#Behavior Packs General

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quasi terrace
#

[Json][error]-upgrade items/big_mack.item.json | -> minecraft:item -> components -> minecraft:food: invalid component

[Json][error]-upgrade items/big_mack.item.json | Failed to upgrade to version '1.18.0' from document version '1.16.100'

Pog

quasi terrace
severe robin
#

Try using that as template Maker

#

Heh

quasi terrace
#
          "texture": "dd066:big_mack" }, ```
#

would that work?

severe robin
#

Heh

quasi terrace
quasi terrace
severe robin
#

Men open a post

#

I didn't notice that

severe robin
quasi terrace
severe robin
#

It's just a name of the texture you put on jaon

#

The texture path of that can be anywhere

quasi terrace
#

that red mf is back

#
    "format_version": "1.20.50",
    "minecraft:item": {
      "description": {
        "identifier": "dd066:big_mack",
        "menu_category": {
          "category": "items"
        }
      },
      "components": {
        "minecraft:food": {
          "nutrition": 4,
          "saturation_modifier": "supernatural",
          "can_always_eat": true,
          "minecraft:icon": {
          "texture": "dd066:big_mack" },
          "effects": [
            {
              "name": "regeneration",
              "chance": 1,
              "duration": 60,
              "amplifier": 2
            },
            {
              "name": "absorption",
              "chance": 1,
              "duration": 120,
              "amplifier": 3
            },
            {
              "name": "resistance",
              "chance": 1,
              "duration": 300,
              "amplifier": 0
            },
            {
              "name": "poison",
              "chance": 0.5,
              "duration": 120,
              "amplifier": 1
            },
            {
              "name": "nausea",
              "chance": 0.5,
              "duration": 120,
              "amplifier": 1
            },
            {
              "name": "strength",
              "chance": 1,
              "duration": 25,
              "amplifier": 1
            },
            {
              "name": "fire_resistance",
              "chance": 1,
              "duration": 300,
              "amplifier": 0
            }
          ],
          "minecraft:use_modifiers": {
            "movement_modifier": 0.6,
            "use_duration": 3
          },
          "minecraft:use_animation": "eat"
        }
      }
    }
  }
}```
#

/\ red

severe robin
#

Search for Google and JSON formatter

#

You could check what's the problem of your json

quasi terrace
#

i knew you wernt just reading it lol

severe robin
quasi terrace
#

erm
Parse error on line 69: ... } } } } } -------------------^ Expecting 'EOF', got '}'

severe robin
#

I won't waster my 2 seconds waiting load tha website

quasi terrace
#

got it

#

no longer red ๐Ÿ‘

#

[Item][error]- Error Parsing Item 'dd066:big_mack':

[Item][error]- Failed to parse field ' -> components -> minecraft:food -> saturation_modifier: invalid value'

[Item][error]-Missing icon for data-driven item 'dd066:big_mack'.

#

i think i know what it was, it wanst called dd066:big_mack in the texture thing but was just big_mac

#

@severe robin so.... im confused..... no errors in the log but it just doesnt appear in game at all

#
    "format_version": "1.20.50",
    "minecraft:item": {
      "description": {
        "identifier": "big_mack",
        "menu_category": {
          "category": "items"
        }
      },
      "components": {
        "minecraft:food": {
          "nutrition": 4,
          "saturation_modifier": "supernatural",
          "can_always_eat": true,
          "minecraft:icon": {
          "texture": "dd066:big_mack" },
          "effects": [
            {
              "name": "regeneration",
              "chance": 1,
              "duration": 60,
              "amplifier": 2
            },
            {
              "name": "absorption",
              "chance": 1,
              "duration": 120,
              "amplifier": 3
            },
            {
              "name": "resistance",
              "chance": 1,
              "duration": 300,
              "amplifier": 0
            },
            {
              "name": "poison",
              "chance": 0.5,
              "duration": 120,
              "amplifier": 1
            },
            {
              "name": "nausea",
              "chance": 0.5,
              "duration": 120,
              "amplifier": 1
            },
            {
              "name": "strength",
              "chance": 1,
              "duration": 25,
              "amplifier": 1
            },
            {
              "name": "fire_resistance",
              "chance": 1,
              "duration": 300,
              "amplifier": 0
            }
          ],
          "minecraft:use_modifiers": {
            "movement_modifier": 0.6,
            "use_duration": 3
          },
          "minecraft:use_animation": "eat"
        }
      }
    }
}
quasi terrace
#

where does this go??
minecraft:use_modifiers

#

@severe robin i want to die ๐Ÿ˜ญ
"invaild json object"

    "minecraft:item":{
      "description":{
        "identifier": "big_mack",
        "menu_category":{"category":"items"}},
      "components":{
        "minecraft:use_modifiers" //<-- added this
        "minecraft:food":{
          "nutrition":4,
          "saturation_modifier":"supernatural",
          "can_always_eat":true,
          "minecraft:icon":{"texture":"big_mack"},
          "effects":[
            {"name":"regeneration","chance":1,"duration":60,"amplifier":2},
            {"name":"absorption","chance":1,"duration":120,"amplifier":3},
            {"name":"resistance","chance":1,"duration":300,"amplifier":0},
            {"name":"poison","chance":0.5,"duration":120,"amplifier":1},
            {"name":"nausea","chance":0.5,"duration":120,"amplifier":1},
            {"name":"strength","chance":1,"duration":25,"amplifier":1},
            {"name":"fire_resistance","chance":1,"duration":300,"amplifier":0}],
          "minecraft:use_modifiers": {"movement_modifier":0.6,"use_duration":3},
          "minecraft:use_animation": "eat"}}}}```
severe robin
# quasi terrace <@916617172313321533> i want to die ๐Ÿ˜ญ "invaild json object" ```{"format_version...
{
  "format_version": "1.20.50",
  "minecraft:item": {
    "description": {
      "identifier": "big_mack",
      "menu_category": { "category": "items" }
    },
    "components": {
      "minecraft:use_modifiers": {}, //<-- Corrected here
      "minecraft:food": {
        "nutrition": 4,
        "saturation_modifier": "supernatural",
        "can_always_eat": true,
        "minecraft:icon": { "texture": "big_mack" },
        "effects": [
          { "name": "regeneration", "chance": 1, "duration": 60, "amplifier": 2 },
          { "name": "absorption", "chance": 1, "duration": 120, "amplifier": 3 },
          { "name": "resistance", "chance": 1, "duration": 300, "amplifier": 0 },
          { "name": "poison", "chance": 0.5, "duration": 120, "amplifier": 1 },
          { "name": "nausea", "chance": 0.5, "duration": 120, "amplifier": 1 },
          { "name": "strength", "chance": 1, "duration": 25, "amplifier": 1 },
          { "name": "fire_resistance", "chance": 1, "duration": 300, "amplifier": 0 }
        ],
        "minecraft:use_modifiers": { "movement_modifier": 0.6, "use_duration": 3 },
        "minecraft:use_animation": "eat"
      }
    }
  }
}```
#

You literally doubled the use modifiers

#

Lmao

#

Sorry for late reply

#

I did a 2 hour nap

quasi terrace
quasi terrace
#

does anyone know why this wont work?

    "minecraft:item":{
      "description":{
        "identifier": "big_mack",
        "menu_category":{"category":"items"}},
      "components":{
        "minecraft:food":{
          "nutrition":4,
          "saturation_modifier":"supernatural",
          "can_always_eat":true,
          "minecraft:icon":{"texture":"big_mack"},
          "effects":[
            {"name":"regeneration","chance":1,"duration":60,"amplifier":2},
            {"name":"absorption","chance":1,"duration":120,"amplifier":3},
            {"name":"resistance","chance":1,"duration":300,"amplifier":0},
            {"name":"poison","chance":0.5,"duration":120,"amplifier":1},
            {"name":"nausea","chance":0.5,"duration":120,"amplifier":1},
            {"name":"strength","chance":1,"duration":25,"amplifier":1},
            {"name":"fire_resistance","chance":1,"duration":300,"amplifier":0}],
          "minecraft:use_modifiers": {"movement_modifier":0.6,"use_duration":3},
          "minecraft:use_animation": "eat"}}}} //fuck this mod ```
#

its to big to post normaly

#

the problem is that the item wont work in game at all, no errors in the logs either so ive got nothing

severe robin
#

what the hell

#

i know why lmao

severe robin
#

it should have identifier, its not possbile without using it lmao

#
{
  "format_version": "1.20.50",
  "minecraft:item": {
    "description": {
      "identifier": "coddy:big_mack", //<- indentifier required
      "menu_category": {
        "category": "items"
      }
    },
    "components": {
      "minecraft:food": {
        "nutrition": 4,
        "saturation_modifier": "supernatural",
        "can_always_eat": true,
        "minecraft:icon": {
          "texture": "big_mack"
        },
        "effects": [
          {
            "name": "regeneration",
            "chance": 1,
            "duration": 60,
            "amplifier": 2
          },
          {
            "name": "absorption",
            "chance": 1,
            "duration": 120,
            "amplifier": 3
          },
          {
            "name": "resistance",
            "chance": 1,
            "duration": 300,
            "amplifier": 0
          },
          {
            "name": "poison",
            "chance": 0.5,
            "duration": 120,
            "amplifier": 1
          },
          {
            "name": "nausea",
            "chance": 0.5,
            "duration": 120,
            "amplifier": 1
          },
          {
            "name": "strength",
            "chance": 1,
            "duration": 25,
            "amplifier": 1
          },
          {
            "name": "fire_resistance",
            "chance": 1,
            "duration": 300,
            "amplifier": 0
          }
        ],
        "minecraft:use_modifiers": {
          "movement_modifier": 0.6,
          "use_duration": 3
        },
        "minecraft:use_animation": "eat"
      }
    }
  }
}```
granite cobalt
#

that and big mac mispelled

severe robin
granite cobalt
#

maybe they did it intentionally

#

like Wcdonalds

quasi terrace
granite cobalt
#

big man

quasi terrace
#

schlatt

#

could i have both a "sword" item and have it shoot stuff?

