#JSON-UI General
1 messages · Page 24 of 1
yes, and you should change "factory > name" to your custom one
wait that works?
not sure, but i usually set it to a custom name
huh, neato
Dumb question. But can someone please explain what a factory is?
(I’m incredibly new to json UI but really want to learn it as it’s the only way I can make my pack function)
its pretty self explanatory
factory - renders an element based off of another element, is capable of calling hardcoded values and variables
Huh. That’s a little more easy to understand ig
in my experience it allows me to get something (ex. title text) on something that doesnt have any text (as binding)
Docs have gotten me nowhere
which is why I usually prefer 1 on 1 teaching stuff but it’s rare that ppl want to help (reasonable)
Factories are an implementation of a common design pattern, theyre not exclusive to bedrock UI. Theyre basically just functions that create ane return objects. In this instance, they take in your control and allow it to use hardcoded variables.
Thanks for the explanation
I feel like the pack i was analysing was quite a big jump to make for someone completely new.
but at the same time it’s kinda what I need
They make sense once you get into UI, it's not as hard of a topic to learn as people make it out to be
It would be a lot easier to learn if i has a mentor of sorts but that’s a lot to ask of someone and something I not planning on doing
I’m gonna be working with exclusively RP jsonUI
ok i think i misunderstood this part (whoops ping)
the ui broke
I would post the link to the pack I was trying to learn from but I don’t wanna be accused of stuff
the "name" property in "factory"
god im stupid, ty
also theres something that concerns me more, the "destroy_at_end" wont work properly
"ez_dump_button_panel": {
"$pressed_button_name": "unset_button_name",
"type": "panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ 15, 30 ],
"layer": 6,
"controls": [
{
"stack_panel_1": {
"type": "stack_panel",
"size": [ 15, 15 ],
"offset": [ 0, -7.5 ],
"collection_name": "$item_location",
"property_bag": {
"#size": 54
},
"factory": {
"name": "ez_dump_button_panel_factory_1",
"control_name": "$factory_selection"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#size",
"target_property_name": "#collection_length"
}
]
}
}
This is a snippet of what I’m trying to learn from
Erm how to code full ui ☝️🤓
i probably linked the wrong element, but anything else wont work and destroying the panel would just not make it appear forever after that (which is obvious)
its prob related with factory name so imma try that
Is the collection name just where the UI is grabbing the data from?
collection_name: $item_location
property bag: #size = 54
Which brings me on to my next confusion
$
what do these even mean
is it like a datatype declaration?
#size
(Will be float)
I’ll revisit this in the morn when my brain decides to not be slacking off
i accidentally set the size wrong, got it working now
but the "destroy_at_end" still wont work properly for some reason
"destroy_at_end" is pointed to the factory controlled element inside stack panel
set destroy at end to your "control_name" defined in factory control item (without namespace part)
so "stack_panel" in this case?
oh right i can test it
i think name can be hardcoded if paired by control_ids
does it still work?
no, you can use any custom name
incorrect
rip
it's notification_ui
Oh bruh
just felt a brick hitting my head
ok nope
still the same
it wont destroy
or wait... let me try smth
what's up chat
nah nope, this wont work either
struggling with ui once again
same
hate it when there's no one to help cause i have to torture myself trying to find a solution
i don't know... toast_item?
love how this server crashes my discord
just like json ui 

welcome to purgatory
yes, imagine divide string by a non-zero number -> freeze
relatable (this made me go insane)
added shadow to my panel and it screams MacOS to me
why is the MinecraftTen font always screaming at me 😭
ADD EXTERNAL SERVER
Originally it was gonna be my actual custom font. though again, the game required to restart and I've ditched that starting in v2.0 (an update about 2-3 weeks ago)
turned out, people does not like or even want to restart the game so, custom font got removed and replaced by MinecraftTen font
LOLLL
best font tbh
updated and kinda wondering which "exit/X" button should be located. what do y'all prefer?
{
"player_inventory": {
"modifications": [
{
"array_name": "controls",
"value": [
{
"newInvSlot": {
"type": "panel",
"size": [ 16, 16 ],
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"texture": "textures/ui/test"
}
}
]
}
]
}
}
```so this should add the image to the player inventory right?
well, its not, idk why but it didn't work
youre using panel
even with image
can you try putting the element outside the modification
or wait
maybe
whats your image size
way too modern = macos
a UI image that looks like a new slot
one for accessibility, two for anti-reacher
literally, accidentally made macos panel for some reason
adding shadow basically makes this thing like macos
how?
uh
should i add "layer": 10 or something?
simply slap "layer": 10 on it
get out of my brain
rip
who likes it tho
i bet no one
me
requesting an air support
no one would hate something that works in one's favor
make me.
never had it.

