#How to switch my block components to 1.21

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solemn hearth
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I need help with switching my block component to 1.21 but im having trouble

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   "format_version":"1.20.80",
   "minecraft:block":{
      "description":{
         "identifier":"ce:dirt",
         "register_to_creative_menu":true,
         "is_experimental":false
      },
      "components":{
         "minecraft:loot":"loot_tables/entity/empty.json",
        "minecraft:destructible_by_mining": {
             "seconds_to_destroy": 0.3
         },
         "minecraft:destructible_by_explosion": {
    "explosion_resistance": 1000
},
          "minecraft:display_name": "Dirty Dirt",
         "minecraft:ticking":{
            "looping":true,
            "range":[15, 15],
            "on_tick":{
               "event":"ce:tick",
               "target":"self"
            }
         }
      },
      "events":{
         "ce:tick":{
            "run_command":{
               "command":[
                  "setblock ~~~ air",
               ]
            }
         }
      }
   }
}```
shadow stormBOT
#
HCF Removal and Custom Components

The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.

Please take a look at the following links to learn more about custom components:

solemn hearth
# shadow storm

i already read that but I do not understand, isnt there a component list that i can look from?

dreamy nacelle
solemn hearth
solemn hearth
dreamy nacelle
#

The wiki is in the process of migrating, hopefully by tomorrow you'll see the upgrade guides

solemn hearth
# dreamy nacelle Yes

Ok, I see... I have this replace air one then. I kind of liked that I can /reload the behaviors and it would still run the event where it replaces the block with air. Is that possible with scripts

