#Known Block Bugs

1 messages · Page 2 of 1

cursive matrix
#

There have been allsorts of weird issues over the last however long with events firing weirdly, but often recreating is very specific, so running off of what little context you gave isn't going to help.

wind summit
#

I don't think the last one is a bug right? Even vanilla blocks do that

tired forge
#

.

honest wind
#

@dreamy thunder

Block that uses "flower_pottable" needs both a "geometry" and "material_instances" component.

This is thrown on preview when the block has minecraft:geometry and minecraft:material_instances defined in every permutation but not defined at root, preventing the block from loading if it's flower pottable but defines these for each permutation rather than at root. This can be worked around by defining them at root too, but if they are already defined they shouldn't need to be defined again.

#

minecraft:item_visual has the same requirement of having both these components defined but handles them being in permutations fine.

#

More importantly, this error is thrown and stops the blocks from loading even in format versions where this was allowed previously, breaking previously working behavior packs.

cyan dawn
honest wind
dreamy thunder
#

I can look into it later if I feel like it. My stomach's kinda in a knot today.

dreamy thunder
honest wind
# dreamy thunder Wait, guh? Can you give me a code sample?

I'd have to make one since the one I tested with is properitory, but add minecraft:flower_pottable to the root of a block, make sure minecraft:geometry and minecraft:material_instances are in every permutation but not root. Then repeat with minecraft:item_visual to see intended behavior.

dreamy thunder
#

Menu category requirement bug confirmed fixed.

dreamy thunder
south berry
dreamy thunder
dreamy thunder
#

Okay.

cyan dawn
honest wind
dreamy thunder
#

What.

#

No modifications to my pack?

honest wind
#

No, nothing

dreamy thunder
#

What machine?

honest wind
dreamy thunder
#

Weird. IDK.

honest wind
#

Nothing in Simple or RTX for me too

dreamy thunder
#

@short glade, care to test my test?

short glade
#

What's the test?

#

Oh bug report.

short glade
#

Oh thats so weird.

#

It has something to do with in-game switching toggle?

#

Yeah it is.

#

@dreamy thunder@honest windBefore you enter the world, make sure your graphics mode is set to Fancy and in-game mode switching is turned off. You should now be able to see the apple.

dreamy thunder
#

!?

short glade
dreamy thunder
#

Also, thanks a ton. I’ll amend my report.

short glade
#

I reckon it's part of Kayla's reasoning about instability.

#

I, don't even know if this is a Graphics bug or a Block bug.

cyan dawn
honest wind
#

@dreamy thunder with #1420467056343519312 message it is now working in Fancy and I can now confirm it does not work in RTX.

honest wind
#

@dreamy thunder another thing, it appears only Block.setType() can place multi blocks, and Block.setPermutation() always instantly destroys the multi block afterwards, making it impossible to set states when placing a multi block via the scripting API. It appears the only workaround is to use Dimension.runCommand() and set the states there, unless I am missing something.

short glade
dreamy thunder
honest wind
#

For example, when trying to set cardinal direction it breaks

dreamy thunder
#

Should I file it?

shadow schooner
#

That is by design, setting individual parts either through scripts or commands is not allowed as that breaks the internal logic that controls the multi block behaviour.

#

You are be able to get away with setting all parts to the same permutation state all at once, like for example if there is an on/off state you can toggle that state for all parts in a single event. Like in the example tutorial

A guide to data-driven multi-blocks in Minecraft: Bedrock Edition

honest wind
shadow schooner
#

What's the script look like?

honest wind
#

I'm also not using beta APIs so I am finding the parts manually if that might be a contributing factor

shadow schooner
#

Yeah you really should you the beta method Block.getParts

honest wind
shadow schooner
#

Try using that one and if it's still causing problems then write up a bug and we will go from there. But I am happy to report that all known multi block bugs were fixed last week so 🤞 this next preview should be all good.

