#Behavior Packs General
1 messages · Page 3 of 1
XD
ok, also use bridge for making mods (if you're on PC)
nah, im on andriod, which makes it a bit harder
You can do it on mobile too, but it's more difficult. It's probably better to use an app to edit JSON files.
i usually just get some info from bedrock.wiki
i use Visual Studio Mobile
Oh, ok
it's like VSC but has less features
I use a pc to make mods, and then put them to mobile (specifically the development thingamajig folder) to test for bugs
i would be better if had a PC
um, so uh, the mod doesnt have any errors anymore but, it still crashes my game when i try to load it in my world
bro
i dont know bro
i don't see any errors on your javascript code
it just doesnt load the world, it just crashes
because there isnt
there's no error anywhere
i think its the sheer amount of registerCustomComponent() in your code 💀
i think not
scripts can lag minecraft a butt ton if not used correctly
because yesterday, i removed all the block content, only the item content and the JS code are left, when i plug it in thw game, it ran smoothly
like it didnt crash the game
oh
the script work fine
i think you use alpha_test A LOT, which can hurt performance
so, i should use opaque for opaque blocks?
absolutely YES
but, for the honey blocks, i will use blend?
if you want your blocks to be translucent, yes
oh, okay
it still crashed
How to automatically close actionforms?
[FeatureRegistry][error]-Bleach | No definition found for feature 'minecraft:legacy:roofed_forest_foliage_feature'
help me?
Does anyone have a free gui template I can use?
what does delay filter do in spawn_rules do you need the weight filter or the delay filter is enough
If I were to make a multi-gigabyte mcaddon, would it even work (assuming limited textures toggle I'd off)
How on earth would you make a multi gigabyte addon us a much better question
Programmatically generated packs :)
Aka with terrible python code™️
this is .3% of the addon
oh lord help us all (the number keeps going up, its been like 5 minutes)
Next question: why would you need an addon with multiple gigabytes
Let's just say hex colors
That's all I'm saying
is it possabile for a RP and BP to only crash pc players
[Molang][error]-MolangScriptArg::get<>() called on incompatible type
[Molang][error]-MolangScriptArg::get<>() called on incompat
Err... you can get the device where the player is playing using ScriptAPI. Then kick them out instead of crashing them...
[Solved] i have no idea why this isn't working, anybody have an idea?
this is the file currently execute at @e run tp @a ~ ~0.5 ~
i was just using this as a test execute at @a as @s run execute as @e[type=item,r=24] at @s run tp @s ^ ^ ^0.3 facing @a[**a filter I will will add later**]
The execute as/at commands work starting with version 1.20.30, make sure your manifest.json is higher than that version.
thx i fixed it
there is a way to force the player when generate the world to spawn in a specific biome?
No.
not even by searching the biome when the player spawn and teleport it?
Hmmm, yeah that is possible then. Using Beta APIs: https://stirante.com/script/server/2.1.0-beta.1.21.90-preview.27/classes/Dimension.html#findclosestbiome You can then set the spawnpoint of the world(or player) then teleport the player there.
Documentation for @minecraft/server
Not quite sure which category this falls under, whether commands or behavior packs, but basically…
I’m in a bedrock hockey league. We hit a prefectures Endermite into a net, and once it crosses the line (we have specific blocks to detect when the endermite is in the net) the entity gets teleported and triggers the goal animation (flashy lights, /title commands, etc). Is there a not-incredibly-complicated way to detect which player scored? So essentially detecting which player hit the “puck” into the net. If you google “Blockey Hockey”, you’ll see that they figured this out for Java pretty easily. But I’d like to do the same if not similar for bedrock edition
It would be pretty easy with a script. Use an entityHitEntity event to store the name of the player who last hit the puck on it as a dynamic property
My entity has a high collision height and yet it spawns in small spaces where it can receive suffocation damage, how do I define the space for it to spawn?
You can't, you should either despawn mobs that spawn inside blocks, or change their collision until they are in a better place.
¿how can i make that a mob attack like this?
Is it possible to make my block not drop when breaking the support and drop when breaking with shears?
Anyone know how I can make my model become a pack and be exported into minecraft
Id recommend starting with the beginners guide, it explains how to make addons
i found out what was crashing them
what is the entities being used in the game in minecraft cause in the vanilla packs there is a zombie v1, zombie and zombie v2 is it the zombie v2?
Where can I change the fishing loot from water?
Copy the loot table over from the vanilla packs into your addon, then modify it. Make sure the path matches exactlh
Thx
i think put a cause in it?
Even with that is not working
what are you trying to do?
Negate damage
from all attacks?
More or less yeah, I'm trying to make a shield
But it doesn't works regardless of what I add or remove
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": "no"
}
]
}
But when you put a new file in the resource behavior package but it does not appear what is the solution
uhhhh what is this
Nothing.
and how to use it
How to remove players footstep particles and noise if they have a tag?
hey so, for some reason damage_sensor doesnt works on modern format versions, any idea why?
They do.
Do you know why mine could not be working then?
.
I also tried using "false" instead, nothing happens
Is there any way I can put a FOV on the entity, so that it can only shoot if it is in front of it?
what is the basis of an entity must see in the behaviour is is base on scale? the bigger the entity means the bigger the ray cast?
How to fix Incorrect permission for command reload on bds im using pebblehosting
how do i make an entity follow a target the entity is range attack like those skeletons cause my entity stops following them if they are not in reach?
Is it possible to modify crop growth?
You cannot modify the behavior of any block, they are hardcoded.
does tick.json override other tick.json files?
If you mean 2 ticks.json from different addons, no problem.
thank you.
Have anyone encountered this bug where when using behavior.delayed_attack the attack bugs out and hits the enemy without cool down even if you specified a cooldown on it also is the on_attack fixed?
If I remove mob or monster from the family of an entity does it no longer take up space in the mob caps?
how are they broken
Many have said they've been broken since 1.18, but with 1.21.80 mojang released an update allowing for partial biome replacements
im trying to use them but my biome isn't generating
Any content log.
