#Blocks General
1 messages · Page 15 of 1
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],
Well, it'll really stabilize at 26.0 this Tuesday, I suppose.
I guess I need to wait then thanks
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?
how to fix this??
There is a field, but it's bugged.
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.
However, in version 26.0 it doesn't work as it should.
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?
Apparently it's theoretically limitless, but Mojang set a limit on how many can be created before it might start overriding vanilla stuff

One block is a permutation.
ahh okay, thanks
#1470280988037877791
How do I make block into a particle emitter
Like firefly bush
I'm making asbestos
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
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
anyone knows how it's called the main bone of the default block geo?
I don't think it has one
You have to make a custom model to use culling rules
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'",
yes, didn't you already ask this https://discord.com/channels/523663022053392405/1471055322750652559
bruh, yes i forgot. but it doesn't seems to work
Try
"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'")
Also, you had a , at the very end
So Can we use a multi collision of blocks without experimental toggle on?
holy shit it work!! now i can finally optimize my block json. thanks
Yea
No
Thank you for pinging me, your really useful answer changed my life
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?
@lost pilot
Thanks you for pinging me
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?
Its 2 per corner inner and outer and 1 per cardinal for top and bottom
Has anyone created a template for custom stairs using the new block traits?
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"
]
}
}```
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
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 😭
Nor does it add up if they're additive to 10
Ohhh
Why am I doing 6 cardinals :¬/
Interesting, apparently "minecraft:corner_and_cardinal_direction" uses 20 permutations?
So that means the corners use 5 states
Oh ok that makes sense
- None,
- inner_left
- outer_left
- inner_right
- outer_right```
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
How do I make my block rotate depending on the side of the block it is being placed on?? like the barrel or log
for example: place it on top of a block it faces up, place it on the north side of a block, it faces north
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
any reason why blocks are looking like this on v26.0?
What?
it's dark
it works fine on preview
I really don't know what is causing this to happen
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.
Guys, does this documentation work on 1.21.100+
yes, you can see format version requirements on the wiki
https://wiki.bedrock.dev/blocks/block-components#crafting-table
Hello👋
I wanted to ask, if there is a way to prevent minecraft fences from connecting to my custom block?
Is there currently a way to allow only my custom block to connect to itself?
Set this to none and use the new trait?
thank you so much
If set to "none" it won't even exept my own block to connect to.
Having more options to what blocks the custom block connects to would be so nice
Correct me if IM wrong but
obstruct_rain_accumulate_snow is what prevents snow from being on top of your block yes?
no
that allows snow to accumulate on top
obstruct_rain and none are for preventing snow
My reading comprehension is at an all time low right now.
obstruct rain, accumulate snow
Has this issue been fixed yet?
Are you using the connection trait?
yes, but when it's inner_left or inner_right, it becomes none.
If you connect it like the image
https://mojira.dev/MCPE-232019
Apparently it's fixed in the latest preview.
thank you
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?
Scripting.
no way to do with custom block?
Still requires scripting.
Is there a way to check the stored texture data of a block?
Like maybe in NBT?
blocks do not store texture data, the server has no concept of textures at all
Ah
How does a block keep a texture?
Like there's material_instances on custom blocks, but how would that be stored?
Like lets say I want to change material_instance using a permutation, how would that change, like where would the "attribute" be stored
Block components are not stored, they are applied based on the block's permutation (identifier and state values)
the only block component that is "stored" is queued ticks from the minecraft:tick component
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
So I'm just trying to understand it better
I think that would come under block entities
changing block components independent of block permutation will probably never happen
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.
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.
Although the collision box works like making it thin, but the onStepOn execution or triggering doesn't seem to work
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
As well as the onEntityFallOn
How do i make blocks see-through, i created a block with a texture with "holes" but they just fill with black
which file are you applying textures in
RP/blocks.json or BP/blocks/your_block.json (with material instances)
nvm i got it, just made the render methood "alpha_test"
Thats not an issue. It is a requirement.
You must have a collision of 4 or higher to trigger.
