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    posted a message on Same WiFi - Can't Join Worlds

    This seems to be a common issue at least for me. I couldn't even connect to my own server after disconnecting I end up having to restart minecraft in order for it to be able to reconnect. When I try to host a lan world on my pc and connect on my android It has trouble with the LAN world showing up. I found recently I have to load up a single player world on my phone, then save and quit and then the LAN game shows up. So, if you haven't, try restarting minecraft, or loading a single player world and exiting. I know this LAN connectivity on bedrock is very touchy, and maybe even buggy.

    Posted in: Minecraft (Bedrock) Support
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    posted a message on android can't join world with scripts?

    Im trying to setup a server, and have a behavior pack that adds a mirror block(for use on RTX devices), nothing significant, and it has a resource pack linked with it that contains a pbr texture set with that block. those are linked to the world. every time I try to join a lan or server world on my phone with the behavior pack it says "the world you are trying to enter requires your device to run scripts. Your device doesn't support scripting at this time, so you can't join from this device." It runs fine on my pc of course. I don't see anything within the behavior pack that would use "scripting" IMO.


    So, what exactly constitutes "scripting" as per the message I get when trying to connect to my lan or server world on the android device?

    Posted in: Discussion
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    posted a message on Having trouble with custom block with pbr materials [Solved]

    I wanted to try to learn how to make a mirror block as an additional block to my behavior pack using a pbr texture set for use with RTX. I managed to get a regular textured block to appear in game with a little trial and error. I am new to Addons for Bedrock, and bedrock in general with all of my experience being with Java resource packs and datapacks. the Tutorial I was following didn't want to work. It had me using the minecraft:geometry component in the mirror.json block, for the block geometry and the material instance component for the texture... but if I look at other behavior packs as examples, they don't have those specified for their blocks. They look like they have nothing linking the texture to the block, so how does bedrock match textures with blocks? the structure in Java made much more sense where the models would simply link to the texture location, but here it seems like there's 10 different ways and no general consensus on the right way.


    I managed to get a regularly textured block in game but I don't think it was using pbr. I deleted the mirror texture data out of the resource pack blocks.json, and the terrain.json like the RTX resource packs have it and I got the purple and black no texture block. I added back in the data in blocks.json and the terrain and realized I named my .texture_set.json wrong. Then I got the dirt/grass update block. Anybody know of any good tutorials or lessons for creating custom addon blocks?


    this is my block mirror.json

    {
    	"format_version": "1.16.200",
    	"minecraft:block": {
    		"description": {
    			"identifier": "mycustomblocks:mirror",
    			"register_to_creative_menu": true
    		},
    		"components": {},
    		"events": {}
    	}
    }


    this is my behavior pack manifest.json

    {
    "format_version": 2,
    "header": {
    "name": "My Custom Blocks BP",
    "description": "Learning how to add blocks",
    "uuid": "2c0fd6b4-d1c4-4885-8195-860e7ca548c7",
    "version": [
    1,
    0,
    0
    ],
    "min_engine_version": [
    1,
    16,
    200
    ]
    },
    "modules": [
    {
    "type": "data",
    "uuid": "93b6e363-a645-43a2-8683-378905a24041",
    "version": [
    1,
    0,
    0
    ]
    },
    {
    "type": "client_data",
    "uuid": "c7947c27-e391-41b4-ad81-0a08f17ff181",
    "version": [
    1,
    0,
    0
    ]
    }
    ],
    "dependencies": [
    {
    "version": [
    1,
    0,
    0
    ],
    "uuid": "1b709619-4a41-4c8f-8d10-bb04f12820c7"
    }
    ]
    }

    resource pack blocks.json

    {
      "format_version": [1, 1, 0],
      "mycustomblocks:mirror":{
        "textures":"mirror",
        "sound":"glass"
      }
    }


    terrain_textures.json

    //bridge-file-version: #0
    {
     "resource_pack_name": "bridgeRP",
     "texture_name": "atlas.terrain",
     "padding": 8,
     "num_mip_levels": 4,
     "texture_data": {
     "mirror":{
     "textures":"textures/blocks/mirror"
     }
     }
    }

    mirror.texture_set.json:

    {"format_version":"1.16.100","minecraft:texture_set":{"color":"mirror","metalness_emissive_roughness":"mirror_mer"}}


    any help, pointers, or referals to good tutorials on addon blocks would greatly be appreciated, thanks.