#

like smth that has alot of hitting damage but also shoot arrows?

quasi terrace
# severe robin yes
    "minecraft:item":{
        "description":{"identifier":"dd066:iron_fist",
        "menu_category": {
        "category":"equipment"}},
        "components":{"minecraft:max_stack_size":1,"minecraft:icon":{"texture":"iron_fist"},
            "minecraft:damage":15,
            "minecraft:digger":{
                "destroy_speeds":[
                    {"speed":20,"block":{"tags":"query.any_tag('wood')"}},
                    {"speed":15,"block":{"tags":"query.any_tag('stone')"}},
                    {"speed":10,"block":{"tags":"query.any_tag('metal')"}}]},
            "minecraft:durability":{"max_durability":1800},
            "minecraft:repairable":{"repair_items":[{"items":["iron_ingot"],"repair_amount":1350}]
            "minecraft:shooter":{"ammunition":[{"item":"custom_projectile","use_offhand":true,"search_inventory":true,"use_in_creative":true}],
            "max_draw_duration":1.0,"scale_power_by_draw_duration":true,"charge_on_draw":false}
            }
        }
    }
}```
#

the shooter is brokey

severe robin
#

whats the error vscode says

granite cobalt
#

syntax error

quasi terrace
#

unexpexted comma

granite cobalt
#

you are missing },

quasi terrace
#

aaaaaa

#

found it lol

severe robin
#

here we go again

quasi terrace
#

nuh uh

severe robin
#

why you keep misisng that

quasi terrace
#

because me dumb

severe robin
quasi terrace
#

can anything be ammo?

severe robin
#

sorry spelling my eyes are really dry

severe robin
#

if it does not work use other ways

quasi terrace
#

ima just use arrows

quasi terrace
#

@severe robin i fixed the texture but got some errors

[Item][error]- Error Parsing Item 'dd066:big_mack': (no idea)

[Item][error]- Failed to parse field ' -> components -> minecraft:food -> saturation_modifier: invalid value' (i think i know how to fix this)

[Item][error]-Missing icon for data-driven item 'dd066:big_mack'. (no idea)

#

also my glove cant shoot arrows :P but thats less important

severe robin
#

What value you put in saturation mod?

severe robin
quasi terrace
quasi terrace
severe robin
#

Imma rephrase that

#

What the format of minecraft:icon you put in your item json

quasi terrace
#
{"format_version":"1.20.50",
    "minecraft:item":{
      "description":{
        "identifier": "dd066:big_mack",
        "menu_category":{"category":"items"}},
      "components":{
        "minecraft:food":{
          "nutrition":4,
          "saturation_modifier":"supernatural",
          "can_always_eat":true,
          "minecraft:icon":{"texture":"big_mack"},
          "effects":[
            {"name":"regeneration","chance":1,"duration":60,"amplifier":2},
            {"name":"absorption","chance":1,"duration":120,"amplifier":3},
            {"name":"resistance","chance":1,"duration":300,"amplifier":0},
            {"name":"poison","chance":0.5,"duration":120,"amplifier":1},
            {"name":"nausea","chance":0.5,"duration":120,"amplifier":1},
            {"name":"strength","chance":1,"duration":25,"amplifier":1},
            {"name":"fire_resistance","chance":1,"duration":300,"amplifier":0}],
          "minecraft:use_modifiers": {"movement_modifier":0.6,"use_duration":3},
          "minecraft:use_animation": "eat"}}}} //fuck this mod ```
#

wait nvm where did it go?

#

bruhhhhh

#

hold'ith on'ith

severe robin
#

"minecraft:icon": { "texture": { "default": "" } }

quasi terrace
severe robin
#

Not sure if texture(s)

quasi terrace
#

updated ๐Ÿ‘

    "minecraft:item":{
      "description":{
        "identifier": "dd066:big_mack",
        "menu_category":{"category":"items"},
        "minecraft:icon":{"texture":{"default":"big_mack"}}
      },
      "components":{
        "minecraft:food":{
          "nutrition":4,
          "saturation_modifier":"3.0",
          "can_always_eat":true,
          "minecraft:icon":{"texture":"big_mack"},
          "effects":[
            {"name":"regeneration","chance":1,"duration":60,"amplifier":2},
            {"name":"absorption","chance":1,"duration":120,"amplifier":3},
            {"name":"resistance","chance":1,"duration":300,"amplifier":0},
            {"name":"poison","chance":0.5,"duration":120,"amplifier":1},
            {"name":"nausea","chance":0.5,"duration":120,"amplifier":1},
            {"name":"strength","chance":1,"duration":25,"amplifier":1},
            {"name":"fire_resistance","chance":1,"duration":300,"amplifier":0}],
          "minecraft:use_modifiers": {"movement_modifier":0.6,"use_duration":3},
          "minecraft:use_animation": "eat"}}}} //fuck this mod ```
quasi terrace
#

i put it in the wrong one >:(

quasi terrace
# severe robin Components

[Json][error]-upgrade items/big_mack.item.json | -> minecraft:item -> components -> minecraft:icon: invalid component
and this?
[Json][error]-upgrade items/big_mack.item.json | Failed to upgrade to version '1.20.60' from document version '1.20.50'
so just change the .50 to .60

#

hahahaha im new your not ๐Ÿ˜Ž some day ima be doing this but in your shoes

quasi terrace
quasi terrace
severe robin
quasi terrace
#

"minecraft:icon":{"texture":{"default":"dd066:big_mack.png"}}

#

would that be better

#

bet

#

XD

#

ima go with big_mack.png first

#

yayyyyyyy back to the same, damn, two, problemssssssss

[Item][error]- Error Parsing Item 'dd066:big_mack':
no idea

[Item][error]- Failed to parse field ' -> components -> minecraft:food -> saturation_modifier: invalid value'
b.s.
[Item][error]-Missing icon for data-driven item 'dd066:big_mack'.
no idea

quasi terrace
severe robin
#

Ngl it triggers me even tho this not my problem

#

Go try 1.16.100

#

Did you try that?

quasi terrace
#

๐Ÿ˜ญ

#

2nd mod ive ever made and i want to die

severe robin
#

This is why I don't touch items now only blocks script and entities

severe robin
quasi terrace
#

i made a few blocks with some broken values that make you go fast af

#

a "TP" pad and "boost" pad

severe robin
#

Men. I love myself

#

When I make a very good addon I could release, I scrap them cause I'm lazy

#

Lmao

quasi terrace
#

ima die from killing myself

[Item][error]- Error Parsing Item 'dd066:big_mack':

[Item][error]- Failed to parse field ' -> components -> minecraft:food -> saturation_modifier: invalid value'

[Item][error]-Missing icon for data-driven item 'dd066:big_mack'.

#

"saturation_modifier":"1.0" how is this invalid value

severe robin
#

Ok

#

Don't put .0

#

It doesn't support float value

quasi terrace
#

thank you

severe robin
quasi terrace
#

"minecraft:icon":{"texture":{"default":"textures/items/big_mack.png"}}
think i needed this hold on

severe robin
#

I thought it's a name you put in item texture.json

quasi terrace
#

idfk

#

im guessing at this point

#

i
am
going
to
fucking
die

#

SAME

[Item][error]- Error Parsing Item 'dd066:big_mack':

[Item][error]- Failed to parse field ' -> components -> minecraft:food -> saturation_modifier: invalid value'

[Item][error]-Missing icon for data-driven item 'dd066:big_mack'.

severe robin
# quasi terrace
  "resource_pack_name": "vanilla",
  "texture_name": "atlas.items",
  "texture_data": {
    "apple": {
      "textures": "textures/items/apple"
    }
}```
quasi terrace
#

๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

severe robin
#

Umm vanilla file

quasi terrace
#

wait is this a item_texture.json file?

severe robin
#

Yes

#

It's available online but I stole it on the app specifically

quasi terrace
#

im stealing it

severe robin
#

I'm on Android lmao, I use zarchiver to open the apk file

quasi terrace
#

{ "texture_name": "big_mack.png", "texture_data": { "big_mack": { "textures": "textures/items/big_mack.png" } } }

quasi terrace
quasi terrace
severe robin
#

Hahaha

#

Wait we almost took the whole BP general

quasi terrace
# severe robin Just follow the format

i.....

    "resource_pack_name": "vanilla",
    "texture_name": "big_mack.texture",
    "texture_data": {
    "big_mack": {
        "textures": "textures/items/big_mack.png"
      }
    }
}```
this??
quasi terrace
severe robin
#

/big_mack.png

quasi terrace
#

oh....

severe robin
#

Ngl check wiki.bedrock.dev

quasi terrace
severe robin
severe robin
quasi terrace
severe robin
quasi terrace
severe robin
#

I had that glitch before too โ˜ ๏ธ

#

Men... Get some rest,

quasi terrace
#

im dieing laughing rn

severe robin
#

And I can't see anything

tardy oracle
#

Error

{
    "format_version": "1.20.80",
    "minecraft:item": {
        "description": {
            "identifier": "player:dinheiro_egito",
            "menu_category": {
                "category": "items"
            }
        },
        "components": {
            "minecraft:icon": "player:dinheiro_egito",
            "minecraft:display_name": {
                "value": "Dinheiro Egipicio"
            },
            "minecraft:hand_equipped": true
       }
   }
}

Every time I equip it in my hand, the item holding it in my hand doesn't appear

severe robin
tardy oracle
#

Something changes in the new format I didn't know

severe robin
#

@tardy oracle

quasi terrace
#

would it be possible to make a cool down for epearls and trydents?