Ah okayy, so it's intentional. Thanks for clarifying @vestal marsh
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
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.
custom buttons are possible except for redirecting redstone and popping off as items when support is destroyed
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.
try updating your geometry format version
😅 it's always the simplest things, thank you
i've not really messed with blocks properly up until now so still trying to remember it all
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"
}
]
},```
it's a bug that affects vanilla blocks too
Ohh alright thanks lol
You need to make it trigger with script 😔
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
}
},
Have anyone tried working with similar model before and how did u it show exactly what u modeled for blocks
can custom block tags even use slashes?
for example tag:wiki:decay/wood/stem
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
its not really bright its just during night time it doesnt consume light or something
okay i got that fixed but now its much darker than the actual texture
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?
looks very bad
No
the random offset, i don't wanna calculate it manually if someone has already done that
also the wiki doesn't specify how much they are offseted
That would need to read Java code.
it would be easier to try random numbers until i find something that is close enough
No
Can you rotate textures for certain sides of a block?
with a custom model
Wait for the next stable
@shrewd storm did you ever get the "minecraft:cornerable_stairs" tag to work with your block?
"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
tags is a molang expression
Oh
lol.
You want me to share mines? Might be different depending on what block model you use.
Yeah sure
I finally got mine to be like the vanilla stairs in their weird connections 🥹
your Json structure is atrocious lol
Alphanumerical. I don't care.
Weird lol
Yeah mine works just the connecting blocks is stupid
is it possible to make a group from the block model unaffected by "minecraft:transformation"
or at least have his own rotation
no, you can lock the rotation of UVs for specific bones but not the rotation of the bones themselves
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
Are bed block ids getting flattened in the Baby update?
No, No block has been fattened for a long time.
i just realize my custom stair doesn't connect with vanilla stair anymore in 1.26, does anyone have this problem also?
Works for me, are you using beta apis and the tag?
Oh, you need to toggle the beta api? it wasn't like that in 1.21.132 iirc
but yeah enabling it works again
anyone know how to get plants to not allow blocks to be placed on top of them?
nvm, just used playerInteractWithBlock to recreate
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 🤞
Trying to test the collision boxes for upside-down stairs is going to be a nightmare 🥲
How so?
The grean area would be hard to detect whether there is a hole there or not
Get a slab that makes your stairs connect then?
This is a bug; the tag only applies to vanilla stairs if the experiment is enabled.
It's probably a support feature, but it's a bit limited right now.
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
Yeah also have a waaay different uv map. I used a different geo for all
No rotations for the texture or rotation on the block itself
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
I just need to fix my collisions before i batch my template. Yeah uvs are a nightmare for complex models
Probably lol. Cardinals are usefull in bb
Ye
I might do vanilla-like slabs now if nobody else does
I need them for my add-on and I haven't found any updated ones
is it possible to add a block tag on Vanilla Blocks?
NO
Well, thankss!
Only in java
is it possible to make a block have an item model without adding an item for it?
What is an item model.
how a diamond looks on the ground, in an item frame, in ui, and in the player hand
So 2d. Use item display transform then to rotate your block model or make a separate 2d model and use that.
it know i can make it by giving a block placer component to an item with the same id
i did that, but it doesn't look the same
there is a gap between the back and front face
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
#1420467056343519312
sadly no
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
}
}```
what should i use to make my large block models shadowless? currently it looks darker due to its model being inside another block.
if im not mistaken they fixed this in some preview?
Yes 👍
i changed my model slightly, now it looks 3d instead of 2d and doesn't have the shading issues
is this what they fixed? and/or how can i fix it if possible?
ill stop working on those bones models for now, i need to figure out how to fix that issue first
Yes that is what was fixed
great, ill do some testing in the beta/preview to check it out,
will it be out in the next update?
yeah its now working just fine
Haha yes you can @vestal marsh you'd put a structure void 🤦♂️
they were talking about the leaves replacing the blocks, not the air
I want you to reread the question...from 8 months ago...
i did
"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?
