#Its possible to create item with custom nbt?

289 messages · Page 1 of 1 (latest)

rain thunder
#
event.create('kubejs:circuit_integrated')
        .maxStackSize(64)
        .displayName('Programmed Circuit (0)')
        .nbt('text')

something like that.
exist?

bronze gullBOT
#

Once your ticket has been resolved, please close it with </ticket close:1054771505520717835> command!

thorny pike
#

No

#

NBT is not on the item, its on the itemstack

you can only create items

#

"default nbt" is only a concept where you give an item an nbt when the player obtains it

rain thunder
#

So how do I stop it when I get the item and it already comes with NBT?

thorny pike
#

you mean you want to remove the nbt?

rain thunder
#

or when player get item

rain thunder
thorny pike
#

you use the event you need for when the player obtains it

foggy tinsel
#

are you just trying to set the default item model?

thorny pike
#

like loot tables, crafting, pickup etc

foggy tinsel
#

this is the 3rd ticket I've followed up on they made

#

but yeah like lex said you can just give it nbt when the player obtains it tbh

thorny pike
#

you make it sound like theres an alternative

rain thunder
#

event to detect player get item?

thorny pike
#

ye :d

foggy tinsel
#

i was just asking if they want to set the default model texture because it's going off nbt data

thorny pike
#

ye but i mean what i said is the only way to give an item "default" nbt

#

nevermind xD

foggy tinsel
rain thunder
#

ItemEvents.pickedUp is this event to detect when player get item?

thorny pike
#

from the ground

#

yes

celest pelican
#

you can create item with NBT using subtypes I guess

thorny pike
#

think about how the player will get the item, is it through crafting? looting? sign from god?

celest pelican
#

just like potions

thorny pike
#

then you dont need the pickup thing

#

just give it the nbt in the recipe

rain thunder
#

for recipe is easy

#

I wanted the item to come with NBT even without me picking it up or getting a recipe
but if there is no way to do it then let it be

celest pelican
#
StartupEvents.registry('item', event => {
  event.create('kubejs:circuit_integrated')
      .maxStackSize(64)
      .displayName('Programmed Circuit (0)')
      .subtypes(originalStack => {
        let myItemList = Utils.newList()
        let myNewItem = originalStack.copy()
        myNewItem.nbt = {"Something": "here"}
        myItemList.add(myNewItem)
        return myItemList
      })
      .modelJson({
      parent: 'kubejs:item/circuit_integrated',
      textures: {
          layer0: 'kubejs:item/others/circuit_integrated/1'
      }})
})

this is how to use subtype

rain thunder
#

and now
in tooltip when i create item how i do break line
with \n appear that symbol

celest pelican
#

with subtypes you can make all 20 items showup in JEI

#

do you want?

rain thunder
#

no i just want 1

#

is not working 😂

#
.subtypes(originalStack => {
            let myItemList = Utils.newList()
            let myNewItem = originalStack.copy()
            myNewItem.nbt = { "CustomModelData": "0.0d", "Num" : "7.0d" }
            myItemList.add(myNewItem)
            return myItemList
        })
foggy tinsel
#

uh

#
myNewItem.nbt = { CustomModelData: 0, Num : 7 }```wouldn't it be like this?
#

though i think uncandangos workin on it still

#

not sure tho

rain thunder
#

i open mine with that change

#

still no working

foggy tinsel
#

was worth a shot

rain thunder
#

without this
How do I break the line in the tooltip?

steady sparrowBOT
#

[Quote ➤](#1183236648104902716 message) and now
in tooltip when i create item how i do break line
with \n appear that symbol

rain thunder
#

i want the gray text 1 line with no text

#

like

#

text

text

#

i want one line down

foggy tinsel
#

you want to remove "right click to increase number" ?

#

ohh you want it to be one line lower?

#

??code

steady sparrowBOT
# foggy tinsel ??code

🗒️**Send the code!**🗒️
You may have an issue with a KubeJS script and you explain it to the best of your ability yet without the actual code in question we have very little to go off of in trying to assist you.