#

or like "patch" it if that makes sence

open quartz
#

Hey, i made my own scripts and i have a faction system. I would like to disabling pvp for players inside the same faction.
For example if my faction name is Nova my tag is "faction_Nova"
I tried to test is with damage_sensors in player.json but it test only fixed tags like "team_1","team_2". I need a test automatic and not writing by me

stuck harness
#

Hmmm ๐Ÿค” a team system through scripting.

gusty current
#

how do i change the player health value?

old solstice
#

add the heath component value of this and create a new world or mess around with commands and see if you can figure it out

radiant gorge
#

how come i get this error [Scripting][error]-Plugin [owens] - module [owens - 1.0.0] requesting invalid module version [@minecraft/server - 1.6.0-beta].
Available versions:
@minecraft/server - 0.1.0
@minecraft/server - 1.0.0
@minecraft/server - 1.1.0
@minecraft/server - 1.2.0
@minecraft/server - 1.3.0
@minecraft/server - 1.4.0
@minecraft/server - 1.5.0
@minecraft/server - 1.6.0
@minecraft/server - 1.7.0
@minecraft/server - 1.8.0
@minecraft/server - 1.9.0
@minecraft/server - 1.10.0
@minecraft/server - 1.11.0-beta

[Scripting][error]-Plugin [owens] - version conflict for module [@minecraft/server].
[1.6.0-beta] requested by [owens - 1.0.0],
[1.8.0] requested by [@minecraft/server-ui - 1.2.0-beta]

this is my manifest {
"format_version": 2,

"header": {
"name": "owens",
"description": "pack",
"uuid": "1d9abf84-3b39-4aae-aed4-cb18c9bbbe76",
"min_engine_version": [1, 19, 80],
"version": [1, 0, 0]
},

"modules": [
{
"type": "data",
"uuid": "3c8ccc94-ae00-4c71-b39b-361263a748eb",
"version": [1, 0, 0]
},
{
"type": "script",
"language": "javascript",
"entry": "scripts/index.js",
"uuid": "9edf912a-0cb6-489d-b907-5a2b35e70398",
"version": [1, 0, 0]
}
],

"dependencies": [
    {
        "module_name": "@minecraft/server",
        "version": "1.6.0-beta"
    },
    {
        "module_name": "@minecraft/server-ui",
        "version": "1.2.0-beta"
    }
]

}

severe robin
olive moon
#

where are sound identifiers defined?

#

sound_definitions.json just has music in it, no shear

#

and the component isn't using the typical "mob.sheep.shear"

#

just "shear"

radiant gorge
#

this my code how would i make it tp to previous location before the player walked into the plot instead of ```js
if (plotRaidingEnabled === false) {
const playerRotation = player.getRotation();
const yaw = playerRotation.y;
const radians = (yaw - 90) * (Math.PI / 180);
const offsetX = Math.cos(radians) * teleportDistance;
const offsetZ = Math.sin(radians) * teleportDistance;

      const teleportX = playerX + offsetX;
      const teleportZ = playerZ + offsetZ;

      player.teleport({
        x: teleportX,
        y: playerY,
        z: teleportZ,
      });
      player.sendMessage("You can only access your own plot.");
      break;```
#

bc at the momemnt with this if i walk into the plot backwards it just fly through the plot basically

severe robin
ancient dew
#

Hello everyone, I have a problem, I want when killing a pig with the addon knife to release a ham, but I don't understand why it doesn't work, could someone help me?

#

{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "delight:ham",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 2
},
"condition": [
{
"condition":"match_tool",
"item": "delight:iron_knife"
}
]
}
]
}
]
}

rapid hedge
#

[Addon][error]-Cannot determine which pack manifest to use: Multiple manifests found at the same directory level in the pack's folder hierarchy.Why does this happen when I make a .mcpack file to load up a addon.
It does it to random .mcpack files

thorny tiger
severe robin
thorny tiger
#

I'm just saying what the error seems to be saying

#

They didn't give enough information to say more

severe robin
severe robin
thorny tiger
#

No, people just try to dm me to ask questions sometimes, which I find unhelpful because

A. I don't know everything
B. It means that people can't search up the post they make if others have similar problems

tawdry plaza
quasi terrace
#

is there a mod already made/how do i make it so if you throw an enderpearl theres a 6 second cooldown

fresh meadow
quasi terrace
#

im making it for a pvp realm so they can epearl spam

stuck harness
#

I believe you can do it with scripting api

quasi terrace
stuck harness
quasi terrace
#

how do i start

stuck harness
#

Doesn't look like you can modify that cooldown duration

#

I think the only way would be to create a separate cooldown system via scripts that affects the player

quasi terrace
stuck harness
#

Oh yeah that's easy

quasi terrace
stuck harness
#

Let me check the ender pearl file first

#

Well might be a little different than I thought

stuck harness
#

From what I know you can't set an owner of the item that was being used via script.

#

You would have to spawn the ender pearl via the item file

#

But since it's like a tp mechanism it could like fall and tp you as soon as you spawn it in

#

Might need to do some testing with that ngl

quasi terrace
#

@stuck harness not to beg or anything like that but could you mayve make a template type of thing for a enderpearl like item? pretty please

stuck harness
stuck harness
#

You should probably setup your script file

#

Because this will definitely need scripts

#

@quasi terrace ^

quasi terrace
stuck harness
#

Just YouTube I think

stuck harness
#

@quasi terrace try this

{
  "format_version": "1.20.60",
  "minecraft:item": {
    "description": {
      "identifier": "custom:ender_pearl",
      "menu_category": {
        "category": "items",
        "is_hidden_in_commands": false
      }
    },
    "components": {
      "minecraft:display_name": {
        "value": "item.custom:ender_pearl.name"
      },
      "minecraft:icon": "custom_ender_pearl",
      "minecraft:max_stack_size": {
        "value": 16
      },
      "minecraft:cooldown": {
        "category": "custom_ender_pearl",
        "duration": 1
      },
      "minecraft:durability": {
        "damage_chance": {
          "min": 1,
          "max": 1
        },
        "max_durability": 250
      },
      "minecraft:projectile": {
        "projectile_entity": "minecraft:ender_pearl"
      },
      "minecraft:shooter": {
        "ammunition": [
          {
            "use_offhand": false,
            "search_inventory": false,
            "use_in_creative": true
          }
        ],
        "charge_on_draw": false,
        "max_draw_duration": 0.0,
        "scale_power_by_draw_duration": false
      },
      "minecraft:throwable": {
        "do_swing_animation": false,
        "launch_power_scale": 1.0,
        "max_draw_duration": 0.0,
        "max_launch_power": 1.0,
        "min_draw_duration": 0.0,
        "scale_power_by_draw_duration": false
      }
    }
  }
}```
#

may not need scripts

#

You can actually remove the durability component

tawdry plaza
#

did they change loot table or something with this update? my loot tables dont seem to want to work now

quasi terrace
gusty current
#

"type": "script",
"language": "javascript",

What languages does the script accept?

#

Does it support Java?

stuck harness
quasi terrace
#

im looking at the copy i have and i cant find it

stuck harness
quasi terrace
stuck harness
quasi terrace
quasi terrace
#

whats a tga file?

fresh meadow
gusty current
severe robin
#

As far as I know

gusty current
#

I understand, thank you very much for your help!

errant pewter
#

Anyone help me to make a function file that detects when a player double crouch -say hi

thorny tiger
#

I'm not sure about commands, but if you did it in an animation controller or script, you could detect if the player is crouching, then set a timer somehow. If they uncrouch within the time, set another timer. Finally, if they crouch again within that time frame, do something

gusty current
#

Is there a file/website/anything that says ALL THE BLOCKS that a diamond, gold, iron, wood and stone pickaxe breaks?

cold turtle
gusty current
#

ok, thxs

stiff oracle
#

help

#

query.is_riding && (query.get_ride -> query.owner_identifier) == 'wesl3y:fly_ride'

thorny tiger
#

Queries that return an entity have been removed. I don't think there's a direct replacement for that sadly.

stiff oracle
#

and now? what do I do?

fresh meadow
stiff oracle
#

but I use it in the resource

fresh meadow
#

You can read entity tags in resource? I dindt tested it before

#

If its possible scripting will help you

gusty current
#

quick question

#

what are all the types of "target"?

#

"target": "self",
"target": "other"...

spare pulsar
#

how do I enable attack spam for players

granite cobalt
# gusty current what are all the types of "target"?
  • block The block involved with the interaction.
  • damager The damaging actor involved with the interaction.
  • other The other member of an interaction, not the caller.
  • parent The caller's current parent.
  • player The player involved with the interaction.
  • self The entity or object calling the test
  • target The caller's current target.
gusty current
#

thank you very much !

gusty current
#

How do I make it so that when I interact with the block, it executes an event on the person who interacted and not on the block?

fresh meadow
#

Block triggers are deprecated

gusty current
#

thx for the help!

gusty current
#

Does anyone know where I can find information about this pickaxe tag: "stone_level"

#

I can only find information about the "tiers", stone_tier, golden_tier, and from what I've seen these tags are not the same, they have different functions,
stone_level โ‰  stone_tier

fresh meadow
gusty current
#

I already looked there ๐Ÿ˜”

fresh meadow
fresh meadow
#

Doenst add features to them

gusty current
#

I wanted to know which items have this tag because it would be useful for me

fresh meadow
#

Check the urls i sent

gusty current
#

ok thank you very much for all your help!

gusty current
#

anyone know what i doing wrong?

cold turtle
#

query.equipped_item_any_tag('slot.weapon.mainhand, 'blah')

gusty current
#

hm

#

if i want to add anothet tag this gona be like this?

#

query.equipped_item_any_tag('slot.weapon.mainhand, 'blah, 'blah2')

#

or

#

query.equipped_item_any_tag('slot.weapon.mainhand, 'blah', 'blah2')

#

or another one?

gusty current
#

still not working

#

๐Ÿ˜”

#

i forget to say that i change the query

thorny tiger
#

The != in the middle of the statement is invalid molang. If you're trying to test if it doesn't have all of those tags, do !q.equipped_item_all_tags('slot.weapon.mainhand','stone_tier','is_pickaxe')

gusty current
gusty current
#

Is there any way for me to test if there is 1 tag x and 1 tag y or 1 tag x and 1 tag z?

#

like this :

#

!q.equipped_item_any_tag('slot.weapon.mainhand',('stone_tier'+'is_pickaxe'),('iron_tier'+'is_pickaxe'),('diamond_tier'+'is_pickaxe'))

#

test if has tag "is_pickaxe" and another

gusty current
#

its possible to change the "minecraft:destructible_by_mining" value by event?