I can assure you they work.
Yep I read through some previous posts and figured out it was because I didn't name the file _.biome.json
It works now
is there a way to clone all of an entites properties (like a structureblock can), but if the entity gets hit? So it clones the entity when it gets hit.
does .lang file work in behavior pack
Only for the pack name and description I believe
How do I enable a behavior pack in a server's development_behavior_packs folder ?
can someone help me fix my pack if so dm me
Be specific and include relevant details about the question upfront.
- What are you trying to accomplish?
- If you have code, which part is not working? Any content logs?
- What have you already tried?
- Have you searched the Bedrock Wiki?
When you ask a question via DM, you are restricting the total number of people who can help you from all potential server members to just one. Asking in the public channels is the best way to get a good, community-sourced answer to your question, allowing other observers to give their input.
While you are certainly welcome to DM with each other, please be aware it is against our rules to send unsolicited DMs requesting help.
Whats the right syntax for enum properties
how do you add cooldown in delayed_attack?
not by some event where you remove and add it again
There's an option for that in the normal attack component
nah it doenst work
if you mean the behaviour_delayed_attack then nah it doesnt
wut
How?
how do i detect when an entity is being soffucated?
or inside a block
thank you so much
how do i set the hp of an entity to be a "Entity Properties"?
mine looks like this:
"minecraft:health": {
"value": "query.property('tta:test')",
"max": "query.property('tta:test')"
}```
Attribute components don't accept molang.
Not sure if there's a way to set health to a certain value without using scripts but I believe not, as changing the component group with minecraft:health may not change the current health value
got it, thank you very much for explaining it to me
tamo juntokk
Does anyone know how to disable or decrease the spawn radius in rlcraft?
#1067876857103536159
Is there a new entity component that allows the happy ghast to have collision and can it be put on other enitties
entities*
Yes.
does anyone know how people are making there addons achievement friendly. I didn't know where to ask this question I thought this might be the right place
test
Use "product_type": "addon" in your manifest's metadata
Is it possible to make a behavior pack that makes doors not water log able like in Java when doors are placed in water
im looking for something or a pack to just make toggling graphics easier and quicker
I think they are just trying to find a pack, not hire someone to make it.
True, but the second one still stands tho
I realised that later on but felt like it would be wrong to delete the @ and cover up my mistake, so it stands as a just in case now
im just talking about the first attachment
yes, this place is for developing not necessarily finding addons.
What would I have to change to make this use a tag to grant permission for a custom slash command const obeConfigCmd = { name: "elevators:obeconfig", description: "Allows you to access the addon's settings menu.", permissionLevel: CommandPermissionLevel.Admin, cheatsRequired: false };
Like the tag admin
Do a check in the actual command logic.
How?
I want to change it to use a tag because on my server this doesn’t know that I’m admin for some reason
It just says that I don’t have the permission level
function helloCustomCommand(origin: CustomCommandOrigin, celebrationSize?: number): CustomCommandResult {
if(!origin.sourceEntity.hasTag()) return {
status: CustomCommandStatus.Failure,
};
world.sendMessage("Hello Custom Command!");
if (celebrationSize) {
system.run(() => {
for (const player of world.getPlayers()) {
player.dimension.createExplosion(player.location, celebrationSize);
}
});
}
return {
status: CustomCommandStatus.Success,
};
}
as an example.
I just set the command permission to GameDirectors and it works
Is there a way to make the overworld generate as void but not the Nether or the end
isn't there a custom void overworld in the game now?
Yeah I realized that but I was trying to use a map that had a massive ship and void around it but make the whole world void because after traveling about 1000 blocks out it generated terrain
I'd save the ship as a structure using Amulet and just import into a void flat world.
What is amulet is it for bedrock
Oh I use mobile I don’t have a pc yet
You can export and import structures just using the structure block. I suggested Amulet since you mentioned it was a massive ship and structure blocks have max size limits. Amulet can save mcstructure files that are larger than max limit which would make it easier.
You just need to look into how to import and export structures on your device.
I can’t on IPhone
Also it’s several hundred blocks long I think 700+ blocks long and maybe 200+ blocks wide and from y=0 to maybe around y=250?
I’m not sure if it’s possible to save such a massive structure
You will need Amulet on a pc for that.
Dang
Is there a way the stop world generation by editing the .dat file
Like tell it that it’s a void world in the overworld?
You could see what happens when you take the level.dat file of a void world and overwrite the ship world you have. If you need to edit the level.dat file you can use a tool like Dovetail:
https://offroaders123.github.io/Dovetail/
A cross-platform NBT editor built on the web!
Just make backups of the worlds before you go editing them in case you need to redo things or mess up.
I can edit it on my server
I've seen some packs with settings icons in the BP list when setting up a world. I switched my version to 3 and added settings but now the pack is hitting an error. The docs say it's experimental and could change, but I've seen it in the normal version of Bedrock, not preview. What am I doing wrong? https://github.com/microsoft/minecraft-samples/blob/main/configurable_packs/behavior_packs/configurable_pack/manifest.json
Thats subpacks.
V3 is something different.
AH thank you. Yeah setting it back to 2 with the settings object worked
For some reason only labels are showing though, referencing from here https://learn.microsoft.com/en-us/minecraft/creator/reference/content/addonsreference/packmanifest?view=minecraft-bedrock-stable#toggle-setting
"settings": [
{
"type": "label",
"text": "Lucky Forest chaos mode may be unstable and is not recommended for your first time playing."
},
{
"type": "toggle",
"text": "Chaos Mode",
"name": "cm:chaos_mode",
"default": false
}
],
I assume that it's just an array like that
OH, sorry, I misunderstood. So I'd have to make files that overwrite the current ones via subpacks, I think. I'm guessing that would make it impossible to have settings which disable different features/feature rules at the moment?
Only with v3.
And even then not sure.
Because so far, only scripting can access the settings.
Thanks! This is amazing info, and if this releases, I'll be using it a lot! I'd mainly need settings for features which could easily be covered up with scripts like ores, but it'd be great if they implemented it with tags or something.
