#Blocks General
1 messages · Page 14 of 1
What queries can you use in permutations? Is it just q.block_state?
I fixed it, nevermind it
Does anyone know how I could make my tnt block explode in "chain reaction" (make it explode when it comes in contact with an explosion)
i need help 😭
What is the best way to check when a custom block is powered by redstone?
I'm not sure if ticking is the way to go
Thats the best way for now.
hi there, what is the default friction a vanilla block uses?
0.4
Hey yall, idk if I’m out of the loop or this just hasn’t changed. Does anyone know, do we still not have a way to make block inventories or like furnaces without using the “fake block” entity technique?
minecraft:light_dampening (default is 15 which blocks everything)
You might have to write a script for this.. I’m not sure.
I made it
Im gonna have to write a script for a custom 'suspicious' block huh?
like.. theres not an easier way?
also I still dont know about this..
how do I make an item drop only without a certain enchantment, using loot_tables?
match_tool condition
oh, without?
not sure if you can
Don’t use loot tables, use scripting instead
Is better at the end of the day anyway
Loot tables seems completely fine. Why complicate something for the same outcome instead of loot tables? Now, this is one slight issue that I have notice with the match_tool condition, it will still drop if you use your hands with nothing in them, might be a bug.
You need to make sure the player has at least one of the item
I think this works
{
"condition": "match_tool",
...
"count": {
"range_min": 1
}
}
If not you can just do "count": 1 for unstackable items
Would I need custom components to detect a block getting powered by redstone or should it be done through scripting?
You can do both and using onTick
Thanks!
Did they remove the air block? It wont work in my custom blocks environment sensor anymore
What do you mean by remove air block?
Whoops I meant to do for entity channel
My bad, its for entity inside block confused myself
Is the json filtering, as my custom invisible entity is supposed to despawn if it is inside the air block (minecraft:air)
But it just suddenly stopped working
This update, not sure If its the entities 1.16 version
If the entity is inside the air block it despawns
It starts out inside a custom block
Ask in the Entity General if they anyone else has similar issues or if they know how to fix it
To prevent memory leak by leaving entities everywhere by accident
They might know more
How to copy this texture to the other side of the block???
Does anyone have an example flower that is able to be potted
Hello, How can I make a structure placed when a block item is placed? It should place the blocks seperately
The idea is to make it full block model and divide it into parts to make it look like a structure, so when you place the blocks, they will all set the location and rotation accordinigly and will look like a whole structure as multiple blocks.
i rechecked the file names and stuff idk what the problem is
So like just what a structure block does but saved in a custom item?
Yes
Custom structure that spawns from an item, process is easy. Making a block item, easy. Making a block item look like a structure that will spawn the structure, that is much harder
The structure method would be weird cuz It will show structure block for 1 tick, so I wanted to place blocks manually on surrounding coordinates.
I have made a custom item that when used on the ground, it will create the structure. There is a method to load structures without using a structure block with Scripting
can someone help me with this please
Ohhh
By doing something like this world.structureManager.place(structure, dimension, spawnLoc, {rotation: structRot});, it will use the Script API to do summon. That piece of code it part of a bigger section that I have done for the item placing structure.
My system is quite complex, it handles the rotation in a certian way
It works by Custom Components and its Custom Parameters.
how does random_offset work? the code below doesnt have any effect in-game
"minecraft:random_offset": {
"x": {
"steps": 8,
"range": {
"min": -0.1,
"max": 0.1
}
},
"y": {
"steps": 0,
"range": {
"min": 0,
"max": 0
}
},
"z": {
"steps": 8,
"range": {
"min": -0.1,
"max": 0.1
}
}
}
offsetting your block by less than 0.1 pixels isn't going to be very noticeable
btw if you don't want to offset on the y axis you should be able to just remove y
oof Im looking for a 1:1 recreation of a regular stone block, but blockbenchs template is far off from what the default block is actually like
does somebody know what values a default stone block has?
this is what I got
"components": {
"minecraft:collision_box": true,
"minecraft:selection_box": true,
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 1
},
"minecraft:destructible_by_explosion": {
"explosion_resistance": 30
},
"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:material_instances": {
"*": {
"texture": "stone",
"render_method": "alpha_test"
}
},
"minecraft:map_color": "#757575"
}
got it!
it was adding
"ambient_occlusion": true,
"render_method": "opaque"
those are both the default values so you don't need them
same with collision/selection box
ok
Are there any events or methods that trigger when a block is placed via world gen?
Cuz my block is being placed by world gen, but neither ticking nor the onPlace custom component trigger. And last resort is to loop through every chunk and every block
onPlace event with custom components should work no?
Documentation for @minecraft/server
yea doesnt work
well maybe it cant do anything because the chunk isnt loaded at the time it triggers.
ig
thats why I had my hopes up on the ticking component, because it would run next tick anyway
i thought onTick was fixed when it comes to world generation
can someone explain why this block isnt loading into the game? a test block using everything the block already has but without the minecraft:queued_ticking component and custom event was able to load just fine so i know the issue is in here. ive double checked the block documentation and everything looks in order, nor are there any syntax errors in the full JSON, im fully out of ideas
//this is in the components array
"minecraft:queued_ticking": {
"interval_range": [24, 48],
"looping": true,
"on_tick": {
"condition": 1,
"event": "tarpack:check_drill_block",
"target": "self"
}
}
}, //components closes here
"events": {
"tarpack:check_drill_block": {
"run_command": {
"command": [
"execute if block ~ ~-1 ~ tarpack:dark_sand run say it worked!!!"
]
}
}
Block events are no longer a thing.
It isn’t that hard to learn. I didn’t want to learn it either, but it wasn’t too difficult
i mean I'm already familiar with C and JS is supposed to be somewhat similar in syntax so it shouldn't be too bad, it's just effort really
its worthwhile learning
Added new field embeddedto the item_display_transforms object
The field defines the overall transformation this geometry should be subject to when embedded into a block, eg. a Flowerpot
If the field is not defined, the default transformation is a 0.75x scale, similar to the one applied to most Vanilla flowers
"minecraft:geometry": {
"identifier": "geometry.cross",
"item_display_transforms": {
"embedded": {
"translation": [0, -0.4, 0],
"scale": [1.5, 1.5, 1.5]
}
}
}
this has no effect for a custom block embedded in a flower pot for some reason. Anybody know why?
Is your format version correct for both blocks and model?
It has worked for me.
Oh I just realised, this isnt in your geo.
Or is it? Its hard to tell.
im on 1.21.110
how do i add it
{
"format_version": "1.12.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.cross",
"texture_width": 16,
"texture_height": 16,
"visible_bounds_width": 3,
"visible_bounds_height": 2.5,
"visible_bounds_offset": [0, 0.75, 0]
},
"bones": [
{
"name": "root",
"pivot": [0, 0, 0],
"cubes": [
{
"origin": [0, 0, -8],
"size": [0, 16, 16],
"pivot": [0, 0, 0],
"rotation": [0, -45, 0],
"uv": {
"east": {"uv": [0, 0], "uv_size": [16, 16], "material_instance": "threads"}
}
},
{
"origin": [0, 0, -8],
"size": [0, 16, 16],
"pivot": [0, 0, 0],
"rotation": [0, 45, 0],
"uv": {
"east": {"uv": [0, 0], "uv_size": [16, 16], "material_instance": "threads"}
}
}
]
}
]
}
]
}
or where
Format version needs to be 1.21.110. As for where, https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/itemdisplaytransforms?view=minecraft-bedrock-stable
yesss it works thanks!
I have question: Do any of you guys know the identifier for chalkboards? Like for block?
According to wiki its - minecraft:chalkboard. But it's not working through command setblock. Any idea how I can find it?
I need to cancel event by scripts, but it's not working...
Minecraft has chalkboards?
Yes
like actual blocks or some script feature i didn't know
Actual blocks
Chalkboard is exclusive to Education Edition, even with educational edition enabled, I don’t think you can get it. I believe you need the actual education edition app.