#

like, put it to be a variable and in the event change the value of the variable

#

or anything like this

thorny tiger
gusty current
gusty current
thorny tiger
#

You'd need to use block permutations, and a script to change the values. I'm not too sure about the specifics though

gusty current
#

first try again, thank you very much, you helped me a lot, I hope one day I can repay you!

dawn garden
#

are smithing table recipes possible

fresh meadow
dawn garden
fresh meadow
#

minecraft:crafting_table component and JSON UI

fresh meadow
#

๐Ÿ˜…

sturdy otter
#

I am trying to create a chest with loot table i did 1 but the second one is not workingIn i used this command to spawn the chest
/structure load chest

#

Anyone pls help

nocturne prairie
#

is there now way to hot reload behavior packs?

cold turtle
nocturne prairie
#

hmm ok

#

how do you comment .lang files

sturdy otter
#

Anyone help me

gusty current
#

I was analyzing the query that tests the time of day and for some reason I can't get it to work, if someone could please tell me where I went wrong I would be very grateful

                  "event": "btl:is_night",
                  "target": "self"               ```
#

Note: I put this event in the "tick" of the block

severe robin
#

Not really, but it will deprecated soon Soo not recommend using this

gusty current
#

why?

gusty current
severe robin
severe robin
gusty current
#

Thank you very much for letting me know this!

#

Now I will have to know JS to do scripts as well๐Ÿฅฒ

tawdry plaza
#

so with this new scriping thing will there be a new place to learn how to use scripts or are we gonna be on are own

cold turtle
deft schoonerBOT
#
Learn JavaScript

As the Script API is a framework built on JavaScript code, having an understanding of JavaScript is key.

If you are being shown this, then you most likely are a beginner with JS and could use a little guidance.

Videos on Learning JavaScript
Javascript in 1 hour
Javascript Classes in 1 hour

Web Guide:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide

Reference Sites:
https://www.w3schools.com/jsref/default.asp
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference
https://javascript.info

cold turtle
#

And here are some resources on Javascript in general

tawdry plaza
#

ok thank you

red quartz
#

How do i delete a dropped entity 1 at a time? normally if u were to drop multiple of the same item in the same block coordinate theyd combine, and while in that combined state, how do i remove 1 item in that dropped stack via commands or script doesnt matter

verbal moth
#

What do I need to learn like coding language to make addons and script

severe robin
verbal moth
#

Ok

#

Thx

tawdry plaza
near wind
tawdry plaza
#

oh thank anything holy

#

just a small quick queston to add on that, if i have a item with no use besides damage will i still need to change that or will that count as a item event, im just trying to gage how much ill need to fix

dawn garden
#

Im making a custom fishing loot table and i want the fish to have a lore tag and a custom data #, I was successful with the lore tag but then i added the data function and the lore no longer works but the data does. Here is my code:

{
"type": "item",
"name": "minecraft:tropical_fish",
"weight": 4,
"data": 2,
"functions": [
{
"function": "set_lore",
"lore": "ยงrยงe88cm"
},
{
"function": "set_data",
"data": 2
}
]
}

quasi terrace
#

how would i replace the walk, run, and jumping animations of the base game player?

stuck harness
#

Anyone know if I can replicate that first pov effect from the totem of undying being activated?

sinful merlin
#

does anyone have the json file of minecraft netherite ingot as well as the netherite upgrade template

thorny tiger
#

Vanilla items are sadly hardcoded

#

And so don't have json files

sinful merlin
#

poop I wanted to have like custom weapon smith template and upgrade lets say a diamond sword to another type of weapon

#

but it says I can only use netherite ingot, I was gonna put the netherite ingot modifier to the vanilla diamond

thorny tiger
#

Ah, gotcha. Yeah, smithing tables are very limited. You'll sadly have to use a crafting table, which won't save enchantments

sinful merlin
#

Imma try adding the namespace:netherite_ingot to a custom itemm as material

#

idk what to do with the smithing template though

thorny tiger
#

That method sadly doesn't work anymore

sinful merlin
#

uhmm how ahout putting an item in the smithing template slot

thorny tiger
#

I'd just move away from the smithing table. You can make items that can br upgraded, but not items that can be used as an upgrade

sinful merlin
#

yaeh but I wanna keep the enchants

#

im trying to make like a refining addon like Diamond Sword +1
Diamond Sword +2

#

I made like custom upgrade templates

thorny tiger
#

That sadly isn't really possible with what is provided in addons rn

#

I guess you might be able to do something with scripts, but you'd need to figure out how you'd want it to be triggered

#

Maybe an entity you can interact with with the upgrade and then your item

sinful merlin
#

mannn I even had like an rng system set up with the function using scoreboard for the failure and success

thorny tiger
#

I mean, you could potentially use a script still

#

Just not a smithing table

sinful merlin
#

alright scew the template slot, what about putting a custom item on the like netherite ingot slot

#

ill let the recipe require a smithing template per upgrade

#

yeah but I dont wanna use any entities cause thats how other addons work

thorny tiger
#

You can't use anything but a netherite ingot in the slot

#

It's annoying, but not really anything we can do

sinful merlin
#

you can use diamonds and stuff pretty sure

#

cause of armor trims

thorny tiger
#

I guess that is true, forgot about that. I guess you might be able to use those vanilla materials in a recipe with a netherite upgrade template

#

I'm not sure if that would work though

sinful merlin
#

im stumped I wanna cry

thorny tiger
#

It is very frustrating that Mojang has so little that's modifiable in vanilla and that scripts are becoming required for even things that should just be vanilla recreations. But that's what we have here

#

It sounds like your system is fairly complex, so scripts would probably be better anyway

sinful merlin
#

I have no idea how those work

#

ill just craft them in crafting table...

#

scew the enchants

thorny tiger
#

There are some tutorials around for them if you ever do want to learn

gusty current
#

How do I do so when minecraft:block_placer interacts with water, place dirt block and when interacting with lava, place a stone

gusty current
#

๐Ÿ˜”

#

no way I can do it in json?

fresh meadow
severe robin
gusty current
#

Its like that

#

But

#

More like this:

#
            "minecraft:block_placer":[
                {
                  "block": "dirt",
                  "use_on": [
                  "water",
                  "flowing_water"
                 },
                  {
                  "block": "stone",
                  "use_on": [
                  "lava",
                  "flowing_lava"
                 }
                  ]
                ],```
#

I know this doesn't work, it's just an example

dawn garden
#

Hi guys, just asking that if I change the family type of my entity does it mean it can spawn according to the vanilla entity which I replace ?

thorny tiger
#

All family does is control target selecting by family and what mobs attack it/run from it. Most filters use family rather than mob type

dawn garden
#

Oh , or follow from it

distant escarp
#

is they a way to get enchants like sharp 10 on a item

scenic kiln
#
  "format_version": "1.13.0",
  "minecraft:biome": {
    "description": {
      "identifier": "strangebiome"
    },
    "components": {
      "minecraft:climate": {
        "downfall": 0,
        "snow_accumulation": [
          0.0,
          0.0
        ],
        "temperature": 4,
        "blue_spores": 5,
        "red_spores": 0,
        "white_ash": 0,
        "ash": 0
      },
      "minecraft:overworld_height": {
        "noise_type": "default"
      },
      "animal": {},
      "monster": {},
      "overworld": {},
      "strangebiome": {},
      "minecraft:surface_parameters": {
        "top_material": "str:strange_grass",
        "mid_material": "minecraft:dirt",
        "foundation_material": "minecraft:stone",
        "sea_floor_material": "minecraft:gravel",
        "sea_material": "minecraft:water",
        "sea_floor_depth": 7
      },
      "minecraft:overworld_generation_rules": {
        "generate_for_climates": [
          [
            "medium",
            30
          ],
          [
            "cold",
            3
          ]
        ]
      }
    }
  }
}```
scenic kiln
#

This biome not generating

#

Help me pls

gritty girder
#
{
  "format_version": "1.10.0",
  "animation_controllers": {
      "controller.animation.stone_sword": {
          "states": {
              "not_use": {
                "on_entry":["/say not using sword stone"],
                  "transitions": [
                      {
                          "use": "query.is_item_name_any('slot.weapon.mainhand', 'sword:stone') && (query.is_using_item)"
                      }
                  ]
              },
              "use": {
                "on_entry":["/say using sword stone"],
                  "transitions": [
                      {
                          "not_use": "(!query.is_using_item) && !query.is_item_name_any('slot.weapon.mainhand', 'sword:stone')"
                      }
                  ]
              }
          }
        }
      }
    }

anyone know what's wrong?

sharp bone
#

anyone know how to fix this problem? I am trying to make a loot table but for some reason when i use the command block to summon the items it doesnt.

The command was execute if block ~ ~-1 ~ water run execute if block ~ ~-2 ~ water run execute if block ~ ~-3 ~ water run loot spawn ~ ~1 ~ loot "blocks/test_fish_net"

distant escarp
#
                {
                    "wants": [
                        {
                            "item":"minecraft:crossbow"

                        }
                    ],
         "gives": {        
                  "Block": {          
            "name": "minecraft:chest", 
            "states": {            
              "minecraft:cardinal_direction": "east"
            }, 
            "version": 3
          }, 
          "CanPlaceOn": [          
            "minecraft:bedrock"
          ], 
          "Count": 1, 
          "Damage": 0, 
          "Name": "minecraft:chest", 
          "WasPickedUp": 0, 
          "tag": {          
            "CustomName": "ร‚ยง8Kit", 
            "Findable": 0, 
            "Items": [            
              {              
                "Count": 1, 
                "Damage": 0, 
                "Name": "minecraft:iron_helmet", 
                "Slot": 0, 
                "tag": {                
                  "RepairCost": 1, 
                  "display": {                  
                    "Name": "ร‚ยง8Kit"
                  }, 
                  "ench": [                  
                    {                    
                      "id": 0, 
                      "lvl": 2
                    }, 
                    {                    
                      "id": 1, 
                      "lvl": 1
                    }
                  ]
                }
              }
            ]
           }
         }          
      }

does someone know why this will not work?

#

tryna do a villager trade with a chest that has items already inside

cold turtle
distant escarp
#

so how

cold turtle
distant escarp
distant escarp
#

see look

cold turtle
#

They definitely nbt edit that

distant escarp
cold turtle
#

I dont see why not

distant escarp
silk oasis
#

Hey can sum1 help my behavior pack isn't importing to minecraft

#

For minecraft bedrock

thorny tiger
quaint sandal
#

What is the code for someone shulker

#

What is the code for a shulker box minecraft bedrock or code for a backpacm

thorny tiger
#

Shulker boxes are hardcodes

quaint sandal
#

What's hard code mean

#

How do I make a on click it opens a inventory

thorny tiger
#

Hardcoded means that there's no easy way to replicate it with addons

#

And it would require blocks and entities to make chests

#

I don't remember the specifics, but I think there are other posts on this discord about it

dawn garden
#

Animated (cobalt_boots) item how?

