#Behavior Packs General
1 messages ยท Page 2 of 1
Then changed it to 1.18.0
i went back to the other one and ima build off of that
Do you use bridge before?
Try using that as template Maker
Heh
im using bigbench and i did use the item template thing just it doesnt work for effects so im trying to add that myself
"texture": "dd066:big_mack" }, ```
would that work?
Also specify that texture on RP item_texture.json
Heh
did that
would i have to make it dd066:big_mack.png
Nono
k
It's just a name of the texture you put on jaon
The texture path of that can be anywhere
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
Search for Google and JSON formatter
You could check what's the problem of your json
i knew you wernt just reading it lol
I always read the json before opening the website
erm
Parse error on line 69: ... } } } } } -------------------^ Expecting 'EOF', got '}'
I won't waster my 2 seconds waiting load tha website
Delete or add }
got it
no longer red ๐
[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"
}
}
}
}
where does this go??
minecraft:use_modifiers
@severe robin i want to die ๐ญ
"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"}}}}```
{
"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
Omg I did ๐ it's 10pm for me and I'm tired
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
//fuck this mod
what the hell
i know why lmao
you did not put any identifier on the item
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"
}
}
}
}```
that and big mac mispelled
i just copid it lmao
not you tho lol
maybe they did it intentionally
like Wcdonalds
big mack, as in mack as a name not big mac
big man
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?
"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
whats the error vscode says
syntax error
unexpexted comma
you are missing },
here we go again
nuh uh
why you keep misisng that
because me dumb
better than my spelling tho lmao
can anything be ammo?
afaik yes as long as it has the minecraft arrow or any rpojectile indentifeir if it's custom projectile
sorry spelling my eyes are really dry
hmm
if it does not work use other ways
ima just use arrows
@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
What value you put in saturation mod?
What's the format if icon you put?
some words supernatual or smth from the golden apple which im fixing rn
the file is png but i didnt put any of that
/\
{"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
"minecraft:icon": { "texture": { "default": "" } }
im aware ๐ญ i downgraded to far
Not sure if texture(s)
it goes under componets right? or is it minecraft:item
updated ๐
"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 ```
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 ๐ some day ima be doing this but in your shoes
Wdym in your shoes?
ill be helping idiots like me
nah, ima steal your shoes then start teaching people
Just wait I'm not responding to this server for a year then Came back another year lmfao
"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
What version are you?
.80
Ngl it triggers me even tho this not my problem
Go try 1.16.100
Did you try that?
This is why I don't touch items now only blocks script and entities
Wait till you learn other things โ๐
i made a few blocks with some broken values that make you go fast af
a "TP" pad and "boost" pad
Men. I love myself
When I make a very good addon I could release, I scrap them cause I'm lazy
Lmao
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
Remove .0
thank you
What format version are you?
in the json or game version?
in json:1.20.60
game:1.20.80
"minecraft:icon":{"texture":{"default":"textures/items/big_mack.png"}}
think i needed this hold on
You can put path there?
I thought it's a name you put in item texture.json
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'.
"resource_pack_name": "vanilla",
"texture_name": "atlas.items",
"texture_data": {
"apple": {
"textures": "textures/items/apple"
}
}```
where was this???????
๐ญ๐ญ๐ญ
Umm vanilla file
wait is this a item_texture.json file?
im stealing it
I'm on Android lmao, I use zarchiver to open the apk file
{ "texture_name": "big_mack.png", "texture_data": { "big_mack": { "textures": "textures/items/big_mack.png" } } }
No lmao
why ๐ญ
.
im dumb ok, just showing me this doesnt make me understand it
Just follow the format
Hahaha
Wait we almost took the whole BP general
i.....
"resource_pack_name": "vanilla",
"texture_name": "big_mack.texture",
"texture_data": {
"big_mack": {
"textures": "textures/items/big_mack.png"
}
}
}```
this??
Don't put .png
where? the path is good
/big_mack.png
Do you see ay png?
oh....
