#Blocks General

1 messages · Page 15 of 1

next walrus
#

I'm trying to make a custom furnace

karmic sierra
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components | 'alpha_masked_tint' is only supported at format_version 1.21.120 or higher alongside the 'Upcoming Creator Features' experimental toggle.

Why do I get this error? I literly using the version 1.21.120

    "format_version": "1.21.120",
#

the manifest uses the newst version too
"min_engine_version": [1, 21, 132],

tawny falcon
karmic sierra
#

Bruh, why...

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thanks

tawny falcon
karmic sierra
#

Do someone know why this happens?

            "minecraft:material_instances": {
                "*": {
                    "render_method": "alpha_test_single_sided",
                    "texture": "grass_side",
                    "ambient_occlusion": false
                },
                "up": {
                    "render_method": "alpha_test_single_sided",
                    "texture": "grass_top",
                    "tint_method": "grass",
                    "ambient_occlusion": false
                },
                "down": {
                    "render_method": "alpha_test_single_sided",
                    "texture": "grass_bottom",
                    "ambient_occlusion": false
                }
            },
            "minecraft:light_dampening": 15,
``` I also tried  "ambient_occlusion": true but still not working is it bc of the render_method?
naive lotus
#

how to fix this??

tawny falcon
#

Added use_liquid_clipping field to the detection_rules in minecraft:liquid_detection a boolean field that indicates whether water will pass through the block or not, like a stair.

tawny falcon
nova wolf
#

Does anyone know the technical limit of how many blocks can be registered in an add-on before the game takes a hit on performance?
Would it also be 2^16?

nova wolf
#

Ok, found out it's 32,767, including Vanilla blocks

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Gonna have some testing fun 😁

nova wolf
nova wolf
#

No no, not permutations

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Actual blocks

vestal marsh
#

One block is a permutation.

nova wolf
#

Ohh

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Gotcha

eager path
#

#1470280988037877791

timber river
#

How do I make block into a particle emitter
Like firefly bush
I'm making asbestos

zinc wyvern
#

Why when using “blend” on a custom block (for example i was making a plant) and when I placed it down the stem showed THROUGH the pot, like it was infront of the part, but the part that showed was hidden under the dirt in the pot

shrewd storm
#

the changelog said there was a bug with the placment of the corners in the new custom stairs components right? or am i just crazy

gilded mortar
#

anyone knows how it's called the main bone of the default block geo?

desert vector
#

I don't think it has one
You have to make a custom model to use culling rules

naive lotus
#

can 1 permutation use multiple conditions? like this

"condition": "q.block_state('minecraft:corner') == 'outer_left' && q.block_state('minecraft:cardinal_direction') == 'south' || q.block_state('minecraft:corner') == 'outer_right' && q.block_state('minecraft:cardinal_direction') == 'east'",
desert vector
naive lotus
#

bruh, yes i forgot. but it doesn't seems to work

nova wolf
#

Also, you had a , at the very end

shut peak
#

So Can we use a multi collision of blocks without experimental toggle on?

naive lotus
lost pilot
#

Thank you for pinging me, your really useful answer changed my life

turbid veldtBOT
#
How To Ask Good Questions

Be specific and include relevant details about the question upfront.

  • What are you trying to accomplish?
  • If you have code, which part is not working? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

vestal marsh
#

@lost pilot

lost pilot
#

Thanks you for pinging me

nova wolf
#

I'm guessing the traitminecraft:corner_and_cardinal_direction uses 24 permutations?
6 for the cardinals X 4 for the corners?
Or would they be considered additive and be a total of 10 permutations?

shrewd storm
#

Its 2 per corner inner and outer and 1 per cardinal for top and bottom

spiral hedge
#

Has anyone created a template for custom stairs using the new block traits?

nova wolf
# shrewd storm Its 2 per corner inner and outer and 1 per cardinal for top and bottom

Yes, but with states, if I had the below, it would multiple 16 states by the 4 traits. As both are permutations, and will therefore multiply by each-other for the amount of permutations/states the block takes up

"states": {
 "frame:block1": {
   "values": {
     "min": 0,
     "max": 15
    }
  }
},
"traits": {
 "minecraft:placement_direction": {
  "y_rotation_offset": 180,
  "enabled_states": [
   "minecraft:cardinal_direction"
  ]
 }
}```
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I am just unsure if since the "minecraft:corner_and_cardinal_direction" are in the same trait, if it means they're multiplied or just added together in the minecraft code

nova wolf
#

Ok, I'm doing a test now and the maths for the permutations doesn't add up if it's 4 corner X 6 cardinals = 24 😭

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Nor does it add up if they're additive to 10

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Ohhh

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Why am I doing 6 cardinals :¬/

#

Interesting, apparently "minecraft:corner_and_cardinal_direction" uses 20 permutations?

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So that means the corners use 5 states

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Oh ok that makes sense

- None,
- inner_left
- outer_left
- inner_right
- outer_right```
shrewd storm
#

Yeah its annoying

#

Also using the y offset causes the blocks connecring to it not using the y offset to be the opposite permutation to place ex vanilla stairs dont use it at all. Itle cause placement issues

whole oyster
#

How do I make my block rotate depending on the side of the block it is being placed on?? like the barrel or log

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for example: place it on top of a block it faces up, place it on the north side of a block, it faces north

crimson ingot
#

Is there anything wrong with this model? I keep getting the baked material data error, but to my understanding, its not big enough to get that error

vestal marsh
pure lodge
#

any reason why blocks are looking like this on v26.0?

pure lodge
#

it works fine on preview

#

I really don't know what is causing this to happen

tawny falcon
#

Also, there was only one issue with ambient occlusion in the preview; it has been improved, which is probably why you're not experiencing this problem.

desert vector
unkempt phoenix
#

Hello👋
I wanted to ask, if there is a way to prevent minecraft fences from connecting to my custom block?

unkempt phoenix
vestal marsh
unkempt phoenix
vestal marsh
#

Ah I see.

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I haven't messed too much with the new connection traits.

unkempt phoenix
#

Having more options to what blocks the custom block connects to would be so nice

vestal marsh
#

Correct me if IM wrong but

obstruct_rain_accumulate_snow is what prevents snow from being on top of your block yes?

desert vector
vestal marsh
#

My reading comprehension is at an all time low right now.

white bobcat
#

obstruct rain, accumulate snow

wraith flume
#

Has this issue been fixed yet?

vestal marsh
wraith flume
#

If you connect it like the image

vestal marsh
deep idol
#

fIm looking to make a block generator
what i want is a custom block that sets the block above it to dirt for example
what the best way to do this?

deep idol
vestal marsh
nova wolf
#

Is there a way to check the stored texture data of a block?
Like maybe in NBT?

desert vector
#

blocks do not store texture data, the server has no concept of textures at all

nova wolf
#

Ah

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How does a block keep a texture?
Like there's material_instances on custom blocks, but how would that be stored?

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Like lets say I want to change material_instance using a permutation, how would that change, like where would the "attribute" be stored

desert vector
#

Block components are not stored, they are applied based on the block's permutation (identifier and state values)

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the only block component that is "stored" is queued ticks from the minecraft:tick component

nova wolf
#

I want to propose a block.setTexture()/setMaterialInstance method for scripting in Minecraft Feedback server, but I want to understand how exactly it works before I propose something like that

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So I'm just trying to understand it better

desert vector
#

I think that would come under block entities

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changing block components independent of block permutation will probably never happen

mellow portal
#

Anyone know how to get rid of this warning for the minecraft:redstone_producer component without defining a strongly powered direction? The Microsoft docs suggest that having the field unset simply doesn't have any strongly powered direction, but then the game yells at me.

