#Blocks General
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Tyy
need some help scripting for a block that is replaced by air if you step on it (if it's currently possible) 
this is what i tried by myself, but might be completely wrong 
was the bug fixed for destruction particles not taking the material instances on a permutation?
I believe so? If not you can use the destruction particles component instead no?
thanks, yeah just annoyed by it
use system.beforeEvents.startup.subscribe
and import system
you also used blockComponentRegistry.registerCustomComponent when youve already destructured blockComponentRegistry
import { system, BlockPermutation } from "@minecraft/server";
system.beforeEvents.startup.subscribe(({ blockComponentRegistry }) => {
blockComponentRegistry.registerCustomComponent("custom:onStepOn", {
onStepOn(event) {
const { block } = event;
//code here
}
});
});
do you know any good channel where i can learn more about scripting? ngl those articles are kinda confusing to me, and i feel like i'm bothering way too much with so many repetitive questions 
params in custom components is so frickin beautiful
you can try #1067535608660107284 or ask in posts in #1067535382285135923
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
alright, i guess i might also try to do this stuff on the stream channels so anyone can actually see what i'm doing and maybe help me out
well, if it's ok to do it there ofc
Hiii who knows how to increase chances of getting mob heads in more mob heads pack so that it becomes 100% drop rate
is there a way to apply tint to only one specific cube of the model?
biome tint?
apply a custom material instance name to each face of a cube and then apply the tint method to that material instance
https://wiki.bedrock.dev/blocks/block-models#changing-material-instances
"minecraft:material_instances": {
"*": {
"texture": "my:texture"
},
// instance name
"tinted": {
"texture": "my:texture",
"tint_method": "grass"
}
}
ohh i see, thank you!!
how do you make a 2d texture as icon for a block in inventory?
yipeee!
finally!
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
block permutation is purely based on block states
what do you need the x and z position for?
I'd like to make a chess pattern using the block x and z
I think you'd have to use scripting to set a block state when the block is placed
is there an event for block placed by a feature_rule?
I don't think so
does a ticking block forces a chunk save?
assuming the tick changes the state of the block
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
Any tips on this? How would I make a custom block cull vanilla solid blocks?
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?
for example, the top of this block is a seperate cube utlizing a flipbook animation, but can these 2 textures be saved seperately to the same block?
yes they can
"minecraft:material_instances": {
// Instance names "up", "down", "north", "east", "south" and "west" are built in.
"*": {
"texture": "wiki:texture_name"
}
},
"face_name": {
"texture": "wiki:texture_name1"
},
"cube": {
"texture": "wiki:texture_name2"
}
}```
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
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
xray packs are made by making blocks use the invisible blockshape
making the stone texture transparent would just make the block black
Ah very interesting... I see, thank you so much!
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
Custom geo
There are some materials that will address that but they were disabled temporarily
It should be enabled in 1.21.100.
ahhh okay
can you give me an example snippet for that? (the JavaScript one)
Can we have falling sand? Or blocks that emulate that behavior?
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
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;
}
}```
someone also made a template for it you want
https://discord.com/channels/523663022053392405/1250873509429907456
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 ๐
Is the error that the size being too large a bug?
Is a bug in the extension
Alr cool
use "minecraft:entity_fall_on": {
"min_fall_distance": number
}
on step on is moved to scripts through custom components
Hey guys, anyone knows how could i add multiple textures to a single block? Like bottom, top, side, etc. Basically like a grass block
"minecraft:material_instances": {
"*": {
"texture": "grass_block"
},
"sides": {
"texture": "grass"
},
"north": "sides",
"south": "sides",
"east": "sides",
"west": "sides"
}```
Tyy
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
Set assume symmetry to false.
thanks
it works but it gives me a log
Should be fine.
you can use colons for the namespace in your crafting tags btw
How well supported is custom wood by the game? Do I have to manually make custom wood recipes?
Add the tag.
Appreciated, I'm trying to plan development time with another contributor, helps to know that wood should be fine
planks will be fine
stairs/slabs/fences aren't properly possible
I've used the slab templte to make those work, but thank you
I'm referring to stuff like being able to craft sticks and tables with custom wood
If that will require manually created recipes
how can i make a block have different break speeds for each tool without settings per item speed
You can add each is_tool_item_destructible tag, yeah?
wait can structure blocks save custom blocks in the bounding box? the blocks from my addon arent rendering in the preview thingy
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
Use &&
why use && when you can do this
q.block_state('this:code') + q.block_state('is:beautiful') == 2
well... thats works.
lol
in culling if the block was rotated, will the directions of the culling also be relative to the block rotation?
yes
what's the best way to achieve random positioning of a block model in a block (like vanilla flowers, ideally without using block states)
Random offset component.
what?
