible at all distances)

#

Correct me if Iโ€™m wrong

vestal marsh
tawny falcon
#

Why is this error appearing?

vestal marsh
tawny falcon
#

Oh no

#

Sorry

#

I got confused, it has variations, and I didn't know that

#

Thanks

smoky swallow
#

Does anyone know how to fix the block in the menu facing the opposite but when placed it is right?

smoky swallow
#

So basically Its a new feature?

odd dagger
smoky swallow
#

Ohh thanks, I'm gonna figure that out

desert vector
smoky swallow
winter granite
#

Anyone knows how to fix this? i lit have everything right, i don't get it

potent quest
#

What are your dimensions on the geometry? @winter granite

inner garden
#

How do I set a block's texture depending on permuation state?

shrewd storm
#

Put the material instance in the permutation.

inner garden
west rover
#

send your code

inner garden
#

#1408974737073373194

shrewd storm
lost vine
#

umm, how can i make my custom blocks mine faster with the vanilla tools?
i already have that but it just doesnt work with efficiency for some reason, is there any way to fix it tho?

#

i saw this in the marketplace addons, some blocks mine faster using the vanilla tools, and efficiency make it faster, how is that even possible?

odd dagger
#

you shouldnt need to do anything for that

lost vine
odd dagger
#

I mean for efficiency

#

it should automatically mine faster

lost vine
#

it doesnt

odd dagger
#

odd

lost vine
#

maybe cuz im using 1.21.50 format version

#

idk

desert vector
#

no it's because item_specific_speeds is a weird feature that doesn't exist in vanilla so if you're trying to replicate vanilla definitely don't use it

#

just add the appropriate destructible tag to your block

#

then vanilla tools will automatically mine your block faster

lost vine
desert vector
#

anything that ends in _item_destructible will change how tools destroy your block

lost vine
#

i see

lost vine
desert vector
#

that would make applying tags based on permutation painful
imo tags shouldn't be a component

lost vine
desert vector
#

that is impossible
the workarounds are bad imo

odd dagger
desert vector
#

it would end up being like material instances where you have to repeat things

lost vine
# desert vector that is impossible the workarounds are bad imo

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desert vector
odd dagger
#

yeah, entities

#

the only way

lost vine
#

i think i understand how it works now

odd dagger
#

lol the hollow logs give you 2 planks

#

its basically tree bark too

lost vine
lost vine
west rover
#

fence gates have weird uv maps or maybe im just looking at it in the wrong way

white bobcat
#

Which is less bad than entities and still bad

#

imo

desert vector
#

I thought that only one of the collisions was used

#

unless i only checked selection

#

doesn't seem like something supported enough to be allowed on the marketplace

lost vine
#

that will be way more efficient than using entities, but still not the greatest tho

white bobcat
#

Yeah, but still is bad

lost vine
#

it is what it is

white bobcat
#

Better to wait for voxel shapes

lost vine
#

at least better than using entities

lost vine
vestal marsh
#

Nah, this year.

white bobcat
#

^

vestal marsh
#

Worst comes to worse, it gets delayed 1 year like mob spawning experiment.

lost vine
#

huh

white bobcat
#

mob spawning needs to be reworked ๐Ÿ™

#

I asking for it to be my Christmas gift for 2026

#

2023-2025 is voxel shapes

lost vine
#

currently im not dealing with custom wood or stairs, so i can wait for it ig

#

what i really want is the ability to modify images on the screen without having to send titles or chatmessages,

#

anyways, i dont feel that will be a thing anytime soon, so ill stick with titles/chatmessages for my ui stuff

keen spade
#

How to make a block... (Yes I'm a dumb dumb)

odd dagger
velvet creek
#

hello chat, i have a query

#

is it possible to make custom signs

desert vector
#

no

velvet creek
#

as in, a block that functions just like a s

#

thank you

young crater
#

hello! someone have any idea to fix this? i have crop custom

west rover
#

unfortunately there isnt any fix for that afaik

random sonnet
#

How can I hide a bone when no block is on the diagonally opposite?