A leaf block is not air, it's a leaf block
basically use either commands or scripts to fill the area (replace air) with ur leaves stuff,
totally possible, but not great for performance since u need multiple commands or multiple block checks on scripts
im not asking abt that
i was replying to a msg
structure void is only for preventing the large structure size from destroying everything in sight, so only the blocks inside the structure will be placed in the world, and theres no way to prevent it from removing other blocks using vanilla world gen and u have to use commands or scripts for that alone.
that's all i know about structures, correct me if im wrong,.
no use structure voids
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.
Does anyone know how to get a proper fence gate, slab and fences item visual?
No matter which way I have the item_visual geometry, it always rotates to facing that way
Did you edit the item display transformation.
Hmm, it's very close
Now change to pocket ui
Whats the bug?
I see.
One message removed from a suspended account.
One message removed from a suspended account.
You can have permutations that enable or disable ao and face dimming.
One message removed from a suspended account.
Does anyone know how to get the Map Colour of vanilla blocks?
Scripting.
Or the mc wiki.
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
Thank you
#494990944152715265 message
Lots of blocks are undefined it seems.
hmm
Perhaps that's why the wiki only records Java values.
I'm getting a different Hex Code value than what the RGB values there convert to. And there's 2 different RGB values for oak_log there
And none of them match the 2 colours I'm getting
How are you converting it?
I'm inputting into here https://rgbcolorpicker.com/0-1
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
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
you can make them avoid it.
this would be more of #1067869022273667152 thing
Remember that if the block has an item with replace_block_item, the entities will not avoid the block.
awesome...
Is it possible to use multiple bone in geometry part of block culling
Is it possible to cancel the spawning of nether portal blocks?
¿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
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?
i assume you're using the vanilla cross model?
https://wiki.bedrock.dev/blocks/vanilla-block-models#list-of-vanilla-models
but I want custom geo not the minecraft one (minecraft:geometry.cross)
the stuff mentioned there will probably apply to your custom model too
Ok thanks
"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
That's been documented for a while
You can see the known functionality for vanilla block tags here https://wiki.bedrock.dev/blocks/vanilla-block-tags
Are tags picked up within the game?
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
Only water
that means ill have to generate my blocks ontop of the lava instead of inside of it, alright thanks!
Are we able to add custom liquids to a Cauldron?
Since custom liquids arent officially supported, no.
Well let me reword, can we use a custom item to fill a Cauldron?
Well I guess you can't edit the cauldron...
Only, water, lava and powder snow by the block state
The potion and color is on the block-entity so it cannot be edited in-game
By the block state
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
no

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"
];
Don't forget allow and deny blocks
Thanks good call
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
If the permutation of the block being placed on changes it prevents the placement
The permutation of the already placed block is being changed, not the one being placed
That's what I said
Oh sorry I read it wrong. Was this always the case? Any way around this?
I've always remembered it being an issue
It makes it really annoying when building with leaves
That is a little disappointing but there is probably a reason it prevents it
Although I can place the block in same spot no problem with cursor over adjacent block
"format_version": "1.26.10" giving logs on the latest stable but the block itself is fine 
I am also getting warnings for block format version: 1.21.50
Also seeing it with 1.26.0, weird
Is there an event for when a block is moved via a piston?
Yea
This is a bug from version 26.10.
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
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
Wish there was an event for when a block changes position
or dynamic properties for blocks would be nice
Minecraft bug
It's a bug with the new update. Nothing is actually wrong with your block
oh nice, thankys my friends
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?
It's a bug, it was fixed in the 26.20.20 preview.
Gotcha, thanks for the info
You're welcome
Nice profile drawing, it's very beautiful.
thanks! my friend Cloudy did it
why are ALL my blocks suddenly throwing errors, but also ALL work perfectly fine 😭
it just says 'unexpected version for the loaded data'
This is a bug from minecraft
👏 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.
i hope they do
because it's gonna get really annoying for debugging my own stuff if they don't
Really
Gotta use log files lol
hello, im new to creating blocks. Does someone know if theres a way to get interllense in vscode for blocks?