There are molang queries, not sure if they work since its only in the files and not changelogs, but again, that might also be RP only. Who knows!
We can hope. It's a little annoying that features can stay in preview for a while but maybe it'll release next drop.
is there a list of which elements of a bp should be namespaced by folder? (best practices and stuff)
you can take a look through the style guide on the wiki
https://wiki.bedrock.dev/meta/style-guide
Is there an easy way to check if a specific type of block (Eg: Grass_Block) has been random ticked and run a command at that block's position?
Or alternately check a random block during random tick to see if it is a grass_block and has an air block above it.
I wanted to know if it's possible to translate the lore of the items I created using JS. Similar to what happens with JSON, only based on the .lang files.
Piece of my lore.js:
const GUNS_LORE = [
new GunLore(['fiori:ak12'], ['§7Type: §cAssault Rifle', '§7Damage: §c8', '§7Cartridge: §c5.45mm', '§7Fire Rate: §cFULL-AUTO', '§7Rate of Fire: §c0.0024ms']),
Nope awa
You cannot
But you can use json map based
how i do this?
The best minecraft bedrock anti cheat with strongest detection. It's a realm anticheat mainly. Discord: https://discord.gg/CqZGXeRKPJ - jasonlaubb/Matrix-AntiCheat
Any query that randomize things?
Nope there are 2 math functions that give a random number and can be used in conjunction with queries
What do you want to do with it
Everytime i use an item(using anim controller) it randomize to either work or not work
Can you give an example synatx of that math function
Sure
The two are math.random_integer and math.random
random will give you any float or integer value between and including 2 defined maximum and minimum values
random_integer will give you the same but only the integers, as the name suggests
You'll want to use math.random_integer (the latter won't work for this and feel free to ask why)
Here's an example of the portrayal
math.random_integer( 0, 2 )
Where 0 is the minimum and 2 is the maximum
Here's the application you will have it in
math.random_integer( 0, 2 ) == 0 && query.is_using_item
This would give you a 1 in 3 chance of having it work
THANKS
No problem
Happy to help 👍
import { world, system } from "@minecraft/server";
world.afterEvents.entityDie.subscribe(event => {
const victim = event.deadEntity;
if (victim?.id === "minecraft:player") {
const playerName = victim.name;
system.run(() => {
world.getPlayers().forEach(player => {
player.runCommand(`say ${playerName} has died!`);
});
});
}
});
can anyone help me w/ this
this doesnt work
Because id isn't typeId
id is a special string individual to every separate entity whereas typeId is the identifier of an entity from the summon command
is there any good documentation or json schema for cameras?
Good question, how can I add different inventory guis for different people like this?
I have questions:
-
My addon have some models with the "duplicate" bones for permutate differents textures in the block (because the bones can be visible or no). My question is: Models with some bones (but oculted with "bones_visible") can cause lag?
-
My addon add some blocks in the world. Exemple: My addon have one plank that "what an exchange" the oak_planks (for script). Exemple: The player put minecraft:oak_plank but the script swap for myaddon:my_plank.
My question is: Can i create a script for unistall the addon, switching all myaddon:my_plank for minecraft:oak_plank in the world?
kan some one make iu for me for minecraf tbedrock eith a buton with texttp to spawn en than it gives a tag to you named s and another but on the same but the text is tp to hub and then it gives you a tag named h and above evrything it sayd menu and a item to open that menu
Why do I get melon blocks when I mine the block with my hand?json { "pools": [ { "rolls": 1, "entries": [ { "type": "item", "name": "minecraft:melon", "conditions": [ { "condition": "minecraft:match_tool", "enchantments": [ { "enchantment": "minecraft:silk_touch", "levels": { "range_min": 1 } } ] } ] } ] }, { "rolls": 1, "entries": [ { "type": "item", "name": "minecraft:melon_slice", "functions": [ { "function": "set_count", "count": { "min": 3, "max": 7 } } ] } ] } ] }
how to fix this because its not dropping anything i killed it over 200 times
{
"pools": [
{
"conditions": [
{
"condition": "random_chance",
"chance": 5.0
},
{
"condition": "killed_by_player_or_pets"
}
],
"rolls": 1,
"entries": [
{
"type": "item",
"name": "op_asa:akumanomi_sorusoru",
"weight": 1
}
]
},
{
"conditions": [
{
"condition": "random_chance",
"chance": 25.0
},
{
"condition": "killed_by_player_or_pets"
}
],
"rolls": 1,
"entries": [
{
"type": "item",
"name": "op_asa:nikakubou",
"weight": 1
}
]
}
]
}
Help me man
How to make an animation controller like "if you hold and hold the screen item "shot" will run "animation.shoot" in the behavior pack, and if you don't hold the screen, then the animation stops, and if you keep holding the screen it will continue to another "query"
Help me to set what "query" I should use
Can someone please give me some knockbacks like Zeqa?
Hello, quick question: How do we import addons since the last update? I'm just back into minecraft, and I know that storage folders have changes and know how to find my addons My question is how to import new ones? Usually I just needed to click on the mcpack files, but now it does nothing Did they changed the way to import addons or it is a bug ?
click on the mcpack file when the game is closed.
Thx, it worked
guys anything happened to can_climb in these later versions? for some reason when riding mobs won't auto jump 1 block
I'm guessing we can't have custom effects yet as I can't see them in the docs, but best to ask just in case. My alternative is spawning custom effect potion particles around the player, but that doesn't help with the effect duration and UI
This feels like an error in the docs because you get an error setting count for input item: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/recipereference/examples/recipedefinitions/minecraftrecipe_furnace?view=minecraft-bedrock-stable#:~:text=%3A 0%2C-,"count"%3A 4,-}%2C "output "
Did the folder for behavior packs change? I updated minecraft and they used to be in %localappdata%\Packages\Microsoft.MinecraftUWP_8wekyb3d8bbwe\LocalState\games\com.mojang\development_behavior_packs but they don't show up anymore. Or do i just need to update all their manifest.json somehow?