So here's the deal: I'm working mostly with Education Edition. There are many similarities between bedrock and education. I wondered how I can disable any interaction with chalkboards. I modified json before, but it's not efficient. So I wanted try different approach
Thanks guys!
Can you overwrite the vanilla block drops? Like make netherrack not drop netherrack but a custom block?
Probably with scripting
😛 okayyyy.. thank you though
no
well you can delete the item entity(s) that spawn after breaking a block, then spawn your own.
That is what I meant. I was rushing when responding. The block destroy event, you can detect it.
is it possible if a block model can change the uv texture using queries
how make a custom gravel block break faster with an efficiency vanilla shovel?
the item_specific_speed only accounts for it being a shovel afaik
never mind, i forgot about the block tag
is it possible to make a loot table that only gives items when the player is not using fortune?
Idk if this is allowed but if anyone can help, I am stressing..
https://discord.com/channels/523663022053392405/1425869379458961418
Does anyone know how to make non mirrored planar textures like vanilla flowers?
As in the texture isnt mirrored on the back of the plane.
are you using minecraft:geometry.cross?
https://wiki.bedrock.dev/blocks/vanilla-block-models#list-of-vanilla-models
I didnt know that was a thing, thanks
Do you guys know where the problem is?
Because this is my first time making a custom block btw
is there something wrong here?
check the content log for errors related to your block's geometry
wait
[Blocks][error]-Block name = 'jawir:miyu_trash' | geometry.miyu_trash contains 7 boxes outside the error bounds of (-0.875, -0.875, -0.875) to (1.875, 1.875, 1.875).
[Blocks][error]-Block name = 'jawir:miyu_trash' | Error with geometry component: cannot find geometry.miyu_trash geometry JSON.
[Blocks][error]-A block must have baked material data in order to tessellate!
[Blocks][error]-minecraft:player.0.721c9127-107c-44b2-a777-74d97c059309 | A block must have baked material data in order to tessellate!
your model is too big
you would have to split it up into multiple blocks
let me try
wait a minute, if I change the model size will that still work?
yes
the maximum width/height is 30 pixels
ahh i understand
Can you use the minecraft:item_visual component to use a sprite for the item visual of a block?
nvm
[Blocks][error]-block_definitions | C:/Users/daniel/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/Packk- | blocks/small_ferberite_pot.json | Unexpected version for the loaded data
[Blocks][error]-block_definitions | C:/Users/daniel/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/Packk- | blocks/large_ferberite_pot.json | Unexpected version for the loaded data
[Blocks][error]-block_definitions | C:/Users/daniel/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/Packk- | blocks/ferberite_pot.json | Unexpected version for the loaded data
[Blocks][error]-block_definitions | C:/Users/daniel/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/Packk- | blocks/big_ferberite_pot.json | Unexpected version for the loaded data
[Texture][warning]-The block named big_ferberite_pot used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named ferberite_pot used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named large_ferberite_pot used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named small_ferberite_pot used in a "blocks.json" file does not exist in the registry
How to fix unexpected version and file does not exist in the registry?
switch the format versions in those files to the ones described in the wiki and make sure they are updated
This is usually caused by other errors in your block, are these the only errors you get?
I'm having an issue where my custom flower cant be used on a flower pot anymore after making an item with block placer to replace the flower's item. Anyone know if there's a fix for that?
in 1.21.120
What?
it will be fixed in 1.21.120
alright
Quick question, anyone used the minecraft:stone_crafting_materials or the minecraft:stone_tool_materials tags?
I’m my experience they have never worked, i’m wondering if anyone has had a different outcome
For those that mess with texture packs I’ve been doing the images and my friend has been arranging the pngs, doing the compiling etc. They’re however having an issue finding the right file for certain blocks, namely the grass on the side of the dirt which he can’t find in the block for, and despite putting images ive given him for leaves its still only showing the vanilla renditions. Any suggestions for what is being done wrong? XD
The dirt is in the grass_side texture with an opacity of 0
We'll try it out!
Would it be possible to dynamically offset a block's texture? I want to have the block's texture move around but keep the hitbox in the same spot
They are tags for recipes, only works on items
COuld you elaborate a bit more?
I'm just brainstorming possible approaches. I want to try and make a movable "block" or at least the texture of a block that can be placed offset from the world's grid. I was wondering if I could offset a block texture to do that, but it only really works if I can do that dynamically with scripts or something.
This is likely not the best approach tho. I'll probably make an entity with a block texture
I think you mean geometry rather than texture
Ah, yeah that makes sense
I forgot about geometry. Can a block's geometry use variables for its values?
The point of blocks is that they are fixed to the grid. Entities serve the purpose of objects that move or can be placed at any position so making an entity that looks like a block would probably be best.
Random offset component or is that not what you want?
Is there a non random version?
Well nvm, I can just set the min and max to the same number
That might work
non-random is just minecraft:transformation with rotation
Suddenly all the features I add don't appear in the world, I even created a new world but they don't appear if I delete the ones already registered they are deleted, but if I add new feature files in the features folder they are not registered, is there a limit?
What do you mean by features? Is it entirely blocks that don't show up in game?
I added a feature to generate a structure but it doesn't appear in the commands
Like /structure load? Or a different kind of structure?
Yes a structure
It's not a structure problem because if I put the same structure path in an existing feature it works, so I don't understand why new features are no longer recorded.
I don't think that command has any auto complete so try typing out the name of the structure and the rest of the command
No, I mean /place feature ....
I don't understand what's happening because even if I delete existing feature files and create new ones they are not registered in the game, so I don't think there are any limits seeing the vanilla package
Oh ok, I'm not too sure about that. I've never used that command
Is the feature being placed by a feature rule?
IIRC they need to be placed by a feature rule to appear in the /place feature autocomplete
Yes, in the end I found out that was it, I was going crazy!
Yes, if it doesn't exist, it won't appear. If you have a feature that shouldn't generate naturally, I recommend creating a feature rule that will generate in a biome that will never exist.
why does my item with block placer ignore"minecraft:flower_pottable": {}?
it places the block instead of embedding it in the pot
that will be fixed in 1.21.120
okey
is there a way to change the permutation of a block inside a structure file without placing it first?
NBT Edit it.
can you do that through scripts?
No.
Well that sucks 😞
We can change the texture of a block depending on a state?
like if "turned_on" is set to false it's just a normal texture, but if it's set to true, the block uses a flipbook texture
Yes.
Permutations.
With "minecraft:redstone_conductivity", do we have a way to read that power yet? From the design of Bedrock I'm guessing we won't get a scripting event on block power directly, but it'd be nice if I could read the incoming power
That might be coming soon. But for now it's ticking component.
Oh so I'd need block events to fire something custom in a script?
Im confused now.
Sorry, I'm terrible at explaining. I have a block which I want to do something in scripting with when it gets powered/unpowered
Correct, so right now you would need the ticking component to detect the power level.
Just to clarify, this component? https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_tick?view=minecraft-bedrock-stable
Yes.
OH this could actually be super helpful if I'm understanding right. Does this also mean if a custom block is emitting power, I can use this to make sure it actually changes to a powered state if I change to a permutation with a different power level?
Yeah.
Right now I have to set the block to air, then set it back to the new permutation to actually update the output power
EPIC! tysm! Got a lot of reading and learning to do as this is huge for me 😂
Sorry, I'm probably going wrong somewhere, but just to confirm this is for the redstone_producer component? I added this to the main block component as well as trying a non-looping tick to each permutation, I've been searching through messages in the server and I've heard a few people mention bugs relating to redstone power. Not sure if I was just doing it wrong?