is your element has "type"
what is the correct syntax for removing a UI object in modifications? no matter what i do, it doesnt seem to work
ah nvm, finally figured it out
man json ui vocabulary is killing me
well, i have no problems at all with how GUI works bec there are alot of tutorials everywhere, unlike the normal UI
and it will take forever for me to understand how tf it works
it does you’re just doing it wrong
it just shrinks the whole doll
"type": "panel",
"size": [
35,
35
],
"anchor_from": "top_left",
"anchor_to": "top_left",
"clips_children": true,
"offset": [15,15],
"controls": [
{
"player": {
"type": "custom",
"size": [
35,
35
],
"renderer": "paper_doll_renderer",
"animation_reset_name": "screen_animation_reset",
"anims": [],
"layer": 3
}
}
]
},```
it works with live player renderer
and hud player renderer
@chilly yacht
because the renderer is the same size as the clips_children panel
so it clips nothing
Amazed u ain't asking for the code lowkey
Good progression 🗣
fr 🔥
I made something here, which implements an animation in the “paper_doll_renderer”
and the renderer is inside a menu, i.e. when the menu opens the animation will run
Lit
when the menu opens for the first time it runs normally, then the second time the animation doesn't work
then I need to reopen the menu
and I'm using “npc_interact_screen”
JSON ui is so easy
agreed
i done that like this one "[email protected]_square": {}
depends on what you try to do
this adds a black screen on the hud screen
you got the reference
so i used hud.hud_square
but
what should i write if i wanna add that square to the inventory?
can u fix the issue bec i completely lost
{
"newInvSlot": {
"type": "image",
"texture": "textures/ui/Black",
"size": [ 16, 16 ],
"offset": [ 0, 0 ]
},
"player_inventory": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]": {}
}
]
}
]
}
}
it is on this line
"[email protected]": {}
but idk what to do with it
[element_name]@[namespace_reference].[element_name_reference]
right now the ui you have doesnt have namespace defined
in this case you would add "namespace": "newSlot" on your json
"namespace": "newSlot",
"newInvSlot": {
"type": "image",
"texture": "textures/ui/Black",
"size": [ 16, 16 ],
"offset": [ 0, 0 ]
},
"player_inventory": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]": {}
}
]
}
]
}
}```?
yep
cool, lemme try it
didnt json ui intro tell you about this?
{
"namespace": "newSlot",
"newInvSlot": {
"type": "image",
"texture": "textures/ui/Black",
"size": [ 16, 16 ],
"offset": [ 0, 0 ]
},
"player_inventory": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]": {}
}
]
}
]
}
}
uh?
wtf
#the_game_hate_me_freaking_alot_:/
maybe bec i use this newInvSlot
I'll try this new_inv_slot
still the same damn log

@untold dawn ok uh
try crafting as namespace?
basically an existing one in vanilla
crafting as namespace
oh, alright lemme try it
it has no logs but the texture is not showing in the inventory, lemme try adding "layer": 10 to it
yah its finally there
idk where this skin comes from :/
just gotta make sure, we can use variables in "source_property_name", right?
Been trying for a few hours to find a way to hide this. I assume it's JSON UI, but I haven't found a way to do it yet.
Does anyone know?
I don't think so; I tried that first.
When you set the lang for it to empty, it resets to its default value.
When you set it to something "empty", like "§r", it still leaves a space.
That's annoying 😐
Well, maybe someone else knows something we don't, but if not, thanks for your help.
result:
my ui died
wait
think i set variable in a wrong way
how do i define string in variable
"$text_bind": "('yeet' + (#text))"
this would work right?

i gotta test it again cuz i didnt test the ui with () on #text
Oh bruh
ive been testing it on wrong file
works, beautiful
No.
oh wait nvm
thought it was #text_bind
lol
btw how do i do stack panel for labels? im trying to make the texts to not overlap, and making a stack_panel and slapping controls into it didnt work
{
"toast_bg": {
"type": "image",
"texture": "textures/ui/greyBorder",
"clips_children": true,
"anims": [
"@hud.toast_animation_in"
],
"anchor_from": "top_right",
"anchor_to": "top_right",
"size": [
"100%cm + 10px",
30
],
"controls": [
{
"[email protected]_label": {
"$text_binding": "('header' + (#text))"
}
},
{
"[email protected]_label": {
"$text_binding": "('body' + (#text))"
}
}
]
}
}
]```
wait why did i post the whole code 💀
nvm i got it
how do you guys do string formatting efficiently
i need to get the UI to grab translated texts but translated texts can differ in number of strings so i cant entirely rely on '%.#s'
smth like
_mcdHud.toast:header.foobar.body.fizzbuzz.texture.textures/ui/icon
or
_mcdHud.toast:foobar.fizzbuzz.textures/ui/icon
one element gets the foobar, the other gets fizzbuzz, the last gets texture path
maybe you can find something in an element called "purpleBorder". I know it has something to do with the inventory hover text but I never looked at it
what does mean 100% with letter c?
means itll get 100% from its child element
how to get 50% of its parent element?
it would be "50%"
hi guys
i need urgent assistance again
how do I hide a long_form if the title is x value
{
"namespace": "server_form",
"long_form": {
"modifications": [{
"array_name": "bindings",
"operation": "insert_back",
"value": [{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'afr') = #title_text)",
"target_property_name": "#visible"
}]
}]
}
}
i tried this
didn't work
wait nvm
for some reason NOW it works
eh no.