#announcements
gotcha thanks
you can develop on android with root right?
I tried with shizuku and it won't budge
fuckin android
Anyone have any idea about an non player json way to set smth using script which you can than check for in an attachable using an query
How do I add drag on an entity?
drag is similar to gravity, but it's for decreasing XZ velocity
Not possible
It should be ,however durability query in attachables is broken
Why didn't you say you wanted to set the durability then
how to attach a model to a player like if i have a fishman tag it'll make my player model the fishman model
when will data-driven jigsaw will stable?
They are.
Is there a way for someone to see something (entities) but others can’t?
Scripts
Use the players option in playAnimation to detect the players that have an animation (where the animation sets the scale of 0) play on their screen
That’s confusing, do you know someone or know a way to make it clear?
I can understand the cause of confusion, and I think an example might help to gain clarity
for (const player of world.getPlayers()) {
Entity.playAnimation('animation.entity.anim_name', {
players: player,
});
}```
The constant player used for the players syntax is the list of players that are able to see that animation that has been played
What about dead bodies?
What do you want to do with them
For a murder mystery project
A player skin falls down and stays still while the player can spectate elsewhere
I want to make bodies of player skins when they die
What you want to do is, unfortunately, impossible then
The player cannot be in 2 areas at the same time
You could control their camera perspective with the camera command and some extremely intuitive detection systems for movement, but the player's skin can't be placed in one area while the player is in another
Or you could make a dummy entity with a Steve skin be the dead body and use the animation method to hide the visibility of all the "dead players" from living players but let the dead ones see each other
This feels like some kind of AI hallucination: https://learn.microsoft.com/en-us/minecraft/creator/documents/lootoverloads?view=minecraft-bedrock-stable#mine
Oh
Uhh i need help
My rideable entity wont climb/jump 1 block up
I alr added can_climb and jump.static
Is there any component that makes my mob climb 1 block
@tacit whale sorry for ping
You wont mind helping me here
hm
what is the mobs hitbox
I just set it to 1
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/
The entity json?
Yeah
I alr added the input ground controlled and ride tamable but yeah it wont climb 1 block
Havent seen ya around tbh lol
oof
Got the problem?
Just lemme know what to fix
Or is it so cooked💀
well because I havent done this in so long im cooked myself
id start by removing hte climbable stuff unless you need it like a spider because the horse doesnt use those
and go from there
it might need the horses jump component? for when you're riding it
Uhh i dont need it to jump
Im just blindly copying the horse.json😭
yeah but like
for it to go up a block when you're riding it, it might need that component
I cant even look at one of my other mods to test
my acers hard drive is totaled
Ill try
Rip
What component btw
minecraft:horse.jump_strength
then remove the two climbing ones those are unessecary
and kinda confused why you have jump_power inside the jump.static component when the power you set is already the default value
Just trying💔
If you don't have any content logs, myy recommendation would be to try just using the player.startItemCooldown() method in scripts since you're using one anyways
What is maximum slots for Entity Inventory ?
{
"format_version": "1.20.20",
"sound_definitions": {
"cosmos.asteroid": {
"category": "neutral",
"sounds": ["sounds/asteroid.wav"]
}
}
}
``` why is my sounds just not playing? what am i doing wrong
player.playSound("cosmos.asteroid", { location: player.location });```
is it possible to make the duration to -1?
i just find someone code and it's interesting
it's entity.json
The maximum slot amount you can set for a Entity Inventory is 256.
how do you guys make a scatter feature work underground and in the nether? they dont seem to work as i would expect
How to create a loot table chest
Thanks
guys why cant I load my structures? It say structure not found
nvm I figure it out. structures/<namespace>/<files_here>
@compact kraken
Does anyone know how to change the icon of an item using date? Like the bed item
Yo is It possible to add custom buttons in your Ui along with the other button(like jump, and the dpad)
you can make custom buttons in mobile, yes, possible
Thanks:D
It has a example for making a custom functional button
Awesome, thanks again brother
How would I make a custom /fly command that toggles the ability mayfly so players can toggle the fly ability from the education edition
This is what I have so far and nothing shows up.
system,
CustomCommandPermissionLevel,
CustomCommandParamType,
} from "@minecraft/server";
const TAG = "can_fly";
system.beforeEvents.startup.subscribe((init) => {
const reg = init.customCommandRegistry;
reg.registerEnum("fly_mode", ["toggle", "on", "off"]);
reg.registerCommand(
{
name: "fly",
description: "Toggle flight (mayfly) for yourself. Usage: /fly [toggle|on|off]",
permissionLevel: CustomCommandPermissionLevel.Any,
optionalParameters: [
{ type: CustomCommandParamType.Enum, name: "fly_mode" },
],
},
flyCommand
);
});
function flyCommand(origin, mode) {
const player = origin.player;
if (!player) return;
system.run(() => {
const current = player.hasTag(TAG);
let next = current;
if (mode === "on") next = true;
else if (mode === "off") next = false;
else next = !current;
if (next) {
player.addTag(TAG);
player.runCommandAsync("ability @s mayfly true");
player.sendMessage("§aFlight enabled.");
} else {
player.removeTag(TAG);
player.runCommandAsync("ability @s mayfly false");
player.sendMessage("§cFlight disabled.");
}
});
}```
What is your scripting version
What do your content logs say
how do you prevent/disable dispensers on bonemealing wheat?
how do you make those unmovable items in your inventory?
the one that looks like this
with a red corner
i have seen those before
you can do this in commands or scripts.
give @s diamond 1 0 {"minecraft:item_lock":{"mode":"lock_in_slot"}}
ey lezgo, thank you
how to do this?
in a behavior pack
Hey, did you get it to work?
nah havent tested it yet yo :'D
Oof
I been looking for a hud button for like 2 weeks now because i can't use wind bursts in d-pad mode
well you can look at what finest sent
any recommended guide for worldgen?