fickle escarp
#

hello, anyone have any issues using onStepOn on custom block? Cause currently with collision box of a 1-3, it doesn't seem to execute or trigger.

However, if i made it like 4 or above, it triggers or detects it.

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Although the collision box works like making it thin, but the onStepOn execution or triggering doesn't seem to work

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I am creating something like a carpet model, it doesn't seem to work when i put collision box of 1-3, but when i do 4 above, it works perfectly fine

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As well as the onEntityFallOn

viscid arch
#

How do i make blocks see-through, i created a block with a texture with "holes" but they just fill with black

desert vector
#

RP/blocks.json or BP/blocks/your_block.json (with material instances)

viscid arch
vestal marsh
#

You must have a collision of 4 or higher to trigger.

fickle escarp
#

Ah okayy, so it's intentional. Thanks for clarifying @vestal marsh

desert vector
#

It's to do with the game's weird "thin" block functionality, the same thing that causes the step sounds of the block below carpet to play
Not really sure why it exists but unless block is more than 0.2 blocks (3.2 pixels) tall, you can't step on it

hexed basin
#

Is it possible to create a functional custom button and pressure plate? It's no easy to find it in this server if it exists since the search button or custom button just returns JSON UI content.

desert vector
#

custom buttons are possible except for redirecting redstone and popping off as items when support is destroyed

hexed basin
#

My item transforms in my geometry model do not seem to be working when using minecraft:item_visual in my block.json. Does anyone know why this is? I had it working just yesterday and I've since changed my code but it no longer works and I don't remember what I did.

desert vector
hexed basin
#

i've not really messed with blocks properly up until now so still trying to remember it all

whole oyster
#

so, I made my block waterlog-able and now it doesn't play sounds for when PLACED underwater, has this happened to anyone else?

            "minecraft:liquid_detection": {
                "detection_rules": [
                    {
                        "can_contain_liquid": true,
                        "liquid_type": "water",
                        "on_liquid_touches": "blocking"
                    }
                ]
            },```
desert vector
whole oyster
white bobcat
#

You need to make it trigger with script 😔

fickle escarp
#

Hello, so there's this block, i am new to blocks so i don't really know what i am doing, but it doesn't display the block below it, it only shows the top and the sides, here's my geometry and material:

"minecraft:geometry": {
                "identifier": "geometry.bao_30k_yngdly_slimeynfection.infected_slime_flower_stem"
            },
            "minecraft:material_instances": {
                "*": {
                    "texture": "bao_30k_yngdly_slimeynfection:infected_slime_flower_stem",
                    "render_method": "alpha_test",
                    "face_dimming": false,
                    "ambient_occlusion": false
                }
            },
fickle escarp
#

Have anyone tried working with similar model before and how did u it show exactly what u modeled for blocks

winter mantle
#

can custom block tags even use slashes?
for example tag:wiki:decay/wood/stem

thick stump
#

does anyone know why my block is bright? ive tried

"minecraft:material_instances": {
                "*": {
                    "texture": "bushy_oak",
                    "render_method": "blend",
                    "face_dimming": true,
                    "ambient_occlusion": true,
                    "tint_method": "none"
                }
            },``` and "minecraft:light_dampening": 15, and nothing works
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its not really bright its just during night time it doesnt consume light or something

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okay i got that fixed but now its much darker than the actual texture

thick stump
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i also got that fixed, is there any way to make it to where the block doesnt get "black" when the geometry is in the ground or something?

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looks very bad

thick stump
true rover
#

where can i find an accurate template for vanilla flowers?

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small flowers

vestal marsh
#

That's a bit vague, what are you looking for.

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What functionality.

true rover
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the random offset, i don't wanna calculate it manually if someone has already done that

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also the wiki doesn't specify how much they are offseted

vestal marsh
#

That would need to read Java code.

true rover
#

it would be easier to try random numbers until i find something that is close enough

coral palm
#

sounds.json is for block sounds only?

#

nvm

tawny falcon
sweet hedge
#

Can you rotate textures for certain sides of a block?

desert vector
#

with a custom model

nova wolf
#

@shrewd storm did you ever get the "minecraft:cornerable_stairs" tag to work with your block?

vestal marsh
#

I did.

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Works with Vanilla Stairs and my Custom Block.

nova wolf
# vestal marsh I did.
"minecraft:placement_direction": {
  "blocks_to_corner_with": [
    { "tags": "minecraft:cornerable_stairs"}
  ],
}```
It throws an error when I have it here
#

I have the tag on the block

desert vector
#

tags is a molang expression

nova wolf
#

Oh

nova wolf
#

Thank you very much

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I'm almost done my stairs template

vestal marsh
#

lol.

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You want me to share mines? Might be different depending on what block model you use.

nova wolf
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Yeah sure

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I finally got mine to be like the vanilla stairs in their weird connections 🥹

vestal marsh
shrewd storm
#

your Json structure is atrocious lol

vestal marsh
shrewd storm
#

Weird lol

shrewd storm
neat shell
#

is it possible to make a group from the block model unaffected by "minecraft:transformation"
or at least have his own rotation

desert vector
#

no, you can lock the rotation of UVs for specific bones but not the rotation of the bones themselves

neat shell
#

ah, that won't work on the model i have

#

would it be better to create a different block or just make 2 groups and hide one using a state?
the block already have ton of permutations as is

tame shale
#

Are bed block ids getting flattened in the Baby update?

tawny falcon
naive lotus
#

i just realize my custom stair doesn't connect with vanilla stair anymore in 1.26, does anyone have this problem also?

vestal marsh
naive lotus
#

Oh, you need to toggle the beta api? it wasn't like that in 1.21.132 iirc

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but yeah enabling it works again

mint frost
#

anyone know how to get plants to not allow blocks to be placed on top of them?

mint frost
#

nvm, just used playerInteractWithBlock to recreate

nova wolf
#

Almost have my custom stairs done.
It's nearly 100% vanilla like.
Just need to fix some rotational stuff while placed vertical_half top later 🤞

nova wolf
#

Trying to test the collision boxes for upside-down stairs is going to be a nightmare 🥲

nova wolf
vestal marsh
nova wolf
#

-_-
Damn, I need sleep

#

Thanks 😭

tawny falcon
tawny falcon
nova wolf
nova wolf
# vestal marsh

I was going to use 2 geos, but then Smokey sent this and I realised it could just be done with 1 geo instead of trying to figure out how to janky rotate it xD

shrewd storm
#

Yeah also have a waaay different uv map. I used a different geo for all

nova wolf
shrewd storm
#

No rotations for the texture or rotation on the block itself

nova wolf
#

When I was first applying textures, Blockbench were auto setting textures to random UV co-ords, so I had to move my UVs a lot

shrewd storm
#

I just need to fix my collisions before i batch my template. Yeah uvs are a nightmare for complex models

nova wolf
#

I still think my down UV is wrong

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xD

shrewd storm
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Probably lol. Cardinals are usefull in bb

nova wolf
#

Ye

#

I might do vanilla-like slabs now if nobody else does

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I need them for my add-on and I haven't found any updated ones

shy sphinx
#

is it possible to add a block tag on Vanilla Blocks?