#

Yes it will release when we release the feature from experimental. Probably in a later this month, not sure yet.

honest wind
shadow schooner
#

Ideally you can place it by hand from an item or from a command like setblock but only if it's the part otherwise the command will fail. Technically you should be able to set them through scripts but you have to control all the parts and make sure their states are all correct and it's all done at once. I don't believe I ever tested that though, I always just used the getParts method to modify them. Maybe it is a real bug.

honest wind
shadow schooner
#

Yeah so for set permutation you need to manually set all parts with the setPermutation at their respective positions.

honest wind
#

Ideally I feel set permutation should just set the permutation on all the parts by default, and similarly to set type if changing from a standard to multi block automatically place the rest of the parts automatically

shadow schooner
#

We had a debate about doing things implicitly with regards to multi blocks, in this case the setPermutation method can detect it's a multi-block and apply the same state to all parts. But we decided against things like that as it just opens us up for more bugs that are harder to track down in the future.

subtle gate
#

I feel like a withStates method would make this a bit nicer (assuming states doesn't include the multi-block part state)

for (const part of block.getParts()) {
  part.setPermutation(part.permutation.withStates(states));
}
honest wind
shadow schooner
#

No that's technically not a bug because under the hood it places the default permutation which is always the first part of multi block, and internally that places the remaining parts.

cyan dawn
cyan dawn
short glade
#

If doors got the new trait like slabs did and exhibit different behaviour I would consider it a bug.

rancid raptor
#

@dreamy thunder some reported fixes

dreamy thunder
#

Oh, there are a lot to knock off here.

#

I'll try later.

cyan dawn
#

Now we just have to wait for it to stabilize.

dreamy thunder
#

Wow, if these are all fixed, that'd knock off almost 20% of all my remaining block bugs.

wise halo
#

Question, is there an issue or a bug report regarding uv_lock on blocks such as stairs? When using minecraft:transformation it works only in (I'm pretty sure) the north and south directions, and messes up in the east and west directions. I am using Minecraft's cut copper texture for testing.

dreamy thunder
wise halo
dreamy thunder
#

I tested mine on Preview, but it was last cycle, so… IDK.

wise halo
#

Ah, okay, I'll check again soon just to be sure

dreamy thunder
#

Selection box boundary bug confirmed fixed.

#

All known 1.26.20 format version parsing bugs confirmed fixed.

cyan dawn
#

Do the bugs shown in the preview count or not? Because there's a bug involving the new Sulfur Cube.

dreamy thunder
#

With custom block definitions?

cyan dawn
dreamy thunder
#

Oh, this post is only for the add-ons engine, not Vanilla blocks.

cyan dawn
#

When you add a custom block to the sulfur cube that defines the texture using material_instances, it doesn't render in the mob, but defining it in blocks.json makes it render correctly.

dreamy thunder
#

Oh, that is related to custom block definitions.

dreamy thunder
short glade
dreamy thunder
#

Gimme one.

short glade
dreamy thunder
#

@cyan dawn, it's in there. It's just weirdly small. Someone file this for me. pleadingFrog

short glade
#

I reckon it's because it's not considered a proper block.

#

The sulfur cubes use the new scale items thing.

dreamy thunder
dreamy thunder
#

(I haven't followed anything entity related in a few months.)

short glade
#
  "enable_attachables": true,
  "held_item_scale": 2.8
#

I will note things like block entities do not render properly which is what I presume is happening with custom blocks.

dreamy thunder
#

Thanks.

#

I'm informing them about it internally.

#

Texture variation bugs confirmed fixed.

short glade
dreamy thunder
dreamy thunder
#

I think the transformation component might be borked… again.

#

NEW: transformation component not scaling collision or selection box unless those latter components are explicitly defined.

dreamy thunder
#

Not sure about this other issue…

#

The transformation component is causing something weird to happen to models.

#

I think something happened when they tried fixing MCPE-236317.

#

It's almost like the pivot is in the wrong spot.

short glade
# dreamy thunder

Showed it to my team, such a better clarity. We lost our mind trying to figure out if it was a parser issue or something.

dreamy thunder
#

Transformation scales are relative to the block space center by default, right?

#

Wait, let me fact check how all this works. I've gotta whip out my notes.

#

Yeah, can someone else look at this?

{
    "format_version": "1.26.20",
    "minecraft:block": {
        "description": {"identifier": "test:block3"},
        