Ngl check wiki.bedrock.dev
I
HAVE
Some of them are outdated but it's really helpful
Did you learn or understand anything? If not it's okay try again lmao
i alittle ๐ญ
fixed 10/10
What the fuck did you do.
i followed your stuff ๐
Try quit and join
I had that glitch before too โ ๏ธ
Men... Get some rest,
im dieing laughing rn
I can't laugh right, my eyes are so dry that it's lock
And I can't see anything
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
That's not how you put icon on new format
Something changes in the new format I didn't know
^
Not sure if texture/s
@tardy oracle
would it be possible to make a cool down for epearls and trydents?
or like "patch" it if that makes sence
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
Hmmm ๐ค a team system through scripting.
how do i change the player health value?
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
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"
}
]
}
if you want to use beta use 1.11.0-beta while if you want stable use everything below than the said version.
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"
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
You should as at #1067535382285135923
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"
}
]
}
]
}
]
}
[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
This means that you have multiple manifest files in your addon
Which should not be possible because minecraft only read the file named manifest.json so if there's a different name but with same content of the manifest.json it wouldn't read it right?
I'm just saying what the error seems to be saying
They didn't give enough information to say more
Make sense, lmao my bad
About your username, did you do commission before?
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
did you ever get this to work? im having the same problem
is there a mod already made/how do i make it so if you throw an enderpearl theres a 6 second cooldown
Item cooldown? Or Teleport after 6s
item cooldown
im making it for a pvp realm so they can epearl spam
I believe you can do it with scripting api
i dont know literally any of that :P
I'm not 100% if you can modify a Minecraft item tho. Let me check the docs
how do i start
hm
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
man... do you think i could make a item like a epearl with a cool down?
Oh yeah that's easy
how easy... and how would i do that? i use block bench and bridge to make my stuff and i dont know how i would make something that tps you
Let me check the ender pearl file first
Well might be a little different than I thought
lmao
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
@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
Uh yeah when I get the chance because I don't have a lot of free time
oh thank you lord
You should probably setup your script file
Because this will definitely need scripts
@quasi terrace ^
setup... how... like i said i dont know scripting at all, is there a doc or smth i can look at to set it up?
Just YouTube I think
@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
did they change loot table or something with this update? my loot tables dont seem to want to work now
thx. sorry i took so long to respond i was helping my grandma :P
"type": "script",
"language": "javascript",
What languages does the script accept?
Does it support Java?
the manifest?
that's correct.
You're good let me know if you have questions
odd little question, do you know where the balloon texture file is?
im looking at the copy i have and i cant find it
ive got the zip thing but i cant find the ballon texture at all
oh i dont know then
damn it
whats a tga file?
I asked which programming languages the script accepts, sorry if I didn't explain it correctly
That's the only thing it accepts
As far as I know
I understand, thank you very much for your help!
Anyone help me to make a function file that detects when a player double crouch -say hi
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
Is there a file/website/anything that says ALL THE BLOCKS that a diamond, gold, iron, wood and stone pickaxe breaks?
Try checking #1072983602821861426
ok, thxs
help
query.is_riding && (query.get_ride -> query.owner_identifier) == 'wesl3y:fly_ride'
Queries that return an entity have been removed. I don't think there's a direct replacement for that sadly.
and now? what do I do?
Scripting API
but I use it in the resource
This is bp channel
You can read entity tags in resource? I dindt tested it before
If its possible scripting will help you
quick question
what are all the types of "target"?
"target": "self",
"target": "other"...
how do I enable attack spam for players
blockThe block involved with the interaction.damagerThe damaging actor involved with the interaction.otherThe other member of an interaction, not the caller.parentThe caller's current parent.playerThe player involved with the interaction.selfThe entity or object calling the testtargetThe caller's current target.
thank you very much !
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?
You need to use scripting API and custom components
Block triggers are deprecated
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
I already looked there ๐
Tags are just for test and queries
Doenst add features to them
I wanted to know which items have this tag because it would be useful for me
Check the urls i sent
ok thank you very much for all your help!
That is not how you use that query
query.equipped_item_any_tag('slot.weapon.mainhand, 'blah')
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?
.