Use the random offset component.
Is on preview if you are wondering
yeah I'm not on preview
Its in 1.21.90 beta.
Oh yeah that too is on beta
how to fix this ?
Those components are obsolete
You have to use script
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
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
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
you can create a greyscale texture and then apply tint methods to material instances
"minecraft:material_instances": {
"*": {
"texture": "my:texture",
"tint_method": "grass"
}
}
thanks
also what im making is a ctm overlay, can i make it to only tint some pixels?
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
ok thanks
is there also a block component that changes the speeds of the break time depending on what tool
destructible by mining component.
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
{
"components": {
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 2
},
"tag:minecraft:is_pickaxe_item_destructible": {}
}
}
tysm, does that automatically change the breaking speed?
the vanilla tools have a speed defined which affects blocks with the block tags
what about this
should i follow hardness or default
do i make the seconds to destroy 3 or 10
3
because ik the seconds to destroy is hardness right?
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
ohh right thanks
finally did this
how can i make my block spawn particles?
Ticking custom componeny.
okay, thanks!
how do you add block tagds and how do you use them in crafting recipes?
Use items with block placer replace block item.
right, because block tags arent applied to the item.
Why this is happening?
I think bone_visibility is not working for me
But is working in another blocks
try using queries
or instead of false use 0, and for true is 1
idk if it'll work
Like this?
yeah
if that state is set to true then it will show
Wow, much simpler and faster
also how did you g3t a theme on hlockbench
I dont remember
It's been a few years
oh okay
lol what
Sorry, I'm not a native English speaker uuuu
thats okay
Is it possible to change the color of any text in lang files?
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
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.
the geometry should be on models/blocks
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
you could vote for this if you haven't https://bugs.mojang.com/browse/MCPE/issues/MCPE-177866
Status
To Do (Reopened)
Resolution
Unresolved
Just voted now, and damn there's only 3 votes
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.
It uses a glyph!
Minecraft Creator Hub(MCCH):
https://sites.google.com/view/minecraftcreatorhub/main
โ
Bedrock wiki:
https://wiki.bedrock.dev/concepts/emojis.html
โ
Heres the glyphs template:
https://www.mediafire.com/file/wdgasdwol1un50e/GLYPHS+TEMPLATE.zip/file
โ
Please make sure to leave a like and subscribe?
โฆ
hmm.. it's still looking funny after I changed that. odd!
the uv of the hand model seems out of placed also, both needs to be on models/blocks and models/entity
for the item visual you need to scale that up
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
thanks
does anyone know how to make a block with custom models have transparent texture?
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?
something like this in your custom component
beforeOnPlayerPlace(event) {
const above = event.block.above();
if (above?.isAir) {
above.setType("custom:block");
//or above.setPermutation(BlockPermutation.resolve("custom:block").withState("custom:state", "top_part"))
} else {
event.cancel = true;
}
}
opps sorry, forgot to turn off ping
youll need to import BlockPermutation if you use the resolve
Can one have animated flip book textures and regular ones in different permutations for the same block?
yes
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
do they use the same texture file?
yep
try making them separate files
are stair collision boxes possible for custom blocks? they do in the better end addon but idk how
No.
do you know how they do it in the better end addon?
it can be but it places another block that simulates the other collision
although the selection box can only be a slab
interesting, how is the other block able to have collision outside of its cube?
Yeah my custom stairs already us ethe slab hitbox and geometry, I was asking about the altered hitbox
it places another block
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
how do you fix animated textures rendering as missing when you look at them from far away or a steep angle
you need to add the texture in terrain_texture.json too
send your terrain_texture file
{
"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
could you send your flipbook textures and material instances
[
{
"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
}
}
where's the texture being defined?
