#Blocks General

1 messages · Page 14 of 1

balmy quiver
#

i already looked at the code for this block, but nothing about light dampening or emission appears.

split kayak
#

What queries can you use in permutations? Is it just q.block_state?

whole oyster
#

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)

balmy quiver
#

i need help 😭

white bobcat
#

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

vestal marsh
white bobcat
#

Aw man

#

Thank you

woven robin
#

hi there, what is the default friction a vanilla block uses?

mild mist
#

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)

mild mist
whole oyster
#

I made it

mild mist
#

Im gonna have to write a script for a custom 'suspicious' block huh?

#

like.. theres not an easier way?

mild mist
gaunt ocean
#

how do I make an item drop only without a certain enchantment, using loot_tables?

white bobcat
#

Is better at the end of the day anyway

wet mist
#

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.

desert vector
#

I think this works

{
  "condition": "match_tool",
  ...
  "count": {
    "range_min": 1
  }
}
#

If not you can just do "count": 1 for unstackable items

astral rivet
#

Would I need custom components to detect a block getting powered by redstone or should it be done through scripting?

astral rivet
rotund badge
#

Did they remove the air block? It wont work in my custom blocks environment sensor anymore

wet mist
rotund badge
#

My bad, its for entity inside block confused myself

wet mist
#

air everywhere

#

Where there is no blocks

rotund badge
#

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

wet mist
#

Ask in the Entity General if they anyone else has similar issues or if they know how to fix it

rotund badge
#

To prevent memory leak by leaving entities everywhere by accident

wet mist
#

They might know more

astral dew
#

How to copy this texture to the other side of the block???

wheat verge
#

Does anyone have an example flower that is able to be potted

dense matrix
#

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.

indigo pecan
#

i rechecked the file names and stuff idk what the problem is

indigo pecan
wet mist
dense matrix
wet mist
indigo pecan
wet mist
# dense matrix 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.

dense matrix
#

Thank you very much

#

Woulnt structure rotation opposite of player rotation

wet mist
#

It works by Custom Components and its Custom Parameters.

solid matrix
#

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
                    }
                }
            }
desert vector
#

btw if you don't want to offset on the y axis you should be able to just remove y

solid matrix
#

ooh makes sense and yeah it works now

#

thx!

jagged wind
#

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"

desert vector
#

same with collision/selection box

jagged wind
#

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

jagged wind
#

yea doesnt work

odd dagger
#

well maybe it cant do anything because the chunk isnt loaded at the time it triggers.

jagged wind
#

ig

odd dagger
#

or maybe the block being generated doesnt count as being "placed"

#

idk

jagged wind
#

thats why I had my hopes up on the ticking component, because it would run next tick anyway

odd dagger
#

i thought onTick was fixed when it comes to world generation

jagged wind
#

wtf does this error mean

ember relic
#

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!!!"
                    ]
                }
            }
vestal marsh
ember relic
#

bruh

#

so i have to use a script?

#

nooo i dont wanna learn javascript

wet mist
ember relic
west rover
#

its worthwhile learning

solid matrix
#
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?

vestal marsh
#

It has worked for me.

solid matrix
#

im on 1.21.110

solid matrix
#
{
    "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

solid matrix
#

yesss it works thanks!

kindred sun
#

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...

indigo pecan
#

Minecraft has chalkboards?

lunar solar
#

Yes

indigo pecan
#

like actual blocks or some script feature i didn't know

lunar solar
#

Actual blocks

wet mist
kindred sun
#

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!

mild mist
#

Can you overwrite the vanilla block drops? Like make netherrack not drop netherrack but a custom block?

mild mist
#

😛 okayyyy.. thank you though

odd dagger
#

well you can delete the item entity(s) that spawn after breaking a block, then spawn your own.

wet mist
upbeat jewel
#

is it possible if a block model can change the uv texture using queries

true rover
#

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

true rover
#

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?

mild mist
dire wolf
#

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.

dire wolf
#

I didnt know that was a thing, thanks

cerulean slate
#

Do you guys know where the problem is?