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')
oooooh, now i get it, thank you soo much
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
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
Your need to use a query for each set of tags, and and(&&)/or(||) statements to separate them based on behavior. Ex, <query 1>&&<query 2> returns true if both are true. <query 1>||<query 2> returns true if either is true. ! Inverts it, true becomes false and false becomes true
It worked the first time! Thank you from the bottom of my heart for all your help
If it's not too much trouble, would you know anything about it?
You'd need to use block permutations, and a script to change the values. I'm not too sure about the specifics though
Here's the docs on permutations: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockstatesandpermutations?view=minecraft-bedrock-stable
first try again, thank you very much, you helped me a lot, I hope one day I can repay you!
are smithing table recipes possible
Just crafting tables with custom UI
how would I do that?
minecraft:crafting_table component and JSON UI
Ahh sorry, i didnt read, idk about recipes
๐
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
is there now way to hot reload behavior packs?
You can only reload functions and scripts
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
Block events doesn't exist anymore
Not really, but it will deprecated soon Soo not recommend using this
why?
โeventโ is very useful and many people use it, why will they discontinue it?
Don't ask me, ask Mojang and also it's been 2 months since that thing announced.... You didn't read it didn't you?
[Deprecation of Blocks and Item Events](#announcements message)
[Removal of Holiday Creator Features (HCF)](#announcements message)
No, I didn't even know
Thank you very much for letting me know this!
Now I will have to know JS to do scripts as well๐ฅฒ
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
The MS Docs has resources on this. And check #old-hcf-farewell-info and #announcements
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
And here are some resources on Javascript in general
ok thank you
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
What do I need to learn like coding language to make addons and script
Minecraft used JSON for creating recipe, items, blocks, animation and etc... only different language is the JavaScript (js) which is only for scripting
But aren't they changing block and items over to js next update?
Not whole part, only item and block events
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
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
}
]
}
how would i replace the walk, run, and jumping animations of the base game player?
Anyone know if I can replicate that first pov effect from the totem of undying being activated?
does anyone have the json file of minecraft netherite ingot as well as the netherite upgrade template
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
Ah, gotcha. Yeah, smithing tables are very limited. You'll sadly have to use a crafting table, which won't save enchantments
Imma try adding the namespace:netherite_ingot to a custom itemm as material
idk what to do with the smithing template though
That method sadly doesn't work anymore
uhmm how ahout putting an item in the smithing template slot
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
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
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
mannn I even had like an rng system set up with the function using scoreboard for the failure and success
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
You can't use anything but a netherite ingot in the slot
It's annoying, but not really anything we can do
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
im stumped I wanna cry
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
I have no idea how those work
ill just craft them in crafting table...
scew the enchants
How do I do so when minecraft:block_placer interacts with water, place dirt block and when interacting with lava, place a stone
Scripting
Nope
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "custom:item",
"menu_category": {
"category": "construction"
}
},
"components": {
"minecraft:icon": {
"textures": {
"default": "stick"
}
},
"minecraft:block_placer": {
"block": "minecraft:stone"
},
"minecraft:liquid_clipped": {
"value": true
}
}
}
}```
I think this is not what you want honestly
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
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 ?
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
Oh , or follow from it
is they a way to get enchants like sharp 10 on a item
"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
]
]
}
}
}
}```
{
"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?
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"
{
"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": "รยง8Kit",
"Findable": 0,
"Items": [
{
"Count": 1,
"Damage": 0,
"Name": "minecraft:iron_helmet",
"Slot": 0,
"tag": {
"RepairCost": 1,
"display": {
"Name": "รยง8Kit"
},
"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
This is not a thing in Bedrock
Where?
can i send a screenshot
They definitely nbt edit that
can i do the same?
I dont see why not
thats why am asking if someone could show me
Hey can sum1 help my behavior pack isn't importing to minecraft
For minecraft bedrock
You'd need to use an nbt editor like nbt studio. Here's the link to it: https://github.com/tryashtar/nbt-studio
What is the code for someone shulker
What is the code for a shulker box minecraft bedrock or code for a backpacm
Shulker boxes are hardcodes
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
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?
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
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
How do i create timed kits?