manic monolith
#

whats the best method rn to create a fully custom vanilla block? since blocks.json is being removed and using material_instances + geometry.full_block doesn't allow any sort of light dampening (0 or 15, doesn't block any light at all)

vestal marsh
manic monolith
#

sadly, does not work. i tried all values and none worked; tried changing the material from opaque to alpha_test and nothing as well

vestal marsh
manic monolith
#

this is the components rn

"minecraft:light_dampening": 14,
"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:destructible_by_explosion": { 
            "explosion_resistance": 2
 },
 "minecraft:material_instances": {
            "*": {
                "texture": "galena_pillar_side",
                "render_method": "opaque"
            },
            "up": {
                "texture": "galena_pillar_top",
                "render_method": "opaque"
            },
            "down": {
                "texture": "galena_pillar_top",
                "render_method": "opaque"
            }
}
desert vector
#

if you want to block all light it should be 15 but this is how it looks with 14

"minecraft:light_dampening": 14,
"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:material_instances": {
  "*": {
    "texture": "wiki:paper_bag"
  }
}
manic monolith
#

yea i tried every value and theres no difference in between

#

losing my mind over this rn

desert vector
#

it's definitely the custom block letting light through?

manic monolith
#

sadly, yes. this is how it looks like with another custom block using blocks.json

tawny falcon
novel mantle
#

is scripts v2 in live? I've changed manifest to 2.0.0 for both server and server ui. I've changed block format to 1.21.90, but I'm getting the error I saw others had about saying my custom component is not a valid child, and saying unexpected version loaded for my block file.

vestal marsh
#

Check the wiki on custom components v2.

novel mantle
novel mantle
#

[Blocks][error]-block_definitions | C:/Users/Rivers/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/BP | blocks/block_randomize/base_block.json | C:/Users/Rivers/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/BP | blocks/block_randomize/base_block.json | dev:base_block | components | dng:custom_component | child 'dng:custom_component' not valid here.

[Blocks][error]-block_definitions | C:/Users/Rivers/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/BP | blocks/block_randomize/base_block.json | Unexpected version for the loaded data

vestal marsh
desert vector
novel mantle
#

Found it. Was an issue in a completely separate file that was being imported before this file in my index.js. Thanks for the help.

novel mantle
#

Is there a way to increment a block state using scripts? Trying to see if I can get a specific state from a block when interacted with then change that state to the next.

vestal marsh
#

Oh, interaction, then onInteract Custom Component.

novel mantle
#

Yea I've got the on interact custom component and I'm getting the state with const currentState = block.permutation.getState("test:type"). Im just unsure how you increment that or get the next State available and change to it.

desert vector
#

is it an integer state?

vestal marsh
#

I have a custom component library, this one advances the state via random tick.

novel mantle
#

I'm not the best at reading typescript, but I dont think that contains what I was looking for. I should be more specific, I currently have a couple blocks that all use "test:type" block state but the state values within differ from each other. So I was wanting to get the test:type block state when the custom component is triggered then cycle through the states that specific block had. If this isn't possible I do have another work around this was just a test on my part.

vestal marsh
novel mantle
#

Yea so Example block A could have test:type = [green. red, blue] and block B could have test:type = [yellow, purple, orange, cyan]. I was just testing to see if I could get the state test:type and its length and then increment to the next state dynamically rather then having to manually define the possible state values for each different block that uses test:type.

desert vector
#

We can't get valid state values per block type so you'd have to name the states differently
or i guess you could duplicate the array of valid values as a custom component parameter

vestal marsh
#

I recommend the latter.