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
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?
ignore it
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
๐ญ๐ญ๐ญ
That should not happen
Ensure that you are using the exact same files in both devices
is there a way to cancel BlockComponentPlayerInteractEvent or prevent a player from interacting with the block unless they have a certain item in hand?
no
Hey guys is it possible to add blocks that rotate like a glazed terracotta?
thanks!!
guys, do you have a template for a full connected block?
search up in mcpedl cargo blocks (by codanraigen) but im not sure if it was a fully "full" ct
you can look on how he did it
Any way to get a custom block to use the grass tinting?
Yes.
OK, it's mostly working, but it seems the sides are handled a bit differently?
"minecraft:material_instances": {
"bottom": {
"texture": "grass_bottom",
"render_method": "opaque"
},
"side": {
"texture": "grass_side",
"render_method": "opaque",
"tint_method": "grass"
},
"top": {
"texture": "grass_top",
"render_method": "opaque",
"tint_method": "grass"
}
},
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
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?
Unfortunately, currently, the whole texture gets tinted, you cant specify certain pixels.
Status
To Do (Open)
Resolution
Unresolved
I don't think it's a bug, might just be not supported. Who knows.
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.
Wdym?
Not to mention inconsistent with vanilla behaviour
Not necessarily. Sometimes Mojang does slow rollouts on new features.
overlay_color.
and it behaves different than the built-in grass tint as well
Overlay is different than tint though iirc.
Built-in grass tint doesn't ignore alpha
but custom grass tint... does.
It's stupid and inconsistent.
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
I was in the same world
idk how to explain it but other accounts don't consistently download new updates of RP's sometimes
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": {}
}
}
the vanilla grass side texture doesn't use tint methods, it uses a few fixed overlay_colors defined in terrain_texture
the top is the only part that uses the colourmap
Then is there some way to force the side texture to follow that same behaviour?
Guessing it uses some form of permutations
you have to use separate textures
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
I have an idea that might work. Using alpha testing to draw only the grass part, then draw dirt underneath.
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.
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
script api helps with this
do you know how to do it with scripts? I tried a bit ago and couldnt figure it out
try asking for help in script api general, many helpful people there, im just not available atm
Make a custom model so one set of cubes can be one texture thats tinted and the other set of cubes be another texture unaffected by the tinting

how do i remove those divisions?
ty
does anyone have the sandstone block texture? i can't find it and it isn't in the bedrock samples
how, when i search, the files are truncated to 1000 ๐ญ
nvm i found out
can block params have this depth?
"tb:plant": {
"type": "leaves",
"drops": [
{
"name": "tb:sapling",
"chance": 5
},
{
"name": "tb:fruit",
"chance": 10
}
]
}
Thats too deep.
is this okay?
"tb:drops": [
{
"name": "tb:sapling",
"chance": 5
},
{
"name": "tb:fruit",
"chance": 10
}
]
Yes.
thanks
Is it true that blast resistance for addons is the value we set multiplied by 5 instead of the value we set itself?
If you want to copy the explosion resistance of a vanilla block, you should setexplosion_resistance to the "Blast resistance" value on the wiki multiplied by 5
so for cobblestone explosion_resistance should be 30
but wouldn't 30x5 be 150?
Yea
Oh yes, now I understand
Thank you, I had doubts because this information is on the Minecraft wiki but not on the Bedrock wiki.
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 donโt want to have any negative impact in performance or anything else.
This idea worked.
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.
that wouldn't work since the game would treat it as 2 frames
How do I make a block that does not drop anything until it is broken with Silk Touch?
set the loot to loot_tables/empty.json
And if I want to make it drop item but don't drop itself if it's broken with Silk Touch?
drop a different item when silk touch is used?
you can't
maybe scripts would be able to do something similar
but the original block item will still drop
it also drops itself
Is there no current way to get the colour of a bed block?
(In scripts or otherwise)
This is currently not possible, when you use silk touch it cancels the loot and drops the block or item itself if it is a block-item
you can do in beforeEvents playerBreakBlock, cancel the block from being broken and do setType to air or runCommand setblock (for the particles)
Maybe, but it's a bit of work, there should be official support to modify in these cases
No.
damn thanks
will Mojang ever fix the friction component?
Wdym?
friction 0.9 (which should be like soulsand) makes entities zoom on the block
lower values work fine, but higher just make the block very speedy
is it possible to apply certain textures to certain bones of a block?
have you found any success in fixing this?
In truth no
Is there a way to make custom block immovable rn? Later versions?
So pistons cant push
Later
Experimental.