Anyone really good at behavior packs here? I think I can find you a nice paying job
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.
are we able to create/change an item to be able to go into the offhand?
minecraft:allow_off_hand": true
just put that in the components
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
I don't think you can change hard coded blocks like that
ah too bad
How do i update my pack
what do you mean update the pack? like update the code to be used with the new update? or do you mean something else
when i install a pack i only get half of the functions not all
Can you edit vanilla items somehow?
Only some of them
which ones?
The ones that are in the vanilla packs
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
If two packs both modify the how to play screen, they don't combine, right? they overwrite each other?
Yep
unfortunate
if not that could be a go-to place for packs seems like a missed opportunity
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
can i put a query in damage sensor?
No, you can only use filters
Is there a filter that tests whether the item has a specific tag?
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
Use script apiq
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
You'll need to use custom components and scriptapi to run the command you want
okay thanks
what is the component that summons an explosion without disappearing the entity?
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
But then it would cause damage to the original entity, would I have to do a damage filter?
Yeah
Kinda annoying, but there's nothing I can do lol, thanks for the help
Why does custom recipe not appear in the crafting table?
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?
Do you have the, recipe unlocking gamerule turned on?
Try giving yourself every recipe using the recipe command?
I just turn it on but the crafting table didn't show it
well
Might need to restart your world. Havent had this issue
I do not recall as its such a relatively new feature for me
can some1 help me #1267784390520606821
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?
We dont know fully. 90% of the time its alphbetical
Alphabetical based on ID or name?
File name
how do i make the slider that effects a fucntion
how do I execute events on entities that have been tamed by me
Search for json deobfuscator, remember do not steal people's work
hi, does anyone know how to make a player lose less hearts permenantly without changing the gamerules?
Try using damage sensor
Iโm 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?
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
Thatโs essentially what I did
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'" ๐ฆ
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)
Animated blocks isnt really possible
Can i make an animated entity then? that just doesn't move at all?
Yeah
Is it possible to acces resource / behavoir packs from the marketplace?
Half of my addons don't work anymore i'm so fucked
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
}
}
})```
Well, currently that code doesn't so anything
You'd need to add some code to do something between the case line and break
I know that, if I had my custom commands in it I have to send it as a txt so I just shortened it to just the types of cases I have in case it was the problem
Ah, gotcha
Anything else look wrong though?
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
Fixed
"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
Can you tell me how you fixed it? I have a similar issue
in that channel, its a lil up if you dont want chat ranks
hi
What's the syntax for query.any_tag? When I use "q.any_tag('tag')" the log says that the token is unrecognized
When you use it where... provide the reference code.
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
10 million characters long error report is probably caused by a wrong function that runs every tick, and you've been playing for a long time
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
Why is this happening?
"minectaft:damage_sensor": {
"triggers": {
"cause": "fall",
"deals_damage": false
}
}```
Idk where to put this but i made a lil tool to make scenes for npc's easier to make
to whom it helps
https://npc.brammie15.dev/
typo: minectaft
change it to minecraft
OH lmfao
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
range: [x, y]
your relative_range is outside of your subsensor object
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"
]
}
}
}
}
}```
Trigger events and HCF are deprecated, learn scripting API and use 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
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
Is there a sample pack for Minecraft sounds?
Where I could look for sounds I can use with playSound
Vanilla one
Theres no better sample pack than vanilla one
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
since when did one of my friends have one of the first messages in this channel
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.
yes, damage sensor, wiki has a guide
Yeah, I tried that and it didn't work for some reason, but thank you
weird, you can ask for help in it
does anyone know how the dynamic worlds work? And how can they create custom biomes?
is there an entity component to make the said mobs generate light
Nope. You'd need to have it constantly set a light block at its location and then clear all nearby light blocks
does anyone have a template for gun behavior packs?
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
You options are limited to loot tables or scriptapi
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
How do I make it so that only those who have a certain tag can open a custom crafting table?
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.
Is it possible to receive an effect and have it not appear in the effects hud? Are they hidden?
is the shareables component broken?
Can someone give me a link to a good playlist on how to create an addon
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.