if you're using value or some kind, try to use something like 001 instead or just 1
this way you can reserve split strings.
welp
No.
you can try formatting them to the same length? not sure if thats what you are asking though
i don't think the operator will translates the string though.
a localization for label type.
if you don't want the text to be automatically translated by default from .lang, you can disable that with this property.
another question maybe dumb but
are json values or my own made variables accessable through something?
Most or alot of vanilla elements will have these off like chat element for example
you don't want people to type something from .lang files.
like can i make a variable named health and manipulate it through game somehow?
ah hmm
right this makes it very complicated then
well if something supposed to be hidden
you don't need it to be translated.
but if you wanna use the translated texts, you can go with condition rendering instead.
got it
I'M FRFEE
IM FUCKING FREE
FINALLY
I'M FREE FROM THIS PURGATORY
I FOUND A MODIFICATION WAY TO DO THIS SHIT
If anyone needs it
Cross-addon compatible modification for server_form
doesn't override other addons
{
"namespace": "server_form",
"new_main_screen_content": {
// your content goes here
},
"long_form": {
"modifications": [{
"array_name": "bindings",
"operation": "insert_back",
"value": [{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "condition to display the original long form goes here",
"target_property_name": "#visible"
}]
}]
},
"main_screen_content": {
"modifications": [{
"array_name": "controls",
"operation": "insert_back",
"value": [{
"nmsc@server_form.new_main_screen_content": {
"bindings": [{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "condition to display your custom form goes here",
"target_property_name": "#visible"
}]
}
}]
}]
}
}
THIS OVERRIDES NOTHING
IM FINALLY FREE FROM COMPATIBILITY HELL
IM FREEEEEEE
nah cant
wait so
if i can do this...
ok nevermind this hurts my head
doenst using value mean i have to define every single one of em in UI?
good job.
unfortunately i just made the same thing like a week ago tbh with some improvements and there. would highly change your new_main_screen_content into a factory instead if you want both long_form and custom_form
otherwise, a modal form wouldn't exist if you somehow use that instead of regular form.
eh not really, if you can convert 1 into 001 then i think split should work perfectly.
you do need to split only number though, that'll automatically convert 001 into 1 in return you can use that as changing size or idk do something else with it
no i meant as in number into string or translation key
string if you're using it for custom bars or anything that uses value.
or if you're using it for changing textures in real time, you can just do textures/ui/something_01 i guess
im sending a vid holon
pretty hard to explain until you got it yourself
oh hey that one sounds alright
i could do the same with texts too
aslong you make sure that the string does not shift whatsoever
that's how you reserve splitting texts.
this somehow is also the same tech as some couple of marketplace map uses too.
you could now just idk use alot of spitting texts if you ever want it. maybe couple of custom bars or something
hell 30 custom bars would work as well
Thats true
Issue is that this sorta crashes with vanilla behaviour
honestly it also nearly useless since not many people does that.
so basically not every add-ons gonna support it
"Remove both panels"
"Now add them back but use a carbon copy of one that can't be modified"
"There we go!!!"
I hate doing json ui
doing factory wrong will crash the game so it's expected.
it's just basically calling a function that doesn't exist.
With crash I meant collide, sorry
Can I make a factory but only fill in the value for one of the two
I'm only overriding the long form
Idc about the message one
you can.
Ight
as long the factory is valid then yeah
Ty
This took ridiculously long to make
But I can finally begin making JEI's recipe viewer on bedrock
took me like 5 mins because my old code is getting out of hand
i can't do "if and else" forever
Coding is fun if you hate yourself
somehow even if we make it compatible with other add-ons
better luck with that since nobody's gonna follow it
probably why marketplace add-ons does not modify json-ui that alot or just don't touch it at all.
I'm only doing this because another 2 addons I'm making do the same thing
One just makes it easier to render a book
The other is just the UI for machinery
Maybe because they know json ui is about to be taken out back and shot on the hesd
Because marketplace partners already have access to the ore ui docs iirc
Marketplace add-ons is about the compatibility.
can't make things if it gonna override each others specially json-ui, that thing does not have versioning and does easily break with different add-ons.
but if it was maps then yeah there'll definitely gonna be json-ui involved.
Json ui is an extremely dysfunctional system that got abandoned by it's parents and adopted by the government who began dissecting it for all it's secrets
json-ui is a good UI system but got abandoned too early.
better than ore ui if they made a damn ui builder like china did.
Im so jealous of MCCE
Who isnt 😭
+ Im sorry MCBE community, there's nothing I can do
- Mojang
- C'mon Mojang
but the community itself is, well. too shady.
too shady in fact that they'll just downgrade it to international version instead of their own version
oh yeah i have heard about that haha
Sure they're 3 versions behind, but they have custom dimensions already
we literally have a stolen mcpedl contents inside chinese edition
Yes, I know MCCE is not devved by mojang
and nobody can do anything about it
well developed by a giant mobile company it is.