#

I do use that for another project of mine.

novel mantle
desert vector
#

yes
the custom component can have a boolean/number/object/array/string value assigned to it
if you don't want other parameters you could do this

"components": {
  "test:type_iteration": ["red", "green"]
}
novel mantle
#

Oh then that could actually work for what I need. Thanks for the help guys.

vestal marsh
#

And thank you actually! This conversation made me realise I should update my custom component library to use this method instead.

proven coral
#

Does anyone know how I can make a custom ore and type if it picks with a pickaxe with fortune 3 of more than 1 item?

#

"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "p:p",
"weight": 1,
"conditions": [
{
"condition": "match_tool",
"enchantments": [
{
"enchantment": "fortune",
"range_min": 1,
"range_max": 1
}
],
"count": {
"range_min": 1,
"range_max": 3
},
"item": "p:p"
}
]
}
]
}
]

Would it be something like this?

craggy python
#

anyone know how to import obj models? I don't see the option anywhere in Bridge :/

waxen canyon
#

Guys is there a way to push a block, like when you use a piston, but just by interacting with it? I don't want to use the "fake entity" method to emulate the moving animation...

tawny falcon
#

If I look at this deer trophy from the side the antlers are visible but if I look at it from the front they disappear. Does this happen because I'm using alpha_test_single_sided? If so, is there any way I can solve this?

white bobcat
#

Use alpha_test

desert vector
#

I'd also recommend enabling face dimming

amber spruce
#

will we be able to add completely custom models for vanilla blocks someday?

amber spruce
split galleon
#

where to get vanilla blocks json file?

white bobcat
#

They are hardcoded

#

Unless you meant blocks.json

turbid veldtBOT
tawny falcon
tawny falcon
desert vector
#

keep it on the antlers
face dimming stops the block from looking like it's glowing

acoustic cobalt
#

how do i add my custom model as block

#

as if its a statue

jagged phoenix
#

Is there documentation or info about setting up custom trial spawners and vaults?

Can vanilla trial chamber spawns be edited?

vestal marsh
#

You would need to edit the nbt.

jagged phoenix
#

Hmm, not seeing any properties for which mobs spawn in the trial_spawner in nbt studio

Looking at structures/trial_chambers/spawner/small_melee.nbt in the 1.21.61_01_server sample

vestal marsh
jagged phoenix
#

ah, I see now

I was looking in palette

acoustic cobalt
#

how do i add my custom model as block

#

as if its a statue

#

@vestal marsh

#

could u help

#

@tawny falcon

vocal rune
#

how to fix the z fighting for custom leaves?

white bobcat
#

Use:

{
  "format_version": "1.21.80",
  "minecraft:block_culling_rules": {
    "description": {
      "identifier": "test:culling.leaves"
    },
    "rules": [
      {
        "condition": "same_culling_layer",
        "direction": "up",
        "geometry_part": {
          "bone": "root",
          "cube": 0,
          "face": "up"
        }
      },
      {
        "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"
        }
      },
      {
        "direction": "down",
        "geometry_part": {
          "bone": "root",
          "cube": 0,
          "face": "down"
        }
      },
      {
        "direction": "west",
        "geometry_part": {
          "bone": "root",
          "cube": 0,
          "face": "west"
        }
      },
      {
        "direction": "north",
        "geometry_part": {
          "bone": "root",
          "cube": 0,
          "face": "north"
        }
      }
    ]
  }
}
#
"minecraft:geometry": {
                "identifier": "geometry.basic_cube_geo_here",
                "culling": "test:culling.leaves",
                "culling_layer": "minecraft:culling_layer.leaves"
            }
vocal rune
#

ahh i forgot to add culling_layer, thanks!

white bobcat
#

No problem

vocal rune
#

last, what do I need to do to make the center dark, like the vanilla leaves?

white bobcat
#

minecraft:light_dampening in a high value that gets the closer

vocal rune
#

ohh that's the use of that component, thank you!!

white bobcat
#

You should use it on all solid blocks so that they cast a shadow below them

#

Otherwise light gets through

vocal rune
glass flicker
#

To change the state of a block based on the distance from a specific block, is it correct to use onTick with 40 - 60 or is it not recommended?