Yeah totally fine tbh, I dont do marketplace stuff
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.
Experimental in 1.21.90-94 and stable in 1.21.100
can you guys guide me to make a custom lantern?
yes
just dm me because i don't really check the server that often
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
item_visual
there's no rotation for that though
Wrong one.
Item display transforms in the geo file.
hasn't that existed for a while? thought we had something new recently
can't even find documentation for item_visual
but I feel like that's what I was thinking of
it doesnt even have script api info on it I believe
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
its new I think
"New"
I remember seeing that
i guess its not
Its been a year.
it's 2023
can't wait for that to come out in the future
is it still in experimental?
No.
thought this was sarcasm, thinking that it was still experimental
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
weird that scale does nothing at all in the item GUI unless you set it to 0
You need to set" fit to frame" to false
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
Yes. In the gui, fit_to_frame
Mud anvil
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?
only for tags
Oh, sad
Because there is no tag with non-solid vanilla blocks, such as walls
Can we make a block not less light pass through?
Light dampening?
Yeah thanks! Forgot what was the thing
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?
no
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?
Any content logs?
[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
Are you using 1.21.90 for format version?
Yep
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+
I changed all of this a long time ago, but again, nothing works
Did u update the api to the latest version? Its 2.1.0 for stable
can you cull multiple bones in a culling rule?
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
No.
Is it possible to make a block that slows you down such as slime and honey blocks??
yes
Can you please tell me how?
I tried using minecraft:friction but it doesn't slow you down such as the honey block
Increase the friction.
set it to 0.9
im not sure though
but doesn't that make you speed up?
more friction = more slower walking.
lower friction = like walking on ice
Only for the top face. You cannot change the sliding down.
oh yes, that too
Idk I just tested 0.9, and it sent me flying
Yeah I am ok with that, I just want to know how to do it, or in other words the perfect value for friction(if that's the only way)
what?
bruh i don't know really then
you might be doing something wrong
like what?, do you want me to send you the code?
(json)
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
It seems that it always was the case
Read the last message on the thread in the photo I sent
Ah
Okay then you have already found the solution.. Set it near 0.3
as he said
addons is so weird lol
It's still not slow enough
I guess then set it lower?
It doesn't work too
Hm, Then I dont knoww
I guess I am going to make a thread about this
how to make connectable block?
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)
+piston movements and explosion if you really want to fully simulate it
uhh is there any wiki for connectable blocks? idk where to start, i only know the basic stuffs for custom block ๐
also here's my custom block and the part that i want to hide
block culling is the best option for that
100% block culling for that
hi quaz
thanks! ill try that
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
Yes. You can either edit the geometry using item display transform or use item visual.
Oh, is that a component or a Blockbench setting? ๐ค
The first is a Blockbench, the second is a component.
The component is called minecraft:item_visual?
Yes.
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!!
Can I set a default value in states?
something like this?
"bd:changer": {
"values": {
"min": 0,
"max": 15,
"default": 8
}
}
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]
random texture variation doesnt work on custom geo blocks?
?
a stack of reactions!
"minecraft:geometry": {
"identifier": "geometry.eye",
"uv_lock": ["up", "down"]
}
why doesnt uv lock work here?
Are they named up and down? The bones?
no
Then that's your issue.
ooh so those are supposed to be bone names loll
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.
works nicely thanks!
You need to make a MER file.
"minecraft:movable":{
"movement_type":"immovable"
},
I use this but my block keeps moving
how can i fix it?
What format version?
Did you manage to solve it?
No
You are on 1.21.100+ right?
I'll try later
Everything works perfectly, only the movable component that doesn't seem to work.
And does your block have permutations?
was the experimental toggle turned on?
Yes
It's stable now
I was also in latest it throws an error to turn on forthcoming features
That only happens if your format version isnt 1.21.100
mybad
So maybe you added it to the permutation, didn't you?
Permutations is an array, An error message would appear if I added it
You didn't understand, it is possible to put the movable component in the permutation to different values depending on the state of the block
Oh, I see
Isn't there an older component that prevents the block from being pushed by pistons?
No.
It existed a long time ago, but was removed.
I had added it out of components ;P
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?
is it possible to make a custom block like end portal? like the texture move depending on player view or something
I don't think so, but a particle is most likely
how can i make a block that can be placed on water?