Because this is my first time making a custom block btw

#

is there something wrong here?

desert vector
cerulean slate
#

[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!

desert vector
#

your model is too big

cerulean slate
#

hmm....

#

is there any other way?

desert vector
#

you would have to split it up into multiple blocks

cerulean slate
#

let me try

cerulean slate
desert vector
#

yes
the maximum width/height is 30 pixels

cerulean slate
#

ahh i understand

cerulean slate
#

alr, now its work

#

thanks btw

dire wolf
#

Can you use the minecraft:item_visual component to use a sprite for the item visual of a block?

#

nvm

icy sonnet
#

[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?

snow flax
desert vector
dire wolf
#

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?

desert vector
#

in 1.21.120

dire wolf
#

What?

desert vector
#

it will be fixed in 1.21.120

dire wolf
#

alright

wheat verge
#

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

hard current
#

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

desert vector
hard current
inner garden
#

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

tawny falcon
vestal marsh
inner garden
# vestal marsh 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

desert vector
#

I think you mean geometry rather than texture

inner garden
#

Ah, yeah that makes sense

#

I forgot about geometry. Can a block's geometry use variables for its values?

desert vector
#

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.

vestal marsh
#

Random offset component or is that not what you want?

inner garden
#

Well nvm, I can just set the min and max to the same number

#

That might work

white bobcat
#

non-random is just minecraft:transformation with rotation

glass flicker
#

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?

inner garden
#

What do you mean by features? Is it entirely blocks that don't show up in game?

glass flicker
inner garden
#

Like /structure load? Or a different kind of structure?

glass flicker
#

Yes a structure

glass flicker
# glass flicker 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.

inner garden
#

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

glass flicker
glass flicker
# glass flicker 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

inner garden
#

Oh ok, I'm not too sure about that. I've never used that command

buoyant compass
#

IIRC they need to be placed by a feature rule to appear in the /place feature autocomplete

glass flicker
tawny falcon
solid matrix
#

why does my item with block placer ignore"minecraft:flower_pottable": {}?

#

it places the block instead of embedding it in the pot

desert vector
#

that will be fixed in 1.21.120

solid matrix
#

okey

scenic citrus
#

is there a way to change the permutation of a block inside a structure file without placing it first?

scenic citrus
vestal marsh
#

No.

scenic citrus
#

Well that sucks 😞

lost edge
lost edge
#

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

vestal marsh
#

Permutations.

astral rivet
#

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

vestal marsh
astral rivet
vestal marsh
#

Im confused now.

astral rivet
#

Sorry, I'm terrible at explaining. I have a block which I want to do something in scripting with when it gets powered/unpowered

vestal marsh
#

Correct, so right now you would need the ticking component to detect the power level.

vestal marsh
#

Yes.

astral rivet
#

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?

vestal marsh
#

Yeah.

astral rivet
#

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 😂

astral rivet
# vestal marsh Yeah.

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);
tawny falcon
random sonnet
#

How can I rotate the stair in inventories?

desert vector
#

Might need a y rotation offset of 180

random sonnet
#

thanks!

astral rivet
tawny falcon
clear blaze
#

Is it possible to make vanilla blocks change to other blocks with random tick just like how copper blocks get oxidised?

clear blaze
#

How about non vanilla blocks?

vestal marsh
#

Yerps.

clear blaze
#

Thank god

clear blaze
desert vector
#

you can execute script functions when a block receives a random tick using custom components

clear blaze
desert vector
#

it allows you to do anything that scripts can do when the block random ticks

clear blaze
#

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

stark tree
#

whuh

dense ledge
#

How does one make a connected block that does not require me creating individual blocks that look like a part of connected block?

vestal marsh
dense ledge
#

Oh... alright.

white bobcat
#

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

dense ledge
honest loom
#

How large can a block model be, outside of the bounds of a regular 16x16x16 block?

honest loom
#

Not entirely sure if the model in the image was actually bigger than 31x31x31.

vestal marsh
honest loom
#

In the video, but the image was still a block if I was correct?