        "components": {
            "minecraft:geometry": "geometry.tall_cube",
            "minecraft:material_instances": {"*": {"texture": "obsidian"}},
            "minecraft:transformation": {
                "scale": [1, 0.125, 1]
            }
        }
    }
}
{
    "format_version": "1.26.20",
    "minecraft:geometry": [
        {
            "description": {
                "identifier": "geometry.tall_cube",
                "texture_width": 16, "texture_height": 16
            },
            "bones": [
                {
                    "name": "root",
                    "cubes": [
                        {
                            "origin": [-8, -56, -8], "size": [16, 128, 16],
                            "uv": {
                                "south": {"uv": [0, 0], "uv_size": [16, 16]},
                                "north": {"uv": [0, 0], "uv_size": [16, 16]},
                                "west": {"uv": [0, 0], "uv_size": [16, 16]},
                                "east": {"uv": [0, 0], "uv_size": [16, 16]},
                                "up": {"uv": [16, 16], "uv_size": [-16, -16]},
                                "down": {"uv": [16, 16], "uv_size": [-16, -16]}
                            }
                        }
                    ]
                }
            ]
        }
    ]
}
#

The model is 128 units tall, centered on the block space center: (0, 8, 0). The transformation then scales the y by 1/8th. So it should just be a full block.

#

I'll file the incoming bugs over the next week as I get the chance. I'm just not sure about this MCPE-236317.

subtle gate
#

beforeOnPlayerPlace no longer seems to be preventing client placement prediction

#

Only when the custom component is applied in the permutations array, in the root components it disables it properly

dreamy thunder
#

Oof.

#

I wonder what could've changed.

subtle gate
#

There was a bug before where client side placement was always disabled if any custom component in any permutation had beforeOnPlayerPlace

This head block only applies the component when minecraft:block_face is "up"
Previously, even if the head wasn't being place on the up face, client placement would not occur
Now it's broken in the opposite way where it happens all the time

subtle gate
#

very descriptive bug report title

dreamy thunder
#

Looks like there are 2 bugs left to be reported.

#
  • Transformation with no defined boxes causes each respectively to be unaffected.
  • Sulfur cubes render custom blocks too small.
#

I can tackle them later if no one else gets to them.

subtle gate
#

there's also a culling issue with rotated cubes
a bit hard to reproduce

subtle gate
dreamy thunder
subtle gate
#

These should be functionally identical, both applying the component to the default permutation (and every other permutation), but only the first would prevent client placement

"components": {
  "wiki:jisdijsoijd": {}
}
"permutations": [{
  "condition": "true",
  "components": {
    "wiki:jisdijsoijd": {}
  }
}]
dreamy thunder
#

Oh, I misunderstood. So it works as intended in root components but never in permutations, right?

subtle gate
#

yes

dreamy thunder
subtle gate
#

going to check whether it's just specific render methods

#

only affects opaque and blend

dreamy thunder
dreamy thunder
dreamy thunder
subtle gate
short glade
#

components -> minecraft:transformation -> minecraft:redstone_producer: this member was found in the input, but is not present in the Schema
Anyone got this before?

subtle gate
#

your redstone producer component is inside the transformation component?

short glade
#

That's...the issue, it wasn't.

#

Maybe a fluke? Just going to retest then.

#

Ok yeah, false alarm!

#

For 'format_version' >= 1.26.20 the block cannot define 'minecraft:redstone_producer' in the 'permutations' array and not define it in the base 'components' object
I wonder if this fixes the issue that you need the component in every permutation that has a transformation.

honest wind
#

@dreamy thunder something I noticed about MCPE-225746, the issue appears to be client-side only, placing a block against the interactable block without sneaking when its an interactable permutation fails, placing a block against the interactable block without sneaking when its a non-interactable permutation works fine.

dreamy thunder
#

Interesting. You should comment that on the tracker.

honest wind
#

@dreamy thunder another one: blocks fail to load citing needs both material instances and geometry when one of those components is defined at root and the other at every permutation, example:

{
  "format_version": "1.26.10",
  "minecraft:block": {
    "description": {"identifier": "bug_matgeo:custom_block"},
    
    "components": {
      "minecraft:geometry": "minecraft:geometry.cross",
    },
    "permutations": [
      {
        "condition": "true",
        "components": {
          "minecraft:material_instances": {
            "*": {"texture": "obsidian"}
          }
        }
      }
    ]
  }
}
dreamy thunder
short glade
#

Ugh, the amount of blocks that DIED when I upgraded...

honest wind
dreamy thunder
#

They said so.

honest wind
#

seems like something to request re-review in #648555751438155776 tbh

short glade
#

Added block permutation component validation for geometry and material instance components. If you add one, you need to add the other.
Raises a warning for blocks with a format_version from before 1.26.0
Raises an error for blocks with a format_version of 1.26.0 and after
-# https://feedback.minecraft.net/hc/en-us/articles/42482730418445-Minecraft-Beta-Preview-26-0-27

honest wind
short glade
honest wind
#

Plus, in [this](#1420467056343519312 message) example, all permutations do have it, permutations array specifies component overrides per permutations, but the final permutation generated still has the root components.

dreamy thunder
#

Yeah, it sucks. I wish they'd never added this. But cross-permutation stuff does work. It's just for root components.