    Surprisingly it seems to work just fine now with what I had. I loaded it up to play with making another block, and my mirror was fully reflective. I think I ran out of time when I was trying to figure it out and made one last change untested before posting here. So it is good to know that you totally can use PBR materials on custom blocks seemingly the exact same way you would use a regular texture except you have the .texture_set.json by the textures too. somehow minecraft sees the .texture_set.json and applies it instead of just using the regular png.

    Posted in: Add-ons
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    posted a message on Ideas on how to update world's waters

    I'm working on a world that I started way back in 1.11.2, and have been updating it through each major update up till now in 1.13.2, where they changed all of the light calculations of water.


    The world's water light levels haven't been updated automatically, but manually placing blocks and breaking them in the dark spots will cause it to update. All the water areas I've done work on have been updated to the new light levels manually. The problem is, the size of the playable map area that I care about is about 280 MB, with all of the water needing to be updated being the ocean surrounding the main landmass. Anything beyond that should be brand new superflat ocean chunks with a water level of 20.


    at the normal regular ocean depth, the light level difference evens out, so those could probably stay as they are, not really in an area I care about anyways, but my coast lines should be updated to avoid an inconsistency with other areas with the new light levels.


    I have been running this map in paper with the bukkit world edit plugin for 1.13.2 to try to replace the loss of MCEdit.


    Anyone experienced with World Edit know of any tricks to force light recalculations of an area? Setting an area with world edit doesn't seem to do the trick.


    I have started a little with a few command blocks that place a few spaced out blocks and then deletes them. It kind of works, but it is kind of hard to operate, and still takes awhile.

    Posted in: Discussion
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    posted a message on Is it Possible to Change the MetaData/NBT Data on blocks before placing?

    Those are block states, which, yes Minecraft does save. They are what determine which way your stairs face and the shape, whether the furnace is lit or not, and etc. NBT is pretty much exclusively used for items and entities, and tile entities such as /summon armor_stand ~ ~1 ~ {CustomName:"{\"text\":\"Stand 1\",\"color\":\"red\"}",Invulnerable:1,NoGravity:1,CustomNameVisible:1} should summon an armor stand entity that is floating, invulnerable and Stand 1 displayed as the custom name. I was referring to not being able to use a block resource (item in inventory) to directly place a block with a special state. To change blockstates of blocks, you can either use a debug_stick, or setblock, though with setblock the block may refresh and return to the default blockstates. If you give yourself a debug_stick, you can easily cycle through all the block states by left clicking to cycle block state key and right clicking to change value. Assuming you are in 1.13, which it appears you are.


    As for that red wool, I'm not sure. If it's in a single player world without a special datapack or resource pack and is able to do that, then It's something I've not come across, but nevertheless I shall possibly look into that.

    Posted in: Discussion
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    posted a message on Water is too clear/bright now since 1.13's change

    In my world's rivers and streams, I originally had mostly dirt, which since 1.13, much of it has turned into grass blocks despite being underwater. I recently thought it would be a good idea to turn many parts of the river beds into sandy bottoms, due to the erosion and sediment depositing that constantly takes place in rivers with current.


    Well let's just say I kind of want to switch my river beds to all coarse dirt instead of sand now from how the sand looks a few blocks underwater. It is way too bright, and one can effortlessly see the bottom of the river.


