create initial addon
Vanilla Tweaks reference
Allows you to view the spawnable area around a center point through the use glowing spheres. Useful for proofing farms.

Bedrock feasibility
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| Verdict |
partial (medium confidence) |
| Checked |
2026-07-25 by agent |
The sphere visualisation is buildable with a custom particle plus a script loop, but Bedrock has no glowing status effect and its mob-spawn/despawn geometry differs from Java, so the radii and presentation have to be re-derived rather than ported.
How it would work on Bedrock. Resource pack: a custom particle effect JSON under particles/ (identifier + basic_render_parameters, particles_add material for a glow look). Behaviour pack: system.runInterval() plots points on the sphere shell around a stored centre and calls player.spawnParticle(id, pos) (per-player) or dimension.spawnParticle(), with MolangVariableMap.setColorRGBA() to colour shells differently. Spawn-eligibility shading can use Block.getLightLevel() / Dimension.getLightLevel() / getSkyLightLevel(). Centre point stored in world.setDynamicProperty(), toggled by a namespaced custom command.
Caveats. Bedrock's /effect enum has no glowing value, so there is no through-walls outline — the shell must be drawn with particles and is occluded by blocks. Light-level APIs require 1.21.120. Bedrock's mob spawning and despawn rules are not Java's (simulation-distance driven), so the 24/128-block shells the Java pack draws are the wrong numbers on Bedrock and the pack needs its own spawn-rule research before it is useful for farm proofing. Drawing a dense sphere every tick is a real performance cost on consoles/mobile; use system.runJob() or a low interval.
Sources
Maintained by tools/vt-diff. Edits inside this block are overwritten on the next run.
create initial addon
Vanilla Tweaks reference
spawning spheres)informative— does not exist yet26.2Bedrock feasibility
The sphere visualisation is buildable with a custom particle plus a script loop, but Bedrock has no
glowingstatus effect and its mob-spawn/despawn geometry differs from Java, so the radii and presentation have to be re-derived rather than ported.How it would work on Bedrock. Resource pack: a custom particle effect JSON under
particles/(identifier +basic_render_parameters,particles_addmaterial for a glow look). Behaviour pack:system.runInterval()plots points on the sphere shell around a stored centre and callsplayer.spawnParticle(id, pos)(per-player) ordimension.spawnParticle(), withMolangVariableMap.setColorRGBA()to colour shells differently. Spawn-eligibility shading can useBlock.getLightLevel()/Dimension.getLightLevel()/getSkyLightLevel(). Centre point stored inworld.setDynamicProperty(), toggled by a namespaced custom command.Caveats. Bedrock's
/effectenum has noglowingvalue, so there is no through-walls outline — the shell must be drawn with particles and is occluded by blocks. Light-level APIs require 1.21.120. Bedrock's mob spawning and despawn rules are not Java's (simulation-distance driven), so the 24/128-block shells the Java pack draws are the wrong numbers on Bedrock and the pack needs its own spawn-rule research before it is useful for farm proofing. Drawing a dense sphere every tick is a real performance cost on consoles/mobile; usesystem.runJob()or a low interval.Sources
Maintained by
tools/vt-diff. Edits inside this block are overwritten on the next run.