If they're not making money off it its good but they probably do
- a fork of forge if you're playing PC version
they do have a java edition except that it's literally just forge directly built-in with their own chinese mod thing where it tracks you.
funny stuff.
well they do. like 90% of them apparently
Do you think bedrock will ever have a thriving MODDING community like java's
Even if it's limited to older versions
well it's unlikely tbh
I think I miss BlockLauncher
It was amazing
u need factory to differ modals and actionform
what does this question means
???
i was asking about this
but well
ive already got the answer
"newInvSlotButton": {
"type": "button",
"texture": "textures/ui/selected_hotbar_slot",
"anchor_from": "center",
"anchor_to": "center",
"layer": 11,
"size": [ 18, 18 ],
"offset": [ 20, -13 ]
```this should add a new button right?
i think i had to add the "button_mappings" thing right?
hmmm
does anyone know how to make the button do a command or a function when pressed?
i mean "from_button_id": "???" what should i place there to do a specific event?
@weak lintel sorry for the ping but d u know anything about buttons?
this is why i told you about server forms
a button, in fact, is just for the stuff you see in minecraft
it can never run commands
i have to make it do a scriptevent thing,
but by modifying server forms, you can make it to run stuff
those are mostly action forms but in disguise
which is really
hard to do without understanding of json ui
even i couldnt bear it
jeez
is it done by script ui?
like import ///\\\ from '@minecraft/ui'
not possible
unless it’s on a form
using @minecraft/server-ui script?
Yes but that’s just the button click sound
wrong
sounds go in the RP pal
so its RP side
put your thinking cap on
not a tinfoil hat
🤯
how yo separate xp bar from hotbar?
💀💀💀
At least the search bar isn't case sensitive, and at least the grids don't break 😭😭😂
hmm, what does "button.add_command* & "button.sub_command" do?
nothing
hmmm,
the structure_load thing is possible right? i mean it will load a structure somehow right?
i hope it does
Ong 😂😂
no 💀
structure_load in json ui...
💀
put your big brain on
flip the switch pal
you're clearly not big brain enough to be a hacker

wrong
bro im talking about those things;
"button.structure_load" & "#button.load_structure"
is it possible to do anything that can be detected with BP scripts?
what are they?
i want the button do something that can be detected with scripts
@opal aurora you said not possible
then u have to do form or npc screen
hmm, double click on the button will open a GUI screen and then u have to click a button to do a function right?
normal click will show u information, double click for the function, and it is how u move items quickly from ur inventory, like when u equip the shield u gonna double click on it instead of equipping it normally u know what i mean
um, if u donr know, this what im making
that slot is an image,
I'll make it functional later
I'll put a button there that will act like an item, click on it will show u the item information, double click will put it back in the inventory
so double click will do a form thing
i mean
something that will be detected with scripts
to take off the item from that slot
so
what does the form do? open a GUI thing?
hmmm
how to open a GUI using UI button?
"from_button_id": "???"
"to_button_id": "???"
@untold dawn
what are the offset and size
"size": [ 18, 18 ],
"offset": [ 20, -13 ]
r u tryna to do the same thing?
do it
ok
what are you trying to do
I want that when a message has the word "§a§b§0§1" it is displayed only in the text below
i dont have to ask u bec i think u dont know how to open a GUI form using a UI button
whar
What
Angel xd
opening a GUI ( form ) using UI button
I wonder if it’s possible to create a seperate chat thing for only messages that mentioned you
how to do that?
it is possible
Whit bindigs
you know this how?
You can't open form ui with normal button
theres a ui for chat messages
I wanna learn json UI but docs really aren’t helping
new buttons
Can't
what?
Do u have an example using bindings in chat_text?
rly?
nope, got nothing
sorry
I tried to do this but I don't know why it doesn't work
all i know is that you can make the chat to be hidden when a specific string is passed
but i don't have anything rn
Xd
a button that will open a form when u click it
how is this not possible
It's just not possible
Is anyone here an expert with json UI?
No, it is not possible
cuz theres no stuff that actually does that in vanilla minecraft
I know more or less
just making sure, you want the chat to be hidden, right?
hopefully im not included on that list
I’m just looking for a mentor… there’s so many things I want to make but can’t because of massive skill issue
Also can UI files read from other folders?
In this video, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition
🔗Links :
Like What I Am Doing? Concider Supporting Me! : https://ko-fi.com/dingsel
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website : http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel=Si...
In this series, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition.
🔗Links :
Like What I Am Doing? Concider Supporting Me! : https://ko-fi.com/dingsel
Last Video : https://youtu.be/QhJkCDIZ-NU
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website and Code : http://skyls.de
Music : http...
🔗Links :
Like What I Am Doing? Concider Supporting Me! : https://ko-fi.com/dingsel
Last Video Part: https://youtu.be/CWm-KU5ALOQ
Join My Discord! : https://discord.gg/tzrmH56JXC
My Website And Code: http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel=SimonChylinski-Topic | Breathing Break from the Riot Creator Playlis...