    Normally, or at least where I live, you can't see more than maybe 4 feet into water, more or less depending on how much fish "potty" there is. In fast moving currents, you can't see anything due to the river bed sediment being stirred up.


    I know this is minecraft, and it is not meant to be realistic, but still, river bottoms look a little out of place if sand is used. I will say that the underwater visibility is nice. The new water goes great with warm oceans and such: places where you would find coral reefs. It's just not a match for smaller fresh water rivers and lakes. I guess darker blocks should always be used in rivers and lakes, it can give the clear water a murky feel.


    That said, I think it would be nice if a more opaque water is used in river biomes and lakes. Maybe even give it more of a black/brown color.


    Before:




    With sand:


    Posted in: Recent Updates and Snapshots
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    posted a message on What options do I have to move a large building from one world to another in 1.13?

    If you're still at a standstill, you could break the build into a bunch of 32x32x32 structures of parts of the build. you will have to keep track of the relative pos and relative cordinates of each structure block to make sure everything lines up again when reassembling. It can be a fair amount of work though. Not nearly as convenient as if MCEdit was available for 1.13. Sadly, I don't think MCEdit and many other tools will ever be updated to work with 1.13+, Goodbye MCEdit.

    Posted in: Creative Mode
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    posted a message on Is it Possible to Change the MetaData/NBT Data on blocks before placing?

    Not possible for items of blocks to retain their NBT as blocks after being placed, because in the world save, only the block's id, and blockstates are written with the exception of tile entities (chests, furnaces, etc). Normally there is only one item for each block type, along with all of it's block states. There is no nbt to specify a variant when it comes items, but rather different variants are an entirely different item and block (oak wood vs spruce wood).


    You would have to change the blockstate manually after placing the block, either with the debug stick, or the setblock command, or you could set up a command system to do this automatically, though it is only possible to target entities with commands.


    I believe you are referring to the falling_block entity, which can have it's Blockstate nbt set to any block id. Don't forget to add Time:1b or it will disappear right away. But this is an entity, not a block.


    You could use a spawn egg, and use that entity as a placeholder to set grass_block[snowy=true] or a falling_block entity at the position, and kill the placeholder entity for a command system.


    In the 1.14 snapshots, item models can be changed depending on an items durability. (this can create different "wands" (carrot_on_a_stick)),which can be tested for right clicking with

    Posted in: Discussion
  • 1

    posted a message on Lost motorist driving like a maniac in my small minecraft village

    This is a work in progress supernatural horror map in it's very early stages (doesn't even have the story line yet). One little extra cool feature I thought I would add is actual occasional traffic on some of the roads, which does not stop for pedestrians because pedestrians do not get the right of way where the setting of this map takes place. If the car runs into you, and you are not in creative mode, you will die.


    I created this with a custom block model of a car worn on the head slot of an armor stand being teleported a few blocks above relative to the position of a minecart running underneath the roadways. There are random junction timers that randomly determine whether the car will turn on to the small 1 lane village road. eventually I want to extend the path of the traffic further down the road, outside of the village, and have the cars delete themselves when too far from the player, and create a system for randomly generating new cars. Sounds like it will be kind of tricky.



    Posted in: Creative Mode
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    posted a message on The meaning of "skipping ticks"?
    Quote from YMbrothers»

    If I interpret it correctly, "skipping xxx ticks" means that the game tick is delayed, in real world time, (yyy - 2000) milliseconds?


    Seems to be the case. I've never encountered a time that I recall the game not executing a command block or function when mine falls behind in a very performance intensive situations

    Posted in: Discussion
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    posted a message on So what do you guys think about the new 1.14 textures?

    I quite like the new textures. It's a nice change after seeing the same old pixelated textures for the past 6 or 7 years or so years - I can't even remember.

    Especially gravel, I think it actually looks quite cool now. The sand and stone textures also look very cool. I haven't seen the new grass texture yet, cause my resource pack overrides grass, dirt, end stone, some dyed glasses, droppers, some concretes and concrete powder, and etc with models and textures of my making.