"minecraft:tick": {
"interval_range": [
1,
1
],
"looping": true
}
"permutations": [
{
"condition": "q.block_state('minecraft:block_face') == 'north' && q.block_state('cm:color') == 'red'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
},
"minecraft:material_instances": {
"*": {
"texture": "cm:keycard_reader_red",
"render_method": "opaque"
}
},
"minecraft:redstone_producer": {
"power": 0,
"strongly_powered_face": "south",
"transform_relative": false
}
}
},
{
"condition": "q.block_state('minecraft:block_face') == 'north' && q.block_state('cm:color') == 'yellow'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
},
"minecraft:material_instances": {
"*": {
"texture": "cm:keycard_reader_yellow",
"render_method": "opaque"
}
}
}
},
{
"condition": "q.block_state('minecraft:block_face') == 'north' && q.block_state('cm:color') == 'green'",
"components": {
"minecraft:transformation": {
"rotation": [0, 0, 0]
},
"minecraft:material_instances": {
"*": {
"texture": "cm:keycard_reader_green",
"render_method": "opaque"
}
},
"minecraft:redstone_producer": {
"power": 15,
"strongly_powered_face": "south",
"transform_relative": false
}
}
}
]
This is seperate to the issue of detecting power, just trying to make sure when I change permutation to emit power, it updates correctly.
const newPerm = block.permutation
.withState("cm:color", color)
.withState("minecraft:block_face", faceDir);
block.setPermutation(newPerm);
I hope this coming soon doesn't take too long
How can I rotate the stair in inventories?
You've probably set up your cardinal direction state wrong if the default is north
Might need a y rotation offset of 180
thanks!
My best solution was to get the redstone power of the 6 blocks around it. Seems obvious but it took me like 2 hours to think of 😭
I used minecraft:redstone_conductivity, it passes energy to vanilla blocks but it is functional to detect if the block has Redstone
Is it possible to make vanilla blocks change to other blocks with random tick just like how copper blocks get oxidised?
Newp.
How about non vanilla blocks?
Yerps.
Thank god
May I know a source of what needs to be done to achieve this?
you can execute script functions when a block receives a random tick using custom components
But isn't that only allows for block state changings?
it allows you to do anything that scripts can do when the block random ticks
Don't tempt me with the word "anything"
Right now I'm in the state of seeing all js files as black magic
I miss the days where everything was behind holiday experimental toggle
whuh
How does one make a connected block that does not require me creating individual blocks that look like a part of connected block?
Wait for 1.21.130 for the connectable stuff.
Oh... alright.
Alternatively, if you mean something like connectable glass, use culling rules to enable and disable certain bones of a geometry. You need a very specific geometry setup though, is quite complicated.
And no block states of course
Yeah i heard. though that's something i don't want.
How large can a block model be, outside of the bounds of a regular 16x16x16 block?
At most it can be 31x31x31
Is the inflation be able to make it bigger? I have seen models that were bigger though. https://discord.com/channels/523663022053392405/1429224038932152400
Not entirely sure if the model in the image was actually bigger than 31x31x31.
#1429224038932152400 message they changed it to an entity.
In the video, but the image was still a block if I was correct?
Idk.]
Anyways you are correct:
[Blocks][error]-Block name = 'bridge:large_block' | Total length of parts for schematic 'geometry.large_block' on axis x is greater than 1 + 14/16ths.```
Bruh.mp3
Hey mojang
Can we like
Get like 1 more pixel on each axis
Pretty please
I have a feeling the limit is purposefully smaller than two full blocks to prevent people from wrongly using one block when they should be using two
How do i change the map color of a vanilla block?
you can't
Is there a way to do emissive blocks without VV? And not blocks that give off light, blocks that render specific pixels at full brightness regardless of light level.
might be able to come up with a nasty icky workaround with ui and scripting.. but idk how that would work.
no, you can only do that with entities and particles
dangggg..
is it valid to set the cardinal orientation permutations for the transformation component AND a material instance depending on other state separately? or do i have to define every possible permutation?
for example:
{
"condition": "q.block_state('minecraft:cardinal_direction') == 'north'",
"components": {
"minecraft:transformation": { "rotation": [ 0, 0, 0 ] }
}
}, //...and so on with every other cardinal direction
{
"condition": "q.block_state('titi:turned_on') == true",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "titi:block_on"
}
}
}
},
{
"condition": "q.block_state('titi:turned_on') == false",
"components": {
"minecraft:material_instances": {
"*": {
"texture": "titi:block_off"
}
}
}
}
]```
in this case, i would have to define just 6 permitations, 4 for rotation and 2 for the texture change depending on the "turned_on" state
but i was wondering if i would have to define the 8 possible permutations, direction and state inside the same condition
This is absolutely valid
k tysm
You can't repeat components in permutations or in the components section itself. That is why permutations exist, a combination of things. Permutations should never have repeated conditions, also.
that's very helpful information
I needed it becouse my map addon is displaying lava as pure red and in the nether looks bad and i didn’t wanted to use an if condition for the lava color
uhm
[Blocks][error]-block_definitions | bp/blocks/conveyor_belt.json | Unexpected version for the loaded data
I'm using "format_version": "1.21.110" btw
i just tried by using "1.21.90" and got the same error lol
I've never had this error without there being an error before it explaining what the issue is
the material instance parameter is called texture, not textures
\\.
Do the onPlace or onTick custom components not work in world gen? Is there a way to get around that?
is it possible to set default nametag of an entity?
Is it possible to make a block wearable on your head? (Like a carved pumpkin, just without the UI)
yes, but the block's max stack size has to be 1 and you won't be able to fast bridge with the block
you need to replace the block item with one that has the wearable component https://wiki.bedrock.dev/blocks/blocks-as-items
you don't need an attachable
yeah that's fine, i have it so it cannot be placed anyways
if i omit the minecraft:icon will the item still render as the block?
yes
awesome, thank you!
my format is 1.21.110
Events stopped working in blocks over a year ago; you must use scripts.
Anyone know how specially to make a block texture/parts of it emissive.
In materials instances i’m aware that you have an emissive object you set to true.
I’m just not aware of how you get the texture itself in specific parts actually be emissive
not possible
there is no way to make a custom block emissive at all
the emissive parameter was renamed to shaded and didn't actually make the block emissive
In the newest preview?
Why did they even add it then
that’s really annoying
no idea, it's just an alias for face_dimming and ambient_occlusion
I can’t believe that
Has anyone figured out the issue where pottable blocks arent actually in the pot, but are ontop of it?
just gotta wait until thats fixed, people reported it already
anyone know if the "minecraft:precipitation_interactions" is bugged doesnt seem to work and removes my block from registry
make sure you are on the right version.
I'm having an issue where my custom flower is appearing darker in game despite sharing most its texture with its vanilla counterpart. In the material instances for the flower, my render method is alpha_test_single_sided, ambient occlusion is false, and face dimming is false. Is there some other material I'm missing that minecraft uses that I don't know about, or some other workaround to fix this?
it's because custom blocks have broken ambient occlusion (separate from what you've already disabled)
there's no fix
wonderful
thats crazy actually
How do I fix my wheat from doing this?
"minecraft:material_instances": {
"*": {
"texture": "wheat_stage_0",
"render_method": "alpha_test",
"ambient_occlusion": false,
"face_dimming": false
}
}```
Setting ambient occlusion or face dimming to `false` doesn't seem to work.
that happens when your geometry clips into another block
happens with my block too but its not clipping into anything so...
not sure to fix it, i tried messing with light_dampening aswell
Lol, I set light dampening to 15
you can't
it's a bug with custom block rendering
thats wonderful aswell
That looks kinda cool ngl
Is it possible to create both buttons and pressure plates?
Are blocks separated in two files like one for Server side and one for Client side?
No, if you're doing everything the modern way the only stuff in the resource pack related to blocks is sounds (specified in RP/blocks.json), models and textures
anybody know why im getting this error
[Json][error]-Invalid aux value in item ID "q.all_tags('minecraft:is_pickaxe', 'minecraft:golden_tier')"
send your block code
Just the component with this?
I figured it out
hey guys, does the minecraft:tick component has a limit or something?
trying to update 500+ block states using ticks but it doesn't work
- I know is a horrible idea but I'm curious why it doesn't even crash, minecraft seems to just ignore the function.
- the blocks are placed using the
minecraft:cave_carver_feature
there is no limit
and it does not cause lag if used prudently
could it be that cave carvers being in the pregeneration_pass prevents the scripts from initializing? 🤔
I don't know what you're talking about.