rain thunder
#
.tooltip(['', Text.of('Right Click to increase number').gray()])
foggy tinsel
#

breh

#

the whole tooltip event would be better

rain thunder
#

\n this put a random symbol

foggy tinsel
#

send the full tooltip code

rain thunder
#

ItemEvents.tooltip(event => {
    let circuitItem = 'kubejs:circuit_integrated'
    event.addAdvanced(circuitItem, (item, advanced, text) => {
        text.add(3, [
            Text.of('Right Click to increase number').gray()
        ])

        if (!Item.exists(item?.id)) return
        // Check if the item has NBT data and 'Num' property
        if (item?.nbt?.Num != null) {
            text.add(1, [
                Text.of('Configured Value: ').green(),
                Text.of(item.nbt.Num.toString()).white()
            ])
        } else if (item?.nbt?.Num == null) {
            text.add(1, [
                Text.of('Configured Value: ').green(),
                Text.of('0').white()
            ])
        }
    })
})

foggy tinsel
#

ty

#

try that ```js
ItemEvents.tooltip(event => {
let circuitItem = 'kubejs:circuit_integrated'
event.addAdvanced(circuitItem, (item, advanced, text) => {
text.add(3, [
Text.of(' ').gray()
])
text.add(4, [
Text.of('Right Click to increase number').gray()
])

    if (!Item.exists(item?.id)) return
    // Check if the item has NBT data and 'Num' property
    if (item?.nbt?.Num != null) {
        text.add(1, [
            Text.of('Configured Value: ').green(),
            Text.of(item.nbt.Num.toString()).white()
        ])
    } else if (item?.nbt?.Num == null) {
        text.add(1, [
            Text.of('Configured Value: ').green(),
            Text.of('0').white()
        ])
    }
})

})```

rain thunder
#

wtf why item id is on second???

#

i fix that

celest pelican
foggy tinsel
#

you have advanced tooltips on

#

f3+h

celest pelican
#

I need to findout why it is not on JEI pepethink

celest pelican
#

also I'm testing the .use() callback, so you don't need the item rightclicked event

foggy tinsel
#

nice

celest pelican
#

I'm losing my powers, not first try 😢

#

@rain thunder do you have create in your pack?

celest pelican
#

at startup

StartupEvents.registry('item', event => {
  event.create('kubejs:circuit_integrated')
      .maxStackSize(64)
      .displayName("Programmed Circuit (0)")
      .subtypes(originalStack => {
        let myItemList = Utils.newList()
        let myNewItem = originalStack.copy()
        myNewItem.setNbt({CustomModelData: NBT.i(0), Num: NBT.i(0)})
        myItemList.add(myNewItem)
        return myItemList
      })
      .modelJson({
        parent: 'kubejs:item/circuit_integrated',
        textures: {
          layer0: 'kubejs:item/others/circuit_integrated/1'
        }
      }).use((level, player, interactionHand) => {
        let maxNumber = 20
        let item = player.getItemInHand(interactionHand)
        item.setNbt(item.hasNBT() ? {CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1))} : {CustomModelData: NBT.i(1), Num: NBT.i(1)})
        level.clientSide && player.playNotifySound("create:confirm","ambient",1,1)
        item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false))
        return true
      })
})
#

at client + your tooltip event

ClientEvents.lang("en_us", event => {
  event.add("item.kubejs.circuit_integrated_with_digits", "Programmed Circuit (%s)")
})

JEIEvents.hideItems(event => {
    event.hide(Item.of("kubejs:circuit_integrated").strongNBT())
})

JEIEvents.subtypes(event => {
    event.useNBT("kubejs:circuit_integrated")
})

nothing at server

#

also you need to fix your 18 and 20 model.json, I think numbers are swaped

celest pelican
#

ok, change the notification sound to something else

rain thunder
#
ServerEvents.recipes(event => {
    event.shapeless('kubejs:phenolic_circuit_board', [Item.of('kubejs:circuit_integrated', "{CustomModelData:1,Num:1}"), 'kubejs:phenolic_board'])
})
celest pelican
#

if as ingredient, add .weakNBT() at the end

rain thunder
#

still no working

#

in recipe not show 3 tags and just only 1

#

or i need to put full nbt?

#

i delete the displayname nbt

#

now it work with full nbt

#
event.shapeless('kubejs:phenolic_circuit_board', [
        Item.of('kubejs:circuit_integrated', "{CustomModelData:10.0d,Num:10.0d,display:{Name:'[{\"text\":\"Programmed Circuit (\",\"color\":\"white\",\"italic\":\"false\"},{\"text\":\"10\",\"color\":\"white\",\"italic\":\"false\"},{\"text\":\")\",\"color\":\"white\",\"italic\":\"false\"}]'}}").weakNBT(),
        'kubejs:phenolic_board'
    ])

but its possible to remove display from nbt?

celest pelican
#

if you are using my script, it is not double anymore, they are integer

can you try the original recipe with a new circuit?