Hello, I would like my custom armor to have the same stats as diamond one, but when I enter the protection and durability values โโfrom the wiki, they do not match
Hello I think the behavior.nap is broken cause when my entity is sleeping it keeps moving
Wiki has the wrong values. Use blockbench to get the correct values
Do you mean blockbench items wizard?
this?
Yes
Thanks๐
Mhm. Idk why the wiki has the wrong values, but it does.
Does a bp exist which adds the F3 menu (along with the hotkeys for chunk boarders and hit boxes) to bedrock?
Ik there are resource packs for chunk borders and hitboxes. Try searching on Mcpedl for an F3 one though. Iโm not aware of one off the top of my head
quick question, can I put 2 commands like this:
"run_command": {
"command": [
"particle minecraft:knockback_roar_particle ~~1~",
"summon pig"
]
}
}```
Yes
Would you know what is causing this error?
Oh change the run_command to que_command
Should be queue_command, not que_command. Easy typo to make
Yeah haha sorry
Is there any way to allow a rider(player) to interact with or deal damage to other riders (nvm solved)
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 .-.
hi
hello
I hope you answer me, good luck with your problem brother
Why does this keep popping out?
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
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
why does my block keep turning into this
there is litterally nothing wrong with the identifer
check the textures
yh i figured it out XD
?? did i get pinged here?
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?
is there any convenient software to edit NBT data on a mcstructure?
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.
@restive quartz
Thanks Smokey!
Is it possible to remove the knockback particles for a specific entity? I hate the white particles appearing when there is a knockback?
"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 ๐ญ
I think there is something wrong in the target
That's invalid, valids are self, other, block
How do I make mob sounds will only work if it doesn't have query.is_stunned is is possible?
Just use apply impulse to make your own knockback
why? it's a projectile
animation
what?
Does anyone know how to make a life system by modifying the player.json? I tried it but the events don't load.
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
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.
๐
to whoever saw that that was a stupoid question
Is there a way that I can update old add-ons to work without holiday creator features
Scripting
Thanks also where can I go to learn scripting
Just search script API documentation on chrome or Google
Learn JavaScript first and go check wiki.bedrock for more information on what is scripting API to Minecraft Bedrock and how it works and documentations
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.
Finally got it work! ๐ฅต
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?
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
i love addons
Send the pack
{
"format_version": 2,
"metadata": {
"authors": [
"zeliลกฤe"
]
},
"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
Are you importing 1 pack only?
Use .mcpack not .mcaddon
lol
Kinda weird why it does happen
ohh main.js error
the scripts module in BP solves the issue
Just add this module.
"modules": [
{
"description": "",
"type": "data",
"uuid": "<uuid>",
"version": [ 0, 0, 1 ]
}
],```
Lmao, I just realized it doesn't make sense when it doesn't have the module... Since it can't differentiate if it's bp or rp
The scripts make Minecraft identify it's a bp file since rp can't have that
yup solved the issue
yea when i think about that, then yea it doesnt make sense lol
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?
No you can't change blocks loot table
You will need to use scriptapi.
I tell ya, I'm barely stumbling my way through scripts, would that be an easy script to run?
Depends on how complex youre planning.
I'm just wanting to make it so if I break a bed, it drops wood instead of the bed itself
You can detect before block destory -> check id -> spawn wood.
is there a way to make it so that a block must be mined with a pickaxe to drop without tedious loot tables?
Anyone know the biome tags for the new pale_gardens biome? It's not listed where they normally are in https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/definitions/nestedtables/biome_filter?view=minecraft-bedrock-experimental
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"
}
}
}
}
}
The material instances component does not support texture variation. To apply variated textures, you must not have the geometry component applied to your block and textures must be referenced in RP/blocks.json instead.
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?
try and see
Is it possible to eliminate the event where the fish spawns from the fishing rod?
I think you would have to alter the fishing loot tables if im not mistaken
I think you would have to alter the fishing loot tables if im not mistaken
is there anyway I can prevent an entity riding from moving seats when other seats become empty?
does the "delay_filter" component in spawn rules talk about min and max time in ticks or seconds?
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
add is family
why?