Oh, I see, I think I confused the ticking_world component XD
Blocks placed via features still have some bugs to them.
hmmm yeah I had a feeling, thank you for the info!
no worries, thank you regardless xd
how can i setup a loot table for a block but also have it drop itself?
add two pools, one with the item and the other with the block
"pools": [
{
// here the item
},
{
// here the block
}
]
do i have to setup the ID of the block in the 2nd pool?
Yes
"pools": [
{
"rolls": 1,
"entries": [
{
"name": "namespace:item_to_drop"
}
]
},
{
"rolls": 1,
"entries": [
{
"name": "namespace:block_itself"
}
]
}
]
is there a way for me to avoid doing that? Im using this loot table for several blocks
Just wrote a script for it. Works as intended, thanks for your help 🙂
I have a custom block with working breaking speeds set up (axes of different tiers). Is there a way to detect if the axe has Efficiency on because I'm not noticing any speed difference?
very late to this but was backreading the channel - "emissive": true under material instances, make sure you're on format version 1.21.120+, and you'll need Upcoming Creator Features enabled but that's probably going to be out of experimental soonish
Thanks, Ill try it out
I'm creating a custom wood log block. Was wondering if anyone has the mining speeds for all of the axe tiers for wood blocks. And if there's a way to speed it up if the tool has efficiency?
Axe-destructible blocks are not like pickaxe-destructible ones; you don't have to define a speed for each tier. All you need is to use the tag:minecraft:is_axe_item_destructible tag.
The exact mining speed for them is 1.975
Okay thanks 🙏
I have this block json which is throwing the error failed to parse file into a json document: Invalid value., I haven't been able to figure out where the specific error is as it is nearly identical to another block that does work, with the only differences I can find are the "orichalcum" was changed from "mythril". Can anyone figure out where the issue might be?
{
"format_version": "1.21.100",
"minecraft:block": {
"description": {
"identifier": "lcc_nh:dungeon_wall_orichalcum",
"menu_category": {
"category": "construction",
"group": "lcc_nh:dungeonBlocksOrichalcum"
}
},
"components": {
"minecraft:display_name": "Orichalcum Dungeon Wall",
"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:material_instances": {
"*": {
"texture": "lcc_nh:dungeon_wall_orichalcum",
"render_method": "opaque"
}
},
"minecraft:destructible_by_explosion": false,
"minecraft:destructible_by_mining": false,
"minecraft:flammable": false,
"minecraft:light_dampening": 15
}
}
}
EDIT: It was a format issue, it was not UTF-8
How would this look in the destructible_by_mining component?
Just the mining speed:
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 1.975
}
is there a way to prevent a block from dropping itself when broken regardless of using a tool or not. But also drop its other loot. For example a stick? @white bobcat
you can create one pool with a match tool condition and one without
ill try this
doesnt seem to work. I even set the weight to 11 for the 'empty' type and it still drops the darn block....
Using loot tables is the way to go, if you plan to do lots of blocks I would recommend using scripts instead though.
wait I misread earlier
if you create a loot table for your block it shouldn't drop the block as an item unless you include it in the loot table entries
is BlockCustomComponent.beforeOnPlayerPlace STILL broken for block items? I could have sworn they fixed it at some point
its unbelievable
You need to be using v2 script apis
so whats with the crafting item category error . when i add the category/group to the blocks/items itself the error goes away so whats the point of having the crafting item category.json? or is that a bug
i have a full crafting item category.json for everything for context.
Is a feature until we know is a bug
thats dumb af
Is very annoying
been fixing the errors from the update before this one and now its clogging up my logs -_-
Yeah..
and now i gotta jittery gameplay again but hey atleast im not crashing on a loop again
¿Where are the beds in the Editor Mode?
vro why does my stuff keep saying "block contains invalid data for the version" and "component used on block but not registered in script"
if it's not registered in script = scripting error
the script code is error
or
invalid metadata version for @minecraft/server
system.beforeEvents.worldInitialize.subscribe(({})=>{});
Does anyone know how to make it so that custom logs don’t decay leaves
Give it the log tag?
I did, however that did not work
would you like me to send the code?
I was able to perfect the decay to make it match vanilla, just stuck on this part
how can i fix this ?
In 1.21.130 there is a new component to do so
That's not possible; the decay of vanilla leaves happens internally.
But you can use the tick function to keep checking and changing the state of the vanilla leaves.
true, but I think that might be too much to add in, i’ll leave it as is for now, this probably shouldn’t arise
It's really best to wait and see if they'll make it tag-controlled in the future.
yep, was hoping it was just the log tag but of course it isn’t. That’s my plan
And it wouldn't make sense if it were the log tag because it only has the old logs, not wood or stripped versions of the log from Mangrove onwards.
Doesn't the redstone_producer component work in permutations? I have it set at signal strength 0 by default and signal strength 15 in a permutation, but when switching to that permutation doesn't apply the 15 signal strength
Can someone help me? My blocks keep disappearing at a certain distance, how can I fix this?
Use the alpha_test_to_opaque render method.
Thank you so much, it worked perfectly.
This should be fixed in 1.21.130
Can I somehow make it so you can't place vanilla blocks like snow layer on top of a custom block (I have a custom block that should imitate the snow layer itself but in world generation I can't stop snow layers from spawning on top)
anybody know why breaking a custom block model stretches the crack texture?
the cracks are layered over the entire texture, for them to look correct your textures should be 16×16
how do i do that though?
im not that good with Blockbench, havent really learned it completely
will your block need multiple 16×16 textures for its different faces?
how do you make a block that does not drop itself when broken by hand? ive aleady given it tag:minecraft:is_pickaxe_item_destructible
You need to make a loot table.
ah right true ty
Can culling rules have 2 entries for the same bone? I need a bone to cull if the block north is the same and also if the block east is the same
It's a table I'm working with. So I have each leg as its own bone
My file if anyone can help
What's the constrains for block properties? Likez how many can a block have and how many values can each have?
Does anyone have a simple connectable block script ? I can use please ?
When on 1.21.120 as the wiki recommends, custom components don't seem to work?
you need to be registering your custom components using @minecraft/server version 2.0.0 or higher
AH versioning, right thank you!
"minecraft:placement_filter": {
"conditions": [
{
"allowed_faces": ["all"]
}
]
},
I assumed this would make the block pop if it has no support? The component works if I filter specific sides where I can't place on that side, but it never pops unless I filter for a specific block? I also considered inverting solid blocks but I can't find a tag?
Can someone tell me what materials to use to replicate a beacon?
Like I made a model and such but the inner blocks dont show. Im using alpha_test for inner and blend for the glass
you can't use multiple render methods on one block
you'll need to use blend for both
actually alpha_test_single_sided would be better but vanilla beacons use blend
I already figured it out
Does anyone know how to make these leaves look more vanilla (you can kinda see through them)
Im using alpha_test_to_opaque for the blovk material
light_dampening to 0?
When setting geometry to cross, the block item textures do this in the inventory. They are crushed, and rotated 180 degrees? Do I just set the icon to the texture or is that bad?
I think leaves with all 6 faces covered go opaque?
They went completely invisible
Is there a way to force a block to not have culling?
{
"rolls": 1,
"conditions": [
{
"condition": "match_tool",
"minecraft:match_tool_filter_all": [ "minecraft:is_pickaxe" ],
"minecraft:match_tool_filter_any": [ "minecraft:diamond_tier", "minecraft:netherite_tier" ]
}
],
"entries": [
{
"type": "item",
"name": "wypnt_bab:void_shard"
}
]
},
I'm using this, meaning my block will only drop if I break it with a diamond or netherite pickaxe, but when I break the block with my empty hands the item still drops. Is this a bug? Is it possible to fix this problem?
Oh yea, thanks
I added the embedded visual and flower pottable component, but nothing appears in the pot. Is there something I'm doing wrong?
Is it in the components object? Format version? Toggles enabled?
