Syntax for command has changed - see 1.19.70 release notes:
try /fill ~ ~ ~ ~ ~ ~ cracked_deepslate_bricks [] replace deepslate_bricks
When you have no block states to adjust and you need to use the rest of the command parts, then just put []
Setblock has similar issues and Give is still with data-id
Example of one with a block state:
/fill ~ ~ ~ ~ ~ ~ wool ["color":"white"] replace acacia_stairs ["upside_down_bit" : true, "weirdo_direction" : 1]
the 2nd blocks state is optional if no change to the default of what the old aux-value of zero means
Some Reference Sites for Block States:
https://bedrock.dev/docs/stable/Addons#BlockStates
https://minecraft.fandom.com/wiki/Block_states
https://auxval-to-blockstates.netlify.app
More Info
I grouped together the 9 sets of dupes from the lang file (because it has a block description)
I notice the 1st 3 have a pattern with numbers switching, but sadly, on 3 were predictable.
tile.slab_combo:stone_block_slab2_0_and_stone_block_slab4_3.name=Red Sandstone & Cut Sandstone Slab Combo ##
tile.slab_combo:stone_block_slab2_3_and_stone_block_slab4_0.name=Dark Prismarine & Mossy Stone Brick Slab Combo ##
tile.slab_combo:stone_block_slab2_0_and_stone_block_slab3_4.name=Red Sandstone & Diorite Slab Combo ##
tile.slab_combo:stone_block_slab2_4_and_stone_block_slab3_0.name=Prismarine Bricks & End Stone Bricks Slab Combo ##
tile.slab_combo:stone_block_slab2_0_and_stone_block_slab3_6.name=Red Sandstone & Granite Slab Combo ##
tile.slab_combo:stone_block_slab2_6_and_stone_block_slab3_0.name=Smooth Sandstone & End Stone Bricks Slab Combo ##
tile.slab_combo:stone_block_slab2_4_and_stone_block_slab3_6.name=Prismarine Bricks & Granite Slab Combo ##
tile.slab_combo:stone_block_slab2_6_and_stone_block_slab3_4.name=Smooth Sandstone & Diorite Slab Combo ##
tile.slab_combo:stone_block_slab2_3_and_stone_block_slab3_7.name=Dark Prismarine & Polished Granite Slab Combo ##
tile.slab_combo:stone_block_slab2_7_and_stone_block_slab3_3.name=Red Nether Bricks & Andesite Slab Combo ##
tile.slab_combo:stone_block_slab3_0_and_stone_block_slab3_2.name=End Stone Bricks & Polished Andesite Slab Combo ##
tile.slab_combo:stone_block_slab2_0_and_stone_block_slab4_2.name=Red Sandstone & Stone Slab Combo ##
tile.slab_combo:stone_block_slab3_2_and_stone_block_slab3_4.name=Polished Andesite & Diorite Slab Combo ##
tile.slab_combo:stone_block_slab2_4_and_stone_block_slab4_2.name=Prismarine Bricks & Stone Slab Combo ##
tile.slab_combo:stone_block_slab3_2_and_stone_block_slab3_6.name=Polished Andesite & Granite Slab Combo ##
tile.slab_combo:stone_block_slab2_6_and_stone_block_slab4_2.name=Smooth Sandstone & Stone Slab Combo ##
tile.slab_combo:stone_block_slab2_7_and_stone_block_slab4_3.name=Red Nether Bricks & Cut Sandstone Slab Combo ##
tile.slab_combo:stone_block_slab3_3_and_stone_block_slab3_7.name=Andesite & Polished Granite Slab Combo ##
It was removed. See 1.19.70 release notes. You have to know the block properties/states to use. For example
wool 1 which is orange woool
would now be
wool ["color":"orange"]
Try the official sites for the conversion info. If you are on the Bedrock Add-Ons discord, then we have an excel with it. But the Dev or the Wiki or Microsoft-Learn should have something.
Same issue on my realm. Even tested with a new world in an open slot on my mini realm and got the content log errors. So it is definitely not user-pack error.
Just got off of some extensive testing and ran across this ticket... run_command WILL NOT work in on_player_placing period.
In fact there are other issues as to the order of processing in the events and the fact that it will do a few of the sequences in on_player_placing... cut over to on_placed events, do them several times in alphabetical order (never mind the order I put them in) and then come back to do the rest of on_player_placing...
Another problem it has, you can set a property but not access the new value within the scope of the event.... yeah, it is all kinds of screwed up and I made a test to prove it, in order to figure out what I need to do to get around it not doing things in the order I put then in.
Crashing my random TP system developed using this.
Solved
Had a hunch that I checked out.....The Clear Vanilla (Default) texture pack removes the button. I tested another texture pack to make sure it was still there, and it was. So it is this particular texture pack.
You can close the report. I did not see an option to do it myself
Thank You
I have observed this issue too. I had 18 states, all Boolean.
Two of the states never receive an updated value and it was always the ones at the bottom in a reverse alphabetically ordered list of the state names.
My states are being used in the bone_visibility part of the block geometry. No permutations in the block file at all.
If I am correct in my calculations of what Mojang is doing: instead of 18^2 = 324, Mojang is doing 2^18 = 262,144, which is causing it to be over the 64k world limit and thus dropping states until it is under the limit. But there are no block permutations in the file and maybe it should not be a consideration. In fact, counting the permutations in the block file would be better than assuming way more than defined.