#

Oh cool nvm it works like this right

        "description": {
            "identifier": "content:my_block"
        },
        // Base Components
        "components": {
            "minecraft:custom_components": ["content:turn_to_air"],
            "minecraft:loot": "loot_tables/blocks/my_block.json",```

```class TurnToAirComponent implements BlockCustomComponent {
    constructor() {
        this.onStepOn = this.onStepOn.bind(this);
    }

    onStepOn(e: BlockComponentStepOnEvent): void {
        e.block.setPermutation(BlockPermutation.resolve(MinecraftBlockTypes.Air));
    }
}

world.beforeEvents.worldInitialize.subscribe(initEvent => {
    initEvent.blockTypeRegistry.registerCustomComponent('content:turn_to_air', new TurnToAirComponent());
});```
dreamy nacelle
solemn hearth
#

Did I make a bit more sense?

muted vessel
#

The truth is this sucks, for my part I will withdraw from the addons, I will not do 50 hours of work again for Mojang to change it again

dreamy nacelle
hybrid mirage
#

custom components not working can anyone help me asap here

#

I'm trying to add an entity to a block to make a sittable furniture

old shadow
muted vessel
dreamy nacelle
solemn hearth
verbal moth
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My custom blocks are all wrecked.

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And converting them into the 1.21.20 block format is actually long.

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I have a lot of blocks.

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I have a lot of blocks. There is no way that I'll convert 20 of the custom blocks into a new .Json format for bedrock edition.

verbal moth
dreamy nacelle
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90% of the HCF content has been stabilised for months

#

Ive been making custom blocks without that toggle before this update released

verbal moth
#

How?

dreamy nacelle
#

???

solemn hearth
#

is there such thing as interval in the components or do i have to use system.runTimeout in scripts for block custom components

solemn hearth
nimble stone
muted vessel
# dreamy nacelle Did you know you can make addons without using exp features? ๐Ÿ˜ฑ

Addons of that style do not offer a quality comparable to Java mods, although no addon really does, they are much further away, at least for me it looks bad to base everything on invisible entities or directly make entities that act as blocks, and honestly scripting is a quite complicated programming way to learn if you don't speak English, at least for me, it is even easier for me to program in Java

muted vessel
#

I only hope that content creators adapt to these changes, which for now look double or triple as complicated, of course for an expert that is not a problem, but many of us would have to learn from 0 a new method of making blocks

dreamy nacelle
muted vessel
#

Now it's all scripting-based, it gives me a headache to read these kinds of codes and all those mixed words together, but that's okay

dreamy nacelle
verbal moth
verbal moth
#

I meant like what type of json did you use.

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Because some of the custom blocks that I've created on bridge works, and most off the others that I've created on bridge doesn't even work.

dreamy nacelle
#

I dont use bridge

verbal moth
#

No wonder

#

I've used bridge.

nimble stone
#

Or in general

verbal moth
nimble stone
#

What does your blocks.json file look like @verbal moth ?

verbal moth
#

Download it.

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Ohh, I'm so sorry.

#

I've sent the wrong file, I'm so stupid. ๐Ÿ˜‘

nimble stone
# verbal moth Download it.

I mean the blocks.json file located in the resource pack. It contains a list of all your blocks as well as a directory for their textures. It looks like this

{
    "format_version": "1.20.20",
    "amethyst_lamp": {
        "textures": "amethyst_lamp",
        "sound": "amethyst_block"
    },
    "blaze_lamp": {
        "textures": "blaze_lamp",
        "sound": "amethyst_block"
    },
    "copper_lamp": {
        "textures": "copper_lamp",
        "sound": "amethyst_block"
    },
    "diamond_lamp": {
        "textures": "diamond_lamp",
        "sound": "amethyst_block"
    },
    "emerald_lamp": {
        "textures": "emerald_lamp",
        "sound": "amethyst_block"
    },
    "gold_lamp": {
        "textures": "gold_lamp",
        "sound": "amethyst_block"
    },
    "iron_lamp": {
        "textures": "iron_lamp",
        "sound": "amethyst_block"
    },
    "nether_lamp": {
        "textures": "nether_lamp",
        "sound": "amethyst_block"
    }
}
verbal moth
#

Like this?

nimble stone
# verbal moth Like this?

Yes now define what textures to use for your blocks as shown in my blocks.json and change it's format version to 1.20.20 like mine.

After that head back to you lu_wires.json in your behavior pack and change it's format version to 1.20.20 and see what happens.

verbal moth
#

So I change both of them to 1.20.20?

verbal moth
nimble stone
#

Yes because that is the old format version

nimble stone
verbal moth
#

I'm going to make a start now.

#

Like this?

nimble stone
#

Remove the png and texture files shouldn't use spaces

daring terrace
nimble stone
#

That too lol

verbal moth
#

Since the texture name is that, it should be called in the block.json file

texture(10)

#

What will happen if I recreate the custom blocks, and make it have the same identifier as the old ones? Will the updated look alike block will change into the updated custom blocks?

nimble stone
#

You can try to keep it and see what happens ๐Ÿ‘ Same Identifier is recommended, if you change it here you have to change it everywhete

verbal moth
verbal moth
#

Another question, instead of the custom blocks being in an separate mod, like for example thr tunnel cable is in a separate mod, and the platform block is in another separate mod, if I recreate the custom blocks and put all of them in one mod and make them the same identifier as the old one, will they appear where it was before the update?

#

Like in the same exact position and place?

verbal moth
# nimble stone Did it work?

I've also complained in the minecraft bedrock channel on the official minecraft discord server, and an admin replied to me saying "womp womp"

verbal moth
#

@nimble stone It works