shy sphinx
#

Well, thankss!

tawny falcon
true rover
#

is it possible to make a block have an item model without adding an item for it?

true rover
vestal marsh
#

So 2d. Use item display transform then to rotate your block model or make a separate 2d model and use that.

true rover
#

it know i can make it by giving a block placer component to an item with the same id

true rover
#

there is a gap between the back and front face

true rover
#

are any of these 3 bugs avoidable?

  • blocks to the side dim the flower even with ambient occlusion and face dimming set to false
  • water can not be placed in the block location even when fluid detection set to "popped"
    and
  • block can not be placed on the side of another block when placement filter allowed faces set to up
sullen trellis
#

sadly no

nova wolf
#

Damn, the visual aspect of creating custom fences is really goddamn easy

#
"minecraft:geometry": {
  "identifier": "geometry.fence",
  "bone_visibility": {
    "north": "q.block_state('minecraft:connection_north')",
    "south": "q.block_state('minecraft:connection_south')",
    "east": "q.block_state('minecraft:connection_east')",
    "west": "q.block_state('minecraft:connection_west')",
    "centre": true
  }
}```
lost vine
#

what should i use to make my large block models shadowless? currently it looks darker due to its model being inside another block.

thick stump
white bobcat
#

Yes 👍

lost vine
lost vine
#

ill stop working on those bones models for now, i need to figure out how to fix that issue first

white bobcat
lost vine
#

great, ill do some testing in the beta/preview to check it out,

lost vine
lost vine
zinc wyvern
#

Haha yes you can @vestal marsh you'd put a structure void 🤦‍♂️

desert vector
#

they were talking about the leaves replacing the blocks, not the air

vestal marsh
zinc wyvern
#

"is there a way to make the leaves not replace the blocks when loading structure?"
Simply put structure voids to replace the air so it doesnt break anything?

raw minnow
#

A leaf block is not air, it's a leaf block

lost vine
zinc wyvern
#

i was replying to a msg

lost vine
#

that's all i know about structures, correct me if im wrong,.

zinc wyvern
#

no use structure voids

lost vine
#

think about it more like this:
if we have the ability to make structures load without replacing the existing blocks (loading a 9×9×9 dirt structure inside a 8×8×8 diamond cube, the dirt will be placed only around the diamond cube without replacing the it with dirt), that means the world gen will have to do multiple block checks before placing down the structure, which will cause alot of lag and delays for larger structures,

#

and thats why we have some structures like the ruined portal can generate low enough and breaks bedrock, since Minecraft itself doesn't check for blocks to replace them or not if u know what i mean.

nova wolf
#

Does anyone know how to get a proper fence gate, slab and fences item visual?

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No matter which way I have the item_visual geometry, it always rotates to facing that way

vestal marsh
nova wolf
#

Didn't even know that was a thing

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I've only been using item visual component

nova wolf
#

Ohh in the geometry file

#

Duhhh

nova wolf
#

Hmm, it's very close

desert vector
#

Now change to pocket ui

vestal marsh
vestal marsh
#

I see.

nova wolf
#

Also, thank you Smokey!

hoary basin
#

One message removed from a suspended account.

#

One message removed from a suspended account.

vestal marsh
hoary basin
#

One message removed from a suspended account.

nova wolf
#

Does anyone know how to get the Map Colour of vanilla blocks?

vestal marsh
#

Or the mc wiki.

nova wolf
#

I'm trying block.getMapColor().red but it says it's of undefined

#

Oh, I must've been looking at the fandom when I tried to look at the wiki last time

#

woops

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Thank you

vestal marsh
nova wolf
#

Ohhh it's beta

#

bruh

vestal marsh
#

Lots of blocks are undefined it seems.

nova wolf
#

hmm

tawny falcon
nova wolf
#

And none of them match the 2 colours I'm getting

vestal marsh
#

How are you converting it?

nova wolf
#

The RGB values from in-game comes back as #8f7c48

#

Which is what the wiki says it is

#

Map color:
R: 0.5607843399047852
G: 0.2823529541492462
B: 0.46666669845581055
A: 1

pallid prairie
#

How can I make it so entities cannot path over my custom block?

#

It's not a problem if players can jump over it, it's just the entities walking over it

tawny falcon
smoky swallow
#

Is it possible to use multiple bone in geometry part of block culling

sweet hedge
#

Is it possible to cancel the spawning of nether portal blocks?

calm sage
#

¿there's a public template to make custom fluids in the newest MCPE versions? i'm looking for it to make the custard liquid that kills the player when it enters in contat with the fluid, just like the Slendytubbies 3 custard pool

karmic sierra
#

How do I fix z-fighting? I have a block (custom sapling) but the textures are z fighting is it because of the render method?

karmic sierra
#

but I want custom geo not the minecraft one (minecraft:geometry.cross)

desert vector
#

the stuff mentioned there will probably apply to your custom model too

lunar solar
#

"tag:one_way_collidable": {}

#

ive noticed adding that tag to a block makes it not push players out when you are in it by accident say opening a door or soemthing like that

desert vector
tawny falcon
lost vine
#

what component should i use to make my block waterloggable? is it a tag or something?

#

like water/lava/liquids will go right through them instead of creating an air bubble thing, like how bedrock doors work

tawny falcon
lost vine
scenic citrus
#

Are we able to add custom liquids to a Cauldron?

vestal marsh
scenic citrus
#

Well I guess you can't edit the cauldron...

tawny falcon
#

The potion and color is on the block-entity so it cannot be edited in-game

tawny falcon
amber trench
#

Is there a way to check if a block is breakable?

#

I don't really want to have to maintain a set of unbreakable blocks if there is something built in that does this

amber trench
amber trench
#

I guess it isn't so bad, I think these are the only breakable blocks as of today:

const indestructibleBlocks = [
"minecraft:command_block",
"minecraft:chain_command_block",
"minecraft:repeating_command_block",
"minecraft:end_portal_frame",
"minecraft:bedrock",
"minecraft:structure_block",
"minecraft:barrier"
];

nova wolf
amber trench
amber trench
#

During onTick, does calling setPermutation prevent user from placing another block with cursor over original block?

#

I'm not sure why but I can't place another block on my custom block during some iterations of ontick

desert vector
amber trench
desert vector
#

That's what I said

amber trench
desert vector
#

I've always remembered it being an issue
It makes it really annoying when building with leaves

amber trench
#

That is a little disappointing but there is probably a reason it prevents it

amber trench
#

Although I can place the block in same spot no problem with cursor over adjacent block

solid matrix
#

"format_version": "1.26.10" giving logs on the latest stable but the block itself is fine bao_icon_entities

amber trench
amber trench
#

Also seeing it with 1.26.0, weird

#

Is there an event for when a block is moved via a piston?

tawny falcon
tawny falcon
amber trench
# tawny falcon But are you referring to the script or the behavior of the custom block?

I am trying to make a custom redstone block and I was storing a variable whether redstone was already triggered for the block in permutation state. That was working however it is modifying permutation quite frequently when hooked up to a redstone clock. And apparantely whenever a permutation is updated a block can't be placed when the cursor is over the block for that tick.