Understandable
i just found this out
i was wondering if this could be a delayed attack
there's no delay hit pct
Help code
How to give a my custom chest a custom gui?
how do i run a function if a item is eaten
You can make a script that activates on the afterEvent itemStopUse or itemCompleteUse
You could also use a custom component in scripting as well (these are said to be more friendly for beginners)
how do i add that im very new with this
I have a set of links I tend to send people who are new to making scripts
Try this
These are the links I tend to send for those who are new to scripting https://wiki.bedrock.dev/scripting/api-modules
https://wiki.bedrock.dev/scripting/resources
https://wiki.bedrock.dev/scripting/what-is-script
https://wiki.bedrock.dev/scripting/scripting-intro
Here's stuff on 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
How do I make the same maps Galaxite uses for Chronos Battle Royale
Is there any documention for minecraft:dimension?
{
"format_version": "1.19.0",
"minecraft:dimension": {
"description": {
"identifier": "minecraft:nether"
},
"components": {
"minecraft:generation": {
"generator_type": "void"
}
}
}
}
``` Bc I have this but I dont know if there is other components or not
the only other component is this
"minecraft:dimension_bounds": {
"max": 0,
"min": 0
}
so you cant let it be void and load structure at the same time?
{
"format_version": "1.21.130",
"minecraft:recipe_smithing_transform": {
"description": {
"identifier": "ct:netherite_hammer"
},
"tags": ["smithing_table"],
"base": {
"item": "ct:diamond_hammer"
},
"template": {
"item": "minecraft:netherite_upgrade_smithing_template"
},
"addition": {
"item": "minecraft:netherite_ingot"
},
"result": {
"item": "ct:netherite_hammer"
}
}
}
why does this not working?
Does your armour have the proper item tag?
its not an armor and which tag?
netherite_tier?
does it work with blocks too or only items?
still not working
You added
minecraft:transformable_items
Bruh Im so dumb I added it to the netherite tool xD
It works thanks. Does it also work for blocks or only items?
Its called an item tag for a reason.
xD
Hi hi who knows how to
When a player join a function
/function assign tag
Will be randomly assign from 1 of the 10 tag
And after getting assign to that tag you will get a [you are (tag)] message
And after getting that specific tag you will get a specific effect that corresponding the that specific tag
Let's say
I got a tag name runner
It give me speed infinite 1
And weakness infinite 1
And if you die the effect will come back
Use tick.json
effect @a[tag=runner] speed 1 5 true
And a mcfunction
You can make one in bridge
Tick.json
[{“values” : “runner”,”(insert more here)”}]
runner.mcfunction
effect @a[tag=runner] speed 1 5 true
effect @a[tag=runner] weakness 1 5 true
Behavior Pack/functions/tick.json
Behavior Pack/functions/runner.mcfunction
To show a message you could use:
Your Commands Here
tellraw @a[tag=!joined,tag=runner] {“rawtext”:[{“text”:You Are A Runner}]}
tellraw @a[tag=!joined,tag=(new tag)] {“rawtext”:[{“text”:You Are A (new class)}]}
Mark as Joined
tag @a[tag=!joined] add joined
For random_tag.mcfunction
scoreboard objectives add rand dummy
scoreboard players random @a rand 1 3
tag @a[scores={rand=1}] add runner
tag @a[scores={rand=2}] add (other classes)
How do I add specific enchantment books to a loot table??
I use "specific_enchants"
and it works,
but I'm trying to add ONLY level 3 blast_protection books
you can check loot_tables/chests/ancient_city
is mob maze large blocks or tiny player or cmbination of both
So I'm trying to have multiple texture layers to make the appearance for a custom entity, as it has villager components and behaviours the minecraft:skin_id and minecraft:variant and mark_variant queries are already being used for the base skin color and biome clothing, so i tried using an integer randomizer that i found on this server for the other parts of the entity (math.random_integer(0, 4)) but what it does is cycle through the textures while on game and appears as flickering (later on i figured that it cycled through the textures every tick), what i need is a function that gives a single integer once or a way to randomize what texture from the array is taken
my next idea is create another random variable on the entity creation like the minecraft:skin_id, is that possible?, any help would be appreciated and thanks for taking the time to read my issue.
Does anyone know how to export structures on mobile? i guess they removed it in the newest versions
As far as I know it isn't possible
At all
i was able to do it last time before the update
Yeah I know, but now it's not
There is no fix
All you can do is downgrade versions
or probably use the Windows version of MCBE
True, but assumedly you don't have the means to switch devices
Download a recourse pack
i already use one, the game just wont let me export it
Weird
anyone know how to iuse aimassist?
yes
Hey guys can someone give me a hand??
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.shift": {
"states": {
"default": {
"transitions": [
{
"shift": "query.is_sneaking"
}
],
"on_entry": [
"/tag @s remove shift"
"/tag @s add no_shift"
],
"on_exit": [
"/tag @s add shift"
"/tag @s remove no_shift"
]
},
"shift": {
"transitions": [
{
"default": "!query.is_sneaking"
}
]
}
}
}
}
}
animation_controllers/shift.json | parse error:
- Line 14, Column 13
Missing ',' or ']' in array declaration - Line 12, Column 11
Missing '}' or object member name - Line 6, Column 9
Missing '}' or object member name - Line 5, Column 7
Missing '}' or object member name - Line 4, Column 5
Missing '}' or object member name - Line 3, Column 3
Missing '}' or object member name
Does anyone know why I can't get this to work?
"format_version": "1.21.0",
"minecraft:recipe_shaped": {
"description": {
"identifier": "vl:furnace"
},
"tags": [
"crafting_table"
],
"priority": -1,
"pattern": [
"###",
"# #",
"###"
],
"key": {
"#": {
"tag": "minecraft:stone_crafting_materials"
}
},
"unlock": [
{
"item": "minecraft:cobblestone"
}
],
"result": {
"item": "minecraft:furnace",
"count": 1
}
}
}```
I just want to make the furnace craftable with all stones, like the stonecutter.