Yep, its in components, format version is 1.21.110, and all the toggles are enabled. { "format_version": "1.21.110", "minecraft:block": { "description": { "identifier": "plantalia:bubblebell_pink_flower", "states": { "plantalia:random": [ 0, 1, 2, 3, 4, 5, 6, 7, 8 ] } }, "components": { "minecraft:flower_pottable": {}, "minecraft:embedded_visual": { "geometry": "geometry.model.custom_x_cross", "material_instances": { "*": { "texture": "plantalia_bubblebell_pink_plant", "ambient_occlusion": false, "face_dimming": false, "render_method": "alpha_test" } } }, "minecraft:geometry": "geometry.model.custom_cross_flower_large", "minecraft:random_offset": { "x": { // This is the range of possible values we can pick from "range": { "min": -4, "max": 4 }, // This is the equally spaced steps across the given range. Provide 0 for all possible values in the range "steps": 16 }, "z": { "range": { "min": -4, "max": 4 }, "steps": 16 } } } } }
Wait I just realized, my version was 1.21.114 not 1.21.124, so I was using an outdated version lol
Yep, it works LOL.
Why am I getting this error despite my block file being set up correctly:
[Blocks][warning]-Block name = 'ianac96_tlv:spruce_chair_1' | culling condition specified is same_culling_layer, but geometry has no culling layer defined
The block file in question
i broke beds while trying to make custom beds 🤣
why does it look like this 😭
You need to use multiple 16x16 textures instead for that to look right
Is there a way to make it so that if a block is exposed on the top it automatically changes its texture
Is there any way to not do that or is it required if I want to make it work
There is no alternative
Well how would I apply different textures per cube? I have 3 cubes and the material instance would only support one thing right?
I've figured it out 😃
Is there any reason why this is happening to my custom bed? Also, does anyone know how to fix it?
it's because ambient occlusion is broken on custom blocks
vanilla beds aren't affected by ambient occlusion at all
there is no way to completely disable ambient occlusion on custom blocks but setting ambient_occlusion to false in your material instances might help a bit
They’re finally adding the ability to have multiple entries in collision_box?? So we could have like a stair shaped collision box for instance?
what about selection box though.
How to make models not invisible?
im using 2.0 not 1.0
where u get this info?
they cant be bigger then a block and a half
use bedrock block on blockbench its easier there
didn't 2.0 also include CustomComponentBlock? there's an example like DoriosStudio's Cobblestone Generator
you can check how it works
2.0 uses system.beforeEvents.startup instead of world. and worldInitialize has been deprecated
so any scripts in 2.0 that used to use 1.0 u have to manually change
and some basic stuff for items were removed
yes, i forgot about it
How slippery would a block need to be in order to travel at a max speed of as close to 20b/s without crossing past it?
Does anyone know what this error means? 19:52:57[Blocks][warning]-plantalia:topazite_cluster: trying to override the Geometry component with blocks.json settings for a custom block. This isn't supported. Please remove any legacy texture definition or block shape specification for this block. I'm trying to get rid of all the errors in the Log files.
If your block is using the geometry component you shouldn't havetextures in its blocks.json entry
Really? Nice, that's an easy fix then. Thanks!
Pero cual es el código se un bloque normal?
What is the code to create a normal block?
I'm new
read through this https://wiki.bedrock.dev/blocks/blocks-intro
Does anyone know how to fix this issue? it seems to only affect custom blocks and not items
neither my blocks nor items have a menu category, but i am getting this for the blocks and not the items
Blocks by default have it set to none.
Up to which format version does the Custom Components work?
It wasn't working on version 1.21.100.
since 1.21.10, v2 was on 1.21.90
did anything change about "block_face" orientation format? I'm trying to set the rotation values but i doesn't seem to change anything
Nvm, I've found out what was wrong with it
Did mojang fix the broken ambient occlusion with custom blocks?
Changlog said so
They lied
.
seems to be working for me, idk
Is there a picture of it not working?
I lied
lol
Is it me or is the bottom face of minecraft:geometry.full_block rotated 180 degrees?
Are they both bugs or is it another case of Mojang being inconsistent?
is this a bug?
im using the same values for selection/collision box
"minecraft:collision_box": {
"origin": [
-4,
0,
-4
],
"size": [
8,
6,
8
]
},
"minecraft:selection_box": {
"origin": [
-4,
0,
-4
],
"size": [
8,
6,
8
]
}
don't understand what's wrong
Selection box is still just one
im not using multiple selecion boxes
blocks/cobblestone_gen_tier_5.block.json | ct:cobblestone_gen_tier_5 | components | ct:generator | child 'ct:generator' not valid here.
Unexpected version for the loaded data
How do I fix this error?
{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "ct:cobblestone_gen_tier_1",
"menu_category": {
"category": "none"
}
},
"components": {
"minecraft:geometry": "geometry.cobble_tier_1",
"minecraft:material_instances": {
"*": {
"texture": "generator_textures",
"render_method": "alpha_test",
"ambient_occlusion": false,
"face_dimming": false
}
},
"minecraft:collision_box": true,
"minecraft:selection_box": {
"origin": [-8, 0, -8],
"size": [16, 16, 16]
},
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 1
},
"minecraft:map_color": [75, 75, 75],
"minecraft:light_emission": 4,
"ct:generator": {
"tier": 1
},
"minecraft:display_name": "Cobblestone Generator Tier 1"
}
}
}
Is that component registered via the api?
No
Then that's why.
It's been like that since custom components v2.
Ok thank you
i have a geometry for my minecraft block, i would like to continuasly have a specific bone of it change it's Y rotation. for a spinning kind of animation. how?
{
"item": {
"tags": "q.all_tags('minecraft:is_pickaxe') && !q.all_tags('minecraft:is_wooden_pickaxe') && !q.all_tags('minecraft:is_golden_pickaxe') && !q.all_tags('minecraft:is_stone_pickaxe') && !q.all_tags('minecraft:is_copper_pickaxe') && !q.all_tags('minecraft:is_iron_pickaxe') && !q.all_tags('minecraft:is_diamond_pickaxe') && !q.all_tags('minecraft:is_netherite_pickaxe')"
},
"destroy_speed": 1000
// "destroy_speed": 4
}
```why does this not work?
I want it to ignore the minecraft pickaxe and only change the destroy speed for custom pickaxes but its still effect the minecraft pickaxes
most of those tags don't exist https://wiki.bedrock.dev/items/item-tags#list-of-vanilla-tags
?
minecraft:is_wooden_pickaxe etc. Are working
that tag does not exist
wooden pickaxes have these tags:
minecraft:diggerminecraft:is_pickaxeminecraft:is_toolminecraft:wooden_tier
the best way to do this would be to check for a custom item rather than checking that something isn't vanilla
e.g. add acustom:is_pickaxetag to the custom tools and check for that tag instead
I want it to be compatible with addons thats why I want to use the minecraft:is_pickaxe
I don't understand, if you only want to allow specific items why not use item specific speeds then. Any other item you can set the speed to 1000
I'm using them, but I want to have custom items a different speed
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 4.8,
"item_specific_speeds": [
{
"item": { "tags": "q.all_tags('minecraft:wooden_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 2
},
{
"item": { "tags": "q.all_tags('minecraft:golden_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 12
},
{
"item": { "tags": "q.all_tags('minecraft:stone_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 4
},
{
"item": { "tags": "q.all_tags('minecraft:copper_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 5
},
{
"item": { "tags": "q.all_tags('minecraft:iron_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 6
},
{
"item": { "tags": "q.all_tags('minecraft:diamond_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 8
},
{
"item": { "tags": "q.all_tags('minecraft:netherite_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 9
}
]
},
and is there a formula to clac the speed?
{
"item": { "tags": "q.all_tags('minecraft:minecraft:wooden_tier', 'minecraft:is_pickaxe')" },
"destroy_speed": 2
},
``` Wait what??? Why do I need to put minecraft: 2 times
if I change it to one it doesnt work
does anyone know how to make a door. The model im trying to make on blockbench wont go to a full 2 blocks tall
Block models cannot exceed 31 pixels
so do you know any work around i can do to create a door?