#

This is definitely one of those cases where'd I'd wish they'd listen to the community.

subtle gate
#

wait did they re-add the permutations needing both geometry and material instances?

#

ugh

#

I thought they went back on this

[Blocks][error]-block_definitions | blocks/custom_glass.json |  -> permutations[0] -> components: Block needs both a "geometry" and "material_instances" component.

Removed block permutation component validation for geometry and material instance components
https://feedback.minecraft.net/hc/articles/42820453290253

dreamy thunder
subtle gate
#

yes

dreamy thunder
#

Yeah, file it. That's a mistake. Make sure you reference their earlier decision.

short glade
#

Oh so it is a bug?

#

Because I was only prompted that when I upgraded to 26.20

honest wind
#

@dreamy thunder potential two bugs?

{
  "format_version": "1.26.10",
  "minecraft:block": {
    "description": {
      "identifier": "potential_bugs:custom_block",
      "traits": {
        "minecraft:placement_position": {
          "enabled_states": ["minecraft:block_face"]
        }
      }
    },
    "components": {
      "minecraft:geometry": "minecraft:geometry.cross",
      "minecraft:material_instances": {
        "*": {
          "texture": "obsidian"
        }
      }
    },
    "permutations": [
      {
        "condition": "query.block_state('minecraft:block_face') == 'down'",
        "components": {
          "minecraft:placement_filter": {
            "conditions": [
              {
                "allowed_faces": ["down"]
              }
            ]
          },
          "minecraft:transformation": {
            "rotation": [180, 0, 0]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:block_face') == 'east'",
        "components": {
          "minecraft:placement_filter": {
            "conditions": [
              {
                "allowed_faces": ["east"]
              }
            ]
          },
          "minecraft:transformation": {
            "rotation": [0, 0, 270]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:block_face') == 'north'",
        "components": {
          "minecraft:placement_filter": {
            "conditions": [
              {
                "allowed_faces": ["north"]
              }
            ]
          },
          "minecraft:transformation": {
            "rotation": [270, 0, 0]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:block_face') == 'south'",
        "components": {
          "minecraft:placement_filter": {
            "conditions": [
              {
                "allowed_faces": ["south"]
              }
            ]
          },
          "minecraft:transformation": {
            "rotation": [90, 0, 0]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:block_face') == 'up'",
        "components": {
          "minecraft:placement_filter": {
            "conditions": [
              {
                "allowed_faces": ["up"]
              }
            ]
          },
          "minecraft:transformation": {
            "rotation": [0, 0, 0]
          }
        }
      },
      {
        "condition": "query.block_state('minecraft:block_face') == 'west'",
        "components": {
          "minecraft:placement_filter": {
            "conditions": [
              {
                "allowed_faces": ["west"]
              }
            ]
          },
          "minecraft:transformation": {
            "rotation": [0, 0, 90]
          }
        }
      }
    ]
  }
}

minecraft:placement_filter is always using minecraft:block_face="down" for client prediction for placing, not whatever face you place it on, and (no idea when this became a thing) it prevents placements on other sides when defining allowed_faces without defining block_filter but doesn't break off when losing support, either in that scenario it should break off when in a place the client cannot place it, or allow the client to place in places that it can be supported from.

honest wind
dreamy thunder
#

Oh. I can look tomorrow.

dreamy thunder
#

Because for placement, it only looks at the default permutation.

honest wind
honest wind
# honest wind This is what I'm referring to.

But the other thing is it also at some point started preventing placements on other sides when defining allowed_faces without defining block_filter, but only for placing not support requirement, similarly to the now fixed MCPE-237498, but for normal blocks rather than multi-blocks.

dreamy thunder
dreamy thunder
warm ice
short glade
warm ice
short glade
dreamy thunder
subtle gate
#

wait how did i miss this

Added BETA Boolean property firstUpdate to BlockComponentRedstoneUpdateEvent
scrumptious

dreamy thunder
subtle gate
#

Yes, it means you can filter those initial update events out

dreamy thunder
short glade
#

Anyone have the bug report where block items make entities not recognize that block for behaviour AI?

honest wind
#

I can try to make a dedicated world when I get a chance to make reproduction easier.

dreamy thunder
#

Preview (last week’s)

honest wind
#

@dreamy thunder there appears to be some sort of race condition issue where BlockComponentOnPlaceEvent.block can be minecraft:air if the block is broken in the same tick it is placed. This makes no sense, since minecraft:air (obviously) doesn't have the custom component so it probably either shouldn't fire or should return the actual block that was placed.