rain thunder
#

ok thank u its work without display

rain thunder
celest pelican
#

inside the use function, you can check if player isCrouching

#

or something

rain thunder
#

in right clicked event

#

i use

#
if (player.isShiftKeyDown()) {
        item.nbt = { Num: 0, CustomModelData: 0 }
        // item.nbt.merge(`{display:{Name:'[{"text":"Programmed Circuit (0)","color":"white","italic":"false"}]'}}`)
    }
celest pelican
#

oh looks good

#

try that

rain thunder
#

inside .use() right

celest pelican
#

but with the NBT.i(0)

#

for the zeros

rain thunder
celest pelican
rain thunder
#

The only problem with your code is that I always need to close and open Minecraft, right? 😂

celest pelican
#

yes, startup scripts are like that

rain thunder
foggy tinsel
#

you can use a global function in this right?js .use((level, player, interactionHand) => { let maxNumber = 20 let item = player.getItemInHand(interactionHand) item.setNbt(item.hasNBT() ? {CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1))} : {CustomModelData: NBT.i(1), Num: NBT.i(1)}) level.clientSide && player.playNotifySound("create:confirm","ambient",1,1) item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false)) return true })

celest pelican
#

prob can

foggy tinsel
#

is that what they're refreshing?

#

cause anything else and youd have to restart lol only in callbacks you can

celest pelican
#

I use global while I test, when it is done I just remove, hence why code don't have it

rain thunder
#
.use((level, player, interactionHand) => {
            let maxNumber = 32
            let item = player.getItemInHand(interactionHand)
            if (player.isShiftKeyDown()) item.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })

            item.setNbt(item.hasNBT() ? { CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1)) } : { CustomModelData: NBT.i(1), Num: NBT.i(1) })
            level.clientSide && player.playNotifySound("minecraft:block.amethyst_block.place", "master", 1, 1)
            item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false))
            return true
        })

when i shift click reset to number 1 and not 0

celest pelican
#

you put too far above

#

and without a check

#

like else { ... }

rain thunder
#
let maxNumber = 32
            let item = player.getItemInHand(interactionHand)
            if (player.isShiftKeyDown()) {
                item.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
            } else {
                item.setNbt(item.hasNBT() ? { CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1)) } : { CustomModelData: NBT.i(1), Num: NBT.i(1) })
                level.clientSide && player.playNotifySound("minecraft:block.amethyst_block.place", "master", 1, 1)
                item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false))
                return true
            }
#

like this?

celest pelican
#

probably, I'm on mobile can't read properly the braces

rain thunder
#

oh ok i will try

foggy tinsel
# rain thunder oh ok i will try

here replace your code with this ```js
/**
*

  • @param {Internal.Player} player
  • @returns
    */
    global.programclick = player => {
    //can refresh/edit this by doing /kubejs reload startup_scripts
    let maxNumber = 32
    let item = player.getItemInHand(interactionHand)
    if (player.isShiftKeyDown()) {
    item.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
    } else {
    item.setNbt(item.hasNBT() ? { CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1)) } : { CustomModelData: NBT.i(1), Num: NBT.i(1) })
    player.level.clientSide && player.playNotifySound("minecraft:block.amethyst_block.place", "master", 1, 1)
    item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false))
    return true
    }
    }
    StartupEvents.registry('item', event => {
    event.create('kubejs:circuit_integrated')
    .maxStackSize(64)
    .displayName("Programmed Circuit (0)")
    .subtypes(originalStack => {
    let myItemList = Utils.newList()
    let myNewItem = originalStack.copy()
    myNewItem.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
    myItemList.add(myNewItem)
    return myItemList
    })
    .modelJson({
    parent: 'kubejs:item/circuit_integrated',
    textures: {
    layer0: 'kubejs:item/others/circuit_integrated/1'
    }
    }).use((level, player, interactionHand) => {
    //putting the global function in here
    global.programclick(player)
    })
    })```
#

then restart your game once

#

after that you can edit anything in that global function up top and run /kubejs reload startup_scripts to instantly reload it without having to restart the entire game

rain thunder
#

oh ok

foggy tinsel
#

here you can get the level off the player by putting let level = player.level at the top of the global function like this js global.programclick = player => { //can refresh this by doing /kubejs reload startup_scripts let maxNumber = 32 let item = player.getItemInHand(interactionHand) let level = player.level if (player.isShiftKeyDown()) { item.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) }) } else { item.setNbt(item.hasNBT() ? { CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1)) } : { CustomModelData: NBT.i(1), Num: NBT.i(1) }) level.clientSide && player.playNotifySound("minecraft:block.amethyst_block.place", "master", 1, 1) item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false)) return true } }

rain thunder
#

player level is light level on player feet?