vestal marsh
#

5036shrug Idk.]

honest loom
#

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.```
lunar solar
#

Hey mojang

#

Can we like

#

Get like 1 more pixel on each axis

#

Pretty please

desert vector
#

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

muted quail
#

How do i change the map color of a vanilla block?

desert vector
#

you can't

mild mist
#

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.

mild mist
desert vector
lost edge
#

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

white bobcat
lost edge
#

k tysm

white bobcat
#

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.

lost edge
#

that's very helpful information

muted quail
lost edge
#

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

desert vector
lost edge
#

didn't realize, I'll check those kinds of things next time

#

ty

shadow tulip
shadow tulip
#

\\.

desert vector
#

those errors appear after other errors

#

scroll up the content log

weary delta
#

Do the onPlace or onTick custom components not work in world gen? Is there a way to get around that?

lament hull
#

is it possible to set default nametag of an entity?

neat pilot
#

Is it possible to make a block wearable on your head? (Like a carved pumpkin, just without the UI)

desert vector
neat pilot
neat pilot
desert vector
#

yes

neat pilot
#

awesome, thank you!

shadow tulip
shadow tulip
pseudo ether
# shadow tulip

Events stopped working in blocks over a year ago; you must use scripts.

wheat verge
#

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

desert vector
wheat verge
#

Why did they even add it then

#

that’s really annoying

desert vector
#

no idea, it's just an alias for face_dimming and ambient_occlusion

wheat verge
#

I can’t believe that

dire wolf
#

Has anyone figured out the issue where pottable blocks arent actually in the pot, but are ontop of it?

odd dagger
green axle
#

anyone know if the "minecraft:precipitation_interactions" is bugged doesnt seem to work and removes my block from registry

odd dagger
dire wolf
#

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?

desert vector
#

there's no fix

dire wolf
#

thats crazy actually

odd ice
#

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.
odd dagger
#

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

odd ice
#

Lol, I set light dampening to 15

desert vector
#

it's a bug with custom block rendering

odd ice
#

epic

#

wellp... bugcrop it is

odd dagger
lunar solar
tawny falcon
#

Is it possible to create both buttons and pressure plates?

languid prism
#

Are blocks separated in two files like one for Server side and one for Client side?

desert vector
scenic citrus
#

anybody know why im getting this error

[Json][error]-Invalid aux value in item ID "q.all_tags('minecraft:is_pickaxe', 'minecraft:golden_tier')"
scenic citrus
scenic citrus
#

I figured it out

dire sable
#

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
pseudo ether
#

and it does not cause lag if used prudently

dire sable
#

could it be that cave carvers being in the pregeneration_pass prevents the scripts from initializing? 🤔

pseudo ether
#

Oh, I see, I think I confused the ticking_world component XD

vestal marsh
dire sable
dire sable
scenic citrus
#

how can i setup a loot table for a block but also have it drop itself?

dire sable
scenic citrus
dire sable
scenic citrus
#

Just wrote a script for it. Works as intended, thanks for your help 🙂

little jetty
#

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?

pliant rapids
scenic citrus
#

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?

white bobcat
#

The exact mining speed for them is 1.975

crystal pollen
#

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

little jetty
white bobcat
scenic citrus
#

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

desert vector
#

you can create one pool with a match tool condition and one without

scenic citrus
#

doesnt seem to work. I even set the weight to 11 for the 'empty' type and it still drops the darn block....

white bobcat
desert vector
#

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

primal hatch
#

is BlockCustomComponent.beforeOnPlayerPlace STILL broken for block items? I could have sworn they fixed it at some point

#

its unbelievable

desert vector
#

You need to be using v2 script apis

shrewd storm
#

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.

white bobcat
#

Is a feature until we know is a bug

shrewd storm
#

thats dumb af

white bobcat
#

Is very annoying

shrewd storm
#

been fixing the errors from the update before this one and now its clogging up my logs -_-

white bobcat
#

Yeah..

shrewd storm
#

and now i gotta jittery gameplay again but hey atleast im not crashing on a loop again

hearty wraith
#

¿Where are the beds in the Editor Mode?