desert vector
#

how far away from the block do you want it to change?

glass flicker
#

I'm using a 5x5x5 volume including only the lava blocks, so as to avoid looping on useless blocks but it seems to lag every now and then

desert vector
#

you could use dimension.getPlayers({location, volume})

#

i assume you're currently making multiple native getPlayer calls every time the block ticks, with this you'd only need one

glass flicker
desert vector
#

what's you current code for detecting the players?

desert vector
desert vector
#

oh i misread

#

i thought you were checking whether players were nearby

glass flicker
# glass flicker

No, the block changes state based on the distance from the lava

neat shell
#

Hey @vestal marsh . I seen a message from you the other day and i can't remember what it was. someone was asking why the scale in item_display_transforms was doing nothing to the GUI item and you helped him out. what was it again?

neat shell
#

alright, thanks

jagged phoenix
#

Is there any way to migrate blocks in a world if the ids change?

As in, if an addon wants to change the id of blocks without breaking worlds, is there a way to handle that gracefully?

odd dagger
#

you better pick an id and namespace you like for your pack

#

lmao

jagged phoenix
#

I haven't changed any ids

But one of the packs on my world changed their namespaces so I can't update it

Would be nice if there was some kind of migration thing we could use though

gusty juniper
#

Hello! I've been trying to add a block that changes rotation like pumpkins (cardinal rotation) but i can't seem to be able to make it work. Any help?

pseudo matrix
gusty juniper
#

That's what I'm doing, yet it doesn't work. The block just faces the pre-set direction.

pseudo matrix
#

Can I see your block json?

jaunty breach
#

I'm creating a chair block, and it wouldn't be great if other blocks were hanging from it. Is there a solution for this?

pseudo matrix
#

What do you mean by hanging from it?

jaunty breach
#

I don't want someone, for example, to be able to place lamps above or below the chair in a hanging manner.

pseudo matrix
#

Pretty sure you would use the script API for that

pseudo matrix
#

@jaunty breach

#

Do you know how to use scripts?

#

Try this:

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

const PROTECTED_BLOCK_IDS = new Set([
    "namespace:block_identifier"
]);

world.beforeEvents.playerPlaceBlock.subscribe(ev => {
    try {
        const dim = ev.dimension;
        const loc = ev.block.location;

        const below = dim.getBlock({ x: loc.x, y: loc.y - 1, z: loc.z });
        const above = dim.getBlock({ x: loc.x, y: loc.y + 1, z: loc.z });

        const touchingProtected =
            (below && PROTECTED_BLOCK_IDS.has(below.typeId)) ||
            (above && PROTECTED_BLOCK_IDS.has(above.typeId));

        if (touchingProtected) {
            ev.cancel = true;
        }
    } catch (_) {
    }
});
jaunty breach
pseudo matrix
#

No problem!

glass flicker
#

But can't fences in Minecraft be replicated correctly? I noticed that the fence corners have full collision, whereas vanilla fences seem to have multiple collisions. Is there any way to replicate the same behavior?

vestal marsh
#

No.

gusty juniper
dusk solstice
#

i need some help my texture animated for my block dont want to work

desert vector
#

I think the file is called flipbook_textures.json

desert vector
#

Also make sure you add the texture in terrain_texture.json too or the missing texture will appear when you move further away from the block

dusk solstice
#

ok thy

dusk solstice
#

i have also problem with my entity animate

gusty juniper
#

I have been trying so damn hard to get it to work, but it doesn't! It's a transparent textures (like ladders)

#

Wait i think it was a typo, disregard me for now

#

On a (kinda?) related note, how much do slime blocks dampen light levels?

pseudo matrix
#

The default for most blocks is 15

waxen canyon
#

Are block tags available in stable 1.21.90?

pseudo matrix
gusty juniper
#

Yeah they let undead burn.

gusty juniper
#

How could i make a crop-like block be placed on another solid block?