foggy tinsel
#

no

#

thats the level of your server basically

#

level is where you can get stuff like dimension, event.entity.level.dimension for example

celest pelican
#

you need interaction hand

foggy tinsel
#

its basically world

#

hmm

#

sec

#
/**
 * 
 * @param {Internal.Player} player 
 * @param {Internal.Level} level
 * @param {Internal.InteractionHand} interactionHand
 * @returns 
 */
global.programclick = (level, player, interactionHand) => {
    //can refresh this by doing /kubejs reload startup_scripts
    let maxNumber = 32
    let item = player.getItemInHand(interactionHand)
    if (player.isShiftKeyDown()) {
        item.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
    } else {
        item.setNbt(item.hasNBT() ? { CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1)) } : { CustomModelData: NBT.i(1), Num: NBT.i(1) })
        level.clientSide && player.playNotifySound("minecraft:block.amethyst_block.place", "master", 1, 1)
        item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false))
        return true
    }
}
StartupEvents.registry('item', event => {
    event.create('kubejs:circuit_integrated')
        .maxStackSize(64)
        .displayName("Programmed Circuit (0)")
        .subtypes(originalStack => {
            let myItemList = Utils.newList()
            let myNewItem = originalStack.copy()
            myNewItem.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
            myItemList.add(myNewItem)
            return myItemList
        })
        .modelJson({
            parent: 'kubejs:item/circuit_integrated',
            textures: {
                layer0: 'kubejs:item/others/circuit_integrated/1'
            }
        }).use((level, player, interactionHand) => {
            //putting the global function in here
            return global.programclick(level, player, interactionHand)
        })
})``` like that?
celest pelican
#

and level from a player is level() ?

foggy tinsel
#

nah

#

thats getLevel() youre thinking of

rain thunder
foggy tinsel
#

yeah use the above script i just updated

#

i forgot to grab the interaction hand

#

see if it works

#

will have to do one more full game restart though

celest pelican
#

there is no getLevel() from an entity for example

#

it is level()

#

(Java code)

foggy tinsel
#

thats java, this is js

#

its player.level here

#

unless im missing something

rain thunder
steady sparrowBOT
#

Paste version of crash-2023-12-10_13.15.57-client.txt from @rain thunder

celest pelican
#

you need to return true to the global

#

actually return global.yourfunction

rain thunder
celest pelican
#

add the return @foggy tinsel
return global.programclick

#

yes

foggy tinsel
#

ah ok

#

there edited

#

i also edited it to just use the level and give probejs suggestions for interaction hand as well

rain thunder
#

so why this is for?

foggy tinsel
foggy tinsel
rain thunder
foggy tinsel
#

so you can see the suggestions when you do level. player. ect

#

very useful then

rain thunder
#

when e press ctrl + space they suggestion that?

foggy tinsel
#

wym

celest pelican
rain thunder
steady sparrowBOT
#

Paste version of crash-2023-12-10_13.24.02-client.txt from @rain thunder

rain thunder
#

dev.latvian.mods.rhino.EvaluatorException: Cannot convert dev.latvian.mods.rhino.Undefined@0 to boolean

foggy tinsel
#

you restart your game?

rain thunder
#

yeah

foggy tinsel
#

if you edited anything outside that global function like adding the return you gotta restart

rain thunder
#

on if (player.isShiftKeyDown()) i need some other check?

#

I don't know where the error of not converting undefined to boolean is coming from

foggy tinsel
#

so we add an undefined check

#

sec

celest pelican
#

the scope is wrong, player.level above should be outside that check block

#

ops

#

below

foggy tinsel
#

ah true

celest pelican
#

get that 3 lines out

rain thunder
#

i am lost

celest pelican
#

im on mobile

#

would rather a screenshot

foggy tinsel
#

ah ok

celest pelican
#

no

#

only item.setNbt in the block, return true the last outside

foggy tinsel
#

kk

#

er wait

celest pelican
#

no

foggy tinsel
#

lemme look at this script more closely to understand the logistics cause i have yet to understand it at this point

celest pelican
#

you are 1 line far to solve

foggy tinsel
#

lmao

celest pelican
rain thunder
#

i think is put return true before last line block no ... or before close }

celest pelican
#

return true after item.setHoverNamr

foggy tinsel
#

??tryitandsee

steady sparrowBOT
celest pelican
#

you duplicated item.setNbt

#

no need to

#

ops

#

it is Raiden not lio

celest pelican
#

Raiden is missing the else stuff

foggy tinsel
#

we could also just return early if the player's shift key isnt down

#

right?

celest pelican
#

no you need to do action

foggy tinsel
#

ah

#

which action

rain thunder
#

how i check if is it undefined value?

foggy tinsel
#

the sethovername?

celest pelican
#

setNbt

foggy tinsel
#

ah ok

#

so we set it with non shift click then shift click resets it

#

im starting to understand this i think

celest pelican
foggy tinsel
#

also are you running /kubejs reload startup_scripts to reload the global event?