@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?
Are you doing BlockPermutation.getAll or whatever the scripting is?
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
Does the block always generates all possible permutations for the specific set of block states?
Yes.
[A]re we able to do similar things where we reuse somekind of state but without all possible values?
No.
looks like that doesn't applies for vanilla yet?
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.
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
@small silo do you have any insights on this? Why this decision and if it will change.
Also, I'm not sure how to "report" this problem to Mojang. It's an obvious oversight, though.
yea but data-driven blocks are yet to come so this would have to be solved somehow i guess
not sure
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. 🙁
yea and another annoying thing is that Script API returns deprecated block states like "color" on cyan_terracota
Thats fair. A downside of backwards compatibility.
Yea, not a big deal, i found a way to filter these externally
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
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 🥲
I did not observe that was true.
Also looks like its not going to be changed in the future if that is baked to the engine it self
but who knows, maybe the data-driven blocks would solve some of the issues
Also, one state I don't understand is the "old_log_type"
backwards compatibility*
Why does older logs still have that when like oak and such use the new log_type?
Because they just duplicate the state
yea thats what i said as well, its the same thing as having the "color" state on the cyan_terracota or cyan_wool_block
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
actually you are wrong internally its flattened well, but there is the compatibility layer on top of it in runtime
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
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"
Anyone else getting
[Blocks][error]-block_definitions | Unexpected version of loaded data
messages for custom block or have I just overlooked something?
It's a bug with the new update
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
Yeah almost had a heartattack 😅 with so many error thought I massively screwed up.
I can't properly debug any issues with my add-on unless I go into the log file on my computer to check
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
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
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
How do I replicate the look of sand where the side faces are darkened but not completely?
Set ambient occlusion to 0.55
Thanks, And it's impossible to make blocks break with a collision using the boat, right?
Yes
But the text?
Primitive Shapes.
Oh, I hadn't seen that, that's very good.
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
Use this until Mojang releases the block-entity.
Thanks, i havent seen that too. I'll wait util they are available in my minecraft version.
Wdym in your version?
i checked the npm for 1.21.60-beta-stable and they haven't been implemented yet
thats the version im currently on
npm i @minecraft/[email protected]
There's a new one
And this no beta
npm i @minecraft/[email protected]
How is it ?
what+s with this?
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?
haha litterally just like this..
Yes it's a bug
Why does my tree feature not get registered ingame?
Is there any way to stop the errors or just wait until it is fixed?
If it is not connected to a feature rule, it is not registered.
but I dont want a feature rule
Just wait, it's something inherent to the game itself, there's not much you can do.
But it's mandatory; just create a feature rule that doesn't generate any errors anywhere.
Works thank you
Are you sure? I swear I’ve seen features being registered with no corresponding feature rule.
No idea why this is in blocks, but theres two meanings of registered, /place and validated.
can I make a block looks like an item in the inv?
Make an item with block placer.
hmm ok thanks
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
No.
they need to fix this idk how but the must xD
I'm making a custom button rn. how do I make it so it only can be placed on a full blocks?
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
namespace:component
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
Hello, how can i fix the issue with format_version
I put the format in 1.26.0 and gives an error
That's a Minecraft issue, not yours
Ok
Hey kaioga the slab template it's bug
Pls update 🥺
Will do rest assured
Thanks Kaio 😭🙏
"[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??
This is a minecraft bug 👍
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
I think it'll only be on 26.20.
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
it doesn't affect custom components
And your script?
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
You can use the new connection traits to toggle bones.
Oooo we just got this?
I would say relatively recent yeah.
Huh... there's no connection for up and down :(
Unfortunately not yet, maybe if Mojang releases the wall connection.
nah that controls how fast you travel on the block and slipperiness
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
You would need to use knockback on the player for falling and modify movement component values when inside the custom web
entities *
keep in mind messing with the movement component is a bit weird, it'll reset the value when sprinting
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
Make an item and use replace block item.
