Oh, god.
@ciosciaa.unitedparadigms.com
Owner of @unitedparadigms.com and the Bedrock Add-Ons Discord server. I use this account to talk about Minecraft and UP stuff. (I also do stuff for Mush Co and Moonsworth. ๐)
Oh, god.
A Minecraft structure block UI is bugged with custom blocks outside the structure rendering outside the UI viewport.
I, uhh, don't think today's Preview fixed custom block rendering in the structure block UI.
In Minecraft, collection of fake birch planks blocks are randomly offset across the screen.
The new minecraft:random_offset component can be super cursedโฆ
Ah, shit, I just realized none of the ores Iโve made for anyone in the last year drop XP. ๐ญ
The newest block component, โminecraft:replaceableโ, makes creating tall grass-like blocks easier than ever. I do wish we had access to this componentโs existence in scripting, thoughโฆ
The new โminecraft:input_air_controlledโ component introduced this last Preview is tons of fun and very easy to set up! Check it out:
Better on Bedrock hits the Minecraft Marketplace on March 4th, 2025, priced at 990 minecoins.
All I can say is, I love you guysโค๏ธโค๏ธโค๏ธโค๏ธโค๏ธ
The MCPEDL version will still be updated and supported.
Woo! Congrats! Iโll be your first download. ๐ฅบ
Iโve posted this to the bug tracker. Upvote bugs.mojang.com/browse/MCPE-... to give visibility to fixing mixed-material custom blocks!
Hereโs a demo video of said bug. Note how within the same subchunk, a block of matching rendering type must exist for the chalice base to be made visible.
I wrote up an extensive analysis of a major custom block rendering bug on my server, Bedrock Add-Ons. To join, the server, visit discord.gg/bedrock-add-....
For the write-up, see discord.com/channels/523....
Table comparing the โminecraft:allow_off_handโ and โminecraft:armorโ components. They behave mostly the same, but the latter also plays sounds on equipment and allows for off hand equipment from the โminecraft:equipmentโ entity component.
Ah, another one for items today. Items can use 2 different components to determine off hand usage: the allow off hand component and the armor component. Hereโs the comparison:
Ah, one more thing Iโd missed. Resin was integrated across the board in add-ons. A few highlights:
โข The โยงvโ formatting code
โข โmaterial_resinโ in the โminecraft:hover_text_colorโ item component
โข โresin_paletteโ in the โminecraft:iconโ item component (for armor trims)
๐ค๐ผ In short, there are known values for everything except maces, even for jack-oโ-lantern-like items (โcosmetic_headโ) and generic classes (โallโ, โg_armorโ, โg_toolโ, โg_diggingโ).
These indeed handle enchanments correctly per vanilla examples.
โ๏ธ While working earlier, I realized Mojang's documentation for the โslotโ property in the โminecraft:enchantableโ item component was terrible.
Hereโs an excerpt from my research: gist.github.com/ciosciaa/e09.... It reveals that there are many more enchantability classes than previously known.
In short, custom blocks using this geometry will become laterally stretched and use double-sided rendering. You may want to consider using a custom cross model now.
It was brought to my attention earlier that โminecraft:geometry.crossโ had changed in the latest Preview (1.21.70.20) with no versioning. ๐ฐ Check out the newest iteration here: gist.github.com/ciosciaa/261....
Credit to @xxpoggyislitxx.poggy.org for the discovery.
Visual Studio Code setup showing a basic block definition with queued ticking, with rich problem and documentation panels supporting development
๐ช๐ผ Iโm one step closer to realizing my dream of getting real, powerful schemas and documentation directly into Visual Studio Code.
Take a look at the documentation sidebar. It tells you everything.
These are only usable in entities and particles for the time being!
And hereโs double multiply being used for lightening like night vision:
Hereโs a close-up of the exclusion filter for color inversion:
It wouldnโt kill me to post some of my older, more popular stuff here, too. Here is a demo of all the blend modes currently supported by Minecraft.
In order: normal, exclusion, multiply, double multiply, additive, additive blend, premultiplied alpha, and opaque rendering
Leona the black, orange, and white calico cat lounging in her cat bed
Leona!
I canโt express how happy I am that minecraft:geometry.full_block now casts ambient occlusion onto nearby blocks. This makes my life so much easier.
Here are a few issues that affect development work when using Blockbench. 2 of them result in data loss; the other is a default value that needs correcting:
- github.com/JannisX11/bl...
- github.com/JannisX11/bl...
- github.com/JannisX11/bl...
Please upvote them if you can to get them prioritized!
Another fun fact: the 4 new file types for jigsaw structures use a different JSON processor which supports trailing commas.
I made some huge progress recently on my own custom Visual Studio Code extension for add-ons. It needs even more shortcuts and better descriptions, but this is a pretty solid start.
14 nested scopes identiifed by guide lines in Visual Studio Code
This is how you know youโre in deep.
Fun fact: you can view compiled atlases in-game. Just use โatlas.itemsโ or โatlas.terrainโ as the texture in any particle or entity. I use this infrequently to double-check that my atlas size isnโt getting out of control.
Customized Visual Studio Code window revamped with Panicโs Nova file icons and sidebar documentation
I took the opportunity to tweak my VS Code setup before getting to work today. Most notably, I added file icons from Panicโs Nova and sidebar documentation for the property under the cursor in JSON. I also tweaked how the sidebar view icons are presented.