Late reply. Large blocks. The player is normal player size 😄
ok thats good to know'
With the new 26.0 update, do addon manifest version numbers need to change to reflect this in order to work? IE: if in the manifest it still says 1.21.30 or whatever, will it work?
It will still work, yes. It just won't be able to use features added after 1.21.30
Gotcha. That’s a relief. Thanks!
any idea what on god name is going on here
the hitbox is
"minecraft:collision_box": {
"height": 20,
"width": 2.5
},
from 6 block up the hit only register in creative mode
Hi there... I'm looking for someone to help me to create a behavior pack... from 0 ... I mean : mine has a problem... so I think I have to do it again..
The array values are missing commas.
Can someone help? I added the minecraft:particle_emitter component to one of my entities but Im getting an error in game that says that it is present in the input, but not the Schema. What does this mean? The entity I made is basically an armor stand, it uses the same render controller and everything
Hello, is it possible to get XP from blocks in add-on by the behavior pack or how ?
also if it is possible how to make the redstone turn into lit and back to normal ,
{
"format_version": "1.21.0",
"minecraft:block": {
"description": {
"identifier": "pro:ore_redstone",
"menu_category": {
"category": "construction"
},
"states": {
"pro:lit": [false, true]
}
},
"components": {
"minecraft:loot": "loot_tables/blocks/ores/redstone.json",
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 3
},
"minecraft:light_emission": 0,
"minecraft:material_instances": {
"*": {
"texture": "ore_redstone",
"render_method": "alpha_test"
}
},
"minecraft:geometry": "geometry.ore_redstone_block"
},
"permutations": [
{
"condition": "query.block_state('pro:lit') == true",
"components": {
"minecraft:light_emission": 9,
"minecraft:material_instances": {
"*": {
"texture": "lit_ore_redstone",
"render_method": "alpha_test"
}
}
}
}
]
}
}
i can't understand the error, can someone help???
AI][error]-My World | actor_definitions | /storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/WKAqaA==/behavior_packs/testy2 | entities/player.json | parse error:
*Column 2
Missing '}' or object member name
{
"format_version": "1.21.130",
"minecraft:entity": {
"description": {
"identifier": "minecraft:player",
"spawn_category": "creature",
"is_spawnable": false,
"is_summonable": false,
This isn't enough information to help you
This error means you've likely messed up the punctuation somewhere and probably need a comma
i already fixed it also
in player.json in
"minecraft:variant": {
"value": 0
},```
do i can use any number for the value?
Yes
Does this mean the mob is immortal?
Change max to min
I’m not trying to correct it, I’m trying to understand. With the code as is, does that mean the mob is immortal?
No, what I said means if you change it to min then the mob will be immortal
Right now, there is no difference between having the max there and not, since the default value for max is equivalent to value
I can send full code later, but does the family the mob belong to play a role in its health?
Rn, the mob doesn’t take damage, and it belongs to creaking family. So im trying to figure out if this is intentional or not
Nah
about stacking multiple addons , when u stack 2 addons with player.json wasnt it supposed to take the highest one in order ? or is there any other rules?
i have 2 addons and whatever order i put it keeps giving one of them more priority
How can i make a projectile shooter with items in mc 1.21?
Can I ask a question about Bridge v2 here?
When adding properties to entity.json, if they are of type float, an error occurs because 0.0 is automatically converted to 0 during compilation.
This is better to ask in the bridge Discord then since it's their software.
Thank you for your question.
Anyone know where i can find the fishing rod item json? Ive searched everywhere and couldn't find it
Hi, how do I make my addon keep achievements enabled?
#1473877689722081420 message
Ty
Although I didn't understand how to implement what I need
what is this line supposed to say with the new version?
"format_version": "26.0.0",
I'm trying to make a randomly generating dungeon using jigsaw blocks, I have a successful datapack for java, but it has the issue of being... not random, when doing /place in the same position or loaded in the same place, so I'm trying to port it to bedrock because it has a seed i can modify, i believe mostly everything in the json files should work, but I don't understand the formatting of the files,folders, or directories in order to get it to load correctly in bedrock
which of the channels/forums are best to ask about this stuff
Does anyone know how I can move an item that an entity has, as happens with the fox entity that holds the item in its mouth?
Is it possible to add a custom entity within a raid?
There is this entity component, but idk if it had anything to do with spawning during raids
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_can_join_raid?view=minecraft-bedrock-stable
I see a lot of components and events to control behavior in raids, but my guess is that the mobs spawned in raids are not adjustable, however you might be able to hijack whatever spawns the raid and manually spawn in your own mob
Hello, I’m working on an addon called '3D Ores', and I’ve almost finished it. However, I ran into an issue: my current script replaces vanilla ores with custom 3D blocks, which may cause performance issues or lag. I’m looking for a more efficient and professional alternative approach
Hey, can anybody help please, i've been using ai to try help me fix this but like I have my mod, and it works at a mcpack, and it works if i import it manually, but it just doesn't wanna work in the developmental behaviour pack file
You dont still have it in the normal behavior packs folder when its in development behavior packs, right?
No, it can just be in development
Nope, i deleted it from the normal one completely
Hi, I’m building a custom Bedrock entity ("brineflash:player") using Script API 2.6.0 beta on MCPE 1.26.
My "minecraft:equippable" component is defined with 6 slots, but "getComponent("minecraft:equippable")" still returns undefined in script.
Is there any known limitation for custom entities using equippable in beta API / mobile?
Hey, is there any way to detect when a player smelts something in a vanilla furnace or crafts an item in Bedrock Script API? I can’t find any event for this, am I missing something?
Nope
Best you can do is detect if hey might've done it, by checking for interactions and if items are added to the inventory, but that system can be easily bypassed
is the @s[!scores= a thing?(lazy to open mc because im setting a system)
Use the =! operator
My understanding is that this only works with certain selectors like m=!0 or tag=!example, but it doesn't apply to score, hasitem, or has_property.