Just like vanilla, you need to make it two blocks.
so like two seperate projects
you could use the same model for both, just apply different textures
the way vanilla handles double blocks is a bit weird
there's no way for custom blocks to have their selection box merge with the block above/below
i just want to make a addon for my friends b/c there on playstation and they cant get mods so they get jealous when i use them and its just like building blocks and stuff like that so i wanted to build my own so they can have addons without having to pay for anything
and one of them really likes fnaf so im making a bunch of blocks
just cut the model into 2 equal halves
and make 2 seperate blocks
and make the item place both at the same time one above another
It won’t let me do that tho
Is there a bug report filed for the fact that entities don't recognize blocks that have an item with the same identifier?
Like with goals such as behavior.avoid_block
what component is needed to make the block immune to lava/fire if it's becoming an item.entity
Just make a block item.
NO.
oooo
i got it
how do you prevent dispensers from bonemealing wheat seeds only??
i imagine its a different version of this?
if (eventData.block.typeId === "minecraft:wheat") {
if (eventData.itemStack && eventData.itemStack.typeId === "minecraft:bone_meal") {
eventData.cancel = true;
eventData.player.sendMessage("You cannot bonemeal wheat!");
} else {
eventData.cancel = true;
}
}
});```
there isn't an event for dispensing so you can't
how about preventing bonemeals to be put inside dispensers?
yo chat, anybody know if PBR is supported for custom blocks? I created custom PBR files for vanilla blocks and it works fine, but when I create PBR files for custom blocks in the same addon, it doesnt work. PBR support is in the resource pack manifest btw
heres a custom lantern and the vanilla lantern side by side, same addon, one works with MER, one doesn't...
Hello guys is it possible to let border block dosen't pass players with certain tags ?
why is the vanilla chest rendered differently than other blocks and how do I mimic it?
it should, I have custom blocks that have working MERs is the material .json for the custom block set up correctly?
wait wdym material.json?
I should say texture set but in blockbench it calls them materials so I called materials take this mirror block for example, this is the full set for it, the "material .json" the base texture and it's mer
ohhh yeah the texture sets are set up by blockbench, i dont make them manually, so should work, right?
but it doesnt seem to 😔
heres how it looks
I don't know why it wouldn't work. it looks like it should. how's your _mer texture?
like so
should have a metallic tint and glow from the center
its in the same folder as the color texture as well
actually you think this could be because its not in the terrain texture file? let me see if that works
try it, since from what I can see it should work.
there's something wrong but I can't seem to figure out what I did correctly that you didn't do.
its a block i made before the VV update
it could be with something with that. the blocks that I made that work with Vibrant Visuals were made after it released
lets see.
maybe it's with the model? I don't know, I am just as confused and I am also just guessing
cant be the model, I tried making a MER for a different custom block, didnt work either
hmmm, I don't know what it could be then. although it could be worth checking I guess. or it could be something with the manifest? maybe?
it does have pbr capabilities...
I was thinking about it's min_engine_version, although for my pack it's "min_engine_version": [1, 16, 0] but that version is long before VV
so I have no idea
oh yeah mines 1 16 0 as well
maybe it's something with the behavior pack manifest for some reason? how's the dependency?
do you have something like this(but with your texture pack uuid) in your behavior pack manifest?
yeah
hmmm. maybe it's pickier with blocks? I don't know, maybe for blocks it has to be 16x16? for both my custom blocks with MERs the texture is 16x16. although I still don't know if that's the reason, it is just a guess
how to prevent my block model having this black outline? it kinda occur when theres a block below
"dust": {
"sound": "sand"
}
```Why does the sand sound not playing when I want to break my custom block?
Is it possible to place ladder on glass with addon?
How to change vanilla item & blocks behavior?
Cant.
why are chests rendered weirdly and how do I make my block look the same?
Chests use block entities to render, so an entity that looks like a block on top of the chest to make the animations possible
you can try block culling with it
Give my custom chest a Custom gui
How to make a block solid?
So that entities can spawn on it
so, i created a block with no collision, and when i dive in it i basically can see everything, almost like an xray, how can i fix this, if there is a way
to like, do something like powder snow
how do you make a bubble_column pass through my custom block like it shouldn't block magma's bubble column
Use the double_sided render method
how
Are you using the material instances component on the block?
i dont think so, no
the code is very simples acc, just a basic block with no collision, but im aiming to improve until i get to my goal (make a powder snow version of sand
how would I make my custom block look like a chest? I am making a mimic mob and I got the behavior mostly working, but the block that spawns the mob doesn't look like a chest in two of the three visual settings
disabling ambient occlusion and face dimming in material instances should help but it'll look weird with simple/fancy graphics
for some reason vibrant visuals disable face dimming on entities but not blocks
dude, hope you don't mind the ping, but I finally found out what the problem was...
you'll never believe what was causing it...
in the terrain texture json file, the color texture of the lamp had a .png at the end, and after removing it, the pbr was working 💀
how can i make a color tint + fog appear when inside a block? like water
actually how can i make water 2
like a block like water
Not really possible.
You could use scripting to see if a player is inside the block and do /fog
ummmm.. how come when i setblock to minecraft:vault["ominous"=true] the vault doesnt work..? I tried getting around it by using a vanilla generated vault in a structure file, but it gives the same loot every time...
oh god.. the vaults loot is seed based isnt it.. depending on where its placed it gives the same loot every time huh...
its location based... sigh.... goodbye reusable vaults...
Does anyone has a custom water that he can provide please?
Not really possible.
Why not? You can use block states and scripting so the water spread etc. But I think it would still looks weird. I hope we can get something like water component or so
You can't fully replicate the water spread mechanics nor water mechanics in general.
Does
"menu_category": {
"category": "none"
},
hide the block from the inv? and only can obtained with /setblock?
Blocks by default arent registered to the creative menu.
so just removing the menu category?
Yes.
thank you
Why does this happen?
I use
"*": {
"texture": "barrel_lava",
"render_method": "blend"
}
blend method
do I need to only give the lava the blend method?
blend has some issues with ordering
I've heard that reordering the cubes in the model might help
like lava at the top?
although looking at that block it seems like you could be using alpha test or double sided
there aren't any translucent bits
yeah but If I use like water
I want it to be transparent
using waterlogging might be best for water
but I want the water to be inside
you can prevent water from flowing out of a block
like this? content in the content are the fluids
i've never tested it myself so i'm not sure how/if it works
the redstone producer component, does the property strongly_powered_face accept 'all'?
no, it has to be a single direction
Be real with me.. how hard is it gonna be to make as close to vanilla as possible, clones, of trial vaults and ominous trial vaults. I wanna make ‘‘em reusable.
are there anyone knows how to add a vibrant visual support for lighting of a block? Like torch or lantern
What is the “vanilla” full block geometry Id? Isn’t it like “minecraft:full_block”
thank you, any chance you know how to differentiate between the different vanilla block texture arrays based on permutations?
There's no way for custom blocks to access different texture indices, it always uses the first one
aghhhhhh... okay... thank you..
I think they've referred to those texture arrays as "legacy" a few times but they keep using them in vanilla anyway
Does multiple overlapping collisions like this cause any possible issues with performance?
Like collision clipping or anything?
Not that I have tested, is there any reason you need to do this?
anyone have any insight into this, any limitations or advice?
there's no good way to do the spinning item display
everything else should be possible
does anyone know if its possible to reference textures without having to add them to the terrain texture file, I really didnt want to have to make my pack into an addon, its been just a behavior pack and now that its an addon it takes twice as long to load for some reason...
(i am wanting to use textures that are already in the base game, but are in the texture arrays in the terrain texture file..)
.
#1182091012177399809 message
Thanks
How to make a block solid?
So that entities can spawn on it
using minecraft:geometry.full_block with the opaque render method is supposed to work but idk if it does
the visuals-based functionality in blocks has never been reliable
I am using full block and opaque but mobs still dont spawn
Mobs have trouble spawning in custom blocks.
Someone told me that they fixed mobs spawn in custom blocks but the problem is that my blocks arent soli
d
Does your block have an item with replace_block_item?
Hold on lemme check
Wdym by the replace block item?
When a block has an item with the same ID, used to use item components in the block, if used this can cause mobs to ignore the block due to a bug.
No that block doesn't have an item with same id
How to use the replaceable component?
examples please
it only accepts json object
yeah
nothing else
it just allows the block to be replaced
Jus wanna ask if there's a docs to make a custom block with custom 3d model
Use the geometry component.