You have to create an item placer using minecraft:block_placer & minecraft:liquid_clipped
You need to move the geometry down, just make sure is not below 0.
uhh
Did you made it only placeable in water?
"minecraft:block_placer": {
"block": "rpg:test",
"use_on": [
"water"
]
},
"minecraft:liquid_clipped": true
like this?
HI guys, does enyone kwno if minecraft bedrock allow for front face culling, the same way it does for backface...
Did you put above without script?
np, actually i cant figure it out 
Can you place the block above the water like the lily pad ?
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
no, that's why grass sides don't use the regular biome tinting
you have to overlay 2 separate textures using multiple cubes
So the block will always be all colored instead of just the part visible in the texture?
yes
In other words, is it impossible to use vanilla geometry for this?
yes
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
no
items don't support translucency so they can always use the alpha channel for tint intensity
?
the way i suggested is the only workaround that i know of
It's just that I didn't understand her very well.
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?
No.
#1067535382285135923
why not with scripts? i mean after custom components v2 there are no block events defined in the block json file, and basically everyone likes it that way
But like how do you constantly test for block ticks on every block of a specific type in the world without generating lag
Custom components exist.
can we use culling rules for blocks using minecraft:geometry.full_block geo ?
No.
Hello everyone! I would like to know if I can make such a block on Bedrock. If so, what would I need to do?
You'd need the geometry files and for the block and for the functionality idk how you going to make that work
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
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
Yes there is
I've hit it
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?
is it possible to make a custom block like scaffolding
Found it
What mechanic specifically?
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.
ahh i see, im trying to make something for climbing ๐ , thanks!
How to make other texture for the block's item than the block
tried adding "minecraft:icon" component
You need the item_visual component instead.
Or create a block item.
Ty <3
What would be the best way to save player id's to blocks?
dynamic properties
Do blocks have them?
no but you could use world or entity
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
Ofc it does
Both use the same renderer lol
is it possible to add many textures to the terrain atlas from a spritesheet?
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?
THat entirely depends on when you're executing this and using what event. Try opening a post in #1067535382285135923 with further details and what you have so far.
It is possible to create a stairs block just like the one in vanilla?
With selection and collision boxes like in vanilla?
Can anyone please tell me how to make a block with a menu? (like looms, crafting bench etc.)
Not yet, though it may be possible soon.
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)
there's a blockbench plugin https://www.blockbench.net/plugins/seat_position
BROOO
Tysm!!
This will save me a lot of time
Tysm!
whats the replacement for minecraft:random_ticking? docs says it's deprecated
there is no longer a component, you just use the onRandomTick hook in a custom component
But is it possible to create a script that makes the player select two blocks at the same time? This would allow the creation of double or compound blocks as if they had a single selection box.
the double selection box is purely visual, it's actually two separate selection boxes
I know, but is it possible?
no, you can only select one block at once
Does anyone know why this happens?
water thinks custom blocks are opaque and full on the bottom
no fix
same for lava
Is it possible to use custom components even if I'm using MAM (Minecraft Addon Maker) ?
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 Iโm wrong
You have to make multiple blocks for that.
Why is this error appearing?
You need wieght in the terrain texture. The docs tell you this.
But would this be available at the beginning of the file? This block has no variation or anything like that, and it's the only one causing an error.
Oh no
Sorry
I got confused, it has variations, and I didn't know that
Thanks
Does anyone know how to fix the block in the menu facing the opposite but when placed it is right?
focus on the gui scenario
So basically Its a new feature?
came out last year
Ohh thanks, I'm gonna figure that out
Imo the best way would be to use the rotation example on the wiki which has it the right way round by default
its been already resolved, but thanks anyway
Anyone knows how to fix this? i lit have everything right, i don't get it
What are your dimensions on the geometry? @winter granite
How do I set a block's texture depending on permuation state?
Put the material instance in the permutation.
I tried that, but now the texture is missing. I think I have other issues as my block textures won't work without being put in my blocks.json file
send your code
#1408974737073373194
Terrain textures. Blocks.json is for sounds unless u use the sounds json.
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?
you shouldnt need to do anything for that
like no item_specific_speeds?
it doesnt
odd
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
how exactly?
