#Items General
1 messages · Page 2 of 1
it is ye
Here are some things that may delay help....
a zip file - probably should have just loaded the item file and the function file, not a whole package someone has to look through. Not a lot of people got that kinda time or inclination to help.
too many things going on - focus on one thing and step through it.
- get the item to work with just being a stick and the command just a say command.
- add your function in (and take out the / in front of the command). Also your functin names are kinda long, I am not sure if that is a problem or not, but you do not need to add _function to each one, as the file ext is mcfunction, so kinda redundant.
- after 1st 2 work, then work on the texture issue... Not sure why there is a RP for it, did not look too closely, but may want to turn that off until you get the BP part (#1 and #2) working
Someone know how to make like this first person view holding animation for 3d items/weapons
is minecraft:shooter experimental components?
Not anymore in 1.20.10
How do i assign my item into an existing minecraft group? Like raw foods?
Bedrock dev says that basically all components require Holiday Creator Features. Is it just wrong? If so what is a resource for me to see what experimental features each component needs?
🙂 item components are slowly coming out of experimental and so are block components. Working on making an update to the wiki for format versions
Ok awesome thanks man. How should I find out in the mean time? Also is there a place to donate for the work you guys are doing?
In the meantime you will have to check the changelogs. No, what we do is free in our own time
Is there anything we can do to help? Also what do I need to do to get involved with updating the wiki?
By that I mean, what do I need to do to get on board the wiki team? I’m not terribly experienced but I’m trying to pay forward some of the help I’ve gotten on here. I’ve also had some ideas for resources on the wiki that could help others that think like myself
Bedrock Add-Ons is a help & discussion community for Add-Ons. Here, you can discuss addons, get help, and share your creations.
https://discord.gg/pytC8zKHPn 
Bedrock OSS (Bedrock Open Source Software) exists to discuss, support, and collaborate on Minecraft Bedrock projects, tooling, and documentation. The focus here is on programming, documentation, and other "meta" topics related to making addons.
https://discord.gg/XjV87YN 
@dawn latch You can join the OSS discord and read the contribute guide 🙂
Smokey speak for yourself... I accept Fried Creeper Feet.... LOL.. but a good way to pay back is to actively help others here... That in and of itself will actually improve your skills because sometimes in order to help you have to figure it out yourself. So you get better at the different aspects as well as know what websites have what information... well at least, that has been my experience thus far... if you love this stuff and have the aptitude you will take off exponentially....
does anyone know what happened
Fried creeper feet 😳
Thanks I’ll keep trying to contribute 😊
Oh, so i need to change the format version to 1.20.10?
Btw how do you know about that, do you work on mojang or something?
Read the feedbacks in #1019665690233405500
there is a 1.20.10 preview version, thats why he know
Is there any fix for custom food events?
when I eat my custom consumible item and I only have 1 item in hand the game crashes
"formatversion":"1.20",
"minecraft:item":{
"description":{
"identifier":"wrldedit:eraser",
"category":"Equipment"
},
"components":{
"minecraft:icon":{
"texture":"eraser"
},
"minecraft:max_stack_size": 1,
"minecraft:display_name":{
"value":"Eraser"
},
"minecraft:on_use": {
"onuse":{
"event":"erase_event"
}
}
},
"events":{
"erase_event": {
"swing": {},
"run_command": { <----- is there a way to make it run a function on use?
"command": [
//command
]
}
}
}
}```
{
"format_version": "1.20.20",
"minecraft:item": {
"description": {
"identifier": "emrz-croptopia:almond"
},
"components": {
"menu_category": {
"category": "nature",
"group": "none"
},
"minecraft:use_duration": 1,
"minecraft:use_animation": "eat",
"minecraft:food": {
"nutrition": 3
},
"minecraft:icon": {
"texture": "croptopia:almond"
}
}
}
}
the new menu_category from 1.20.20 is in the wrong place or why it not work?
Category:Item/Functions
Main Issue:Functions
Things In This:Scoreboard Commands-Tag Commands-Item Code-HasItem Commands-Tp Commands-Say Commands
https://discord.com/channels/523663022053392405/1124173898255188039
* Please Help
@real lantern Please refrain from abusing markdown formats
Markdown format?
Whats that
Just yesterday I learned how to do special text
@wraith violet ?
Yes that special text youre doing that is annoying and floods the chat, thats markdown formatting
how do you make recipes for armor?
I am trying to make my custom item have an event where every time you damage an entity(while holding the item) you gain 1.5 hearts but i am struggling because all my trys do not work
is there like an event for attacking a entity
{
"format_version": "1.20",
"minecraft:item": {
"description": {
"identifier": "wesl3y:fruit",
"category": "nature"
},
"components": {
"minecraft:use_duration":1,
"minecraft:use_animation":"eat",
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "fruit"
},
"minecraft:display_name": {
"value": "§bAkuma no Mi"
},
"minecraft:food":{
"nutrition": 6,
"can_always_eat": true,
"on_consume":{
"event": "wg"
}
},
"minecraft:render_offsets": {}
},
"events": {
"wg": {
"run_command": {
"command": [
"say Teste"
]
}
}
}
}
}
My item crashes when ingesting it, how to solve this?
on_hurt_entity. Please do try to look at the wiki for things like this
I got this error does anyone know what it means?