Example: I place an "apple_block" and it places both the "apple_block" and the "apple_block_stem" on top.

pseudo matrix
#

Then set the stem above it

#

I'm not sure about when the block is broken though

#

You might need a placement filter for that so that the stem breaks when your block breaks

gusty juniper
solid matrix
#

why does the block still cull with the ground while having the same block condition?

{
                "condition": "same_block",
                "geometry_part": { "bone": "north" },
                "direction": "north"
            }
#

fixed with "cull_against_full_and_opaque": false

pseudo matrix
novel mantle
#

Had a quick question. If I have a custom block that has ticking component to trigger a custom component and I save it in a structure, does that structure save the current tick that block is already on or should the custom block reset at 0 and tick up from there when loaded? Im asking because I have some ticking blocks that are triggering at seemingly random times when loaded in a structure rather then using the interval_range I defined in the ticking component.

gusty juniper
#

How do i properly apply per-face textures to a custom geometry block?

gilded mortar
#

Is it possible to make a custom block texture not rotating with the block?

fierce girder
fierce girder
gusty juniper
#

I want to get the coral fan model and convert it over to Bedrock, any way i can get my hands on it?

fierce girder
#

I don't think vanilla block models are provided anywhere, so you might have to recreate it
but it is a pretty simple model if I remember correctly so it should be quick to do

vestal marsh
#

Ita in 1.21.110

gaunt steeple
#

How do you change the way a block displays as a thrown item or when held on the hand without attachables?

#

They added a component for that but I don't remember which

vestal marsh
desert vector
#

or the item visual component if you need to change more than rotation/scale/translation

zinc wyvern
#

can someone with a PC help me with something ingame plz

crimson ingot
#

Do blocks still need their geometry pivot points to be 0,0,0?

merry crystal
#

is it possible to modify the loot table of short/tall grass without scripting?

near badge
#

Sorry for necroposting, but is this true?
Is Mojang actually working on a connectable block trait or something like that?

desert vector
#

they're working on making a custom woodset possible (leaves, logs, stairs, slabs, etc.) so a proper connection system for blocks would probably come as part of that

near badge
#

So it's better to wait instead of trying to recreate it with scripting?

vestal marsh
#

5036shrug Up to you.

#

Depends on how badly you need it.

near badge
#

Alright, thanks

manic monolith
#

works like a charm in my realm

frosty pecan
#

how to culling different blocks condition

#

i dont want only same_block, i want all my chairs to be in condition

{
    "format_version": "1.21.80",
    "minecraft:block_culling_rules": {
        "description": {
            "identifier": "xth:culling.sofa"
        },
        "rules": [
            {
                "condition": "same_block",
                "direction": "east",
                "geometry_part": {
                    "bone": "armEast"
                }
            },
            {
              "condition": "same_block",
                "direction": "west",
                "geometry_part": {
                    "bone": "armWest"
                }  
            }
        ]
    }
}
desert vector
frosty pecan
#

it said geometry has no culling layer specified, but there is

pseudo matrix
#

Is there any way to recreate the glow lichen block?

mild mist
#

Anyone have/know of a functioning slabs script that works like vanilla? I am making one and thought it might just be easier to ask.

gusty juniper
random sonnet
#

Is it possible to test with queries if a block above is air?

random sonnet
# vestal marsh No.

is there another way to change the bone visibility if the block above is air?

vestal marsh
#

Tick component -> change block state

random sonnet
#

alright

#

thanks

random sonnet
#

how can I make models like this?

random sonnet
dense matrix
#

huhh idek about blocks

solid matrix
#

has anyone made custom custom crimson vines before?