Okie dokie, thanks, just didn't know if it was possible without it
You could also use item_visual
With custom geometry
With this, you can change the appearance of the blocks in the GUI.
How do I change black in opaque to another color like a leaves?
replace the transparent pixels with coloured pixels that have an opacity of 1
or 0, but a lot of image editors don't support opacity below 1 properly
thank you
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
This is a feature not a tag
Bedrock doesn't have a tag for that. 
{
"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
}
}
nice
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
The only specific location is the feature folder itself.
also, what would the folder stucture be?
oop
Bp/features/file_here.json
yeah i meant like putting minecraft:bone_block into the array the order doesn't matter?
ok thats what i thought
do i need feature rules? or no bcuz the rule should be the same right?
No, the order doesn't matter, just being on the list makes it work, but only because of the bonemeal file, as this is the file for this method.
right
In this case, it's really not necessary, since you'll be modifying the vanilla file; the game already does the work for you.
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
You cant.
so we cant replicate wall blocks only through json yet
no.
How do I define loot in Suspicious Sand and Gravel?
Use an NBT editor; I suggest the structure editor from MCBE Essentials.
Does it accept any loot table?
Yea
Ty
If it's a jigsaw structure, there's also a way to configure it, but I don't quite understand how it works.
Ok tysm
processors in jigsaw structures can do it
that's cool
how did you find this btw
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)
The list of blocks in the latest preview has been updated; this is in the 26.20 folder.
I don't know, I just looked at the game files in the APK, I don't know where it's saved on Windows.
oh
welp, i guess would you have an idea how to add bone blocks to this list?
.
You need to create new recipes with a different identifier.
gotcha
I assume that would just be a recipes folder like the features folder was for the moss block right?
Yea
so different identifier, does that mean I don't have to change the stone pickaxe recipe, I can just create a separate recipe but also have it give you a stone pickaxe?
Yea
{
"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
Can anyone tell me how to fix the “unexpected version for the loaded data block” error?
you can't, it's a bug
it will go away in 1.26.20
unless they decide to hotfix it before then
In a previous version, there were also bugs in the error log related to the attack interval. this will be fixed in future versions.
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
The custom full block I made does not have connected redstone.
Is the block a redstone conductor?
I think the side wire only shows on custom conductors
thank you
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
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
It’s opaque, and it’s a full 16x16 cube block
Should I just make a separate stripe block which is just a thin layer 4 pixels wide?
oh wait i thought the concrete was a separate block
making a separate stripe block would fix it
Oh great, thank you
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.
Check the wiki for its hardness value.
As well as this https://wiki.bedrock.dev/blocks/tool-based-destruction
imma check it out thanks
Yeah, so I tired this out. Count seems to be screwing it up. Removing it doesn't work either.
count does accept integers, bridge.'s schema is wrong
how can I fix it?
I can't see anything wrong other than that identifiers shouldn't have uppercase letters
Change TTIG to lowercase? I don't think that will help the count integer though.
that's an issue with bridge, I can't help with that
Yeah, nothing's workinng.
is it possible to change all of the block sounds in just one go? or i have to define every blocks on sounds.json?
You can probably just change the audio file with the ones you want to switch with using the same name
Is it possible to implement a selection box like this?
Selection? No.
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???
Can u screenshot the file?
Or post the text
Is it possible to cancel fall damage on a specific block?
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?
{
"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"
}
}
}
well I updated to the latest api version and it didn't break my blocks textures so ye it must be :3
just make sure you're formatting it right and u shuld b good
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_entity_fall_on?view=minecraft-bedrock-stable you could probably add this to the block components of it but just make minimum distance really high
i think
is there anyway to have bone_visibility also target nested bones or "bone groups"?
Thanks i will test
No
What are the right format version for blocks
in block definition
I always get an error log about unexpected version but works fine
ignore it
its a bug rn
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
Is it possible to have a texture depending on the block above without scripts?
No
Why is this not working?