zinc wyvern
grave quartz
#

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(({})=>{});

wheat verge
#

Does anyone know how to make it so that custom logs don’t decay leaves

wheat verge
#

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

ionic laurel
#

how can i fix this ?

vestal marsh
tawny falcon
tawny falcon
wheat verge
tawny falcon
wheat verge
tawny falcon
little jetty
#

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

stuck bane
#

Can someone help me? My blocks keep disappearing at a certain distance, how can I fix this?

vestal marsh
stuck bane
desert vector
rich dome
#

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)

scenic citrus
#

anybody know why breaking a custom block model stretches the crack texture?

desert vector
scenic citrus
#

im not that good with Blockbench, havent really learned it completely

desert vector
#

will your block need multiple 16×16 textures for its different faces?

primal hatch
#

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

vestal marsh
primal hatch
#

ah right true ty

little jetty
#

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

lament hull
#

can i change a block item texture into something?

#

instead of the default isometry

gaunt steeple
#

What's the constrains for block properties? Likez how many can a block have and how many values can each have?

green axle
#

Does anyone have a simple connectable block script ? I can use please ?

astral rivet
#

When on 1.21.120 as the wiki recommends, custom components don't seem to work?

desert vector
astral rivet
#

AH versioning, right thank you!

astral rivet
#
"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?

ebon ridge
#

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

desert vector
#

you'll need to use blend for both

#

actually alpha_test_single_sided would be better but vanilla beacons use blend

ebon ridge
#

I already figured it out

trim crypt
#

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

west rover
#

light_dampening to 0?

astral rivet
#

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?

astral rivet
trim crypt
#

Is there a way to force a block to not have culling?

tawny falcon
#
{
            "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?

desert vector
red thicket
#

Block looks wrong

chilly scroll
#

I added the embedded visual and flower pottable component, but nothing appears in the pot. Is there something I'm doing wrong?

vestal marsh
chilly scroll
# vestal marsh 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.

little jetty
#

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

odd glade
#

i broke beds while trying to make custom beds 🤣

odd glade
#

why does it look like this 😭

desert vector
wheat verge
#

Is there a way to make it so that if a block is exposed on the top it automatically changes its texture

odd glade
desert vector
#

There is no alternative

odd glade
odd glade
#

I've figured it out 😃

odd glade
#

Is there any reason why this is happening to my custom bed? Also, does anyone know how to fix it?

desert vector
#

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

half trail
#

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.

subtle hull
#

How to make models not invisible?

zinc wyvern
zinc wyvern
#

use bedrock block on blockbench its easier there

grave quartz
#

you can check how it works

zinc wyvern
#

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

grave quartz
#

yes, i forgot about it

sweet hedge
#

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?

chilly scroll
#

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.

desert vector
chilly scroll
tawny timber
#

Pero cual es el código se un bloque normal?

#

What is the code to create a normal block?

#

I'm new

west rover
true rover
#

Does anyone know how to fix this issue? it seems to only affect custom blocks and not items

true rover
#

neither my blocks nor items have a menu category, but i am getting this for the blocks and not the items

vestal marsh
true rover
#

i figured...

#

i have 100+ blocks that i need to modify now

wet salmon
#

Up to which format version does the Custom Components work?

#

It wasn't working on version 1.21.100.

west rover
#

since 1.21.10, v2 was on 1.21.90

hazy turtle
#

did anything change about "block_face" orientation format? I'm trying to set the rotation values but i doesn't seem to change anything

hazy turtle
#

Nvm, I've found out what was wrong with it

dire wolf
#

Did mojang fix the broken ambient occlusion with custom blocks?

vestal marsh
dire wolf
#

lets go

#

I dont have to deepfry my textures anymore to compensate

gilded mortar
dire wolf
#

seems to be working for me, idk

vestal marsh
gilded mortar
#

I lied

dire wolf
#

lol

little jetty
#

Is it me or is the bottom face of minecraft:geometry.full_block rotated 180 degrees?

desert vector
#

yes it is

#

and all custom blocks face backwards in third person by default

little jetty
primal roost
#

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

white bobcat
#

Selection box is still just one

primal roost
karmic sierra
#

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"
        }
    }
}
vestal marsh
karmic sierra
vestal marsh
#

Then that's why.

karmic sierra
#

did they change the error?