"tag:minecraft:appropriate_destructible":{},?
there's a list of the tags here https://wiki.bedrock.dev/blocks/block-tags#list-of-vanilla-tags
anything that ends in _item_destructible will change how tools destroy your block
i see
yeah it works, tags are indeed useful but they needs to be updated, like adding
"minecraft:tags: {"tags": ["my:tag"]},
that would make applying tags based on permutation painful
imo tags shouldn't be a component
what about making custom stairs blocks function like vanilla? how would that work?
that is impossible
the workarounds are bad imo
why wouldnt it be able to apply if it would be a component
it would end up being like material instances where you have to repeat things
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right, right.
- I assume entities are being used for the collision (lag)
- connection will be slow
- selection box is a full block
i think i understand how it works now
it should give u hollowed planks
like entities that u can stand onTop?
I got stairs, with multicollision but not the multi selection, connection is updated as placed, break, piston, explode
fence gates have weird uv maps or maybe im just looking at it in the wrong way
I think that is using multiple blocks actually
Which is less bad than entities and still bad
imo
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
like changing its state after the player step on it to change the block collision box without changing its selection box
that will be way more efficient than using entities, but still not the greatest tho
Yeah, but still is bad
it is what it is
Better to wait for voxel shapes
at least better than using entities
-# after the end update
Nah, this year.
^
Worst comes to worse, it gets delayed 1 year like mob spawning experiment.
huh
mob spawning needs to be reworked ๐
I asking for it to be my Christmas gift for 2026
2023-2025 is voxel shapes
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
How to make a block... (Yes I'm a dumb dumb)
no
hello! someone have any idea to fix this? i have crop custom
unfortunately there isnt any fix for that afaik
How can I hide a bone when no block is on the diagonally opposite?
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)
Use the light dampening component then?
sadly, does not work. i tried all values and none worked; tried changing the material from opaque to alpha_test and nothing as well
What does it look like for you? Because it dampens light for me.
same
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"
}
}
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"
}
}
yea i tried every value and theres no difference in between
losing my mind over this rn
it's definitely the custom block letting light through?
sadly, yes. this is how it looks like with another custom block using blocks.json
There is a template that makes stairs as close to vanilla as possible
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.
Yes.
Check the wiki on custom components v2.
I have and I followed the custom trapdoor guide on the wiki and its still giving me the errors when the custom component is added to the block otherwise when I remove the component the block loads.
What is your content log?
[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
Any scripting related errors?
if your format version is at least 1.21.90, this means that the issue is with your script
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.
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.
Ticking compoment.
Oh, interaction, then onInteract Custom Component.
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.
is it an integer state?
I have a custom component library, this one advances the state via random tick.
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.
then cycle through the states that specific block had
Not sure what you mean actually. Can you give a more specific example?
Like, interact with block A->example, state is 1->change state to 2.
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.
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
Im just returning after awhile so the parameters are new to me. Can you pass an array with the parameters?
Yes you can.
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"]
}
Oh then that could actually work for what I need. Thanks for the help guys.
And thank you actually! This conversation made me realise I should update my custom component library to use this method instead.
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?
anyone know how to import obj models? I don't see the option anywhere in Bridge :/
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...
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?
Use alpha_test
I'd also recommend enabling face dimming
will we be able to add completely custom models for vanilla blocks someday?
Who knows.
daamn
where to get vanilla blocks json file?
Vanilla Packs
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
Thanks
What would that be for?
keep it on the antlers
face dimming stops the block from looking like it's glowing
Oh yea
Is there documentation or info about setting up custom trial spawners and vaults?
Can vanilla trial chamber spawns be edited?
You can edit trial chambers.
You would need to edit the nbt.
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
Which is this in? It should be in the block position data
how do i add my custom model as block
as if its a statue
@vestal marsh
could u help
@tawny falcon
how to fix the z fighting for custom leaves?
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"
}
ahh i forgot to add culling_layer, thanks!
No problem
last, what do I need to do to make the center dark, like the vanilla leaves?
minecraft:light_dampening in a high value that gets the closer
ohh that's the use of that component, thank you!!
You should use it on all solid blocks so that they cast a shadow below them
Otherwise light gets through
cool!
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?
how far away from the block do you want it to change?
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
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
Do you mean to use runInterval instead of onTick?
what's you current code for detecting the players?
no, I'd use onTick
No, the block changes state based on the distance from the lava
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?