"minecraft:placement_filter": {
"conditions": [
{
"allowed_faces": ["up"],
"block_filter": {
"tags": "!q.any_tag('minecraft:water')"
}
}
]
}```
You need the item to allow adding blocks above the water.
when the block below is water the block should break
Oh
Is there a water tag?
Yea
More info needed is so trustworthy.
But is "water" not "minecraft:water"
just water is also not working
Well, I don't know if it's possible to check with a placement filter; I checked using a script.
system.beforeEvents.startup.subscribe(data => {
data.blockComponentRegistry.registerCustomComponent("wypnt_bab:prevent_place_with_liquid_above", {
beforeOnPlayerPlace: e => {
const { block } = e;
if (block?.isLiquid) {
e.cancel = true; // prevents placing the block on liquids
}
}
});
});
Your block filter is wrong.
oh
"minecraft:placement_filter": {
"conditions": [
{
"allowed_faces": [
"up"
],
"block_filter": [
{
"tags": "q.any_tag('water')"
}
]
}
]
},
It should break if the block below is water
Ok, then make the proper changes.
and how do I make the proper changes?
am i just not able to create custom blocks with the "unexpected version for laoded data" bug? is there any work-around?
Minecraft bug
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
Do we not need to define menu category if its already defined in item catalog now? Has that always been the case?
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.
no, you can only cull each geometry part based on one direction
Stinky.
there was a bug at one point with blocks which meant you had to (but didn't have to for items)
if they've fixed it that's nice
Coming soon. The option to have no menu_category was added in preview 26.20.23.
"Blocks with a missing menu_category will correctly be accepted again instead of giving the error: "Menu Category should not have an empty value""
That's not right, I'm still getting block warning errors. Need to do more investigation.
I haven't tried it for myself, but perhaps you need to set the format version to 1.20.20
I always use the latest format.
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.
The best way to make falling leaf particles in custom leaves is by using the custom component onTick?
randomTick
But vanilla is not affected by the random tick.
The custom component randomtick is affected by the world's tick option; vanilla falling leaf particles are not affected by it.
so use onTick and use math.random instead
For performance I would use onRandomTick.
And what about parity with vanilla?
You cant have it both ways until you wait for official support.
Is there a way to create a placement filter that have to meet all conditions?
How can I transform one element of a geometry?
Cant.
Erm smokey what the current stable Version for blocks? Because currently it keeps saying unexpected version loaded on my blocks
that's a bug
if your block loads fine, you can ignore that message
It's a bug, wait until tomorrow, it will be fixed in version 26.20.
I see
mine was already repaired, I just updated it
.
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.
hello, why isnt my custom leaves not casting any shadow at the bottom? Is it the block culling thats affecting it or smth 
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.
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"
Its your tag I believe.
They changed it to arrays like items now.
no i just figure it out, i was importing the script as a dynamic import, but thanks :D.
ohh i didnt know that
I also lied, I think thats for 1.26.20 not 1.26.10
If it's only on top of sand, just put the tag in the placement filter, which can only be placed on top of blocks with the sand tag.
Do Scripting for thag
internal shadows> "face_dimming": true (on material instances)
external shadows> "ambient_occlusion": 1 (on material instances)
mind showing the code to see if there's something else interfering with the render?
.
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??
thank uu for the reply! unfortunately it still doesnt have shadows on the ground
Im just gonna settle w this since itll be for a custom tree anyway, but now I cant build bushes w it 
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)
the shadows look so dark when I have leaf blocks behind one another 😭 I just make the insides hollow so its not as harsh
before vs befive
ok maybe its not that different but it makes it less noticeable so im happy w it 
😐
@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?
Yes, bug.
I have blocks in my addon that will run tick intervals in the overworld but won't in the end and nether for some reason
What does this error mean?
this component was found in the input, but is not present in the Schema
It's not a valid component.
{
"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
ct:clickable Did you register this component?
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", {});
});
Are you sure? No content log regarding scripting?
Cannot determine which pack manifest to use: Multiple manifests found at the same directory level in the pack's folder hierarchy.
Yeah but I have this error in every pack so its not that one
Fix it?