[
{
"test": "is_family",
"subject": "other",
"value": "player"
},
{
"test": "has_tag",
"subject": "other",
"operator": "!=",
"value": "spectator"
}
]```
oh but what if i have let say a dog
and the dog hits the entity
its not going to harm the dog
and that didnt worked
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"
Nvm, I needed to add sounds.json and sound_definitions.json. for the new entity.
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
This forum is barren.
Excuse me, what is the way to remove a recipe from the game, and is there a way to do this?
make the output unknown or air?
I'll use air then, but answer me, what would "unknown" be?
any id that doesn't exist?
is anyone there?
I was asking for help a few months ago and got no answer
well if you dont get no answers in a week, expect not getting any more messages
besides
why dont you post your question again?
i dont think people usually necropost a months old post asking for help
people tend to solve the issue overtime, ignore it or forget about it
so it's not against the rules to just post it again?
nope if your post is dead for weeks, there shouldnt be a problem posting it again.
But changing its title to something different, will make it back on top i think. But dont over use it
I usually post in a different thread that is kind of related to my question and I rephrase it after a couple hours. You should be fine.
OK then
People might just not know the solution
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"
}
]
}
}
}
}
}```
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
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
How to remove footstep sound and particle if you have a certain score?
how to detect tag by query?
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???
it's been a week, still no response

๐คทโโ๏ธ
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
Same could be said about any page in the wiki
Json ui documentation is crap aswell
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
Returns the phase of the moon (FULL_MOON=0, WANING_GIBBOUS=1, FIRST_QUARTER=2, WANING_CRESCENT=3, NEW_MOON=4, WAXING_CRESCENT=5, LAST_QUARTER=6, WAXING_GIBBOUS=7).
https://bedrock.dev/docs/stable/Molang#List of Entity Queries
Thank you! In case anyone is interested, hourly_clock_time == 18000 is equal to midnight on a full moon. This is what I was after to begin with, but good to know the moon_phase integers are documented somewhere!
Mojang wants pack creators to test 8 different behavior packs independently by trial and error. ๐คฆ
I should stop blaming MojangโI know theyโre 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.
Mojang does maintain the MS Docs.
Then I guess the facepalm stands?
Should open a Github issue.
Correct!
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...
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...
How were you executing the sounds?
Can you clarify your question?
How were you originally playing the custom sound in the entity?
Oh, I haven't gotten it to play through the entity yet.
Earlier I said I was able to command /playsound the custom sound.
just straight up in the console
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
@asatisfied 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. ๐
[Recipes][error]-recipes/craft_x_reaper_chestplate.json | yes:craft_x_reaper_chestplate | 1.20+ Recipes require unlock data
How to fix this?
Your recipe needs to have an item that unlocks the recipe identified in the json. I donโt recall what the exact property is called โunlocked_byโ or โitem_to_unlockโ or something like thatโฆ Open up a more recent recipe json file from the behavior pack template to see an example. Something like the copper door, for instance.
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.
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?
try to export that world, then apply the behavior pack then import back to realm.
Is it possible to make the item immune to lava, without modifying the item's entity?
No.
any know what priority should I set to make entity follow
mine roams arounds and sometimes follow me?
most of the time it teleports
Any way to make a behavior pack which reverts the new ui?
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?
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?
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
}
} ```
Where can I find documentation on the dialogue json?
{
"format_version": "1.12",
"minecraft:recipe_shapeless": {
"description": {
"identifier": "myname:lapis_block"
},
"tags": ["stonecutter"],
"priority": 1,
"ingredients": [
{
"item": "minecraft:lapis_block",
"data": 0
}
],
"result": {
"item": "myname:lapis_bricks",
"data": 0,
"count": 1
}
}
}
Yep thank you
It seems that the stonecutter specifically requires a data value for items in use
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
i have addons in this world and why the BP folder is empty?
hi there, is there someone else getting this warning on server startup?"
No definition found for feature 'minecraft:legacy:roofed_forest_foliage_feature'
does anyone know the name for redstone ore glow id, need this for minecraft:can_destroy
lit_redstone_ore
74
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
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?