Fit to frame set to false.
alright, thanks
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?
nope
you better pick an id and namespace you like for your pack
lmao
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
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?
I think you would use traits and permutations for block rotation
That's what I'm doing, yet it doesn't work. The block just faces the pre-set direction.
Can I see your block json?
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?
What do you mean by hanging from it?
I don't want someone, for example, to be able to place lamps above or below the chair in a hanging manner.
Pretty sure you would use the script API for that
@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 (_) {
}
});
I know Java and almost know C++. I can easily learn Javascript and read Microsoft documentation. Thank you!
No problem!
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?
No.
i need some help my texture animated for my block dont want to work
i look on https://learn.microsoft.com/en-us/minecraft/creator/documents/createanimatedblocktexture?view=minecraft-bedrock-stable how to create animated texture and this block doesnt work
I think the file is called flipbook_textures.json
thx
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
ok thy
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?
Pretty sure transparent or semi-transparent blocks have a light dampening level of 0
The default for most blocks is 15
Are block tags available in stable 1.21.90?
Yes I think so
Considering leaves have light dampening of 1, i assumed slime does so too. Haven't tested if they let undead burn though.
Yeah they let undead burn.
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.
Script API to listen for when the block is placed
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
Couldn't i just make it only be placeable above the origin block? Like how grass only stays on dirt-like terrain and breaks when those are deleted.
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
It depends what you want but if you want that all you would need is a placement filter ๐
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.
How do i properly apply per-face textures to a custom geometry block?
Is it possible to make a custom block texture not rotating with the block?
bro is making some funky wither variant
you mean like how the top of oak stairs doesn't rotate?
I want to get the coral fan model and convert it over to Bedrock, any way i can get my hands on it?
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
You need the uv lock.
Ita in 1.21.110
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
item_display_transform in the geometry.
or the item visual component if you need to change more than rotation/scale/translation
can someone with a PC help me with something ingame plz
Do blocks still need their geometry pivot points to be 0,0,0?
Nope
is it possible to modify the loot table of short/tall grass without scripting?
No.
Sorry for necroposting, but is this true?
Is Mojang actually working on a connectable block trait or something like that?
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
Yes.
So it's better to wait instead of trying to recreate it with scripting?
Alright, thanks
yes, the path is loot_tables/blocks/tallgrass.json
works like a charm in my realm
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"
}
}
]
}
}
use culling layers e.g.
{
"condition": "same_culling_layer",
"direction": "east",
"geometry_part": {
"bone": "armEast"
}
}
"minecraft:geometry": {
"identifier": "",
"culling": "xth:culling.sofa",
"culling_layer": "xth:culling_layer.sofa"
}
thank youuu, but it's getting error idk why
it said geometry has no culling layer specified, but there is
Is there any way to recreate the glow lichen block?
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.
I was locking through her the last days and i believe there should be a preset?
This guy did something similar if it's what you're looking for
https://discord.com/channels/523663022053392405/1412653345650376754
Is it possible to test with queries if a block above is air?
is there another way to change the bone visibility if the block above is air?
Tick component -> change block state
how can I make models like this?
so its not possible to create parallelogram models?
huhh idek about blocks
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
How can I make that I pick up my own Block Item when clicking on my custom Block?
Youd need a custom component with an interaction event
Do you mean middle click? If you use replace block item it should automatically. If not its not possible. But if you mean right clicking you need to use custom components.
Is there also a way when the ID is not the same?
No. The IDs need to be the same for replace block item.
how can i make the block rotate towards the direction player places it?
"traits": {
"minecraft:placement_direction": {
"enabled_states": [
"minecraft:cardinal_direction"
]
}
}```
in "description"
{
"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"
]
}
}
}
}
now you need to use permutations
is it possible to use block culling reversed so it culls with air blocks instead?
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.
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
You're going to have to use an onInteract custom component that sets the block to minecraft:air and spawns the entity in its place
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
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
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
guys how do i make a block change texture upon being interacted?
fixed now
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
Thank you. Bookmarked so it can be useful to me later.
ur welcome hehe
can I make a block bigger than 16x16x16 without problems?
yes to a limit of 30ร30ร30, but beyond that you'll need to do multiple blocks
How would I make a block like this??
this is what it looks like right now
It's my first time coding a block
can you send your full code?
how can I make the blocks emit so much darkness? (it's not mine, that's why I ask)


Up to you.