#

Reproduction:

  1. Apply the following to a custom component:
  onPlace(e) {
    if (e.block.isAir) {
      console.info("Something stupid detected.");
    }
  1. Apply the custom component on a block.
  2. Place the block on top of a powered repeating command block with the following command:
setblock ~ ~1 ~ air
cyan dawn
dreamy thunder
#
#

Can anyone here test the attached world on MCPE-238028 for me? The reviewer is saying it's not working for them.

#

Oh. @cyan dawn, I just realized you were talking about that.

#
  • Requirement of movable component confirmed fixed.
  • Allowance of random offset, movable, replaceable, and placement filter components in permutations confirmed fixed.
cyan dawn
dreamy thunder
#

Hmm…

cyan dawn
dreamy thunder
dreamy thunder
cyan dawn
dreamy thunder
#

No, they reported the same problem before this Preview.

#

But it's super weird that this loads for me.

dreamy thunder
#

Yeah, I'm in the world right now, haha.

cyan dawn
dreamy thunder
#

So weird.

cyan dawn
# dreamy thunder So weird.

Yes, I was right, it was the dimension folder. I deleted it and tried to enter again, and now my game didn't crash.

cyan dawn
cyan dawn
honest wind
dreamy thunder
dreamy thunder
# dreamy thunder I re-exported. How's this look?

Yeah, I'm not sure what's going on with dimension definitions. I think I need someone else to validate my pack. @cursive matrix, would you take a look at this? I just need you to try to open it, and let me know if it crashes.

#

I think maybe they broke dimension definitions? But only sometimes?

cursive matrix
#

Yeah give me a moment

#

Apologies for the delay, took a while of being stuck on "0kb of 0kb" for downloading the preview.

#

@dreamy thunder Tried loading the world 5 times on consecutive launches after importing, all crashed pretty imminently. Re-imported to the same results.

#

Could not load the world successfully even once.

dreamy thunder
#

Why is this working for me???

#

It’s supposed to be an exact reflection of the existing world.

#

This might go beyond dimension definitions.

short glade
#

Can confirm, crashes for me.

#

Deactivating the pack works.

dreamy thunder
#

Can anyone here test if they can just copy the dimension directory to any add-on of theirs and see if it breaks. Because if not… I guess we have a package installation issue???

dreamy thunder
#

Lots of parsing issues in the new format version. Gonna hold off on making note of those for a week.

whole mauve
whole mauve
short glade
#

For the connection rules crash bug, is it also known that putting the has connection fence tag in permutations kills your game?

south berry
#

yep

#

crashes for me completly

short glade
#

I couldn't see it in the bug report desc.

south berry
#

yeah idk if it happens for everyone but thats the reason i thought was breaking my stairs using bone vis and not seperate geos but either way works it was just the connections rules nukeing it

dreamy thunder
stray ermine
#

Block items using beforeOnPlayerPlace and permutationToPlsce sometimes takes a tick for the block to update to the permutation being placed

#

I'll send a video soon

subtle gate
dreamy thunder
#

I finally filed the dimension definition crash report. I had to go back and link to it in comment on all of my bug reports, since all use dimension definitions to try to present the bugs in an isolated fashion.

#

Still gonna wait a day to see about possible 1.26.20+ parsing fixes. I'll also file the placement filter report then.

dreamy thunder
#

Snowlogging in multiblocks not working reportedly fixed.

cyan dawn
subtle gate
subtle gate
#

We could do with having access to the extra block layer with scripts
When you snowlog a custom block, events like onPlace will trigger for the snow layer that was placed in the block rather than the custom block that the event should be attached to

dreamy thunder
#

Okay, yeah, I just confirmed the bone_visibility thing. It accepts integers, objects, and strings. Integers shouldn't be allowed, but booleans should. This only applies to 1.26.20+.