I am looking at alternatives now like storing it in a map with position of block as key but I need to update the map if the block is moved by a piston

amber trench
#

Although now I am realizing it is more complicated than updating the map when block is destroyed and when moved by piston when directly in front.

The block can be moved always by a piston but indirectly via a slime block attached to a piston and my block attached to slime block for example

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Wish there was an event for when a block changes position

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or dynamic properties for blocks would be nice

molten moss
#

help me?

 Unexpected version for the loaded data
#

my block

tawny falcon
nova wolf
molten moss
#

oh nice, thankys my friends

pliant rapids
#

Having issues with the multiblock component. Placing works totally fine when I don't have a placement filter enabled, but when I add a placement filter, the block doesn't place. I'm not defining it in a permutation, it's just in the components section. Anyone else having this issue?

tawny falcon
pliant rapids
#

Gotcha, thanks for the info

tawny falcon
#

Nice profile drawing, it's very beautiful.

pliant rapids
#

thanks! my friend Cloudy did it

fierce girder
#

why are ALL my blocks suddenly throwing errors, but also ALL work perfectly fine 😭

fierce girder
#

it just says 'unexpected version for the loaded data'

fierce girder
#

👏 good job Mojang 🙄

tawny falcon
# fierce girder 👏 good job Mojang 🙄

It's just a problem related to the tests they ran on the block files; even though that wasn't applied, the error persisted, and it's a false error, meaning it doesn't actually exist.

#

Let's see if they fix this in a hotfix.

fierce girder
#

i hope they do

#

because it's gonna get really annoying for debugging my own stuff if they don't

slate breach
#

hello, im new to creating blocks. Does someone know if theres a way to get interllense in vscode for blocks?

frigid marsh
#

@west ledge Hi sry for ping, afaik you are one of the more skilled nerds when it comes to blocks, how block permutations supposed to work? Does the block always generates all possible permutations for the specific set of block states?

I am looking into vanilla blocks but looks like some things are hardcoded and that breaks my pipeline, for example rail_direction has 0..9 possible state values, but for example permutations for minecraft:activator_rail generates only up to 5, that make sence as we don't have variations for turns, my questions is are we able to do similar things where we reuse somekind of state but without all possible values?

vestal marsh
frigid marsh
#

I am using the BlockPermutation.resolve that accepts block states as option, but when i iterate of the block states then some of the vanilla block permutations just doesn't exists for specfic set of states they have

west ledge
frigid marsh
west ledge
#

The core of this problem is the concept of block states in scripting. There should not be such a thing as a global block state idea. Their values vary across block types even if their names are the same.

frigid marsh
#

Ahh, that make sence, but looks like its not just scripting but also the json metadata the BDS provides, not sure how deeply that goes in bedrock it self

vestal marsh
west ledge
#

Also, I'm not sure how to "report" this problem to Mojang. It's an obvious oversight, though.

frigid marsh
#

yea but data-driven blocks are yet to come so this would have to be solved somehow i guess

#

not sure

west ledge
#

What's worse is that scripting doesn't even return a superset of all states values across all block types using that state identifier. It'll just be one arbitrary block's state values.

#

But they can't change this until 3.0 — it could break stuff. 🙁

frigid marsh
#

yea and another annoying thing is that Script API returns deprecated block states like "color" on cyan_terracota

vestal marsh
#

Thats fair. A downside of backwards compatibility.

frigid marsh
#

Yea, not a big deal, i found a way to filter these externally

frigid marsh
# west ledge What's worse is that scripting doesn't even return a superset of all states valu...

I don't understand, we do have BlockStates.getAll to get all unions of states of the same name, also looks like this is how its done in bedrock in general? Seb said that he spook with navi about that

i spoke to navi about that a while ago but it's just the way their systems work internally which is why scripting is like that
if you're doing an addon you'll just need to manually put limits

nova wolf
#

I get backwards compatibility is needed, but it seems like it kinda holds a lot of stuff up due to having to retain old systems making stuff somewhat more bulkier and complicated with legacy/older code
But also I understand taking away that backwards compatibility means they will need to probably overhaul a lot of stuff 🥲

west ledge
frigid marsh
#

but who knows, maybe the data-driven blocks would solve some of the issues

nova wolf
#

Also, one state I don't understand is the "old_log_type"

frigid marsh
#

backwards compatibility*

nova wolf
#

Why does older logs still have that when like oak and such use the new log_type?

#

Because they just duplicate the state

frigid marsh
#

yea thats what i said as well, its the same thing as having the "color" state on the cyan_terracota or cyan_wool_block

nova wolf
#

Yeahh

#

Flattening seems to have happened on the outside, but it seems some internal stuff still aren't flattened, like states 😅

#

Probably some legacy code for the colors, but I can't make heads or tails of what it could be used for internally if it is still being used

frigid marsh
#

actually you are wrong internally its flattened well, but there is the compatibility layer on top of it in runtime

nova wolf
#

Ohh

#

Probably will take them a while to get to though since well, Minecraft is pretty big

#

And they probably have thousands of other issues on top of that

frigid marsh
#

not sure if thats something to be changes, droping compatibility layer is not daily task after all, and also defeats the point of the "backwards compatibility"

simple pumice
#

Anyone else getting
[Blocks][error]-block_definitions | Unexpected version of loaded data
messages for custom block or have I just overlooked something?

nova wolf
#

There's nothing actually wrong unless you get a different error

#

But it's hella annoying

#

Very hard to debug a real problem if you've got a few hundred of them things on your screen

simple pumice
#

Yeah almost had a heartattack 😅 with so many error thought I massively screwed up.

nova wolf
#

I can't properly debug any issues with my add-on unless I go into the log file on my computer to check

slate breach
#

why is it so hard to make a chest-like block

#

i been searching the entire documentation for something similar to a container component but found nothing

desert vector
#

We can't make containers (although that might be coming soon) and we can't assign a sort of client entity to blocks to allow for animations so most of what makes a chest is currently impossible

slate breach
#

that explains a lot

#

Is it possible to do a sign like block?

#

cause i want to store information inside a block in any way. Information that should be accessible via scripts. I know of customComponents but they can't be updated dynamically

tawny falcon
#

How do I replicate the look of sand where the side faces are darkened but not completely?

desert vector
tawny falcon
nova wolf
tawny falcon
vestal marsh
tawny falcon
nova wolf
#

Yeah, it's honestly amazing

#

Only problem is that it requires a lot of elements and bones. (Can be reduced by half by using "minecraft:transformation")

#

But

#

Bones and elements unless in the thousands don't cause issues

tawny falcon
slate breach
nova wolf
#

Wdym in your version?

slate breach
#

i checked the npm for 1.21.60-beta-stable and they haven't been implemented yet

#

thats the version im currently on

nova wolf
#

There's a new one

proud hearth
#

How is it ?

gaunt steeple
#

what+s with this?

mild mist
#

I have all of the sudden started getting "unexpected version for the loaded data" for ALL of my custom blocks. No matter what I do. Is this a bug with the new update or something?

mild mist
karmic sierra
inner garden
tawny falcon
karmic sierra
tawny falcon
tawny falcon
karmic sierra
#

Works thank you

coral palm
vestal marsh
#

No idea why this is in blocks, but theres two meanings of registered, /place and validated.

karmic sierra
#

can I make a block looks like an item in the inv?