#

bc it was not like this before

vestal marsh
#

It's been like that since custom components v2.

karmic sierra
#

Ok thank you

deep palm
#

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?

karmic sierra
#
{
                        "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
desert vector
karmic sierra
#

minecraft:is_wooden_pickaxe etc. Are working

desert vector
#

that tag does not exist
wooden pickaxes have these tags:

  • minecraft:digger
  • minecraft:is_pickaxe
  • minecraft:is_tool
  • minecraft: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 a custom:is_pickaxe tag to the custom tools and check for that tag instead
karmic sierra
vestal marsh
karmic sierra
#
"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?

karmic sierra
#
                    {
                        "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

hollow falcon
#

does anyone know how to make a door. The model im trying to make on blockbench wont go to a full 2 blocks tall

vestal marsh
hollow falcon
vestal marsh
hollow falcon
#

so like two seperate projects

desert vector
#

you could use the same model for both, just apply different textures

hollow falcon
#

oh ok

#

ive never done anything like this so idk anything for coding or modeling

desert vector
#

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

hollow falcon
#

and one of them really likes fnaf so im making a bunch of blocks

hollow falcon
#

so like this

#

?

versed spire
#

and make 2 seperate blocks

#

and make the item place both at the same time one above another

hollow falcon
#

It won’t let me do that tho

oblique birch
#

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

grave quartz
#

what component is needed to make the block immune to lava/fire if it's becoming an item.entity

grave quartz
#

any example, i'm new for block.json

#

you mean like add loot_tables?

vestal marsh
#

NO.

grave quartz
#

oooo

i got it

shut bronze
#

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;
        }
    }
});```
desert vector
#

there isn't an event for dispensing so you can't

shut bronze
fervent spade
#

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...

languid rain
#

Hello guys is it possible to let border block dosen't pass players with certain tags ?

brittle heath
#

why is the vanilla chest rendered differently than other blocks and how do I mimic it?

brittle heath
brittle heath
fervent spade
#

ohhh yeah the texture sets are set up by blockbench, i dont make them manually, so should work, right?

#

but it doesnt seem to 😔

brittle heath
fervent spade
#

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

brittle heath
fervent spade
#

doesn't 😔

#

could this be caused by something in the .block file? im lost

brittle heath
#

there's something wrong but I can't seem to figure out what I did correctly that you didn't do.

fervent spade
#

its a block i made before the VV update

brittle heath
#

it could be with something with that. the blocks that I made that work with Vibrant Visuals were made after it released

fervent spade
#

yeah my .block file is 1.21.50

#

lets see if changing it to 60 does anything

brittle heath
#

lets see.

fervent spade
#

bruh i swear my addons are cursed

#

still doesnt work 💀

brittle heath
#

maybe it's with the model? I don't know, I am just as confused and I am also just guessing

fervent spade
#

cant be the model, I tried making a MER for a different custom block, didnt work either

brittle heath
#

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?

fervent spade
#

it does have pbr capabilities...

brittle heath
#

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

fervent spade
#

oh yeah mines 1 16 0 as well

brittle heath
#

maybe it's something with the behavior pack manifest for some reason? how's the dependency?