#

@lusty abyss, it looks like the issue in my last message is indeed related to the new internal schema system. The generated json_schemas directory in the Vanilla samples repository reflects this. bone_visibility's additionalProperties points to a Molang value or a number. The latter should be a boolean.

honest wind
#

@dreamy thunder it seems minecraft:precipitation_interactions cannot be used in permutations for multi blocks anymore as of 26.30.25. This is probably intended but it wasn't on the changelog so I'm not for sure.

dreamy thunder
warm ice
dreamy thunder
# warm ice Like has it been reported or something you can link to me

God, I'm dumb. No, I haven't formally reported this one yet. Here's some code you can use to check real fast if you want:

{
  "format_version": "1.26.30",
  "minecraft:block": {
    "description": {
      "identifier": "test:block",
      
      "states": {"bug_states:state": [false, true]}
    },
    
    "components": {
      "minecraft:geometry": {
        "identifier": "geometry.block",
        "bone_visibility": {
          "root": false,
          "root2": true
        }
      },
      "minecraft:material_instances": {
        "*": {"render_method": "opaque", "texture": "glass"}
      }
    },
    "permutations": [
      {
        "condition": "q.block_state('bug_states:state')",
        "components": {
          "minecraft:material_instances": {
            "*": {"texture": "red_concrete"}
          }
        }
      }
    ]
  }
}
{
  "format_version": "1.26.10",
  "minecraft:geometry": [
    {
      "description": {
        "identifier": "geometry.block",
        "texture_width": 16, "texture_height": 16
      },
      
      "bones": [
        {
          "name": "root",
          
          "cubes": [
            {
              "origin": [-8, 0, -8], "size": [8, 8, 8],
              "uv": {
                "north": {"uv": [0, 0], "uv_size": [16, 16]},
                "south": {"uv": [0, 0], "uv_size": [16, 16]},
                "east": {"uv": [0, 0], "uv_size": [16, 16]},
                "west": {"uv": [0, 0], "uv_size": [16, 16]},
                "up": {"uv": [16, 16], "uv_size": [-16, -16]},
                "down": {"uv": [16, 16], "uv_size": [-16, -16]}
              }
            }
          ]
        },
        {
          "name": "root2",
          
          "cubes": [
            {
              "origin": [0, 8, 0], "size": [8, 8, 8],
              "uv": {
                "north": {"uv": [0, 0], "uv_size": [16, 16]},
                "south": {"uv": [0, 0], "uv_size": [16, 16]},
                "east": {"uv": [0, 0], "uv_size": [16, 16]},
                "west": {"uv": [0, 0], "uv_size": [16, 16]},
                "up": {"uv": [16, 16], "uv_size": [-16, -16]},
                "down": {"uv": [16, 16], "uv_size": [-16, -16]}
              }
            }
          ]
        }
      ]
    }
  ]
}
#

If you change the booleans for integers in the block definition, it'll work.

dreamy thunder
#

Unfiled placement filter with no specified block list bug confirmed fixed.

#

Oh, what. The issue with snowlogging not updating doesn't occur on multi-blocks.

dreamy thunder
honest wind
#

Unless in root.

dreamy thunder
#

Does it not throw an error?

honest wind
# dreamy thunder Does it not throw an error?

It says something along the lines of "Precipitation interactions must be in root for multi blocks" (that is a summary I don't remember the exact error)

The phrasing of the error makes it sound intended, but this was never mentioned in the changelog.

dreamy thunder
#

Yeah, that's strange, but I'm gonna assume that's intentional.

#

Anyway, good catch.

#

I wonder why they didn't just go and restrict that for all types of custom blocks…

honest wind
subtle gate
#

Wait that item offset bug is a won't fix?
That makes so many types of vanilla block impossible to replicate without issues

subtle gate
cyan dawn
warm ice
subtle gate
#

they both have a geo format of 1.26.0

warm ice
#

Both block json files are using 1.26.0 correct, but the slab.json geometry file is using 1.21.120

subtle gate
honest wind
#

@dreamy thunder I think I found the cause of @stray ermine['s problem](#1496176048981807176 message), it appears that when UV (both per-face and box) in a model is mapped outside the texture, it now bleeds onto neighboring atlas tiles. Previously, it would just not render anything past the texture.

subtle gate
#

that makes sense
I don't really think that's something that needs to be fixed, but a content warning for UVs that exceed the texture size would be nice

honest wind
stray ermine
#

I'll look them over but I could've sworn none of my models do that

honest wind
subtle gate
#

might also be caused by zero-sized UVs at the edge of the texture

honest wind
#

The script I wrote that seems to fix it works by removing oversized and zero-sized UVs.