vestal marsh
karmic sierra
#

hmm ok thanks

karmic sierra
#

is it possible to get rid of the interaction with a block if onPlayerInteract is used? bc its annoying you cant place a block on the block bc it has onPlayerInteract property

karmic sierra
#

they need to fix this idk how but the must xD

karmic sierra
#

I'm making a custom button rn. how do I make it so it only can be placed on a full blocks?

junior flame
#

How do you define custom components with format version > 1.26.0?

#

Seems like the custom components list doesn't work, guess I should be using v2

vestal marsh
junior flame
#

tyyy

#

yess I was having a braindead moment there

#

was so confused thinking my minecraft installation had somehow broken, not realizing that I changed the format version to support some other thing like 3 days ago

olive tapir
#

Hello, how can i fix the issue with format_version

#

I put the format in 1.26.0 and gives an error

white bobcat
olive tapir
#

Ok

olive tapir
#

Pls update 🥺

white bobcat
#

Will do rest assured

olive tapir
#

Thanks Kaio 😭🙏

whole oyster
#

"[Blocks][error]-block_definitions | C:/Users/ryang/AppData/Roaming/Minecraft Bedrock/Users/4267159218138990965/games/com.mojang/minecraftWorlds/GRKCHRVMHSQ=/behavior_packs/skeleTON | blocks/bigbomb/bigbomb.json | Unexpected version for the loaded data"

Why am I getting this error ever since the new update??

nova wolf
#

Yeah, and there's been 2 hotfixes but no fix 😭

#

It's really annoying since I have over 100 blocks in my add-on and it's just spamming the error

#

And I can't tell if there's a real problem somewhere else because it just flies by

#

And I'm nowhere near done with adding blocks to my add-on

tawny falcon
heady crypt
#

does anybody know if this "Unexpected version for the loaded data" bug is also effecting custom components working?? I'm getting "child xxx not valid here" error on my custom blocks now

nova wolf
sour shadow
#

im having the same issue

#

and the block is not appearing in game

tawny falcon
kind finch
#

Is it possible for a block to have texture layering like entities or would you have to make a variants (different model, etc.) for the block?

#

Looking to do something like this depending on the blocks around it

vestal marsh
kind finch
#

Oooo we just got this?

vestal marsh
#

I would say relatively recent yeah.

kind finch
#

Huh... there's no connection for up and down :(

tawny falcon
delicate glacier
#

Anyone know how to make a custom web block?

#

I assume we use minecraft:friction

odd dagger
#

there no component for this yet

#

you could create a script and check if the player is inside of the block and give them slow falling

white bobcat
#

You would need to use knockback on the player for falling and modify movement component values when inside the custom web

#

entities *

odd dagger
#

keep in mind messing with the movement component is a bit weird, it'll reset the value when sprinting

delicate glacier
#

What about the rendering? I'm really inexperienced with custom blocks

white bobcat
#

What about it

#

Use alpha_test_single_sided render method

delicate glacier
#

How do you render the item as a normal flat item png?

#

I figured out the rendering as a block, just this is goofy LOL

vestal marsh
#

Make an item and use replace block item.

desert vector
delicate glacier
#

Okie dokie, thanks, just didn't know if it was possible without it

lunar solar
#

With custom geometry

wraith flume
#

How do I change black in opaque to another color like a leaves?

desert vector
#

or 0, but a lot of image editors don't support opacity below 1 properly

wraith flume
#

thank you

sinful garden
# vestal marsh NO

dang... there goes my idea, anyone know how would I go about making moss turn different blocks into moss? I'm tryna add bone_blocks to the list

tawny falcon
#

Bedrock doesn't have a tag for that. ihh

#
{
  "format_version": "1.16.0",
  "minecraft:vegetation_patch_feature": {
    "description": {
      "identifier": "minecraft:moss_patch_bonemeal_feature"
    },
    "replaceable_blocks": [
      "minecraft:dirt",
      "minecraft:coarse_dirt",
      "minecraft:podzol",
      "minecraft:dirt_with_roots",
      "minecraft:grass_block",
      "minecraft:mycelium",
      {
        "name": "minecraft:stone",
        "states": {
          "stone_type": 0
        }
      },
      "minecraft:granite",
      "minecraft:diorite",
      "minecraft:andesite",
      "minecraft:deepslate",
      "minecraft:tuff",
      "minecraft:moss_block",
      "minecraft:pale_moss_block"
    ],
    "ground_block": "minecraft:moss_block",
    "vegetation_feature": "minecraft:moss_vegetation_feature",
    "surface": "floor",
    "depth": {
      "range_min": 1,
      "range_max": 2
    },
    "vertical_range": 5,
    "vegetation_chance": 0.6,
    "horizontal_radius": {
      "range_min": 1,
      "range_max": 3
    },
    "extra_edge_column_chance": 0.75
  }
}
sinful garden
#

oh

#

sweet so i just add bone block to this and put it in a bp?

sinful garden
#

nice

sinful garden
#

any reason why adding it to a specific place in the list would be important? I haven't tried it yet but wanna cover my bases while i do dishes

tawny falcon
sinful garden
tawny falcon
#

Bp/features/file_here.json

sinful garden
sinful garden
#

do i need feature rules? or no bcuz the rule should be the same right?

tawny falcon
sinful garden
#

right

tawny falcon
sinful garden
#

ok thats also what i thought

#

good

#

sweeeeet thank you

#

it worky

oak totem
#

how can I detect if my block has a block above inside the json file? (non scripting and it should be any block)

#

minecraft:connections trait doenst seems to have connections for above and below

oak totem
#

so we cant replicate wall blocks only through json yet

vestal marsh
#

no.

gaunt ocean
#

How do I define loot in Suspicious Sand and Gravel?

tawny falcon
gaunt ocean
#

Does it accept any loot table?

tawny falcon
gaunt ocean
#

Ty

tawny falcon
#

If it's a jigsaw structure, there's also a way to configure it, but I don't quite understand how it works.

gaunt ocean
#

Ok tysm

coral palm
sinful garden
#

that's cool

sinful garden
#

I stuggled to find anything on mossblocks online, is it just from a copy of the vanilla behavior pack?

#

(right now I'm actually looking to add bone blocks to the tier system so that u can craft furnaces and stone tools)

tawny falcon
sinful garden
#

is that in the minecraft launcher?

#

or

tawny falcon
sinful garden
#

oh

sinful garden
tawny falcon
sinful garden
#

gotcha

#

I assume that would just be a recipes folder like the features folder was for the moss block right?

sinful garden
sinful garden
#

so... this should work

#

as is?

#

ig I can just test lol

#

sweet

#

it does

candid kettle
#

{
"format_version": "1.26.10",
"minecraft:block": {
"description": {
"identifier": "ci:pollution_spreader"
},
"components": {
"minecraft:collision_box":true,
"minecraft:display_name": "Pollution Spreader",
"ci_f:pollution_spread": {},
"minecraft:light_dampening": 15,
"minecraft:light_emission": 0,
"minecraft:destructible_by_explosion":false,
"minecraft:destructible_by_mining":true,
"minecraft:friction": 0.4,
"minecraft:flammable":false,
"minecraft:geometry":{
"identifier": "minecraft:geometry.full_block"
},
"minecraft:material_instances": {
"*": {
"render_method": "opaque",
"texture": "pollution"
}
},
"minecraft:selection_box":true,
"minecraft:tick": {
"interval_range": [
20,60
],
"looping": true
}
}
}
}

anybody know what causing this error

[Blocks][error]-block_definitions | C:/Users/thuan/AppData/Roaming/Minecraft Bedrock/Users/Shared/games/com.mojang/development_behavior_packs/Critical Industry - Primitive Age BP | blocks/polution_spreader.json | Unexpected version for the loaded data

sand veldt
#

Can anyone tell me how to fix the “unexpected version for the loaded data block” error?