You'd need a third pack for that
theoretically possible.
You would need to have some kind of accessable to any addon information storage to check if the addon is bieng loaded. This could be an item, entity, nametag, block, particle, anything that can be seen by other addons.
so yeah it is theoretically possible
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
Test if damage override works on it
[FeatureRegistry][error]-Bleach RPG MAP API | No definition found for feature 'minecraft:legacy:roofed_forest_foliage_feature'
help me?
Someone asked similar, might come up if you search
when i made an entity, this one spawn invisible
do I post for a third time?
What's the issue?
can someone help me with my behavior packs ?
I need to fix echantment conditions in my loot table
Got a post and code I could look at?
#1338791180695113776 message
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
hello! there is a way to get crossbow, bow ecc default json in behavior pack?
No, just use the shooter component
Is there a way to detect an entity after it shoots a projectile
Projectile custom?
Have you tried using the attack variable in an animation controller?
No but I think that only works in melee not ranged
Do you have the entity file for the happy ghast?
You should try it, you can also use q.is_charged
Your ranged attack component has a charge time that you can simply configure as you wish.
Oh I see I'll try it I was thinking of using scripts to detect it but thanks I'll try it
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)
]
can you help me
ask in #1067535382285135923
Whats the file path to the new minecraft egg textures?
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?
It uses whichever version your game is using.
how can i make an entity shoot only once?
Can I have layout for resource packs, just standard file locations
look at bedrock samples
Thanks
How does the game know? Does it use the one with the highest version number in the manifest file?
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"}
The game checls the world's engine version is all.
You cannot, you have to use tags or make separate recipes.
Boo. Thank you!
How to update a pack without changing manifest? So when I update a pack on my realm all dynamic properties wont reset.
- 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
Is there a way to hide the lead from the player's perspective?
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.
Yes, it happened to me once, some content in your addon could be causing a function loop or event loop.
How do you fix it then?
I don't know, it's a problem with your addon, the problem could be located anywhere.
the problem was on the blocks, i dont know what's wrong with it.
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.
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
Which components, at least share the code to see the problem
{
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
The block seems to have no problems
You are trying to use it in biome generation or something similar
i know
nope, it's just like a simple block
it's not a natural block that can generate
So there are no commands, functions or scripts?
Ok what are those items?
Does any of them have the same ID as any block?
It's probably related to the versions, what version of Minecraft you have installed and what your manifest.json looks like.
If nothing works just migrate your blocks to another new addon
1.21.51
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
oh, okay
thanks, ill try it and see if it works
it still crashed my world when try to load it
Have you tried testing it in another world?
i tried it in a new world
And what's the error? The world closes or doesn't open. Is there an error in the error log?
it stops halfway on the loading screen and freezes
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.
All that's left is to review the resource pack.
I have tested your code although in version 1.21.70 and there were no errors.
here's the full addon
it's still under testing, and if the addon works, ill go on and publish it
Ok, I see the problem now.
what?
Your folders are not separated into resources_pack and behavior_pack
Ok
Yes you're right
you can playtest it if you want
Ok
Many error messages appear, although the app closes before I can read them all, I will try to take a screenshot.
mine just instantly freeze then closes
missing a name for object member?
can you send the files?
No, The log is not saved because the world is never saved and the game closes
i meant the files for the mod
Here
okay, ill try to see for any problems
The solution is simple, just rewrite everything that is wrong.
bruh, lots of mistakes ig
Yes, they are simple but many
Also you use the no break space character, instead of using tab
How do you see these errors? What program is it?
bridge.
I never used that feature, is it an extension?
nope, its built in
How do you do it?
Oh ok
btw i made the fixed version of the mod
.
@proud mural
yeah
i saw the problems now
somehow there were extra braces, i dont know where they came from
also some unicode chars
yeah
like those back slashes?
Nope, one of them is U+00A0 (No Break Space) char
which ig can throw off some compilers
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
oh that's why
yeah ig
also i use bridge to make my mods, so ig that will fix it
thanks
maybe ill just manually remove the extra lines soon when i make some more mods
Haha Tell @proud mural I was just trying to help