What about the texture for the geometry
That still uses material instances.
Alright thankyou
@desert vector is it really confirmed that custom blocks were added in version 1.10?
How to make the stack only 1
You need to create an item.
Does it will render as block on item slot if I didn't put minecraft:icon on it
Correct.
Why did Discord send it twice?
Alright thanks, I also tried for the first time and it says it can't find the texture and geometry id
Idk if this is correct
{
"resource_pack_name": "minion",
"texture_name": "atlas.terrain",
"texture_data": {
"minion:miner": {
"textures": "textures/minions/miner"
}
}
}
This is the terrain_texture
Whats the actual content log?
Oh I just left the game, lemme reconnect
[Json][error]- -> components -> minecraft:material_instances -> * -> texture: Missing referenced asset minion:miner
[Blocks][error]-Block name = 'm:block_minion_head' | -> components -> minecraft:geometry -> identifier: Missing referenced asset geometry.minion_head
[Blocks][error]-A block must have baked material data in order to tessellate!
[Blocks][error]-minecraft:player.0.persona-d2a4da0e831e9fa2-4 | A block must have baked material data in order to tessellate!
Idk if it's because of the resource_pack_name
Does it need to be rhe same as Manifest's name
Should be in models/blocks
Ohh
Lemme try
Thanks
The error left is the material instances
[Json][error]- -> components -> minecraft:material_instances -> * -> texture: Missing referenced asset minion:miner
{
"resource_pack_name": "Minions RP",
"texture_name": "atlas.terrain",
"texture_data": {
"minion:miner": {
"textures": "textures/minions/miner"
}
}
}
The block
{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "m:block_minion_head"
},
"components": {
"minecraft:flower_pottable": {},
"minecraft:geometry": {
"identifier": "geometry.minion_head"
},
"minecraft:material_instances": {
"*": {
"texture": "minion:miner"
}
}
}
}
}
Should be in models/blocks
Are you still having issues?
This only
It didn't get the texture
The model is already working
Can you try minion.miner in both terrain and material instances.
Oh no nevermind.
It's terrain_texture.json not terrain_textures.json
Oh small typo
Thanks
Imma try it now
It's working now, but I guess it doesn't support transparent textures and layers
I might do workarounds
Or is it possible to do that
You need to set the proper render method.
Found this
I guess I'll use blend
Satisfied, thanks very much
Oh another thing, how do I make the texture rotate based on my facing
Just like oak logs
Thanks a lot
Does it need rotation component or something's wrong
Block json:
{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "m:block_minion_head"
},
"traits": {
"minecraft:placement_position": {
"enabled_states": ["minecraft:block_face"]
}
},
"permutations": [
{
"condition": "q.block_state('minecraft:block_face') == 'west' || q.block_state('minecraft:block_face') == 'east'",
"components": {
"minecraft:transformation": { "rotation": [0, 0, 90] }
}
},
{
"condition": "q.block_state('minecraft:block_face') == 'north' || q.block_state('minecraft:block_face') == 'south'",
"components": {
"minecraft:transformation": { "rotation": [90, 0, 0] }
}
}
],
"components": {
"minecraft:flower_pottable": {},
"minecraft:geometry": {
"identifier": "geometry.minion_head"
},
"minecraft:material_instances": {
"*": {
"texture": "minion:miner",
"render_method": "blend",
"ambient_occlusion": false
}
}
}
}
}
Log:
[Molang][error]-Error: query.block_state is making use of non-registered block state.
Not where traits go. It goes inside description.
Works fine now, I used cardinal rotation
How do I transform the block into smaller that is equal to the size of mob heads
I just can't understand how to scale x, y, z
Nvm figured it out
how can i make all falling blocks float? like no physics at all
cus i dont see any 'blocks' folder inside the vanilla sample
Yall.. is it REALLY not possible to use the vanilla vault textures on a block without making your own RP? Just because the textures are in a texture array in the terrain_textures.json? I have a behavior pack and I had to turn it into an addon because of this and it takes SOOOO much longer to load into a world now..
You can.
There's no reason you can't.
how? someone told me you cant access those textures that are defined in the terrain_textures.json in a texture array.
You cannot access specific indices, it will only use the first entry.
:/ ok. well thats kinda not what i wantXD thanks though..
Then?
I checked, all the entries in the trial_spawner are the same textures.
what? i thought they were different textures for the different states..?
im looking to use the vault textures.
"minecraft:placement_filter": {
"conditions": [
{
"allowed_faces": ["up"]
}
]
},
Doesn't this work for all blocks?
Can a vanilla block get it's loot table modified?
No.
I wanted to create a custom door, meaning that if it doesn't have support in any block, it will break.
Guys, is it possible to get the decorated_pot vanilla model? Even the Java one, I don't mind. Because even when I download the .json file from the assets Java folder, Blockbench won't show anything
I just noticed something that happens when using Count 1; the drop is also ignored by explosions, which makes it behave differently from the vanilla version, where breaking a diamond with your hand doesn't drop anything, breaking it with a pickaxe drops a diamond, and when broken by explosions it drops the diamond.
The custom version is the same, the difference is that it is never dropped by explosions.
I suggest putting a notice on the page stating this.
tool destruction page but it's just the part where I'm complaining
i think it makes up around half the page
Well, that's normal with so many limitations lol
Fortunately, the explosion limitation can be overcome by using a more precise custom component onBreak, since you can configure it so that if it's broken by explosions, it will release the loot. The difference is that you'll need to use a separate loot for explosions.
I've corrected that, it should've been 1.12
Oh yes, just blocks or items as well?
Oh yes, I checked the official changelog for items as well.
is there a certain file format to use for attachments for getting custom blocks to sit right in the players hand?
can I make blocks break faster if the item has efficiency????
they will do that automatically as long as the block has the correct tag
Guys is there a component for the block so mobs cant burn under them? bc I have my custom block over a zombie and he burns
Perhaps light_damping
oh thanks
I'm not sure, I'll test it here.
Light Dampening
The amount that light will be dampened when it passes through the block, in a range (0-15). Higher value means the light will be dampened more.
thats what the docs say
so it should work
I just tested it, and yes, values set to 1+ prevent monsters from burning in the sun; setting it to 0 or not setting any value causes the mob to burn in sunlight.
ok thanks
You're welcome
Is it still not possible to make climbable blocks?
there's no official component to do so, no
Alright, thanks
you could use onTick and detect an entity near the block going towards it or jumping
then apply impulse or knockback
Yeah, I thought about that, but its a bit too jank for my uses.
I appreciate the response anyway
Is it possible to make a custom block nothing when broken even with silk touch without scripts?
No.
When it involves silk touch, it's something that's currently impossible.
Why does the model stop being black after I break the surrounding blocks below?
Right now I don't know where the error is, does anyone know? =))
It looks something to do with ambient_occlusion, but I'm not sure.
does this apply to the blocks breaking faster depending on the tier of the pickaxe/item?
why is efficiency still not work??
"seconds_to_destroy": 3,
"item_specific_speeds": [
{
"destroy_speed": 2,
"item": {
"tags": "q.any_tag('minecraft:is_pickaxe') && q.any_tag('minecraft:iron_tier')"
}
}
]
},```
Does your block has the tag:minecraft:is_pickaxe_item_destructible tag added?
Do I add that in the same parenthesis as “minecraft:is_pickaxe”
No, it goes outside of the destructibe by mining component
"tag:minecraft:is_axe_item_destructible": {}
In the components section of your code
No problem
Is there any way to make a block only be placed on top of water, like lily pads?
if you were making custom mob heads would you want them to have smaller destructions cracks like this
If it matches vanilla yeah.
It also means there would be no wasted space in the texture atlas which I thought would be better
I believe I can do it this way using only a script.
Ok ty
There is a component that interacts with water, but this does not position the block.
Maybe the liquid_clipped
But i guess it will place the block inside the water
I'll see if i can get it to work
btw ty
How can you do that?
Use 8x8 textures rather than 16x16
How can I make a block visible through a wall?