desert vector
#

you can't, it's a bug
it will go away in 1.26.20

#

unless they decide to hotfix it before then

pseudo ether
nova wolf
#

Anybody know the limit of how many bones a block can have before it starts to lag?

#

I think for 1 block I'll be using 1,024 bones

#

Maybe

#

Depending on the variations if they're 16x16x4

wraith flume
#

The custom full block I made does not have connected redstone.

desert vector
#

Is the block a redstone conductor?

#

I think the side wire only shows on custom conductors

half trail
#

how do i prevent this from happening?

#

the block is just black concrete with a 4 pixel wide strip of white in the middle

#

but at a short distance it severely blurs

lunar solar
#

What the actual fuck 😭

#

Whats the render method?

desert vector
# half trail

that's mipmapping
any reason the cube isn't just 4 pixels wide? looks to be 16×16

#

also it looks like you might be using blend, you should be using opaque for a block like that

half trail
#

Should I just make a separate stripe block which is just a thin layer 4 pixels wide?

desert vector
#

oh wait i thought the concrete was a separate block

#

making a separate stripe block would fix it

half trail
sullen trellis
#

whats the seconds_to_destroy for stones? because i have tried adjusting it but seems like its between its hard to break, or when i lower it i can break by hand easily.

vestal marsh
sullen trellis
#

imma check it out thanks

glass citrus
#

Yeah, so I tired this out. Count seems to be screwing it up. Removing it doesn't work either.

desert vector
#

count does accept integers, bridge.'s schema is wrong

glass citrus
desert vector
#

I can't see anything wrong other than that identifiers shouldn't have uppercase letters

glass citrus
desert vector
#

that's an issue with bridge, I can't help with that

glass citrus
#

Yeah, nothing's workinng.

shy sphinx
#

is it possible to change all of the block sounds in just one go? or i have to define every blocks on sounds.json?

wet mist
#

You can probably just change the audio file with the ones you want to switch with using the same name

wraith flume
#

Is it possible to implement a selection box like this?

vestal marsh
vale zinc
#

if my block doesn't show up in the creative menu, but the field 'menu_category' is mentioned in the .json file. what do I do???

half trail
#

Or post the text

granite raft
#

Is it possible to cancel fall damage on a specific block?

autumn sail
#

is it still possible to set a carried_texture for a block using the blocks.json file and putting "carried_textures": "path\to\carried_texture" for the block?

vale zinc
# half trail Can u screenshot the file?

{
"format_version": "1.20.80",
"minecraft:block": {
"description": {
"menu_category": {
"category": "nature",
"group": "nature",
"is_hidden_in_commands": false
},
"identifier": "water_detection:dry_block"
},
"components": {
"minecraft:tick": {
"interval_range": [
0,
0
],
"looping": true
},
"mcutils:concrete_powder": {
"block": "water_detection:wet_block" // ID of the block to convert to.
},
"minecraft:collision_box": true,
"minecraft:destructible_by_explosion": true,
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 1
},
"minecraft:display_name": "Dry!!!",
"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:light_dampening": 15,
"minecraft:light_emission": 0,
"minecraft:loot": "loot_tables/dry_block.json"
}
}
}

desert vector
#

That format version is too old

#

You should update to the latest

sinful garden
#

just make sure you're formatting it right and u shuld b good

sinful garden
#

i think

sacred kayak
#

is there anyway to have bone_visibility also target nested bones or "bone groups"?

granite raft
cyan hound
#

What are the right format version for blocks

#

in block definition

#

I always get an error log about unexpected version but works fine

odd dagger
#

its a bug rn

cyan hound
#

Ohh

#

Alright

lunar solar
#

Any idea what is happening

#

So far from testing its an addon order thing

#

At least I think

#

The problem is that there is no discernible pattern to fix it

#

This did not happen before I updated to 26.30.26

#

Those 16x16x1 blocks are using vanilla textures as well

#

There should be no reason there for a texture issue

random sonnet
#

Is it possible to have a texture depending on the block above without scripts?

random sonnet
#

😔

#

but thanks

random sonnet
#

Why is this not working?

            "minecraft:placement_filter": {
                "conditions": [
                    {
                        "allowed_faces": ["up"],
                        "block_filter": {
                            "tags": "!q.any_tag('minecraft:water')"
                        }
                    }
                ]
            }```
tawny falcon
random sonnet
#

when the block below is water the block should break

vestal marsh
tawny falcon
random sonnet
vestal marsh
#

More info needed is so trustworthy.

tawny falcon
random sonnet
#

just water is also not working

tawny falcon
tawny falcon
vestal marsh
random sonnet
#

oh

vestal marsh
#
      "minecraft:placement_filter": {
        "conditions": [
          {
            "allowed_faces": [
              "up"
            ],
            "block_filter": [
              {
                "tags": "q.any_tag('water')"
              }
            ]
          }
        ]
      },
random sonnet
vestal marsh
#

Ok, then make the proper changes.

random sonnet
#

and how do I make the proper changes?

viscid arch
#

am i just not able to create custom blocks with the "unexpected version for laoded data" bug? is there any work-around?

strong iris
#

so i made a geode feature and custom buds blocks. how would i make them rotateable based on where they we're placed in the feature

vestal marsh
#

Do we not need to define menu category if its already defined in item catalog now? Has that always been the case?

vestal marsh
#

Is there a way for block culling, when on the down face, cull the up and down face. When on the up face, cull the up and down face.

desert vector
#

no, you can only cull each geometry part based on one direction

vestal marsh
#

Stinky.

desert vector
shy pebble
vestal marsh
shy pebble
vestal marsh
#

I always use the latest format.

shy pebble
# vestal marsh Is there a way for block culling, when on the down face, cull the up and down fa...

I've looking at culling for another project and think I may have a workaround solution for you. You can only have one rule per face - but you can also have one rule per bone (i.e. hiding the whole bone). If your up and down faces were in a different bone from the rest of the model, then you can set two down rules that hide each the up and down faces, and an up rule which hides the whole bone.

tawny falcon
#

The best way to make falling leaf particles in custom leaves is by using the custom component onTick?

tawny falcon
tawny falcon
# odd dagger ?

The custom component randomtick is affected by the world's tick option; vanilla falling leaf particles are not affected by it.

odd dagger
vestal marsh
#

For performance I would use onRandomTick.

tawny falcon
vestal marsh
random sonnet
#

Is there a way to create a placement filter that have to meet all conditions?

random sonnet
#

How can I transform one element of a geometry?