🔥Topics covered in this video:
JSON UI Variables
JSON UI Sizes and Scaling
Bindings in JSON UI
Server Forms
Custom Buttons
🔗Links :
Last Video Part: https://youtu.be/zWecyvsbKHY
Join My Discord! : https://discord.gg/tzrmH56JXC
My Website And Code: http://skyls.de
JSON UI docs : https://wiki.bedrock.dev/json-ui/json-ui-intro.html
Vanilla RP : h...
iirc the game can read files that are in json format inside ui folder, it can be like hud_screen.yeetus or whatever
but reading from entirely different folder isnt possible
you know how minecraft reads resources
even if said folder is in the Ui folder?
oh thatd work
just wanna seperate my custom elements from vanilla ones
And import them to screens inside the vanilla files
It is only important to define the .json inside _ui_defs.json in case it is a custom file
just make sure everything is in ui folder
and that
I mean I guess I have to learn json Ui first
Yes
I’ve tried that series of videos before if I remember correctly and this only handles Ui in tandem with a BP for scripts
Not what I’m looking for
right ill get back to you when i make one, i was making toast popups using chat messages
The intro paragraph?
yep
I’ve said here many times that docs really don’t help me fsr
its better than not having any
Maybe you're a little lazy?
using that while reverse engineering works the best imo
No I’ve read through the entirity of the Ui docs like 17 times now
still don’t get it :)
I’ve tried my hand at doing as well
But it’s hard to do stuff when you don’t know what you’re doing
at that point im not sure if you tried
There are things that are not possible, such as adding buttons that execute actions within the game such as commands.
You need to learn JSON syntax to understand a little more how it works, also try adding elements on the screen
I know json syntax
damn.. there goes my plans for the next couple months (it’s gonna take me that long to get comfortable adding an element)
Try adding controls inside the element, use anchor, offset, size, image type, panel, label and more
A lot of words that you can understand on the wiki, if you read it
I have
I just don’t take in bulk written information well…
then do ctrl + f
Start with basic exercises like this one
I’m a visual learner apparently. Thriving from examples and explanations of said examples
it’s how I picked up lua to an intermediate level in under an hour
Unless I’m mistaken the wiki does throw examples but fails to explain them well
thats true
thats why i said this
the annoying thing is the main part I’m interested in is using factories to modify player input
binding changes and all that
I suffered with bindings until I understood them
I have the pack I’m trying to break down but it contains a lot of what I assume is clutter and a bad naming schema
it bundles everything into 1 small package instead of importing UI changes from other files (if that’s even possible)
Makes it hard to read
some of them do that on purpose or have to make em very complicated because of its nature
I pretty much want to recreate a pack as I go by a certain policy/rule
if I don’t understand the code. I do not add it to my pack
i went from #1067870274894172260 message
to #1067870274894172260 message
in two weeks
Must be nice being a fast learner
I guess my issue is before I start anything I’d want to know how to separate these into separate files, being able to make “funny_button.json” and then import that into the inventory screen
like how Angel said, its _ui_defs thing
this one is from r4isen1920's pack
/* created by r4isen1920 | MIT License */
"ui_defs": [
"ui/adv/_screen.r4ui",
"ui/adv/_screen_content.r4ui",
"ui/adv/_scroll_custom.r4ui",
"ui/adv/_toast.r4ui"
]
}```
thats how you do it
(sorry r4isen1920 i know you get shy but please make this one as an exception)
everything ui is rp sided
I’m just confused on how you’re linking these to the hud for example
I went from #1271677629170188309 message
To ↓ in 3 days
I faintly remember it using dot notation but I could be wrong
impressive
inventory.funny_button
not bad
element_name@namespace_reference.element_name_reference
bro gonna write essays on how bad this UI is
so yeah youre kinda not wrong (maybe)
"[email protected]_image"
<custom name>@<screen namespace>.<object in screen namespace>
@chilly yacht hey bro, can u tell me if it possible to open a GUI using UI button?
.
well sure
If input is in inventory_screen, then yea
I mean ill allow it. One issue is how much extra space there is, I would get rid of that and then its fine. Also, move the title text to the right a little more.
Ok so I have it backwards ig
Thanks, I'll take that into account
Looks good though!
Thank you
Showing off? Xd
at, at, at least tell me if it possible to make the UI image visible when a current function happened
Showing progress
It’s prob better if I just show my badly drawn concept art of chest screen
I want those buttons on the right to be linked to
- Loot all
- Loot all (filtered)
- Deposit all
- Deposit all (filtered)
like,
a UI will shows in the screen after using the item
@jolly rock 😎
What do you mean by current function?
u cant tell me this is impossible
isn't it?
keep in mind that you cannot directly pass the info from scripts to UI
you need other methods
How did you make the search bar?