#

just making sure

rain thunder
foggy tinsel
#

uh

#

no need for thatraha

rain thunder
#

this is final code?

celest pelican
#

no

#

you are doing same mistake as lio

rain thunder
#

return true should outside of if condition?

celest pelican
#

ONLY item.setNbt inside the if block

rain thunder
celest pelican
#

amen

rain thunder
#

😂

#

finally

#
/**
 * 
 * @param {Internal.Player} player 
 * @param {Internal.Level} level 
 * @param {Internal.InteractionHand} interactionHand 
 * @returns 
 */
global.programClick = (level, player, interactionHand) => {
    //can refresh/edit this by doing /kubejs reload startup_scripts
    let maxNumber = 32
    let item = player.getItemInHand(interactionHand)
    if (player.isShiftKeyDown()) {
        item.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
    } else {
        item.setNbt(item.hasNBT() ? { CustomModelData: NBT.i((item.nbt.getInt("CustomModelData") + 1) % (maxNumber + 1)), Num: NBT.i((item.nbt.getInt("Num") + 1) % (maxNumber + 1)) } : { CustomModelData: NBT.i(1), Num: NBT.i(1) })
    }

    level.clientSide && player.playNotifySound("minecraft:block.amethyst_block.place", "master", 1, 1)
    item.setHoverName(Text.translate("item.kubejs.circuit_integrated_with_digits", [item.nbt.getInt("Num").toFixed(0)]).italic(false))
    return true
}

StartupEvents.registry('item', event => {
    event.create('kubejs:circuit_integrated')
        .maxStackSize(64)
        .displayName("Programmed Circuit (0)")
        .subtypes(originalStack => {
            let myItemList = Utils.newList()
            let myNewItem = originalStack.copy()
            myNewItem.setNbt({ CustomModelData: NBT.i(0), Num: NBT.i(0) })
            myItemList.add(myNewItem)
            return myItemList
        })
        .modelJson({
            parent: 'kubejs:item/circuit_integrated',
            textures: {
                layer0: 'kubejs:item/others/circuit_integrated/1'
            }
        }).use((level, player, interactionHand) => {
            return global.programClick(level, player, interactionHand)
        })
})
#

u are god

#

final code

celest pelican
#

when it works is the time I remove global raha

foggy tinsel
#

nice

#

i was gonna do this

celest pelican
#

you need Num

foggy tinsel
#

ah ok nvm then lol

celest pelican
#

also just 0 turns into Double

foggy tinsel
#

i woulda been wrong anywaysheh

celest pelican
#

cuz Rhino

foggy tinsel
#

lol fair enough

#

glad yall got it working XD

rain thunder
#

this is hard for me

foggy tinsel
#

i think youre doing great tbh

rain thunder
#

So you're used to making "things" easy, changing recipes and so this blew my mind

#

can explain me what this do or what is this

#

it is your oldest code u send it

celest pelican
#

I wonder if there is a method to set custom model data builtin

#

let me check

foggy tinsel
#

it detects if theres a Num property in the nbt of the item

celest pelican
#

on lexxie

rain thunder
foggy tinsel
#

basically a null check

#

you could

#

if (!item.nbt.Num) i think it is

rain thunder
#

oh ok and

#

what is fucking ? in property

foggy tinsel
#

thats a null check as well

#

because youre checking if theres a Num property from nbt but if theres no nbt to check from then you get a rhino error

rain thunder
#

its like to do (item.nbt && item.nbt.Num) or not

foggy tinsel
#

no

#

because in the item.nbt.Num it'll error if theres no nbt to check from

rain thunder
#

item?.nbt?.Num == null so how can i write this for noobs like me and more easy to understand

foggy tinsel
#

item.nbt.Num == null is checking what the Num returns

dim coral
rain thunder
#

oh ok

foggy tinsel
#

yeah i guess thatd work maybe

#

yeah there you go

#

shorter version of that

rain thunder
#

my mind is blowing

dim coral
#

item ? (item.nbt ? (item.nbt.Num == null ? (true):(false)) : (false)) : (false) limmybed

rain thunder
#

Thank you so much to everyone who helped me with this 💜

foggy tinsel
#

??closeticket

steady sparrowBOT
# foggy tinsel ??closeticket

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