Clearly is causing an issue with your scripts not registering the components.
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
How to create this ?
if i use some bone visibility nonsense to hide some of my model cubes, will it make the whole model lighter? bec currently the model i am dealing with has like 600 cubes lol
?
I want to create this "cave block" which has special properties that I am unaware of.
This is from java?
No bedrock
can blocks still show up as item.id:block_name or something similar even with a name in the lang file?
blocks use tile.namespace:block.name
items use item.namespace:item
aight
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
The texture is at textures/blocks/huge_fungus/crimson_planks?
oh, they moved it, thanks
That explains why I couldn't find them!
How can I prevent custom blocks from turning grass blocks into dirt?
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.
Yo! Is there a vscode extension that have auto completions for any json files like items, blocks, ect.
what is the block entity component???
and can we set a dynamic property to a block rn?
Yes.
Add the component to it.
what is it 🙂
wait thats just on the preview?
Yes.
How did you even find out about this?
The changelog
And you didnt notice it says preview?
[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
Format version
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
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"
Definitely wrong, you just need to change the format version.
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
Is this working? This is very strange; there aren't even two fields called "minecraft:components".
yeah
Are you in 26.20+?
my minecraft version?
Yea
This should work.
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);
});
}
});
});```
it worked like magic now
okayyy everything works
thank you
You're welcome
does anyone know if height map for chests works?
does anyone why this error appears when putting height map on chests?
Is there any way to reproduce this rendering bug on a custom fence? Using render_method or some other approach?
probably blend render method
try rearranging the bones
My geodes crystals all generate upsidedown, how do i make it so the crystals generate propperly?
are you using the geode feature? Might be able to define the blockstates
inside the feature file?
Yeah. I know its possible with something i just cant remember if its the geode or not
why is it that every time they add a new system for addons they always do it naiively and shallow
Look at this 🥀
This error makes sense though lol.
Like you're not going to make a redstone block also consume redstone, nor a redstone torch while they already produce their own output
redstone torches do consume redstone, that's how they get turned off
Oh
My apologies then
No lmao. A redstone wire both consumes and produce
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
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
The fuck is this horseshit
[Blocks][error]-Block name = 'forever:cattail' | -> components -> minecraft:geometry -> identifier: Missing referenced asset geometry.cross_crop
what's wrong with my block?
You do not have a geometry defined in your resource pack with the identifier geometry.cross_crop
Just classic bedrock add-ons experience. I got a huge list of nonsense issues that happen here
yeah I was annoyed by this aswell, I wanted to create a custom redstone wire for something
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
i already solved it
Can blocks have timers attached similar to how the furnace has a smelting time?
they can have a queued tick which executes after a delay https://wiki.bedrock.dev/blocks/block-components#tick
Can we make vines not grow in custom blocks?
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?
Only work with flower pot
Oki, thank you
can highly powered faces for redstone on blocks be an array or is it locked to a string?
Locked to a string. You can only define one face to be strongly powered.
This is a general limitation for all Redstone - there are no vanilla blocks that have more than one strong-powered face.
I though that was the only way to make pressure plates but I did a little bit of experimenting and found that to be false.
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
}
}
it broke in format 1.26.20+
for now if you need to use that format version you can use molang expressions instead
"minecraft:geometry": {
"identifier": "geometry.tank",
"bone_visibility": {
"p1": "true",
"p2": "true",
"p3": "false",
"p4": "false",
"p5": "false",
"p6": "false"
}
}
can I use numbers? like "1"
you mean in the molang expression?
true/false are exactly the same as 1/0 in molang
ok good xd
How do I make so I when my custom block is above a chest I can still open it?
Use the chest obstruction component
Do you know why this happen?
minecraft:geometry.full_block
ty
Where can I ask for help regarding structure block's corner mode
why do blocks spawned by worldgen not have their tick component added?
That should have been fixed ages ago.
hmmm
Still is fixed for me.
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
i checked and for me it isnt
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
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?
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?
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
I don't think there's a way.