If I want to handle the actual inventory screen modification in another file to make it easier to identify each “feature” of my pack without having a super long inventory file
Its possible with script, but can only display forms, no screens like inventory etc..
like when i hold an item, the UI will show up in the hud screen
lol
I know it’s pretty much just chucking myself in the deep end but it’s kinda what I need
Nice
imagine overusing ore-ui designs
you people are batshit insane for making all of these with undocumented and reverse engineered feature
damn
it was commissioned
so what
@jovial hemlock me suena a algo xd
So I technically didn't overuse ore ui
Like how complex of a task would this be for someone new?
the customer did
This is an English-only server!
Well guess I better get started asap then
quicker I start quicker I learn bang my head at Mach 7 against a brick wall
still terrible though.
I will be reporting you to the mods
bet
I guess the first thing I need to do is .. “stretch” the chest background
thats not mean
wait,
is it impossible to change a UI image texture ( in the inventory ) using scripts?
No
Lol
i mean from this
Arcane has a big ego
fo this
ngl
so how would I even go about modifying the chest screen background?
literally same energy.
How do you mimic how servers replace the marketplace button? cause I cant seem to find anything and it seems it might be server side or something
No, you can't
using a script
You must create a custom panel

what happened to "reporting me" i wonder?
It seems like you two don't get along very well.
didn't happen?
me when sarcasm
how surprising.
i couldnt care less what u say 💀 l
you are probably the highest ego json ui dev out there
u complain about everyint
not trying to be mean
im in fact not.
but its rediculous
Well that’s a start. I’m gonna start coding this on mobile and move to PC once I have something
how's me "big ego" when I'm just doing texture packs and maybe open-sourcing idrk tbh
i didn't even often chat or help people here anymore like nearly a year now
You just think you're the best json ui dev in the world 
There any difference between panel and stack panel?
nope.
But you're very passive agressive

Json ui community is scary 😨
im certified texture pack creator
Stack panel is an element stacker
anyone online able to answer?
Ask for help and 80% of the time you get nuked
very real
Replace just the button texture?
If so look at the pause screen
And do panels only contain a type?
No I mean it redirects to their page
99% of the time the person you are helping don't understand since you're talking big boy terms
marketplace button uses aesprite sheet and it's animation via json-ui.
It's some seperate file
That too lmao
I forgot the name but I can try to find
Lil Timmy has no clue what’s goin on
tbh I did paste the whole code quite alot and they still have no idea where to put it
not what im talking about, im talking about how it redirects to the servers marketplace page
"Stack panel" It allows you to modify the direction in which the elements are displayed, which the "panel" does not allow you to do.
Nah they need the whole file and everything
marketplace api maybe.
I’m so good at this, trust (please help me I have no idea what I’m doing)
that screen is always fetched from marketplace api so idk nothing we can do about it
There's a file for it
To lead to a different custom panel
I've done it before but it was a while ago
I just need to stretch the chest background to incorporate new buttons
you could use certain marketplace's elements but they probably wouldn't work or direct you into something else from marketplace api, just static panels and that's probably about it.
but idek where the buttons will looks best
think of it like "how to play" version 2
well im not seeing much since the hive ui doesnt have much in their files so im assuming its only a featured server thing or maybe a server settings
win10_trial_conversion_screen
tabbed_upsell_screen is for mobile iirc
like if I’m trying to modify the inventory background what is it even called since isn’t this a modification of the screen rather than a new element
I would delete this
either server forms and hud screen thats about it
Self report
most important question is why do you have hive ui stuff
😬
Do I create a new panel even if I’m only trying to modify an existing screen?
what's the question
uh huh, try finding what im looking for
Can’t tell who you’re talking to here
its all online
you.
The question is quite literally do I need to create a new panel to modify an already existing element?
ask @left yew
Hive, Cubecraft and others...
yeah its a repo
depends maybe — if you're using condition renderer then yeah. but if not then don't.
I have no idea what that means :)
i just looked at it to try and make my own
Only not 100% legal if it includes textures
i will therefore not write an essay.
I’m just tryna stretch the chest screen bg
but idk do you use different name to change the screen?
THIS is the time where you open up the wiki and do Ctrl+F
oh just change the size
and search for conditional rendering
and if I’m doing this in a completely different file?
Dear Mojang,
Please let us use #player_name in screens that aren't "pause_screen.json" and "start_screen.json".
Thank you.
chestbg@inventory_screen?
aint happening 😭😭😭
Isn’t json ui deprecated
well which chest are you modifying?
large or small?
I haven’t got the base ui files on hand rn so I got no idea what it’s called
Oh shit I’m gonna have to do both 😭
Not yet
👀
since it wouldn’t make sense to do 1 and not the other if I’m planning on adding buttons
I would also like to mention I have no way to testing this atm
So it’s just code and pray
I’m writing a stand-alone UI file with no pack attached
This is the most active this channel has been in like 5 years
well if you're modifying the chest size either small and large.
this inside chest_screen.json
"small_chest_panel/root_panel": {
"size": [ ???, ??? ], // can't find the origin size though.