#

@thorny tiger

#

Hi

#

You remember me?

#

you can help me? Is there a way to make an animated item like (cobalt_boots) I just made the common item, as for the armor it didn't work the common method, is there another way?

dawn garden
#

Hi guys can you help me how to make my entity sleep at night thank you , and how I can construct it in bridge I mean the code or any Microsoft.dev

thorny tiger
barren solstice
#

Is it possible to make basically a duplicate of a item frame but with a custom texture? I want people to still be able to craft the normal ones but the map design side to also have invisible item frames

distant escarp
#

How do i create timed kits?

flint oasis
#

Anyone really good at behavior packs here? I think I can find you a nice paying job

deft schoonerBOT
#
Finding a Dev or a Team?

This discord isn't suited for finding or offering paid work. We can't moderate these transactions, so we ask that you move to a more suitable place.

For a casual discord community, consider joining Skill Share: https://discord.gg/sZ7fkcN.

Find incredible people. Make beautiful things. A home for crafting your career in the Minecraft industry.

https://www.bucketofcrabs.net/

frosty narwhal
#

are we able to create/change an item to be able to go into the offhand?

tawdry plaza
#

just put that in the components

frosty narwhal
#

sweet

#
{
    "format_version": "1.20.50",
    "minecraft:item": {
        "description": {
            "identifier": "minecraft:cactus",
            "category": "Nature"
    },
    "components": {
        "minecraft:allow_off_hand": true,
        "minecraft:icon": {
            "texture": "cactus"
        },
            "minecraft:display_name": {
                "value": "item.cactus.name"
            }
        }
    }
}```
Did I miss something here can it not be done like this
tawdry plaza
#

I don't think you can change hard coded blocks like that

frosty narwhal
#

ah too bad

distant escarp
#

How do i update my pack

tawdry plaza
distant escarp
hoary heath
#

Can you edit vanilla items somehow?

fresh meadow
frosty narwhal
#

which ones?

hoary heath
#

?

thorny tiger
#

The ones that are in the vanilla packs

deft schoonerBOT
frosty narwhal
#

If two packs both modify the how to play screen, they don't combine, right? they overwrite each other?

thorny tiger
#

Yep

frosty narwhal
#

unfortunate

#

if not that could be a go-to place for packs seems like a missed opportunity

upbeat trail
#

not sure where to ask about this but is there a way to disable swimming?

#

and stop certain biomes from generating

#

even if it only worked pre 1.18

gusty current
#

can i put a query in damage sensor?

thorny tiger
#

No, you can only use filters

gusty current
#

Is there a filter that tests whether the item has a specific tag?

gusty current
#

Is there a filter that tests whether the item the entity has in its hand has x component, or combine 2 filters that do something similar

cobalt plume
#

Use script apiq

peak steppe
#

hey is it possible to run commands with custom items in behavior packs

#

I've only been able to find like 2 or 3 year old youtube videos on it

cold turtle
peak steppe
#

okay thanks

gusty current
#

what is the component that summons an explosion without disappearing the entity?

thorny tiger
#

Like, do yoh want to break blocks, or just do damage and knockback?

#

If it's the latter, use minecraft:behavior.knockback_roar

#

If you do want to break blocks, you'd need to summon a dummy entity that immediately explodes

gusty current
thorny tiger
#

Yeah

gusty current
#

Kinda annoying, but there's nothing I can do lol, thanks for the help

analog cradle
#

Why does custom recipe not appear in the crafting table?

cold turtle
analog cradle
# cold turtle They do for me, show your code?
{
    "format_version": "1.20.10",
    "minecraft:recipe_shaped": {
        "description": {
            "identifier": "example:cage"
        },
        "tags": [
            "crafting_table"
        ],
        "pattern": [
            "ppp",
            "p p",
            "ppp"
        ],
        "key": {
            "p": {
                "item": "minecraft:stick"
            }
        },
        "result": {
            "item": "example:cage",
            "count": 1
        },
        "unlock": [
            {
                "item": "minecraft:stick"
            }
        ]
    }
}
#

All I see is the ladder

#

The crafting works

#

but the the "Craftable" doesnt show it?

cold turtle
#

Do you have the, recipe unlocking gamerule turned on?

#

Try giving yourself every recipe using the recipe command?

analog cradle
#

well

cold turtle
#

Might need to restart your world. Havent had this issue

analog cradle
#

the /recipe works

#

Wait, recipe unlock isnt on by default?

cold turtle
#

I do not recall as its such a relatively new feature for me

unique stratus
#

can some1 help me #1267784390520606821

analog notch
#

Does anyone know how the game sorts items in the creative menu? I've heard it was alphabetical, but time has proved it's not that at all. Or do groups affect the alphabetization?

cold turtle
analog notch
#

Alphabetical based on ID or name?

cold turtle
#

File name

analog notch
#

Alright

#

Interestinf

#

Do you know if setting it to a group throws this off?

cold turtle
#

No idea

#

Its a black box

analog notch
#

Oh

#

Alright, thanks for your help

quasi terrace
#

how do i make the slider that effects a fucntion

gusty current
#

how do I execute events on entities that have been tamed by me

dawn garden
#

How to convert that file?

#

Into regular json file that readable

fresh meadow
dawn garden
#

No I'm not just learning the pattern

#

How to use that is it ok in pc?

bright hazel
#

hi, does anyone know how to make a player lose less hearts permenantly without changing the gamerules?

fresh meadow
#

Try using damage sensor

tired nacelle
#

Iโ€™m trying to give a wind charge (the one players can collect/throw) these properties:

The same gravity/distance as a snowball

No explosion

Drops a snowball upon impact

Any advice?

thorny tiger
#

I'd replace the minecraft:projectile component in it with the one in the vanilla snowball, and trigger an event when it hits that runs a /loot command to spawn a custom loot table with a snowball

#

I'm not entirely sure about the explosion

tired nacelle
#

Thatโ€™s essentially what I did

tardy drift
#

does anyone know where I can define variables for behavior packs? I am defining it in minecraft:entity/description/scripts/initialize, in the entity bp file. I keep getting the error "Unhandled request for unknown variable: 'variable.custom'" ๐Ÿ˜ฆ

wild monolith
#

is there a guide for animated blocks anywhere, i don't mean the textures but the blocks itself
(im guessing im gonna need an entity then but anything would be nice)

cold turtle
wild monolith
cold turtle
#

Yeah

wild monolith
#

Is it possible to acces resource / behavoir packs from the marketplace?

trim sky
#

Half of my addons don't work anymore i'm so fucked

barren solstice
#

Updating my packs rn so they work on the new update, but I cant figure out why my custom commands isnt working. I've got no errors in the code, and no errors in the content log. Can someone help? (The code I sent is my main.js without the commands, just the case and default)

import { world } from "@minecraft/server";

const prefix = "!"
const validWarpLocations = ["bank","event","gens","main","shop","spawn"]
world.beforeEvents.chatSend.subscribe((eventData) => {
    const player = eventData.sender
    const msg = eventData.message

    if (msg.startsWith(prefix)) {
        const [call, ...args] = msg.slice(1).split(" ")
        switch (call) {
            case 'gm':
                break
            default:
                break
        }
    }
})```
thorny tiger
#

Well, currently that code doesn't so anything

#

You'd need to add some code to do something between the case line and break

barren solstice
thorny tiger
#

Ah, gotcha

barren solstice
#

Anything else look wrong though?

barren solstice
#

Can anyone help me with ^ ? Still cant figure it out since its giving no errors whatsoever. I dont think its something thats in one of the commands since the code I have for the default case doesnt work either

barren solstice
#

Fixed

distant escarp
#
"minecraft:use": {
                "on_use": {
                    "event": "origin:open"
                }
            },
            "minecraft:should_despawn": true,
            "minecraft:allow_off_hand": true
            
        },
    "events": {
            "origin:open": {
                "sequence": [
                    {
                        "run_command": {
                            "command": [
                                "summon origin:npcdummy ~~~ origin:open"
                            ]
                        }
                    }
                ]
            }
        }

How to i run commands now? because this does not work because of the new update

trim sky
barren solstice
#

in that channel, its a lil up if you dont want chat ranks

tawdry lintel
#

hi

austere wave
#

What's the syntax for query.any_tag? When I use "q.any_tag('tag')" the log says that the token is unrecognized

kind sundial
red quartz
#

so i just booted up my mod after not playing for a week or 2 and got bombarded with errors from my content log, and after restarting the world 4 times, i found the content log txt file and its 10 million characters long

#

seems like whenever i leave for more than a week minecraft changes something and breaks everything

#

is this the deprecating old versions in favor of custom components and the new versions

austere wave
red quartz
#

yeah, reading some of the lines, a lot of stuff is outta date, need to swap to the newest version

#

its just that theres a few cases where along with the newer versions some things were removed or renamed and i have nothing as reference cause the bedrock wiki is out of date

marble breach
#

Why is this happening?

#
      "minectaft:damage_sensor": {
        "triggers": {
          "cause": "fall",
          "deals_damage": false
        }
      }```
wild monolith
austere wave
marble breach
#

OH lmfao

austere wave
#

What is wrong?

      "minecraft:entity_sensor": {
          "relative_range": false,
      "subsensors": [{
        "range": 0.1,
        "minimum_count": 1,
        "event_filters": {
             "any_of": [
              { "test": "is_family", "subject": "other", "value": "player" },
              { "test": "has_equipment", "subject": "other", "domain": "head", "value": "endermod:teleport_helmet"},
              { "test": "has_equipment", "subject": "other", "domain": "torso", "value": "endermod:teleport_chestplate"},
              { "test": "has_equipment", "subject": "other", "domain": "leg", "value": "endermod:teleport_leggings"},
              { "test": "has_equipment", "subject": "other", "domain": "feet", "value": "endermod:teleport_boots"}
              ]
        },
        "event": "can_teleport"
        }
      ]
    }
#

And I don't understand what is format vec2

fresh meadow
molten wasp
#

item renders, textures work, when i right click it doesnt do the function common, whats wrong? how to update?