short glade
#

Is this due to them removing padding?

honest wind
stray ermine
#

So like that is a very strong possibility in hindsight

#

Idfk about the leaves tho

dreamy thunder
#

NEW (credit to @severe crest): single block features do not trigger queued ticking on custom blocks

subtle gate
#

This was closed as working as intended but it would be nice if "propagates_power" would at least default to the value of "redstone_conductor" https://mojira.dev/MCPE-232715
Otherwise I feel like loads of people will have no clue why their consumer is acting like a conductor in some ways and not in others

subtle gate
#

also I just noticed whatever this is when opening/closing my inventory

dreamy thunder
#

What the heck.

dreamy thunder
#

Wow, I'm not seeing this with any of my packs. What is happening here?

rancid raptor
dreamy thunder
#

Yeah, I’ll double-check later.

rancid raptor
#

Although, not surprising since they've been doing inventory API stuff, or if they are still doing it, which could be why there's so many new inventory bugs

honest wind
#

@dreamy thunder it appears that for square faces in a model, when uv_lock rotates them their pivot is the center of the face rather than the center of the block.

#

This was found by @wild mango.

cunning tendon
#

I can see the case for this maybe not being a bug in the purest sense, but with the new changes to how embedded visuals work, you get an error if you don't have a geometry and material instance defined in components and your block is supposed to be flower pottable. Normally this wouldn't be an issue, but if you're trying to make (for example) a two block-tall plant flower pottable, and are using multiblock (which doesn't require a geometry or material instance defined in components, only in permutations) the game does not like that. I understand throwing an error if there isn't a texture defined for embedded visual whatsoever, but in the case where the block is a multiblock and I'm already defining an embedded visual geo and texture, it doesn't make sense to count that as an error imo

stray ermine
#

And yeah Im 90% sure that was it

honest wind
cunning tendon
#

am I doing something wrong or is snow_log_no_collision (going to be snowlogging?) weird when you're using a random offset? searched the bug tracker and couldn't find it and searched what I hope was pretty thoroughly here to see if anyone else had found this but didn't spot any messages

cyan dawn
cunning tendon
#

thank you sm I swear I was looking everywhere

#

didn't read the preview changelogs so didn't catch that

wise halo
#

Using blend as the render method in material instances with a reflective map PBR won't reflect at all on the model. Is this a limitation or a potential bug?

sleek gorge
#

the ambient occlusion bug makes my addon almost unplayable

cyan dawn
sleek gorge
#

is there a way to fix it?

#

is it?

cyan dawn
subtle gate
sleek gorge
#

im tring to makee custom grass path and it so dark it become dark path

cyan dawn
#

Well, it was better suited for blocks like plants.

subtle gate
#

plants don't have ambient occlusion, that was a separate bug related to ambient occlusion being applied when the block had it disabled

sleek gorge
cyan dawn
sleek gorge
#

except it now so bright

dusk yacht
#

you may need to change the light_dampening component for that

honest wind
#

@dreamy thunder could be intended but multi blocks with block entities have a block entity for each part, and they do not stay in sync

cursive matrix
#

That seems intentional

#

like chests for example . . . I think are 2 separate tile entities when they are a double chest . . . at least they are on Java

rancid raptor
#

#1471950406178443275

cursive matrix
#

I remember messing with NBT stuff on bedrock and remember that being the case

rancid raptor
#

We'll see in the coming while whether it will be intended or not

dreamy thunder
dreamy thunder
#

@short glade, @subtle gate: can y'all post your issues from yesterday's Preview here when you get the chance? There are too many things for me to keep up with from the past 2 Previews.

dreamy thunder
#

Yeah, I'm not seeing n_way_visual_rotation working on any custom states. Doesn't seem to matter if I'm using integers or strings of any names, spans, or counts.

#

Oh, no. It just doesn't work with the hardcoded full block models.

#

And, ah, 16-way rotation is just unusable.

short glade
subtle gate
dreamy thunder
dreamy thunder
#

Wait, @severe crest, y’all are pretty confident the queued ticking single block feature bug was fixed?

dreamy thunder
#

NEW: lava_flammable works with format versions 1.26.20+ but doesn't error as unusable in early versions.