random sonnet
#

:c

#

but thanks

limpid sedge
# vestal marsh Cant.

Erm smokey what the current stable Version for blocks? Because currently it keeps saying unexpected version loaded on my blocks

desert vector
#

that's a bug
if your block loads fine, you can ignore that message

tawny falcon
worn lindenBOT
#
caliiengalleta

mine was already repaired, I just updated it

shy pebble
#

I just want to shout out WHOO-HOO because finally I am not presented with pages of "Unexpected version for the loaded data" errors every time I load my worlds.

opaque maple
#

hello, why isnt my custom leaves not casting any shadow at the bottom? Is it the block culling thats affecting it or smth bao_foxxo_sick

glass citrus
#

Two questions; how do make a block that hurts players and mobs on contact, and how do I make it soo that blocks can only be placed on top of certian other blocks?

Trying to make a custom Cactus block, there isn't much info abouit that online.

sour shadow
#

does anybody know why I'm getting "child xxx not valid here" error on my custom blocks?

#

this is my script

#

im using "format_version": "1.26.10"

vestal marsh
#

They changed it to arrays like items now.

sour shadow
sour shadow
vestal marsh
#

I also lied, I think thats for 1.26.20 not 1.26.10

tawny falcon
humble sinew
humble sinew
#

.

#

I've noticed vanilla leaves when surrounded by other vanilla leaves turn fully opaque, but can't quite get the same result with custom leaves. Does anyone have tried that yet??

opaque maple
humble sinew
#

it may be related to the same problem I'm having with the custom leaves not recognizing the're hidden behind other leaves

#

but at least now you hava occlusion againts walls, other leaves, etc (but no on the ground)

opaque maple
#

before vs befive

#

ok maybe its not that different but it makes it less noticeable so im happy w it bao_foxxo_sick

fallow axle
lost vine
#

@vestal marsh onTick/custom components in general is not working on blocks that naturally generates in the world, i have to break the block and place it down in order to make it works, is it like a bug in the latest stable update or somethin?

small sedge
karmic sierra
#

What does this error mean?

this component was found in the input, but is not present in the Schema

karmic sierra
#
{
    "format_version": "1.26.20",
    "minecraft:block": {
        "description": {
            "identifier": "ct:fake_concrete_blau_clickable",
            "menu_category": {
                "category": "equipment"
            }
        },
        "components": {
            "minecraft:geometry": "geometry.fake_concrete_blau",
            "minecraft:material_instances": {
                "*": {
                    "texture": "concrete_blue",
                    "render_method": "alpha_test"
                }
            },
            "minecraft:collision_box": {
                "origin": [0, 0, 0],
                "size": [0, 0, 0]
            },
            "ct:clickable": {
                "type": "fake_concrete_blau_clickable"
            },
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 1
            },
            "minecraft:display_name": "§1Fake §7Concrete §f(§7Clickable§f)"
        }
    }
}
#

and what is not valid?

#

I dont get it

vestal marsh
#

ct:clickable Did you register this component?

karmic sierra
#

yes

#
system.beforeEvents.startup.subscribe((d) => {
    let { blockComponentRegistry } = d;
    blockComponentRegistry.registerCustomComponent("ct:clickable", {
        onPlayerInteract: ({ block }) => {
            let rn = Math.random() * 100;
            if (rn < 25) {
                block.setType("air");
            }
        },
    });
    blockComponentRegistry.registerCustomComponent("ct:head", {});
});
vestal marsh
#

Are you sure? No content log regarding scripting?

karmic sierra
#

Nope

vestal marsh
#

Cannot determine which pack manifest to use: Multiple manifests found at the same directory level in the pack's folder hierarchy.

karmic sierra
#

Yeah but I have this error in every pack so its not that one

vestal marsh
#

Fix it?

#

Clearly is causing an issue with your scripts not registering the components.

karmic sierra
#

No like Idk why this happing

#

I changed the uuid everything and still doesnt work

vestal marsh
#

Yeah, that could be it.

#

You should fix things in your content log.

karmic sierra
#

nope its still not working

#

wait what is the current manifest version?

#

1.26.20? if yes yeah still not working xd

#

OMG BRUH I found the issue bc I imported the files with

system.run(() => {
import("./main");
});

it had a tick delay

#

Bro I was going crazy

hollow ocean
#

How to create this ?

lost vine
tawny falcon
hollow ocean
# tawny falcon ?

I want to create this "cave block" which has special properties that I am unaware of.

hollow ocean
small sedge
#

can blocks still show up as item.id:block_name or something similar even with a name in the lang file?

tawny falcon
#

items use item.namespace:item

small sedge
#

aight

plain idol
#

does anyone know what are the names of warped and crimson planks texture, the ones in the resource isn't working, doesn't replace the block textures in game

desert vector
plain idol
#

oh, they moved it, thanks

shy pebble
#

That explains why I couldn't find them!

scenic hawk
#

How can I prevent custom blocks from turning grass blocks into dirt?

shy pebble
#

I *think * it's just a case of setting your minecraft:light_dampening value to a low level so that light can reach the grass. I can't remember if there are other factors.

fathom hinge
#

Yo! Is there a vscode extension that have auto completions for any json files like items, blocks, ect.

fathom hinge
#

what is the block entity component???

#

and can we set a dynamic property to a block rn?

fathom hinge
#

theres absolutly no docs on this

vestal marsh
#

Add the component to it.

fathom hinge
#

what is it 🙂

fathom hinge
#

wait thats just on the preview?

vestal marsh
#

Yes.

fathom hinge
#

oh

#

then i cant use it

vestal marsh
fathom hinge
vestal marsh
#

And you didnt notice it says preview?

fathom hinge
#

No 😂

#

Rahhhh I will need to make a big json

fathom hinge
#

[Blocks][error]-block_definitions | C:/Users/princ/AppData/Roaming/Minecraft Bedrock/Users/Shared/games/com.mojang/development_behavior_packs/Electron Addon BP | blocks/coal_generator.block.json | Block definition parsing failed

[Scripting][warning]-[Cables] §aLoaded cables in 97ms

[Texture][warning]-The block named electron:coal_generator used in a "blocks.json" file does not exist in the registry

[Molang][error]-minecraft:player.0.18c711de-4e7c-af8a-2fe7-54546bb044d2.zombie_hamburglar | binding expression  returned a bone name that doesn't exist.

#
    "format_version": "1.20.80",
    "minecraft:block": {
        "description": {
            "identifier": "electron:coal_generator",
            "menu_category": {
                "category": "items"
            }
        },
        "components": {
            "minecraft:collision_box": true,
            "minecraft:selection_box": true,
            "minecraft:destructible_by_mining": {
                "seconds_to_destroy": 0.8
            },
            "minecraft:destructible_by_explosion": {
                "explosion_resistance": 30
            },
            "minecraft:geometry": "geometry.coal_generator",
            "minecraft:material_instances": {
                "*": {
                    "texture": "coal_generator",
                    "render_method": "alpha_test"
                }
            },
            "minecraft:map_color": "#7d7d7d",
            "tag:minecraft:is_pickaxe_item_destructible": {},

            "electron:coal_generator_component": {}
        }
    }
}```
#

does someone have any idea of why my custom component bugs the block?