#

im trying to get the vines tip to show when theres no bottom face culling but i cant get it to work

random sonnet
#

How can I make that I pick up my own Block Item when clicking on my custom Block?

ebon laurel
#

Youd need a custom component with an interaction event

vestal marsh
random sonnet
vestal marsh
dawn dock
#

how can i make the block rotate towards the direction player places it?

random sonnet
#

in "description"

dawn dock
# random sonnet ```json "traits": { "minecraft:placement_direction":...
{
    "format_version": "1.20.80",
    "minecraft:block": {
        "description": {
            "identifier": "ancient:forbidden_hysteria",
            "menu_category": {
                "category": "items"
            },
            "is_experimental": true,
            "traits": {
                "minecraft:placement_direction": {
                    "enabled_states": [
                        "minecraft:cardinal_direction"
                    ]
                }
            }
        },
        "components": {
            "minecraft:geometry": "geometry.forbidden_hysteria",
            "minecraft:material_instances": {
                "*": {
                    "texture": "ancient_forbidden_hysteria",
                    "render_method": "alpha_test"
                }
            },
            "minecraft:collision_box": true,
            "minecraft:light_emission": 10,
            "minecraft:destructible_by_explosion": false,
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 8
            },
            "minecraft:placement_filter": {
                "allowed_faces": [
                    "north",
                    "east",
                    "south",
                    "west"
                ]
            }
        }
    }
}
random sonnet
dawn dock
#

like this?

#

tho when i do this

#

it says block isnt registered

solid matrix
#

is it possible to use block culling reversed so it culls with air blocks instead?

spiral hedge
#

Has anyone noticed that, in the latest release, custom blocks with the minecraft:geometry.full_block geometry have strange shading depending on the time of day? At night, they look much more desaturated than their vanilla block counterparts.

whole oyster
#

how do I make a block like tnt??

#

I have the exploding entity ready

#

but i see that events dont exist with blocks

#

im coding my first block

spiral hedge
whole oyster
# spiral hedge You're going to have to use an onInteract custom component that sets the block t...

how would that look??

    "format_version": "1.20.80",
    "minecraft:block": {
        "description": {
            "identifier": "paf:bigbomb",
            "is_experimental": false,
            "menu_category": {
                "category": "items"
            }
        },
        "components": {
            "minecraft:destructible_by_mining": true,
            "minecraft:geometry": "geometry.bigbomb",
            "minecraft:collision_box": true,
            "minecraft:display_name": "Huge Bomb",
            "minecraft:on_interact": {
                "condition": "query.get_equipped_item_name('main_hand') == 'flint_and_steel'",
                "event": "paf:ignite"
            }
        }
    },
    "events": {
        "paf:ignite": {
            "queue_command": {
                "command": [
                    "setblock ~ ~ ~ air",
                    "summon paf:bigbomb ~ ~ ~"
                ]
            }
        }
    }
}```
#

i dont know how to the "custom component" component

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

dawn dock
#

guys how do i make a block change texture upon being interacted?

dawn dock
#

fixed now

dawn dock
# dense matrix How did you?

just add states and permutations, and then make a script that changes the block permutation upon interaction via a player

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

world.beforeEvents.playerInteractWithBlock.subscribe((event) => {
    const block = event.block
    if (block.typeId === "namespace:urblockname") {
        system.run(() => {
            let current = block.permutation.getState("ancient:interacted");
            let newPermutation = block.permutation.withState("ancient:interacted", !current);

            block.setPermutation(newPermutation)
        })

        event.cancel = true;
    }
})
#

replace the state name and the permutation to ur own

#

in the permutation the material instances manage the texture n rendering so the components also change as well

dense matrix
dawn dock
whole oyster
#

can I make a block bigger than 16x16x16 without problems?

west rover
#

yes to a limit of 30ร—30ร—30, but beyond that you'll need to do multiple blocks

whole oyster
#

this is what it looks like right now

#

It's my first time coding a block

west rover
#

can you send your full code?

balmy quiver
#

how can I make the blocks emit so much darkness? (it's not mine, that's why I ask)