brittle heath
fervent spade
#

yeah

brittle heath
#

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

sullen trellis
#

how to prevent my block model having this black outline? it kinda occur when theres a block below

karmic sierra
#
    "dust": {
        "sound": "sand"
    }
```Why does the sand sound not playing when I want to break my custom block?
regal wyvern
#

Is it possible to place ladder on glass with addon?

#

How to change vanilla item & blocks behavior?

vestal marsh
brittle heath
#

why are chests rendered weirdly and how do I make my block look the same?

tender valley
#

Chests use block entities to render, so an entity that looks like a block on top of the chest to make the animations possible

west rover
red thicket
#

Give my custom chest a Custom gui

fair spindle
#

How to make a block solid?
So that entities can spawn on it

autumn garden
#

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

fickle escarp
#

how do you make a bubble_column pass through my custom block like it shouldn't block magma's bubble column

desert vector
autumn garden
desert vector
#

Are you using the material instances component on the block?

autumn garden
#

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

brittle heath
#

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

desert vector
#

for some reason vibrant visuals disable face dimming on entities but not blocks

fervent spade
#

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 💀

autumn garden
#

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

vestal marsh
autumn garden
#

so how can i make just the other thing?

vestal marsh
#

You could use scripting to see if a player is inside the block and do /fog

mild mist
#

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...

karmic sierra
#

Does anyone has a custom water that he can provide please?

vestal marsh
karmic sierra
# vestal marsh 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

vestal marsh
karmic sierra
#

Does

"menu_category": {
                "category": "none"
            },

hide the block from the inv? and only can obtained with /setblock?

vestal marsh
karmic sierra
#

so just removing the menu category?

vestal marsh
karmic sierra
#

thank you

karmic sierra
#

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?

desert vector
desert vector
#

although looking at that block it seems like you could be using alpha test or double sided

#

there aren't any translucent bits

karmic sierra
#

I want it to be transparent

desert vector
#

using waterlogging might be best for water

karmic sierra
desert vector
#

you can prevent water from flowing out of a block

karmic sierra
desert vector
#

i've never tested it myself so i'm not sure how/if it works

karmic sierra
#

yeah, I'll try it later bc I have people in my world

#

thank you

jade wren
#

the redstone producer component, does the property strongly_powered_face accept 'all'?

desert vector
mild mist
#

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.

smoky swallow
#

are there anyone knows how to add a vibrant visual support for lighting of a block? Like torch or lantern

mild mist
#

What is the “vanilla” full block geometry Id? Isn’t it like “minecraft:full_block”

desert vector
mild mist
desert vector
#

There's no way for custom blocks to access different texture indices, it always uses the first one

mild mist
#

aghhhhhh... okay... thank you..

desert vector
#

I think they've referred to those texture arrays as "legacy" a few times but they keep using them in vanilla anyway

nova wolf
#

Does multiple overlapping collisions like this cause any possible issues with performance?

#

Like collision clipping or anything?

vestal marsh
mild mist
desert vector
#

there's no good way to do the spinning item display

#

everything else should be possible

mild mist
#

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..)

vestal marsh
smoky swallow
#

Thanks

fair spindle
#

How to make a block solid?
So that entities can spawn on it

desert vector
#

the visuals-based functionality in blocks has never been reliable

fair spindle
tawny falcon
fair spindle
#

d

tawny falcon
fair spindle
fair spindle
tawny falcon
fair spindle
cursive cliff
#

How to use the replaceable component?

#

examples please

#

it only accepts json object

odd dagger
#

nothing else

#

it just allows the block to be replaced

cursive cliff
#

so just "minecraft:replaceable":{}?

#

and no other args?

odd dagger
#

there's no properties

#

thats it, yeah

cyan hound
#

Jus wanna ask if there's a docs to make a custom block with custom 3d model

vestal marsh
cyan hound
vestal marsh
cyan hound
#

Alright thankyou

tawny falcon
#

@desert vector is it really confirmed that custom blocks were added in version 1.10?

cyan hound
#

How to make the stack only 1

vestal marsh
cyan hound
#

Does it will render as block on item slot if I didn't put minecraft:icon on it

vestal marsh
vestal marsh
#

Why did Discord send it twice?

cyan hound
#

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

vestal marsh
cyan hound