   "format_version": "1.20.10",
   "minecraft:item": {
      "description": {
         "identifier": "peril:tome_common",
         "category": "nature"
      },
      "components": {
         "minecraft:max_stack_size": 1,
         "minecraft:foil": false,
         "minecraft:stacked_by_data": false,
         "minecraft:icon": {
            "texture": "common_tome"
         },
         "minecraft:display_name": {
            "value": "Common Tome"
         },
         "minecraft:use_animation": "none",
         "minecraft:on_use": {
            "on_use": {
               "event": "used"
            }
         }
      },
      "events": {
         "used": {
            "queue_command": {
               "command": [
                  "function common"
               ]
            }
         }
      }
   }
}```
fresh meadow
deft schoonerBOT
#
HCF Removal and Custom Components

The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.

Please take a look at the following links to learn more about custom components:

Bedrock Wiki

MS Docs

ionic vault
#

Is there a sample pack for Minecraft sounds?

#

Where I could look for sounds I can use with playSound

fresh meadow
#

Theres no better sample pack than vanilla one

deft schoonerBOT
chrome wharf
#

since when did one of my friends have one of the first messages in this channel

inland jacinth
#

Hi, is there a way to disable pvp for specific players? Weakness can be bypassed with sharpness, so that's not an option for me.

fresh meadow
inland jacinth
#

Yeah, I tried that and it didn't work for some reason, but thank you

fresh meadow
dawn garden
#

does anyone know how the dynamic worlds work? And how can they create custom biomes?

spare pulsar
#

is there an entity component to make the said mobs generate light

thorny tiger
#

Nope. You'd need to have it constantly set a light block at its location and then clear all nearby light blocks

verbal quest
#

does anyone have a template for gun behavior packs?

sinful merlin
#

How do you add an item with lore, like let's say I want the item to have a description without editing the item name, cause my current method is adding lore using loot tables

cold turtle
turbid owl
#

Hello I am attempting to create a behavior pack and modify the player behavior.

I have added a "player.json" to my entities folder.
In there, I added "minecraft:jump.static": {"jump_power": 2.0}.

My pack shows up and can be activated with no errors on the log but no matter which component I change nothing seems to happen.

Im not sure that this is the correct way to modify the player entity and don't see examples online.

Intention: simply make this player jump higher (modify the player)

Thanks in advance

gusty current
#

How do I make it so that only those who have a certain tag can open a custom crafting table?

turbid owl
#

Update: this does work, it's just that Experimental creator features needed to be enabled. Also worth noting: the game will cache known valid add-ons, preventing new changes. Loading the pack in a fresh world with experimental on worked.

elder badger
#

Is it possible to receive an effect and have it not appear in the effects hud? Are they hidden?

acoustic sparrow
#

is the shareables component broken?

viscid creek
#

Can someone give me a link to a good playlist on how to create an addon

static hound
#

hi guys, im sort of a blank slate in terms of my knowledge of bedrock servers other than the arguments, server.properties, and just having it running. i have no idea how to add or even where to find add-ons for my server there's a dragon mod on the marketplace that i would like to put on my server.

thorn surge
#

Hello, I would like my custom armor to have the same stats as diamond one, but when I enter the protection and durability values โ€‹โ€‹from the wiki, they do not match

polar gazelle
#

Hello I think the behavior.nap is broken cause when my entity is sleeping it keeps moving

dawn ice
thorn surge
dawn ice
thorn surge
dawn ice
ornate jasper
#

Does a bp exist which adds the F3 menu (along with the hotkeys for chunk boarders and hit boxes) to bedrock?

dawn ice
gusty current
#

quick question, can I put 2 commands like this:

        "run_command": {
              "command": [
          "particle minecraft:knockback_roar_particle ~~1~",
          "summon pig"
          ]
          }
      }```
gusty current
polar gazelle
thorny tiger
#

Should be queue_command, not que_command. Easy typo to make

polar gazelle
tall frigate
#

Is there any way to allow a rider(player) to interact with or deal damage to other riders (nvm solved)

lavish aurora
#

anyone got an idea for detecting absorption damage with a fatal damage sensor?

I made a damage sensor that works like a totem of undying and it works as expected, except when you have absorption hearts, it triggers false positives.

For example, lets say you just triggered a vanilla totem and you have no armor, and because of the regeneration you now have 3 hearts left, then something that deals 3 damage points attacks you, when that thing hits you the expected behavior is that you loose some absorption hearts and you won't die, but the damage sensor is triggered anyways .-.

torn jolt
#

hi

golden osprey
#

hello

golden osprey
austere wave
#

Why does this keep popping out?

lavish aurora
#

Is the "has_equipment" filter with domain set to "inventory" broken for player?

#

I'm trying to detect if a player has a totem in the inventory but nothing is happening

lavish aurora
# acoustic sparrow show the filter
           {
            "filters": {
              "all_of": [
                {
                  "test": "has_equipment",
                  "subject": "self",
                  "domain": "inventory",
                  "operator": "equals",
                  "value": "totem_of_undying"
                }
              ]
            },
            "event": "nxmbers:totems_add_tag"
          },

It is inside a environment sensor, works when I change from "inventory" to "hand" and I hold the totem in my hand

#

the filter is just broken for player xd

elfin nebula
#

why does my block keep turning into this

#

there is litterally nothing wrong with the identifer

lyric fractal
elfin nebula
#

yh i figured it out XD

elfin nebula
#

?? did i get pinged here?

stark canyon
#

I'm making a plane here. How do we make it look up and it will go up and look down and it will go down?

#

I have tried to make it with animation Controller but failed. Is there any other way?

restive quartz
#

is there any convenient software to edit NBT data on a mcstructure?

deft schoonerBOT
#
NBT Studio

NBT Studio is an NBT editing application, the spiritual successor to NBTExplorer. It has been rewritten completely from scratch to support a vast array of new features, while keeping the familiar layout of controls. New features include Bedrock support, SNBT support, undo/redo functionality, drag and drop, multiselect, and more! It's called Studio to make it sound more important than it really is.

https://github.com/tryashtar/nbt-studio/releases

cold turtle
restive quartz
#

Thanks Smokey!

polar gazelle
#

Is it possible to remove the knockback particles for a specific entity? I hate the white particles appearing when there is a knockback?

daring yacht
#
          "command": "summon rexy:royal_ender_crystal ~~~",
          "target": "is_target"
        },```
#

HP me guys when I use this to my event the event can't be read is there something wrong ๐Ÿ˜ญ

#

I think there is something wrong in the target

severe robin
daring yacht
#

How do I make mob sounds will only work if it doesn't have query.is_stunned is is possible?

daring yacht
spark storm
dusty verge
spark storm
sturdy otter
#

I made a dungeon it spawns but I want to add 1more how to add

#

This the addon

solar hill
#

Does anyone know how to make a life system by modifying the player.json? I tried it but the events don't load.

polar gazelle
#

Is it possible for a projectile to curve like a boomerang when shot I saw this angle offset parameter but I don't think it can achieve my goal

patent salmon
#

I need help, I'm making an addon for the first time and I started making a territory marker, but I put it in the world and it just doesn't work practically anything I put in, It does not appear in the menu, it is automatically mineable and explodes with TNT, in addition to dropping its item.

#

๐Ÿ˜“

gray parcel
#

to whoever saw that that was a stupoid question

feral loom
#

Is there a way that I can update old add-ons to work without holiday creator features

feral loom
#

Thanks also where can I go to learn scripting

polar gazelle
severe robin
spark plover
#

I'm trying to find a way that acts like using multiple timer components in an entity behavior file. I heard behavior animation controller does that. How do I do that?

#

I need that because I use a damage sensor with a timer for hurt animation but existing timer component overlaps with it.

spark plover
#

Finally got it work! ๐Ÿฅต

polar gazelle
#

Is it possible to make an entities hitbox rotate with the animation of the body in RP?

Cause I have this entity that bends it's head so hitting the head doesn't damage it cause the hitbox is still stuck on its original position?

thorny tiger
#

Not really. What you could do is use a behavior pack animation controller to trigger an event which gives the mob a shorter hit box when the conditions for the animation are met

woven dragon
#

i love addons

severe robin
woven dragon
#
{
    "format_version": 2,
    "metadata": {
        "authors": [
            "zeliลกฤe"
        ]
    },
    "header": {
        "name": "Floating Text [BP]",
        "description": "Paczka zasobow Floating Text!",
        "uuid": "6c90042b-4892-4a1a-a1ae-36e50ec9c14e",
        "version": [
            1,
            0,
            0
        ]
    },
    "modules": [],
    "dependencies": []
}```
#

i deleted the scripts module

#

which should be unnecessary and is for me useless

#

but after i removed it the error appeared

severe robin
#

Use .mcpack not .mcaddon

woven dragon
#

RP and BP

woven dragon
#

lol

severe robin
woven dragon
#

true

#

i will just add the scripts module back

#

and ignore the Mian file error

severe robin
woven dragon
#

yea

#

i dont need scripts but without the module the error appears

woven dragon
severe robin
# woven dragon yea

Just add this module.

"modules": [
        {
            "description": "",
            "type": "data",
            "uuid": "<uuid>",
            "version": [ 0, 0, 1 ]
        }
    ],```
woven dragon
#

oh

#

data

#

i will try that

severe robin
#

The scripts make Minecraft identify it's a bp file since rp can't have that

woven dragon
woven dragon
edgy ruin
#

Hey folks, does anyone here know an easy way to change a block's loot table data? I'm making a pack and I want to change a block to require silk touch

#

Is this something that's going to require a script for?

severe robin
cold turtle
edgy ruin
cold turtle
edgy ruin
#

I'm just wanting to make it so if I break a bed, it drops wood instead of the bed itself

cold turtle
reef ore
#

is there a way to make it so that a block must be mined with a pickaxe to drop without tedious loot tables?

frosty narwhal
hardy forge
#

Why is it able to variate cobblestone if i change it random to cobblestone but not my custom block: ```"random": {
"textures": {
"variations": [
{ "path": "textures/blocks/die1", "weight": 1 },
{ "path": "textures/blocks/die2", "weight": 1 },
{ "path": "textures/blocks/die3", "weight": 1 },
{ "path": "textures/blocks/die4", "weight": 1 },
{ "path": "textures/blocks/die5", "weight": 1 },
{ "path": "textures/blocks/die6", "weight": 1 }
]
}
},

#
    "format_version": "1.21.40",
    "minecraft:block": {
        "description": {
            "identifier": "demo:die",
            "menu_category": {
                "category": "construction"
            }
        },
        "components": {
            "minecraft:custom_components": ["die:roll"],
            "minecraft:geometry": "geometry.die",
            "minecraft:material_instances": {
                "*": {
                    "texture":"random",
                    "render_method": "alpha_test"
                }
            }
           
        }
    }
}
severe robin
idle flame
#

Does using concrete or concrete_powder in a recipe cover all colors like with wool, or do I have to create a separate recipe for every single color?

dawn garden
#

Is it possible to eliminate the event where the fish spawns from the fishing rod?

strange aurora
#

I think you would have to alter the fishing loot tables if im not mistaken

strange aurora
acoustic sparrow
#

is there anyway I can prevent an entity riding from moving seats when other seats become empty?

slate scarab
#

does the "delay_filter" component in spawn rules talk about min and max time in ticks or seconds?

tall frigate
#

it uses "minecraft:body_rotation_blocked"

woven dragon
#

bmw?

zealous kindle
#

hi anyone know how can i fix this?