#

when i remove ```,

        "electron:coal_generator_component": {}``` the block register as normal
tawny falcon
#

Are you using custom component v2 in format version very old

#

If I'm not mistaken, it needs to be at least 1.21.90

fathom hinge
#

oh

#

ai fixed it with this: ```{
"format_version": "1.20.80",
"minecraft:block": {
"description": {
"identifier": "electron:coal_generator",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:collision_box": true,
"minecraft:selection_box": true,
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 0.8
},
"minecraft:destructible_by_explosion": {
"explosion_resistance": 30
},
"minecraft:geometry": "geometry.coal_generator",
"minecraft:material_instances": {
"*": {
"texture": "coal_generator",
"render_method": "alpha_test"
}
},
"minecraft:map_color": "#7d7d7d",
"tag:minecraft:is_pickaxe_item_destructible": {}
},

"minecraft:components": {
  "electron:coal_generator": {}
}

}
}```

#

he put it in the "minecraft:components"

tawny falcon
fathom hinge
#

but it works

#

ill try

#
  "format_version": "1.21.90",
  "minecraft:block": {
    "description": {
      "identifier": "electron:coal_generator",
      "menu_category": {
        "category": "items"
      }
    },
    "components": {
            "electron:coal_generator": {},

      "minecraft:collision_box": true,
      "minecraft:selection_box": true,
      "minecraft:destructible_by_mining": {
        "seconds_to_destroy": 0.8
      },
      "minecraft:destructible_by_explosion": {
        "explosion_resistance": 30
      },
      "minecraft:geometry": "geometry.coal_generator",
      "minecraft:material_instances": {
        "*": {
          "texture": "coal_generator",
          "render_method": "alpha_test"
        }
      },
      "minecraft:map_color": "#7d7d7d",
      "tag:minecraft:is_pickaxe_item_destructible": {}
    }
  }
}``` this doesnt work
tawny falcon
tawny falcon
fathom hinge
tawny falcon
fathom hinge
#

im latest

#

ohh it doesnt apply to the block

fathom hinge
#

this is my script: ```system.beforeEvents.startup.subscribe(initEvent => {
initEvent.blockComponentRegistry.registerCustomComponent('electron:coal_generator', {
onPlayerInteract(e) {
const player = e.player
if (!player) return;

  const playerName = new ObservableString("Player", { clientWritable: true });
  const difficulty = new ObservableNumber(1, { clientWritable: true });
  const musicEnabled = new ObservableBoolean(true, { clientWritable: true });
  const volumeLevel = new ObservableNumber(75, { clientWritable: true });

  new CustomForm(player, "Game Settings")
    .closeButton()
    .spacer()
    .label("General Settings")
    .divider()
    .textField("Player Name", playerName, {
        description: "Your display name in-game"
    })
    .spacer()
    .label("Difficulty")
    .dropdown("", difficulty, [
        { label: "Peaceful", value: 0 },
        { label: "Easy", value: 1 },
        { label: "Normal", value: 2 },
        { label: "Hard", value: 3 }
    ])
    .spacer()
    .divider()
    .label("Audio Settings")
    .toggle("Music Enabled", musicEnabled)
    .slider("Volume", volumeLevel, 0, 100, {
        description: "Master volume level",
        step: 5
    })
    .spacer()
    .button("Reset to Defaults", () => {})
    .show()
    .then(() => {
        console.log(`Settings saved: ${playerName.getData()}`);
    })
    .catch(e => {
        console.error(e);
    });
}

});
});```

fathom hinge
#

okayyy everything works

#

thank you

tawny falcon
#

You're welcome

plain idol
#

does anyone know if height map for chests works?

plain idol
#

does anyone why this error appears when putting height map on chests?

fallow fiber
#

Is there any way to reproduce this rendering bug on a custom fence? Using render_method or some other approach?

shrewd storm
#

try rearranging the bones

viscid arch
#

My geodes crystals all generate upsidedown, how do i make it so the crystals generate propperly?

shrewd storm
#

are you using the geode feature? Might be able to define the blockstates

viscid arch
shrewd storm
#

Yeah. I know its possible with something i just cant remember if its the geode or not

primal hatch
#

why is it that every time they add a new system for addons they always do it naiively and shallow

Look at this 🥀

nova wolf
desert vector
#

redstone torches do consume redstone, that's how they get turned off

primal hatch
#

And an observer

#

And my own block I have in java

#

They just did the classic Mojang thing if half assed implementation of a completely new system competing with their existing one instead of just using what's there without much thought out into it at that

nova wolf
#

Does anyone know why adding the sounds on a blocks.json block just doesn't add it at all?

#

I added "iron" sound to my block and it was not working at all

iron quarry
#

[Blocks][error]-Block name = 'forever:cattail' | -> components -> minecraft:geometry -> identifier: Missing referenced asset geometry.cross_crop
what's wrong with my block?

junior flame
primal hatch
odd dagger
primal hatch
#

You can work around it doing it the old fashioned way

#

Making a block that ticks and constantly checks it's power

#

But that tanks performance as their script engine is the slowest thing to have ever been created. 1 block every tick is apparently way too much

sweet hedge
#

Can blocks have timers attached similar to how the furnace has a smelting time?

white bobcat
#

Can we make vines not grow in custom blocks?

nova wolf
#

Is there a way to make flower pot like blocks to use the "minecraft:embedded_visual"?
Or does the embedded visual only work with flower pots?

nova wolf
#

Oki, thank you

small sedge
#

can highly powered faces for redstone on blocks be an array or is it locked to a string?

shy pebble
small sedge
karmic sierra
#

What does this mean?
| blocks/tank.block.json | -> components -> minecraft:geometry -> bone_visibility -> p1: invalid string
Did they changed it?

                    "minecraft:geometry": {
                        "identifier": "geometry.tank",
                        "bone_visibility": {
                            "p1": true,
                            "p2": true,
                            "p3": false,
                            "p4": false,
                            "p5": false,
                            "p6": false
                        }
                    }
desert vector
desert vector
#

you mean in the molang expression?

#

true/false are exactly the same as 1/0 in molang

karmic sierra
#

ok good xd

karmic sierra
#

How do I make so I when my custom block is above a chest I can still open it?

vestal marsh
karmic sierra
#

Do you know why this happen?

primal roost
#

does the geometry.minecraft:full_block is still working?

vestal marsh
primal roost
toxic vortex
#

Where can I ask for help regarding structure block's corner mode

primal hatch
#

why do blocks spawned by worldgen not have their tick component added?

vestal marsh
primal hatch
#

hmmm

vestal marsh
#

Still is fixed for me.

primal hatch
#

it was not happening for me (yeah arguably some months ago). from quick testing it didnt seem like it was fixed. ill check again properly

primal hatch
#

my setup is a console log inside tick component. flyinng around i see my block spawning in newly generated chunks. no log. if i place it down is see a message instead

#

i remember i had (the only call) call with some mojang people and i speficifally mentioned this bug a year ago lol

#

hehe i found a workaround

shrewd storm
#

Anyone know how the rotation for the chorus stem is done? Ik it places differen for each block but stays that rotation if broken and placed on the same block location but is there a way to replicate that?

mild mist
#

hey yall!! i have been out of the loop for a few months for personal/family stuff, I was just wondering: whats new in the past 2-3 months, Im assuming we still cant do any sort of custom block geometry without neighboring invis blocks still? anything new or exciting?

frigid laurel
#

any idea how to prevent full block support for blocks that are literally carpet-like? There is a bug report for "minecraft:support" component and Ive added to it, but surely someone out here has experienced this? I'm perplexed that the engine is not doing eval of the collision and responding accordingly. https://bugs.mojang.com/browse/MCPE-236312