#

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

vestal marsh
cyan hound
#

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"
                }
            }
        }
    }
}
vestal marsh
cyan hound
#

Lol

#

It send twice I guess

#

Here's the updated path, the models/blocks is fixed

vestal marsh
#

Are you still having issues?

cyan hound
#

It didn't get the texture

#

The model is already working

vestal marsh
#

Oh no nevermind.

#

It's terrain_texture.json not terrain_textures.json

cyan hound
#

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

vestal marsh
cyan hound
#

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

vestal marsh
cyan hound
#

Thanks a lot

cyan hound
#

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.
vestal marsh
#

Not where traits go. It goes inside description.

cyan hound
#

Ohh

#

Thanks

cyan hound
cyan hound
#

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

sullen trellis
#

how can i make all falling blocks float? like no physics at all

#

cus i dont see any 'blocks' folder inside the vanilla sample

mild mist
#

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..

vestal marsh
#

There's no reason you can't.

mild mist
# vestal marsh You can.

how? someone told me you cant access those textures that are defined in the terrain_textures.json in a texture array.

vestal marsh
mild mist
vestal marsh
#

I checked, all the entries in the trial_spawner are the same textures.

mild mist
mild mist
#

im looking to use the vault textures.

tawny falcon
#
"minecraft:placement_filter": {
                        "conditions": [
                            {
                                "allowed_faces": ["up"]
                            }
                        ]
                    },

Doesn't this work for all blocks?

cyan hound
#

Is it possible to make the block unplacable

#

Figured it out

robust blade
#

Can a vanilla block get it's loot table modified?

tawny falcon
waxen canyon
#

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

tawny falcon
tawny falcon
#

I suggest putting a notice on the page stating this.

desert vector
#

i think it makes up around half the page

tawny falcon
#

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.

desert vector
tawny falcon
#

Oh yes, I checked the official changelog for items as well.

ebon ridge
#

is there a certain file format to use for attachments for getting custom blocks to sit right in the players hand?

whole oyster
#

can I make blocks break faster if the item has efficiency????

desert vector
#

they will do that automatically as long as the block has the correct tag

karmic sierra
#

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

karmic sierra
#

oh thanks

tawny falcon
karmic sierra
#

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

tawny falcon
tawny falcon
dire wolf
#

Is it still not possible to make climbable blocks?

odd dagger
dire wolf
#

Alright, thanks

odd dagger
#

you could use onTick and detect an entity near the block going towards it or jumping

#

then apply impulse or knockback

dire wolf
#

Yeah, I thought about that, but its a bit too jank for my uses.

#

I appreciate the response anyway

true rover
#

Is it possible to make a custom block nothing when broken even with silk touch without scripts?

tawny falcon
digital furnace
#

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? =))

tawny falcon
whole oyster
whole oyster
#

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')"
                        }
                    }
                ]
            },```
white bobcat
whole oyster
white bobcat
#

No, it goes outside of the destructibe by mining component

#

"tag:minecraft:is_axe_item_destructible": {}

#

In the components section of your code

whole oyster
#

Ahhh that’s what I was confused about that, I will definitely try this

#

Thank you.

white bobcat
#

No problem

gaunt ocean
#

Is there any way to make a block only be placed on top of water, like lily pads?

desert vector
#

if you were making custom mob heads would you want them to have smaller destructions cracks like this

desert vector
#

It also means there would be no wasted space in the texture atlas which I thought would be better

tawny falcon
gaunt ocean
#

Ok ty

tawny falcon
# gaunt ocean Ok ty

There is a component that interacts with water, but this does not position the block.

gaunt ocean
#

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

desert vector
novel nova
#

How can I make a block visible through a wall?

desert vector
tawny falcon
karmic sierra
#

Is there away to make a custom block waterlogable?

karmic sierra
#

Oh that component is for that! Thanks

novel nova
desert vector
#

because they haven't added a way to

desert vector
vestal marsh
#

Cursed.

nova wolf
#

I'm going to guess there is no way to dynamically reference a texture to a block?

white bobcat
nova wolf
#

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

white bobcat
#

Best way would be to use entities

#

Or particles I suppose

nova wolf