You can't
So, smaller than 16x16 it looks good, but larger it looks strange?
Is there away to make a custom block waterlogable?
Oh that component is for that! Thanks
Why
because they haven't added a way to
never mind, apparently 8×8 textures are scaled up to 16×16
Cursed.
I'm going to guess there is no way to dynamically reference a texture to a block?
Not really other than hardcoding them with permutations.
rip
I already use 40k permutations 🥲
I want to expand my Framed Blocks add-on, but I can't otherwise it wouldn't be able to be played with other add-ons
True, but block entities just feel cheaty imo
But the most feasible approach would be using entities
They can hold items
Ahh
Also, when I first started making my add-on, if there was only 1 state with 15 variants, I could reference them all in a single block.json structure without using permutations
But when I want to make a block have more than 15 textures, it breaks
So I need to use permutations with many blocks
Instead of using a combination system
OMG
I'm a fucking idiot
I haven't been combining permutations
No wait, nvm that wouldn't work
forget my ramblings 🥲

can someone implement precise rotations to my block for me? i always fail at doing anything related to addig big chunks of code, because i dont code and i dont know my mistakes, and i dont wanna mess all up
there's a guide for it
Do you think i didnt use the guide
I still need to paste code
And stuff
Is it possible to break my block if I don't have support without using a tick?
Placement filters.
Is it possible to use this to make it work with any block, such as doors?
There is the 64 limit.
So it doesn't work very well in my case, I wanted to recreate this behavior of the doors, so without using the component the only way would be using tick? Currently
You could probably subscribe to a load of events that could result in support being lost but i don't think it's worth the effort
I understand, I think I'll wait for official support; I think it might come sometime this year.
Given that the double blocks are close together, I don't think it will take much longer.
You can check when any block is destroyed and check if there is an adjacent block that should be destroyed.
I chose to use this method; it's not the best way, I know, but it seems to work most of the time.
"minecraft:placement_filter": {
"conditions": [
{
"allowed_faces": ["up"], // Must be placed on the side of any of the following blocks
"block_filter": [
"minecraft:tinted_glass",
"minecraft:stained_glass",
"minecraft:glass",
"minecraft:hard_stained_glass",
{
"tags": "query.any_tag( 'minecraft:is_pickaxe_item_destructible', 'minecraft:is_shovel_item_destructible', 'minecraft:is_axe_item_destructible', 'minecraft:is_hoe_item_destructible') && !query.any_tag('minecraft:crop', 'one_way_collidable', 'plant')"
}
]
}
]
},
Why is my crop block encountering this error? Is there any way to fix it or where the error might be? I've been searching for a long time but still can't figure out the cause.
the model is probably too big
placing a block with invalid geometry will prevent all custom blocks (and cobwebs) in that subchunk from rendering
This is its original model used for the Java version, and I used Blockbench to convert the model to the Bedrock Block format.
I don't know what counts as an excessively large size on the BE model side, but it's true that I used a trap wire to attach the model.
How should I go about converting this model to the BE model format accurately?
The cross model displays the texture on both sides of each diagonal plane
That means you need to use a single-sided render method so that only one of the sides renders at a time
For that block you should be using alpha_test_single_sided
this page has some more info https://wiki.bedrock.dev/blocks/vanilla-block-models#list-of-vanilla-models
Thank you so much for this timely help🥹
How do I fix this? Every time I place blocks on top, on the sides, or behind it, it gets this weird black shadow.
how do i make a block have a geometry outside the 16x16x16 limits?
models can go up to 14 pixels outside of the 16×16×16 unit
if you need more than that, you should be creating separate blocks
damn im making a sort of waypoint and i wanted to render outside of simulating distance
now i have to place blocks up to sky everytime
Anyone, please?
can someone pls take a look at the post i made 🥺
Is there a component to add to my blocks to prevent connection to fences and stuff?
New minecraft:connection_rule
"minecraft:connection_rule": {
"accepts_connections_from": "none"
},
thank you
This is experimental, but it will stabilize on version 26.0 perhaps next week.
ok sounds good thank you
minecraft:breathability is depreciated.. is there a way to still do that?
I don't think so.
I might be talking nonsense, but I think that currently the breathing of the blocks is dealt with by the collision.
Is there any way to do a collision-less block that could support a gravity block? Like sand could sit on it but it’s replaceable and has no collision for the player..?
There is the replaceable component.
Yeah I’m more so asking about the collision. Sorry. Unclear..
I do not believe so.
:/ ok, dang
how can i use vanilla textures on a block? "minecraft:material_instances": {
"*": {
"texture": "minecraft:diamond_ore"
}
} doesnt seem to work
how do I make so that a wither cant break my custom block?
I added this component but he still broke my block
"minecraft:destructible_by_explosion": false,
like??
{
"format_version": "1.20.60",
"minecraft:block": {
"description": {
"identifier": "ft:diamond_ore_generator",
"menu_category": {
"category": "nature",
"is_hidden_in_commands": false
}
},
"components": {
"minecraft:display_name": "Diamond Ore Generator",
"minecraft:material_instances": {
"*": {
"texture": "diamond_ore"
}
}
}
}
}```
diamond_ore should work
does it have to be in blocks.json?
No
another question, do blocks in folders get detected??
like blocks/custom/block.json
yes
why cant i do logs ugh json { "format_version": "1.20.60", "minecraft:block": { "description": { "identifier": "fortune:oak_log_generator", "menu_category": { "category": "nature", "is_hidden_in_commands": false } }, "components": { "minecraft:display_name": "Oak Log Generator", "minecraft:material_instances": { "*": { "texture": "oak_log_side" }, "top": { "texture": "oak_log_top" }, "bottom": { "texture": "oak_log_top" } } } } }
whats this for?
if I am using a block placer item, is there a way I can get people to pick block the item instead of the block
Replace block item should do that automatically.
It doesn't
Let me get a video clip
it's up and down, not top and bottom
This is the code for the item
```json
{
"format_version": "1.21.100",
"minecraft:item": {
"description": {
"identifier": "bdt:max_plushie_item",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": "max_plushie",
"minecraft:wearable": {
"slot": "slot.armor.head",
"protection": 0
},
"minecraft:block_placer": {
"block": "bdt:max_plushie",
"replace_block_item": true
}
}
}
}
is it because of the wearable component?
The id is diferent
It needs to be the same for replace_block_item to work.
Can I use tag:minecraft:is_pickaxe_item_destructible and item_specific_speeds at the same time? (I want to add mining penalty and have efficiency enchantment working at once)
Yes
Is it possible for a block to have 2 different tick timers?
no
Yeah I figured
Can you help me my things not working
Wsp
:V
With the culling shape, is it possible to prevent my leaves from doing this when buried?
How do I use the tinted method to the grass_side texture? bc when I use it. It looks different (this image is without the tinted method)
THis is with the tinted_method: grass
Make the non grass part alpha channel to 1 so it only tints the grass part.
but I'm using the default minecraft texture
"minecraft:material_instances": {
"*": {
"render_method": "alpha_test_single_sided",
"texture": "grass_side",
"tint_method": "grass"
},
"up": {
"texture": "grass_top",
"tint_method": "grass"
},
"down": {
"texture": "grass_bottom"
}
},
You'll need to use your own.
But I dont want too. Bc it should work with other ressource packs
thats sad, thanks
good to know thanks
How do I get rid of this error?
[Components][warning]-All MaterialInstances must use the same render_method for a given block. This may create rendering issues otherwise.
[Components][error]-MaterialInstances can't mix and match opaque and transparent materials.
Does it mean I need to use for every face direction a render method?
It means that you are using different render methods within the same block. You must only use one now.
But I'm only using one
I presume youre talking about the same material instances as posted above.
If so, then you are not.
You are using opaque and alpha_test_single_sided
ohh bruh I thought It uses alpha_test_single_sided for every side bc I had *
ok works thanks
making my own custom slab
What is that language
oh i forgot to mute the video lol. it's Indonesian, i was listening to a podcast
apparently the audio got recorded
Oh okay 😂
Can you help me making a thing
and what's that