},
"large_chest_panel/root_panel": {
"size": [ 176, 220 ], // default
},```
I think he want to change the background texture
so small_chest_panel/root_panel@chest_screen?
eh no. just that code.
you put it inside chest_screen.json
tweak around the size and see what's best for you
Then how will my file know it’s referencing the chest screen? (I want to do everything “externally”)
I hate reading through 800 line UI files looking for the most obscure shit
well then only option is to rewrite the whole thing actually no since apparently they're modular.
no I just want to stretch it to accommodate buttons in the UI in the future
those buttons will be using factories to modify player input
I'm not sure but try something like
"custom_width@chest_screen.small_chest_panel/root_panel":{}```But like I said, I'm not sure.
This is pretty much me being stubborn cause I want a certain feature added to my pack but don’t want to steal code
/ are not supported in reference.
can't reference a child element.
So he will have to edit the chest screen?
probably either using modification property or direct override them.
time to have the most unorganised code ever!
you can grab chest screen from vanilla template, look and see what can you tweak.
I don’t have the template files rn
Those are on my PC
I’m coding on my IOS rn
Sorry
“Coding”
look around //// region screen (line 89) section, you should see small/large chest codes. including it's background.
here's a template chest screen from 1.21.10, you can rename it to .json later
Appreciate it
since discord does not like .json being uploaded on mobile.
also to just to clarify, just cause i have the hive pack files doesnt mean anything, everyone who has joined the server has them its just a matter of decrypting, but as long as I dont post it or use their files/assets I am ok. I am currently making a report to hive about the repo.
I only need to change what I need right?
Is there a way to make it so that in a grid of buttons i only have spefic buttons all put together? right now i just have holes in the ones i dont want to render
Like if the rest of the file doesn’t exist except for what I am changing?
yes
think of it like overriding the existing codes.
you can remove something that you don't want. although be mindful with controls property.
you can't exactly override controls property that much, removing something makes it gone entirely.
which, basically you're modifying them and not overriding them.
but if you wanna modify something inside the controls property, you can try something like element/a_element_i_override or this exact code that its purpose is to override root_panel inside the small_chest_panel.
pretty small code too so you don't have to paste the whole elements.
{
"namespace": "chest",
"small_chest_panel/root_panel":{
"size":[0,0]
},
"large_chest_panel/root_panel":{
"size":[176,220]
}
}
I’ve prob messed up syntax somewhere
No syntax error.
Downside of no IDE rn
you're good to go except that small chest panel size is [ 0, 0 ]
that's like. no size
It’s temp until I find the norm
I can’t exactly test rn
Mild additions
expecting 9000 errors but whatever
@hexed briar
$close_on_player_hurt is invaild.
What’s the actual arguement then?
I know it exists
as it works on chat screen too
Huh? Wait where was you confused
i don't really modify in-game stuff so i don't exactly know which code does what.
though i can read json-ui code perfectly though
Ay Ay ay what
also I have no idea what $ means it just saw it in the vanilla file
What am I being asked
$ is a variable.
that’s it..?
Yes correct
Then g07hn is right about win ver
it just means variable
you can use $ (variable) and place it somewhere if you want to as long the property has a vaild variable.
which for whatever reason mojang decided to put use $close_on_player_hurt on close_on_player_hurt property.
Ah
idk why but probably hardcoded reasons maybe
Me when there's beef in here (I didn't get to start it this time )
I know but I meant the width of both UIs should be the same no?
oh yeah it should be i guess
Or is a large chest just more bulky
i somehow misread so many times today i think thats my new record
and most containers except the large chest use 83Y iirc
how do you grow UI
by planting a UI seed
anyw
I tried thr thing you said about adding a partial factory, didn't work I get nothing rendered on my screen
btw the same rule "overriding" still applies.
since small_chest_panel doesn't have any size property
i guess you don't have to include it.
oh
there'll be the same
err how do I override again?
just write over the property
you change the value and stuff
though again, small_screen_panel does not have a size
you don't need to override it.
Which I did?? I’m so confused
i did add size property because i thought you might wanna change the small chest size
I do
well you change that i suppose
the background for both will need to be stretched
this is what I tried
"texttthing": {
"type": "label",
"text": "I JUST FARTED"
},
"extended_main_screen_content": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.texttthing"
}
},
"main_screen_content": {
"modifications": [{
"array_name": "controls",
"operation": "insert_back",
"value": [{
"extended_main_screen_content@server_form.extended_main_screen_content": {
}
}]
}]
}
and nothing renders on screen
sometimes I wish I had a 1-on-1 teacher for this
welcome to my abandoned abode
If I’m struggling to stretch a basic texture making the actual factory logic and the custom buttons sounds like hell
well honestly it shouldn't be that bad if you do modify non-json-ui like entity or items
it should be fair easy for you maybe
well that's what i kinda did in day one and got pretty decent UI at that same day
This system will be working with item locations
some people would consider what I’m trying to make a cheat
Not to interrupt, but is this binding syntax correct? it worked until i implemented '%.1s' *
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "( ('%.1s' * #hud_title_text_string) = '/' )",
"target_property_name": "#visible"
}
]```
That’s why I’m gonna have a toggle to disable all the features
well if it didn't give any unfair advantage then yeah.