Although perhaps I haven't used it correctly, are you referring to something like @s[score=!{score=1}] or @s[score={score=!1}]
Oh, this is new to me, I believe I was mistaken, you are probably right
I've tried the second option, but I've never tried the first one, so I wasn't sure. But for these cases, I always use "execute if score" or "execute unless score".
alr yall I'm making some QOL changes for standard superflat which will extend to skyblock and oneblock, etc
and I'm tryna make a recipe for charcoal that isn't too hard to make, but also doesn't just make charcoal completely free
once you get charcoal, you can continue to get more charcoal by crafting fireplaces and breaking them (1 charcoal turns into 2 at the cost of 3 logs and 3 sticks), this is the recipe I came up with
I couldn't think of anything else that would even remotely make sense to craft charcoal? even this is a stretch but basically it's cuz bonemeal contains phosphorus and calcium which are both somewhat flammable (steves strength would just ignite it immediately lol)
but if anyone has any other superflat accessible ideas, I'll hear them for sure
but my main question is, I'm also allowing the player to craft a furnace with bone blocks, which, once done, would kiiinda invalidate both the fireplace method and this recipe completely
so I'm wondering like... do I add this recipe or just leave it
I could also just do 3 bonemeal instead of boneblocks? but again that feels too ez and would honestly invalidate burning wood to make charcoal because the main source of everything in superflat and oneblock kinda stems from bonemeal and boneblocks
once you have a good enough farm there'd be literally no reason to burn wood for charcoal and I don't want that to be the case
anyone ideas or opinions about this dilemma welcome
edit:for now I decided to do it with a bone instead of a bone block, cuz it requires you to go kill a skelly or two along with still using a logs worth of stiks
How can i state if the player is not holding a specific item in a animation controll
do i use like,!query.holding_item_id or
You can use
query.is_item_name_any('slot.weapon.mainhand', 0, 'item:name')
Or
q.equipped_item_any_tag('slot.weapon.mainhand','unique_tag')
If you want to detect a specific item, then you can use the second one but it would need to be the only item that has that tag
Its generally simpler to go with the first
Is it possible to make a custom compass, I know I can imitate the functionality but do I have to or is there a different way.
You definitely need to imitate the functionality
ya that's what I thought
Why does the PlayerSelector parameter just not work for non-opped player , no matter if it's a vanilla command or a custom command ;-;
How to make a crafting recipe for my custom items?
anybody able to help me with this?
system.run(() => {
world.beforeEvents.playerSendMessage.subscribe(data => {
const player = data.sender;
const rankTag = player.getTags().find(tag => tag.startsWith("rank:"))?.substring(5) || baserank;
const presTag = player.getTags().find(tag => tag.startsWith("pres:"))?.substring(5) || presMin;
const classTag = player.getTags().find(tag => tag.startsWith("class"))?.substring(5) || classStart;
const nickTag = player.getTags().find(tag => tag.startsWith("nick:"))?.substring(5) || player.name;
const color = player.getTags().find(tag => tag.startsWith("ccolor:"))?.substring(7) || basecolor;
const namecolor = player.getTags().find(tag => tag.startsWith("ncolor:"))?.substring(7) || "";
const message = `§8[§r${rankTag}§8] §8[§r${classTag}§8] §8[§r${presTag}§8] §7>> ${namecolor}${nickTag}§r: ${color}${data.message}`;
data.cancel = true;
world.sendMessage(message);
});
});
i keep getting the error in the image i attached, I was asking ai and looking to see what its been updated to but it js aint working
That's not an event.
i figured it out anyways i just had to swap from 2.6.0 to 2.7.0 -beta
For scores: [scores={objective=!1}]
For hasitem: quantity=0
For has_property:
[has_property={minecraft:is_armorable=!false}][has_property={minecraft:creaking_swaying_ticks=!20}]
You can use these types of exclusions to make logic gates with execute if | unless
I just tried it, you're right, I thought I remembered it not working.
i am trying to apply more damage through custom enchants but i'm getting an error here, victim.applyDamage(bonusDamage, {
cause: event.damageSource.cause,
damagingEntity: attacker
}); spesifically applyDamage
What's the error? Also for scripting try #1067535382285135923
okay
Does anyone have a simple data pack that adds cocoa beans to the wandering trader table? Either that or something I can copy & paste into the .json file
just edit this file.
https://github.com/Mojang/bedrock-samples/blob/main/behavior_pack/trading/economy_trades/wandering_trader_trades.json
How do I fix this?
i changed the texture of the entity's textures using the original as a template. others entities are able to use this geometry, but for some reason this doesnt
nvrm I fixed it
How do I make it that the diving suits have the same properties as the soap bubbles?
Do behavior packs not work in realms? I made one and it works fine on local worlds, but nothing happens in the realm I share with my friends. I’m not using any experimental features
Works fine for me, tested one a couple of weeks ago.
Maybe clear your cache
and make sure the behavior pack has been applied. If it's not working, then change the version number in the manifest and clear your cache again.
You could also download the world, apply the pack in single player, then re-upload to realm.
Can you clear the cache on a realm world?
I’ve tried updating the version number and replacing the pack but nothing happened.
I tried downloading the world, applying the pack in single player (which worked), and then reuploaded to the realm, but that didn’t work either
Like the cache in storage settings.
Maybe copy the contents of the behavior pack into the world folder:
minecraftWorlds/<world>/behavior_packs/1
And delete world_behavior_packs.json
It will repopulate when you load into the world.
Well I know you can do that on single player worlds, I’m just not aware of how to do that with a world that’s already in a realm
Oh, I mean download the world and copy the contents of the pack to the world folder, delete the json file, then re-upload to realms.
You could also check the level.dat file with an nbt editor to see if there are any flags on
hasLockedBehaviorPack or any others that look like it may be preventing it from applying.
how do i prevent this from generating every timr i compile
Guys can someone report this bug that i found to mojang #1497136870566658140 ? QwQ
Is there a way to play swing animation from PlayerInteractWithBlock?
Is there a way to get a complete new item that is exactly the same as the mace and behaves the same also with enchants that I can use as template
probably just copy da mace item but change all the stuff related to it's name
Is there a way to either make a large addon file more light weight or make Minecraft handle large files better?