"minecraft:target_nearby_sensor": {
        "must_see": false,
        "inside_range": 60,
        "on_inside_range": {
          "filters": [
            {
              "test": "has_tag",
              "operator": "!=",
              "subject": "other",
              "value": "spectator"
            }
          ]
        }
      },
#

i want my mob to target players without the spectator tag

zealous kindle
#

why?

severe robin
#
[
   {
      "test": "is_family",
      "subject": "other",
      "value": "player"
   },
   {
      "test": "has_tag",
      "subject": "other",
      "operator": "!=",
      "value": "spectator"
   }
]```
zealous kindle
#

oh but what if i have let say a dog

#

and the dog hits the entity

#

its not going to harm the dog

zealous kindle
spark plover
#

Does anyone know why this "sound_event" isn't working? Same with "start_sound_event". I thought they worked like "play_sounds". I use the vanilla sounds:

"sequence": [
                {
                  "base_delay": 3,
                  "event": "minecraft:on_blinding_event",
                  "sound_event": "prepare.summon"
                }
              ]
#

This is from "minecraft:behavior.summon_entity"

spark plover
lone citrus
#

hello someone knows how I can make a mob when attacking a player the mob grab it and the player does not oue to let go until the mob dies or something specific happens

merry vale
#

This forum is barren.

hexed moss
#

Excuse me, what is the way to remove a recipe from the game, and is there a way to do this?

severe robin
hexed moss
severe robin
#

yeah.

#

Tho I never tried it.

shell vault
#

is anyone there?
I was asking for help a few months ago and got no answer

woven dragon
#

besides

#

why dont you post your question again?

shell vault
#

my request is still there

#

people can just find it

#

#1308148392928608297 message

woven dragon
#

people tend to solve the issue overtime, ignore it or forget about it

shell vault
#

so it's not against the rules to just post it again?

woven dragon
spark plover
shell vault
#

OK then

thorny tiger
#

People might just not know the solution

elfin nebula
#

hello, does anyone know why this doesnt add the tag to me whenever i punch something or the air

    "format_version": "1.10.0",
    "animation_controllers": {
        "controller.animation.player_swing": {
            "initial_state": "default",
            "states": {
                "default": {
                    "transitions": [
                        {
                            "swinging": "variable.attack_time > 0.0"
                        }
                    ]
                },
                "swinging": {
                    "on_entry": [
                        "/tag @s add swung"
                    ],
                    "transitions": [
                        {
                            "default": "variable.attack_time == 0.0"
                        }
                    ]
                }
            }
        }
    }
}```
reef ore
#

is there a simple way to use a single loot table to drop the block only if holding a pickaxe and use it for multiple blocks? like stone functionality? Or do I have to write a loot table for each block individually/write a script that applies to each block

uneven stone
#

Guys, quick question. Minecraft Education has the spectator mode disabled by default, and the command /gamemode spectator doesn't works. Is there a way to enable this mode with a bp or is something that's hardcoded to the game?

#

According to MC Wiki:

Spectator mode is not accessible in Minecraft Education. It is not available in the settings, and although spectator is listed as a gamemode in the suggestion list of the /gamemode command, using /gamemode spectator causes it to throw an error: Game mode 'Spectator' is invalid.

#

I know I can create a "false" spectator mode, but I was just wondering if there's possible to activate it somehow

torpid burrow
#

How to remove footstep sound and particle if you have a certain score?

desert glacier
#

how to detect tag by query?

jaunty hill
#

Can someone tell me why when i use the /tag command in a funcion works, but if i want to remove a tag with the functions doesn't work???

torpid lodge
#

is there a way to create a custom furnace

#

?

shell vault
woven dragon
haughty breach
#

is there seriously no documentation about which moon_phases are at what integers??

#

Terrific

#

Whoever wrote this page needs whatever the reverse of a colonic is

woven dragon
#

Json ui documentation is crap aswell

sinful merlin
#

Ummm kinda random, but how do you guys modify addons these days. Cause I wanna update my old addons, but when I put it in a map I don't see the behavior pack folder in the world folder

modest marsh
haughty breach
#

Mojang wants pack creators to test 8 different behavior packs independently by trial and error. ๐Ÿคฆ

#

I should stop blaming Mojangโ€”I know theyโ€™re not responsible for the MS Learn site

#

But I brought this up on another server: They need to develop their own wiki and include full documentation on the wiki.

haughty breach
#

Then I guess the facepalm stands?

cold turtle
cold turtle
haughty breach
#

Is there like... a bug with behavior packs where you can't make references to custom sound definitions??

#

I know a while back (and possibly still) there was a bug in resource packs where you were not allowed to reference sound files in the sounds or sound definitions json that were not included in the same resource pack where the reference was made...

#

Like you could not have custom sound files living in another pack and reference them in a separate one...

#

But now I'm trying to implement custom behavior for wolves where certain events and interactions trigger custom sound files living in a resource pack that I also have applied to my world, and it won't work. Even though I can /playsound the custom sounds just fine in the world...

cold turtle
haughty breach
# cold turtle You can use queue command to run playsound.

Thanks, yes. I have an event wolf_howl that queue_commands playsound howl...

      "minecraft:wolf_howl": {
        "queue_command": {
          "command": "playsound howl"
        }
      },

Then I've added an event to the environment sensor...

      "minecraft:environment_sensor": {
        "triggers": [ // ...
          // Added by daggerbyte
          {
            "filters": {
                "test": "hourly_clock_time", "operator": "==", "value": 18000
            },
            "event": "minecraft:wolf_howl"
          }
        ]
      },

So the problem may be either with the way I've accounted for the sound in my sound definitions/sounds file or a bug regarding the use of custom sound files...

cold turtle
haughty breach
cold turtle
haughty breach
#

Earlier I said I was able to command /playsound the custom sound.

#

just straight up in the console

haughty breach
# haughty breach Thanks, yes. I have an event wolf_howl that queue_commands playsound howl... ```...

Just updating in case anyone having the same issue finds this in search...

  • I was referencing sounds.json for my /playsound -- the command references sound_definitions.json...
  • Also, you need a target, so adding @a satisfied that requirement...
      "minecraft:wolf_howl": {
        "queue_command": {
          // FYI: /playsound references sound_definitions.json...
          "command": [
            // "say daggerbyte ยงrยงgDEBUG:ยงr wolf_howl event fired",
            "playsound mob.wolf.howl @a" // The @a is required here...
          ]
        }
      },

And adding a test for moon_phase accomplished my need to make this happen only on a full moon...

      "minecraft:environment_sensor": {
        "triggers": [ // ...
          // Added by daggerbyte
          {
            "filters": {
              "all_of": [
                { "test": "moon_phase", "operator": "==", "value": 1  }, // Full moon
                { "test": "hourly_clock_time", "operator": "equals", "value": 18000 } // Midnight
              ]
            },
            "event": "minecraft:wolf_howl"
          }
        ]
      },

The wolves now howl at the full moon at midnight.

Maybe someday I'll make them stop and play a howling animation, too. We'll see. This was a pain in the ass. ๐Ÿ™‚

torpid burrow
#

[Recipes][error]-recipes/craft_x_reaper_chestplate.json | yes:craft_x_reaper_chestplate | 1.20+ Recipes require unlock data

How to fix this?

haughty breach
haughty breach
#

This is the 1 item that you have to have in your inventory in order to see the recipe come up as a possibility (in red/orange in the crafting menu) because you have part of the recipe on-hand. Like when you have a stick in your inventory, so you can see torches as one of the items you could craft if you also had some coal/charcoal.

olive siren
#

I have some problems when uploading addons to my realm. When I try to upload an addon using the edit feature, it says "Error when applying content, failed to upload pack s" then "Error: Some of the selected content could not be applied."

#

How can i fix that?

severe robin
finite ivy
#

Is it possible to make the item immune to lava, without modifying the item's entity?

flint bridge
#

any know what priority should I set to make entity follow

mine roams arounds and sometimes follow me?

#

most of the time it teleports

ornate jasper
#

Any way to make a behavior pack which reverts the new ui?

viral ice
#

There's no settings ro revert it in game?