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I've took a shortcut, and made the new custom blocks components on bridge. So whenever I import the geo.json as a custom block, it should automatically set the file format so it can be compatible with 1.21.20. Luckily bridge sets it automatically.

verbal moth
gilded flare
#

well how did you complain exactly

verbal moth
#

In fact, why tf don't they do separate threads, it will work better. When they make the bedrock mechanics channel public and ask help, they seem to be against you.

verbal moth
#

1.21.20*

gilded flare
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I wouldn't take it that seriously tbh

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people were warned to transition to scripts

verbal moth
#

But it was unexpected.

gilded flare
#

it wasn't.

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it was completely expected.

verbal moth
#

I didn't even know that update was going to come out

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If I knew, I would've changed everything asap

gilded flare
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it was experimental and they were working on api stuff to get it out of experimental

verbal moth
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Can't minecraft just add an alternative from holiday creator features, to "custom blocks features" or something.

verbal moth
#

What

gilded flare
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so you are suggesting there to be a new experimental toggle lol

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it just became stable

verbal moth
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Wait, so if I decided to make a new custom block component for my mod, and it worked. Will it be like that forever?

gilded flare
#

its stable

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so yes

verbal moth
#

Ffs

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I have like 20 custom blocks addons

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Now I have a whole mess to clean โ˜ ๏ธ

gilded flare
verbal moth
old shadow
#

change the unit_cube in code if used

gilded flare
#

depending on how fancy your block is

old shadow
#

yeah but at leash to model will have textures

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you don't need components unless you want them to function

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it would only be a block

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with no use

gilded flare
#

thats why I said this

verbal moth
#

Wait, so now can I make a custom block any size that I want before 1.18.60? Like you can make it any size you want before there was a certain limit within the 16x16 grid?

old shadow
#

use full_block with 16x16 textures

nimble stone
# verbal moth <@861456449421967370> It works

Good deal I am glad it works now. ๐Ÿ˜ Also, I know it seems like a lot but 20 blocks is not all that much considering. I believe you can do it! Going forward try to just use stable stuff to avoid breaks in the future if you can help it ๐Ÿ‘

verbal moth
nimble stone
#

Do newly placed blocks rotate correctly?

verbal moth
nimble stone
#

#1263653967171289099 message
@verbal moth Here is a post with solved rotation. It might help, just read through it all to try to understand

verbal moth
#

Before the 1.21.20 update happened, making custom blocks that rotate is easy. Now it's a complete challenge.

nimble stone
#

Well once it's done once, then all you have to do is copy and paste. It's worth doing @verbal moth

verbal moth
#

What happens if I copy and paste it from an existing mod that is already working?

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And change the identifier and texture

verbal moth
nimble stone
verbal moth
#

Ah, I see. ๐Ÿ‘๐Ÿฟ. Another question. So if I make all my previous blocks in bridge and combine all the blocks together into one mod instead of it being separate mods like before, and I make it the same identifier as before. Would it still be in the same position like they use to be.

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And the rotation would remain the same?

verbal moth
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@nimble stone It works, I applied the rotation to it.

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Thank you so much for the help.

agile nova
#

Does anyone kow do you make redstone pass through custom blocks?

verbal moth
#

I don't really mind if its facing the wrong way. It's still rotated after all.

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Now, cya yall.

dreamy nacelle
agile nova
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Oh yeah haha

nimble stone
verbal moth
silver dawn
verbal moth
#

From the rp or bp?

nimble stone
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Bp

verbal moth
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Bad news

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My friend has made some of the custom blocks that use to work in my world, and the thing is its a custom identifier. I normally make the custom blocks on bridge

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But my friend made half of it from scratch with a different identifier. The thing is, whenever I make custom blocks on bridge, the identifier will always be "bridge:

nimble stone
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Like mine is luna:whatever_the_block_is

verbal moth
#

Like that platform block that you modified 2 years ago.

nimble stone
#

It's alright to use different identifiers throughout your addon. So you can have 2 different blocks with different ones and still be fine as long as it's correct and consistent throughout your pack

verbal moth
nimble stone
verbal moth
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Thr thing is, if I do put the bridge identifier in, then I'll have to replace thr unknown blocks with the bridge identifier.

verbal moth
verbal moth
#

And luckily, due to 1.21.20 changing the rotation components, I've managed to change the rotation degrees so it rotated like before the 1.21.20 update came out.

verbal moth
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@nimble stone I've changed it to a custom identifier. So now it isn't the bridge identifier, so now it should be compatible like the old ones.

obtuse owl