#

Issue in the docs for explosion_resistance:

Sets the explosion resistance for the block. Greater values result in greater resistance to explosions. The scale will be different for different explosion power levels. A negative value or 0 means it will easily explode; larger numbers increase level of resistance.
The property doesn't support negative values.

dreamy thunder
#

Issue in the docs for flammable component:

If set to true, default values are used (catch: 5, destroy: 20, same as planks).
I think it should probably note that true does not set the lava flammability to the same as planks. It's set to "never" instead of "always".

honest wind
short glade
dreamy thunder
#

They mentioned backwards-compatibility, but they should probably stick to consistency. Kinda weird the defaults act like planks… except this one property.

grand oak
#

I'm not sure if this is already here or if it's intentional or something but rotation in item display transforms seems to rotate the shadow of the block as well?

subtle gate
dreamy thunder
#

God, I hate this bug.

dreamy thunder
#

NEW: chest obstruction does not respect permutation differences in format versions before 1.26.

dreamy thunder
#

Ooh, some goodies there today.

dreamy thunder
whole mauve
dreamy thunder
#

@dreamy thunder: NEW: zero-collision validation for snowlogging does not consider single-axis 0-size case or empty array case.

dreamy thunder
#

Okay, I finally ran into fit_to_frame not being fixed. pufferfish_angery

cyan dawn
#
import { world, system, BlockPermutation, GameMode, EntityComponentTypes, EquipmentSlot } from '@minecraft/server';

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
  }
}
    });
});
#

I'm using this script and the positioning still happens, but it's canceled later.

#

This didn't happen a few versions ago.

cursive matrix
# cyan dawn

Love the fact that you're using the old Update Block texture

cyan dawn
tacit hare
# cyan dawn

Only when using an item as block placer right? Although that’s what I found out. Wasn’t like this before, I believe

#

It does run before when using just the tile item

cyan dawn
cyan dawn
#

@dreamy thunder So, one addition: the bug only occurs if it's a block with replace_block_item.

tacit hare
whole mauve
#

Not sure if this has been mentioned before, but ambient occlusion does not get applied underneath blocks with custom geometries.

subtle gate
#

they've linked it to the full block geometry even though it should be a separate property

#

I don't think it's a bug, just more weird hardcoded stuff like how full block has to have unit cube culling

whole mauve
#

But yeah no, I don’t like how the full block geometry is forced to use unit cube culling shape. It would’ve been nice if we were at least able to set it to empty and then use the culling rules instead.

subtle gate
zinc edge
whole mauve
#

Can anyone check if this is an issue on my end or if it could be a bug? This is the best example that I got. I have the culling conditions set to same_block and cull_against_full_and_opaque set to false.

rancid raptor
#

Oh, I don't need to specify parts in culling

#

Ok good

whole mauve
rancid raptor
#

Would you be able to send the geometry file?

subtle gate
#

I feel like they need to replace cull against full and opaque with something more general about culling shape

whole mauve
cunning tendon
whole mauve
cunning tendon
#

Likely a bug as I can't find any info on culling changes in the release notes for the current previews. At least it's working somewhere so it's not just impossible lol

cyan dawn
cyan dawn
whole mauve
#

Something most likely broke with the release of Voxel Shapes. That's what I am assuming at least

subtle gate
#

They've removed unit cube culling from non-opaque blocks with the full block geometry
Only the opaque render method has it now

#

The content log still says that unit cube will be used if you define a culling shape though which is now wrong

#

I assume the reason double_sided doesn't have culling is because it stops rendering at half the render distance so it would leave holes

honest wind
#

@dreamy thunder not sure if it's intended but just like MCPE-237910, minecraft:geometry and minecraft:material_instances when checking if each other exist are too naïve to realize that both are defined when only one is defined at root but both are defined when you factor in all permutations. Additionally, this works both ways. It incorrectly accepts when only one is defined in a permutation and neither are in root, allowing defining one without the other.

#

If the first is intended I don't think the second is.

thorn dove
#

Hey, I came across this 'bug', I am not certain if it's intended or not though.

Basically, the .north(), .south(), .east(), and .west() Block functions does not respect minecraft:cardinal_direction IF it exist.

I know it would make sense since not all blocks have cardinal directions (correct me if I am wrong) but it is a good tip to keep in mind.

#

I've just proven myself wrong 🤦‍♂️. The types of those functions seem to imply it only supports relative direction of the world. Maybe or maybe not IDEK anymore

subtle gate
#

Cardinal direction itself is just a block state, it doesn't affect functionality in any way.
The direction methods return the block in the world relative cardinal direction regardless of the block's transformation