#

Oh dam. That's 8 days ago

ashen rock
#

Question:
I want to make unique mobs that are inspired off of F.E.A.R's Replicas. Is it feasible to make mobs that have "brains" similar to the GOAP AI from that game?

inland aurora
#

hello i have a loot_table in my bp and i have a custom structure, how i can add custom loot in my chest when the structure spawned in the world with loot table?

urban swift
#

can someone help me with stonecutter recipe pls

#
{
    "format_version": "1.20.62",
    "minecraft:recipe_stonecutter": {
        "description": {
            "identifier": "myname:lapis_bricks"
        },
        "tags": ["stonecutter"],
        "input": "minecraft:lapis_block",
        "output": "myname:lapis_bricks",
        "count": 1
    }
} ```
teal pulsar
#

Where can I find documentation on the dialogue json?

acoustic sparrow
wise peak
urban swift
#

It seems that the stonecutter specifically requires a data value for items in use

grizzled canyon
#

how do i make it so that the condition for a loot table can either be a iron pickaxe, a diamond pickaxe or netherite pickaxe

#

never mind i figured it out, its just messy

sterile hemlock
#

i have addons in this world and why the BP folder is empty?

dense sapphire
#

hi there, is there someone else getting this warning on server startup?"
No definition found for feature 'minecraft:legacy:roofed_forest_foliage_feature'

distant escarp
#

does anyone know the name for redstone ore glow id, need this for minecraft:can_destroy

torpid burrow
#

How to make it so certain people cant hit each other with player.json? I'm making a game with like 20 people with teams of 2s

edgy ruin
#

Gonna reask here because I forgot this channel existed for a sec:

Anyone know the logistics of making two addons compatible via an item(s) that only appear if both packs are present? Is that possible?

thorny tiger
#

You'd need a third pack for that

woven dragon
#

so yeah it is theoretically possible

brittle tiger
#

Im trying to make an invincible entity, and I have the damage sensor, however it still recieves damage

"minecraft:damage_sensor": {
        "triggers": {
          "deals_damage": "no",
          "cause": "all"
        }
      }```

--**EDIT** Fixed, used the wrong format version lol
viral ice
#

Test if damage override works on it

full ridge
#

[FeatureRegistry][error]-Bleach RPG MAP API | No definition found for feature 'minecraft:legacy:roofed_forest_foliage_feature'

#

help me?

viral ice
#

Someone asked similar, might come up if you search

plain trout
#

when i made an entity, this one spawn invisible

shell vault
cold turtle
covert current
#

can someone help me with my behavior packs ?

shell vault
cold turtle
shell vault
dense sapphire
#

hi there, when we do reload, do the variables from animation controllers get reloaded too?
what happens if it reloads and get stuck on some stage of the animation controller? I notice that after a reload some actions never happens with mobs unless I kill it and a new one is spawned forcing to start all the stages from zero

inland aurora
#

hello! there is a way to get crossbow, bow ecc default json in behavior pack?

ashen portal
polar gazelle
#

Is there a way to detect an entity after it shoots a projectile

dusty verge
polar gazelle
#

Yes

#

Like I wanna activate an event after the entity shoots the projectile

dusty verge
#

Have you tried using the attack variable in an animation controller?

polar gazelle
#

No but I think that only works in melee not ranged

hoary heath
#

Do you have the entity file for the happy ghast?

dusty verge
#

Your ranged attack component has a charge time that you can simply configure as you wish.

polar gazelle
#

Oh I see I'll try it I was thinking of using scripts to detect it but thanks I'll try it

sterile acorn
#

please help i have a problem
[Scripting][error]-ReferenceError: Native constructor for [ActionFormData] does not have required privileges. at ActionFormData (native)
at <anonymous> (main.js:8)

[Scripting][error]-Plugin [palakitmap - 22.5.0] - [main.js] ran with error: [ReferenceError: Native constructor for [ActionFormData] does not have required privileges. at ActionFormData (native)
at <anonymous> (main.js:8)
]

acoustic sparrow
torpid burrow
#

Whats the file path to the new minecraft egg textures?

stray falcon
#

When reviewing the vanilla minecraft files which file is used? As an example wandderingtrader has a file n behaviour_packs\vanilla_1.21\entities but also is 1.19.10 and 1.16.100 etc etc

Are all used or how does it know which one to use?

cold turtle
eager cobalt
#

how can i make an entity shoot only once?

warm shoal
#

Can I have layout for resource packs, just standard file locations

acoustic sparrow
warm shoal
#

Thanks

stray falcon
winter pelican
#

Quick question, not sure it warrants a thread but correct me mods. Can I have multiple items in a recipe key (see eggs below)? How's this handled?

        "key": {
            "w":{"item": "minecraft:wheat"},
            "s":{"item": "minecraft:sugar"},
            "e":{"item":"minecraft:egg",
                "item":"minecraft:blue_egg",
                "item":"minecraft:brown_egg"}
cold turtle
cold turtle
winter pelican
#

Boo. Thank you!

torpid burrow
#

How to update a pack without changing manifest? So when I update a pack on my realm all dynamic properties wont reset.

merry vale
#
  • Kept the UUID the same.
  • Increment the "version": [ 1, 0, 0 ] in the manifest. Then it should automatically prioritize to the new one when you add it.
  • Or delete the old one to replace it with the new one.
    -# Replying to a message 2 days ago lol. It's so barren xd
cinder hatch
#

Is there a way to hide the lead from the player's perspective?

proud mural
#

Hey, i just want to ask how do you fix my problem? Cause my addon crashed my game when i tried to load it in my world, when i looked where the problem was, i found out that it was mostly with the blocks, but my blocks are already valid. I just dont get it why it crashed my game.

dusty verge
proud mural
#

How do you fix it then?

dusty verge
proud mural
#

the problem was on the blocks, i dont know what's wrong with it.

dusty verge
#

Your problem is probably not the same as the one I had.

#

Did you try removing each block until you found the problematic block?

#

Or have you tried testing your addon in another world?

#

Is the problem with your addon or the world? You need to rule out possibilities, since you're not providing enough information.

proud mural
#

the problem is with the addon

#

i removed all the block contents in both data and resource packs

#

and it worked

#

litterally all the blocks have the same components and structures but different names

dusty verge
proud mural
#

{
ย ย ย  "format_version": "1.20.30",
ย ย ย  "minecraft:block": {
ย ย ย ย ย ย ย  "description": {
ย ย ย ย ย ย ย ย ย ย ย  "identifier": "buzzy_broader:hardened_honey_block",
ย ย ย ย ย ย ย ย ย ย ย  "menu_category": {
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "category": "construction"
ย ย ย ย ย ย ย ย ย ย ย  }
ย ย ย ย ย ย ย  },
ย ย ย ย ย ย ย  "components": {
ย ย ย ย ย ย ย ย ย ย ย  "minecraft:collision_box": true,
ย ย ย ย ย ย ย ย ย ย ย  "minecraft:destructible_by_mining": {
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "seconds_to_destroy": 5
ย ย ย ย ย ย ย ย ย ย ย  },
ย ย ย ย ย ย ย ย ย ย ย  "minecraft:destructible_by_explosion": {
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "explosion_resistance": 30
ย ย ย ย ย ย ย ย ย ย ย  },
ย ย ย ย ย ย ย ย ย ย ย  "minecraft:geometry": {
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "identifier": "geometry.full_block"
ย ย ย ย ย ย ย ย ย ย ย  },
ย ย ย ย ย ย ย ย ย ย ย  "minecraft:material_instances": {
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "*": {
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "texture": "hardened_honey_block",
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  "render_method": "alpha_test"
ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย  }
ย ย ย ย ย ย ย ย ย ย ย  },
ย ย ย ย ย ย ย ย ย ย ย  "minecraft:map_color": "#ffbb00",

"tag:stone": {},
ย ย ย ย ย ย ย ย ย ย ย  "tag:minecraft:is_pickaxe_item_destructible": {}
ย ย ย ย ย ย ย  }
ย ย ย  }
}

here

dusty verge
#

You are trying to use it in biome generation or something similar

proud mural
proud mural
#

it's not a natural block that can generate

dusty verge
proud mural
#

nope

#

the scripts are just only for the items

#

scripts work just fine

dusty verge
#

Ok what are those items?

proud mural
#

mostly food items with effects, that's it

#

item triggers

dusty verge
#

Does any of them have the same ID as any block?

proud mural
#

no

#

they are all unique

dusty verge
#

It's probably related to the versions, what version of Minecraft you have installed and what your manifest.json looks like.

dusty verge
dusty verge
#

Ok, there is a problem, your manifest.json is at version 1.20.0 and you are trying to use a block from version 1.20.30, you must modify your manifest.json

#

1.21.50 Maybe it's a good option

proud mural
#

oh, okay

#

thanks, ill try it and see if it works

#

it still crashed my world when try to load it

dusty verge
proud mural
#

i tried it in a new world

dusty verge
proud mural
#

it doesnt show an error

#

it just straight up closes the game

proud mural
dusty verge
#

So taking into account the data you have given me
-There are no items with repeated block names.
-The script has no relation to the blocks
-All your blocks are simple like the code you have shown
-And you have already fixed the version problem
-There are no functions, commands, or events related to blocks.
-You are 100% sure that the problem is the blocks
So there is no apparent reason for it to fail, unless some of this data you have given me is not correct.

dusty verge
#

I have tested your code although in version 1.21.70 and there were no errors.

proud mural
#

it's still under testing, and if the addon works, ill go on and publish it

dusty verge
proud mural
#

what?

dusty verge
#

Your folders are not separated into resources_pack and behavior_pack

proud mural
#

they are separated

#

there are 2 folders in the zip file: data, resources

dusty verge
#

Yes you're right

proud mural
#

you can playtest it if you want

dusty verge
#

Ok

dusty verge
proud mural
#

mine just instantly freeze then closes

dusty verge
#

There is more but I couldn't take a screenshot.

proud mural
#

missing a name for object member?

lyric fractal
dusty verge
lyric fractal
dusty verge
lyric fractal
#

okay, ill try to see for any problems

dusty verge
#

The solution is simple, just rewrite everything that is wrong.

lyric fractal
#

bruh, lots of mistakes ig

dusty verge
lyric fractal
#

Also you use the no break space character, instead of using tab

dusty verge
lyric fractal
dusty verge
#

I never used that feature, is it an extension?

lyric fractal
dusty verge
lyric fractal
lyric fractal
#

go to the compiler, then logs

dusty verge
#

Oh ok

lyric fractal
#

btw i made the fixed version of the mod

lyric fractal
dusty verge
proud mural
#

yeah

#

i saw the problems now

#

somehow there were extra braces, i dont know where they came from

lyric fractal
proud mural
#

yeah

proud mural
lyric fractal
#

which ig can throw off some compilers

proud mural
#

wait, last time, the lines will break and add an extra line in between, so i tried to place the code in a notepad app first and when i try to code with it, the lines dont break anymore

#

maybe that process adds the No Break Space char to each line ig

proud mural
#

yeah ig

lyric fractal
#

@dusty verge i fixed a butt ton of bugs here

lyric fractal
proud mural
#

maybe ill just manually remove the extra lines soon when i make some more mods

dusty verge
#

Haha Tell @proud mural I was just trying to help