It could just be hardware limitations but I don’t wanna deal with that possibility lol
How would I make it so you could find a custom item in for example a nether fortress chest like is there a tutorial that could help me with this?
Hey, I need some help setting up my manifest. I get this error
[Packs][error]- -> header -> version: expected an object
[Packs][error]- -> header -> version: invalid string
Here's my manifest
{
"format_version": 3,
"header": {
"name": "Entity Dismounter",
"description": "Because the entities KEEP getting in your boat/minecart",
"uuid": "2d12bd1f-0be4-4cec-ab8a-4a9517d524ca",
"version": [ 1, 0, 0 ],
"min_engine_version": "1.26.10"
},
"modules": [
{
"description": "Entity Dismounter script",
"language": "javascript",
"type": "script",
"uuid": "bce218cd-a59c-47c3-9f30-509b107d2e67",
"version": [ 1, 0, 0 ],
"entry": "scripts/main.js"
}
],
"metadata": {
"authors": [
"shizotoaster"
],
"license": "MIT",
"url": "https://github.com/shizotoaster/entity_dismounter"
},
"settings": [
{
"type": "label",
"text": "Allow players to be dismounted by other players"
},
{
"type": "toggle",
"text": "Allow Player Dismounting",
"name": "entity_dismounter:allow_player_dismounting",
"default": false
}
],
"dependencies": [
{
"module_name": "@minecraft/server",
"version": "2.6.0"
}
]
}
Setting it to v2 works just fine. But I need v3 to use pack settings
Hello guys , how can i optimize my add-on BP, can someone list all of the valide optz
What kind of Optimization?
If you want file size optimization, you can try reducing JSON or Scripts lines (though the size is niglible).
If you want performance, JSON often run more efficiently, while ScriptAPI is a matter of how your code work. Generally, you can try caching or reduce API calls like avoiding heavy logic inside system.runInterval, and relying more on event-driven listeners.
what are you using to compile? And what specifically do you want to not generate?
anybody got an idea why dying to a mob tends to crash minecraft?
in my modded world?
like i haven't touched code for zombies at all but somehow it just now like
dying to a zombie crashes da game
and i dont mean just the world
i have to manually close minecraft cuz it stops responding
vs code, and the contents of the image
it outputing that instead of js import { world } from "@minecraft/server"
mh so you dont want it to compile at all?
what are you using? regolith? or with what are you compiling it?
im following this https://wiki.bedrock.dev/scripting/typescript, kinda new to this so idk much on what im doing xd
ahhhhh
i got confused since in the guide, it didnt contain those lines when main.ts is compiled
does this cause any errors or do you just not like it?
ohhh yeah its fine
hopefully causes no issues
using the output file ingame causes content log erros, ill screenshot it holdon
mh did you create the tsconfig.json?
yes
this is my tsconfig as of rn
{
"compilerOptions": {
"module": "node16",
"target": "ES2020",
"moduleResolution": "node16",
"allowSyntheticDefaultImports": true,
"esModuleInterop": true,
"rootDir": "./src",
"outDir": "./scripts"
},
"exclude": ["node_modules"],
"include": ["src"]
}```
could you show me data/EmojiHandler?
I guess you're importing something from there?
ah
set "module": "ES2020"
it now says
ah then i guess update module resolution to ugh "Node"
ill fiddle with the config to see what works otherwise ill just manually edit the compiled file everytime xd, thanks anyways!
this should work
video if it helps?
i have no idea why this would happen
it's not specific to these mobs, and I died like 7 times before this
Try reinstalling the game?
i think it has to do with the fact that minecraft is windowed in this clip (not full screen) cuz i went hours and hours last night not crashing while i was in full screen, and when i am in windowed mode it usually happens within 10 minutes this may not be related to the mod at all
are there any molang that detects tags from /tag ?
no
I see thanks
ok if you pop a totem at full health , are you supossed to stay a full health or are you supposed to be at oe heart
Half a heart.
Alright thanks!
Dumb question possibly but I’m new to Addon making; if you’re making a custom block for an Addon does the texture absolutely HAVE to be 16x16?
Nope.
does anyone know to fix this?
is there any way to fix this?
this is what im using
i dont want to replace grass blocks, stone or dirt with air
What are ya doing brotha
🤨
Btw that's fixable on model bones
That’s sus
where should i put the entity json?
geometry*
in models folder
A question related to what’s going on here;
I’m trying to make an add-on with custom glass blocks used for decorative purposes, but the problem is everything’s working as intended EXCEPT the texture, I made them transparent and I set the render methods to blend, alpha test, and alpha test single sided respectively, and everytime they’re just opaque
Am I doing something wrong? Or is it a problem with the add-on maker I’m using?
add-on maker? 🤨
A mobile app I have to use with airplane mode on otherwise I get harassed with ads— (I can’t make add-ons from my computer because my computer sucks so my iPad is the only option)
That sounds a lot like MAM (minecraft addon maker)
Yeah that’s the app I’m using
It’s got a lot more options than other add-on maker apps I’ve tried, only downside is I have to go into the json file myself if I wanna make the recipe a stonecutter one
I can see that there's a player locator bar pointing to it
So it must be a player
I guess you'll need to edit the existing player's model
Are you inputting only a texture
If so then you need to put in a custom model, because the UV mapping of the block will be for a 16x16 leaving the result an abnormal texture
I strongly do reccomend you dont use add-on maker, but this should solve your problem 👍
Please do mention if the problem persists
Thanks for the help, I’ll make the textures 16x16 and let you know if it works
Also; any recommendations for a good add-on making app or something I could use, doing it on mobile is my only option because my laptop just, kinda sucks
No problem 👍
Have you tried bridge v2
I'm a mobile creator myself and I either work in just an average code editor, or bridge
I’ll be honest I’ve never even heard of it before, what is it?
Bridge is a web app that you can use to make addons, skin packs and world templates although I've never seen anyone use anything it to make a world template before
You download it through the Internet, like blockbench