#

True, but block entities just feel cheaty imo

white bobcat
#

But the most feasible approach would be using entities

nova wolf
#

Ye

#

I might have to tbh

#

Wait, can entities do dynamic textures?

white bobcat
#

They can hold items

nova wolf
#

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 🥲

white bobcat
severe python
#

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

severe python
#

I still need to paste code

#

And stuff

tawny falcon
#

Is it possible to break my block if I don't have support without using a tick?

tawny falcon
vestal marsh
#

There is the 64 limit.

tawny falcon
# vestal marsh 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

desert vector
#

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

tawny falcon
#

Given that the double blocks are close together, I don't think it will take much longer.

white bobcat
tawny falcon
# white bobcat You can check when *any* block is destroyed and check if there is an adjacent bl...

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')"
                }
            ]
        }
    ]
             },
digital furnace
#

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.

desert vector
#

the model is probably too big
placing a block with invalid geometry will prevent all custom blocks (and cobwebs) in that subchunk from rendering

digital furnace
#

This is its original model used for the Java version, and I used Blockbench to convert the model to the Bedrock Block format.

digital furnace
#

How should I go about converting this model to the BE model format accurately?

digital furnace
#

Why do some of my textures often flicker like this? What causes it?

desert vector
#

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

digital furnace
wet salmon
#

How do I fix this? Every time I place blocks on top, on the sides, or behind it, it gets this weird black shadow.

muted quail
#

how do i make a block have a geometry outside the 16x16x16 limits?

desert vector
#

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

muted quail
#

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

lusty spade
#

can someone pls take a look at the post i made 🥺

ebon ridge
#

Is there a component to add to my blocks to prevent connection to fences and stuff?

tawny falcon
tawny falcon
tawny falcon
ebon ridge
#

ok sounds good thank you

mild mist
#

minecraft:breathability is depreciated.. is there a way to still do that?

tawny falcon
#

I might be talking nonsense, but I think that currently the breathing of the blocks is dealt with by the collision.

mild mist
#

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..?

vestal marsh
mild mist
vestal marsh
#

I do not believe so.

mild mist
thick stump
#

how can i use vanilla textures on a block? "minecraft:material_instances": {
"*": {
"texture": "minecraft:diamond_ore"
}
} doesnt seem to work

karmic sierra
#

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,

thick stump
karmic sierra
#

diamond_ore should work

thick stump
#

does it have to be in blocks.json?

karmic sierra
#

No

thick stump
#

seems like it does

#

i just added it and now it works

#

ugh

karmic sierra
#

weird

#

if it works, leave it as it is

#

xD

thick stump
#

like blocks/custom/block.json

karmic sierra
#

yes

thick stump
#

okay phew

#

yay time to make like 20+ custom blocks!!

thick stump
#

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" } } } } }

thick stump
#

still like 9 more to go

mild mist
toxic vortex
#

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

vestal marsh
toxic vortex
#

Let me get a video clip

desert vector
toxic vortex
#

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?

tawny falcon
#

It needs to be the same for replace_block_item to work.

toxic vortex
#

ohhhh

#

Thank you so much

cerulean prairie
#

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)

desert vector
#

Yes

lunar solar
#

Is it possible for a block to have 2 different tick timers?

desert vector
#

no

lunar solar
#

Yeah I figured

next walrus
gray light
#

:V

tawny falcon
#

With the culling shape, is it possible to prevent my leaves from doing this when buried?

karmic sierra
#

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

vestal marsh
karmic sierra
vestal marsh
#

You'll need to use your own.

karmic sierra
#

But I dont want too. Bc it should work with other ressource packs

vestal marsh
#

Then too bad.

#

The tint method will tint every non alpha pixels.

karmic sierra
#

thats sad, thanks

karmic sierra
karmic sierra
#

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?

white bobcat
#

It means that you are using different render methods within the same block. You must only use one now.

karmic sierra
#

But I'm only using one

vestal marsh
#

If so, then you are not.

#

You are using opaque and alpha_test_single_sided

karmic sierra
#

ohh bruh I thought It uses alpha_test_single_sided for every side bc I had *

#

ok works thanks

naive lotus
next walrus
naive lotus
#

apparently the audio got recorded

next walrus
next walrus
naive lotus