    Posted in: Recent Updates and Snapshots
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    posted a message on 1.14 Information and News

    I am kind of confused about feeding pandas bamboo. It seems like if I switch to bamboo in my hot bar, and try to feed it to the panda, there will be hearts. If I go to feed them another piece, they will just start munching on bamboo with no hearts. Obviously the behaviour is not complete yet, but I'm wondering if you will either be able to tame pandas or breed them since I have gotten a flash of hearts, but only for a sec or so. Maybe bamboo heals them.

    Posted in: Recent Updates and Snapshots
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    posted a message on Seasons.
    Quote from erictom333»


    Have you even read the Generally Disliked Suggestoins part of this?


    Please no complaining about IRL weather in this forum.


    My apologies, It became more than what I originally intended to say about that. Also tbh, I kind of just threw extreme cold biome in so I wouldn't be completely off topic.


    I will say this though, I really do like the idea of seasons. It would provide a cosmetic variation as well as a change of scenery in the same place. Of course this should be purely client-sided and disable-able in the video settings.


    I'm also thinking that maybe winter could just cause deciduous leaf blocks to become bare branches, and do nothing with actual snow based on the seasons. It would be like winter in areas that are just slightly too warm to get snow, although winter biomes would be a little interesting with snow and leaf blocks on any deciduous trees, if any. Also would solve the issue that effecting snow/no snow would effect players who don't want snow in their builds, or who want snow.

    Posted in: Suggestions
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    posted a message on Seasons.

    Mr_Kerchu: If you want to have summer, go to desert. :-D Because this is the kind of summers we'll have now. If you want winter, go to taiga. Not cold daiga, just taiga. „But there is no snow.“ Yeah. That's the point. IRL there will be no snow soon as well. But climate change is a hoax. Sure.



    Hmm.. Where I'm at, winters are getting more and more erratic. Warm one week, frigid the next as suddenly as a sforzando. Global warming's primary effect is creating more extreme weather by upsetting the jet steam, ocean currents, and the natural temperature gradients which control the climate, not necessarily eliminating winter everywhere. It wouldn't be unreasonable to expect to see 40 below here. Spring and fall seem to be much more delicate, however. Here early spring is just like a mild winter, and then suddenly like a switch it is too warm. Sometimes plants and trees even jump the gun and come out dormancy just to get slammed with a major winter storm. It might get a little warmer eventually, but there will most likely still be snow in cooler areas until humans go extinct by their own devices.


    I would say they should add an extreme cold biome which you get slow and take damage in it if not protected by wearing leather armour or being next to the new campfire. Also it should never snow in this biome because it is too cold and dry to snow. This would provide a true continental polar winter experience.

    Posted in: Suggestions
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    posted a message on Phantom's generic.followRange

    Anybody know exactly how the follow distance for phantoms works? Looking at a phantom's Attributes, It looks like the one I was looking at only had a generic.followRange of ~16.6 including the random spawn bonus modifier amount +1 multiplied by the base of 16.


    the follow range of ~16.6 really seems to be the case too, cause I can pretty much stand right in front of them a little ways away and they pretty much just keep circling around like a bunch of clowns. I thought phantoms were supposed to have a high follow range. I mean, yes, they do somewhat increase their range by flying a lookout circle around a point where they last saw the player, but It still seems to be far too easy to flea the search radius.


    I tried to modify a phantom's generic.followRange Base to 100, but they still seem to not be able to see me from a fair distance. I must be missing something.


    I'm using phantoms as an AI for a giant red tail hawk in my map which have a small chance to spawn either never, every 12000 or 6000 ticks depending on which zone in the map the player is located in. It would be nice to be able to make the hawks a little more hungry, persistent, and more challenging to escape. I certainly don't have this problem with the mosquitos in my map; they can sense the nearest player to them as far as a render distance away.

    Posted in: Discussion
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