you don't want people open inventory while moving aswell automatic wearing armors in instant
or maybe abusing the 2x2 crafting table slot where it would save your items when if you die
instant auto totems too maybe
I mean it can be considered unfair
it's pretty much just a way to get people banned for using your UIs
that's about it honestly.
it’s a Loot all / Deposit all function
single click runs the quick move function on all items in the chest/Inventory and has options for filtering too
People have done it before
but again I don’t wanna just steal code
The text 😭⁉️
I JUST FARTED
I was planning on adding a server safe mode that disables any features that could be considered as giving an unfair advantage
%.1s — only render one text at the start.
/ — if the text is /
Invalid due to the operator expecting value instead of the string ( / is a math or this ÷ thing )
aw shoot
ur right
fricken operators man
yeah. although that's pretty complex stuff too.
you can modify/override some stuff until you get comfortable with it.
maybe change some button textures or something
the most complex part about json-ui is operator.
operator is essentially, well. it's between matching stuff and math.
i originally thought I could learn by analysing other’s packs and asking questions on how certain parts work but it feels impossible getting in touch with these ppl
when searchable worlds
it's also like any JS/TS, the code may return true/false to that specific strings. e.g if the chest title is your chest then the operator returns true and changes your chest into your own designed chest
this one called condition rendering.
if you wanna change some value via clicking buttons then toggle and complex operator are required.
that's how they do stuff with chest add-all or something idrk
fake cross hair is not the same as real cross hair
It’s this method
just mapping buttons
it's button mappings
you could just paste it maybe since iirc vanilla inventory screen does have that. they're unused though iirc
something else will allow all buttons to be pressable at the same time
It’s just getting to the point of being able to map a single input to every slot in a container
There’s a factory element
But I’m still not sure how it works
factory will simplify lots of buttons issue, not the thing
Lemme get it rq
a button property that changes everything
??
I’ve been trying to figure this out for literal weeks…
No
stacking buttons?
thought if maybe I understood the multi-select methods I could hope to create my own
It’s grabbing 54 from the property bag which is the amount of slots in a double chest
so this one is not the answer
But I can’t see where it’s using this info
it's inside button properties
no, just button data
Tlgm dms bro bro 🙏🙏
I have a question
What's that one pack I see on every realm/server where it has the discord in the top left and the custom actionbar sidebar?
It has to be free to use cuz it's in every server
It has to be something to do with collections
I’m not seeing any else common between the declaration of the max chest slots and the actual button bindings
Does anyone have this I can use
take a screenshot, i don't understand
What don't you understand?
You ever join realms and always see that thing with the discord link on the top left and the sidebar on the right?
Has anyone seen or done any ore-ui tutorials or examples? I'm going to start on a new addon and I'm seeing some stuff on mojang's react-facet page, but nothing that really indicates how to create an addon with it.
simple — you don't.
Ore-UI isn't a way that it's usable or modifiable yet. pretty much nobody can do about it unless you're modifying the game assets.
ah, ok, cool. I was just concerned since the documentation on the bedrock dev wiki seemed to indicate json-ui being end of lifed, which gave the impression we shouldn't use it.
you might know variables or this $ thing, try to check it's variable around the code.
you'll find a trace of it.
use the search/find text feature for it.
it is deprecated, essentially it's not supported anymore but you can still modify or do things with it.
unfortunately mojang did not give us any official docs for json-ui snd everything from the wiki are the community find, chances are. you may find something that wiki does not have.
Ore ui will be out in like 2029 (I'm capping idk when)
ore-ui being longer development than geometry dash 2.2 is not in my bingo card
how to make a “paper_doll_renderer” give an update when the skin is changed?
so around the same time HL Ep3 comes out, got it.
2099
ore-ui been like that since 5 years ago so idrk when will it come out
maybe 20 years who knows
alr, sounds like I'm good to use json-ui then
we will get gta 6 before ore ui
we got RDR2 before ore-ui
I can't get factories to work
no way we got minecraft before ore ui
Doom running in json-ui before ore ui?
at Arxance how the hell do i make this work
nope
I'm trying to make the chat lower, but when I'm on my cell phone the interface is much lower than the computer chat
"chat_panel": {
"type": "panel",
//Uncomment when text formatting is being accounted for in word length
//"clips_children": true,
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ "100%", "100%c" ],
"max_size": [ "100%", "50%" ],
"controls": [
{
"stack_panel": {
"offset": [0, 160],
"type": "stack_panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"factory": {
"name": "chat_item_factory",
"max_children_size": 50,
"control_ids": {
"chat_item": "[email protected]_grid_item"
}
}
}
}
]
}
but we do have bad apple running in json-ui lmao
I'm trying to do this, but it won't work and idk why