I’m trying to make a custom sword
I created an item, and this item does not appear when I add it to servers, I activate all experiments, but the item still does not exist
in the private world he appears normally
and I tested another addon and his items appeared normally on the server, does anyone know why my items may not be appearing?
Does anyone know how to make custom recipes not show up in the recipe book?
Seems like there are some things we can't modify on the vanilla food items
I am unable to trigger the swing event
woops, I needed to change the format version
but what's strange is, the eating animation still persists
hi, is there a limit for max_durability on items?
s
Render offsets
Those I hear are being removed soon soooo
Wasn't that scrapped?
Yeah but it is still here rn I think
But not for long
Theres another way but I forgot
@spice sierra attachables
According to saltysean
Aka smokey stack
hi there, on beforeEvents.itemUseOn how can I get the target block typeId? tried it but seems to not be working:
const targetBlock = event.block;
#1067535382285135923
ops wrong group! sorry 🙂
Yeah, he said that, but how do I use attachables to make an item look like normal?
What is armor trim creative category please ?
is on_consume crashing anyone else's game?
or just the food component in general
I mean, I can just use the chargeable component but still may be annoying for other people
Sorry for asking this, its been so long since I touch item
{
"format_version": "1.10",
"minecraft:item": {
"description": {
"identifier": "cm:magnet",
"category": "Equipment"
},
"components": {
"minecraft:icon": {
"texture": "magnet"
}
}
}
}
Isn't the minecraft:icon should fix that?
And
inside
RP\textures\items\models
I have a magnet.png
So I have no idea why its not appear...
is it possible for items to have emiisive textures
excuse me, what item componenets are avaiable without experimental gameplay?
besides icon and the display name?
how big can the custom spawn egg png file be
Released the "minecraft:throwable" item component out of experimental in json formats 1.20.10 and higher
Released the "minecraft:projectile" item component out of experimental in json formats 1.20.10 and higher```
i guess the funky animation_controller way of making custom projectile shooting items are no longer needed \o/
It was never needed really...though here be dragons, shooter has been known to be bugged
items will come out of experimental in 2033
minecraft:record is out of experimental, it support custom sounds now?
No
Does anyone have the json of the totem?
If it isn’t in the vanilla pack, there isn’t one
Provided by Mojang but then removed in an old Beta. Here are some of the vanilla item .json files!
I was wondering if we could add events on vanilla swords?
You cant edit vanilla items aside of food
Ouch too bad
Though you can create a custom item sword with same stats and change the vanilla recipes
Yea that's what i am doing rn
i tired to meak a recipe and it says its "missing the version tag" dyk what that means?
Is it normal that using any "%" in the item name will make the "%" disappear? (Renaming the item on an anvil)
you have to do two % for it to show
however, that will make the item display different in the actionbar text compared to when you hover over it in your inventory
to have it display properly for the other one, you need 3 % 🥹
but then that will break the other one
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "minecraft:glistering_melon_slice"
},
"components": {
"minecraft:use_duration": 32,
"minecraft:food": {
"nutrition": 1,
"saturation_modifier": "low",
"can_always_eat": true,
"effects": [
{
"name": "regeneration",
"duration": 26
}
]
}
}
}
}
trying to make glistering melon slice a food source
is it possible using on_use_on to run an event on the block and decrement stack?
Delete the durability component entirely
Is it possible to make items that don't require experimental options
ohh thanks so I gotta use 1.10 format version ima try that
how to make description? for items
how do i reset item cooldown?
Wait what????? Can you describe that in detail, I mean how can we use attachables in iteam
Attachables are a system in resource packs to give items custom models and animations when held.
https://wiki.bedrock.dev/items/attachables.html
why this works
but not this
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "cup:tea_c_f"
},
"tags": [
"crafting_table"
],
"key": {
"F": {
"item": "minecraft:yellow_flower"
},
"B": {
"item": "minecraft:bowl"
}
},
"pattern": [
"FB"
],
"result": {
"item": "cup:tea"
}
}
}
?recipes
Recipes are the means of handling several item transactions, namely those occurring in crafting tables, furnaces, campfires, and brewing stands.
Explanation: https://wiki.bedrock.dev/loot/recipes.html
Cn you make armors for mobs using ataccahbles without using experimental gameplay?
I dont remember if in preview or stable, but minecraft:wearable is stable now
its a shaped recipe
is minecraft:armor in stable now too?
minecraft:armor is deprecated now
protection is on minecraft:wearable
hey
i need help
i want to create a custom pickaxe but the enchant efficiency doesn't work who i can do to fix that ?
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "demo:mining_pickaxe",
"category": "equipment"
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:hand_equipped": true,
"minecraft:durability": {
"max_durability": 10000,
"damage_chance": {
"min": 60,
"max": 100
}
},
"tag:is_strong_pickaxe": {},
"minecraft:mining_speed": 9,
"minecraft:damage": 4,
"minecraft:enchantable": {
"value": 20,
"slot": "pickaxe"
},
"minecraft:repairable": {
"repair_items": [
{
"items": [
"demo:mining_pickaxe",
"minecraft:iron_ore"
],
"repair_amount": "query.max_durability"
}
]
},
"minecraft:icon": {
"texture": "mining_pickaxe_icon"
},
"minecraft:display_name": {
"value": "§bPioche du Mineur§r"
I´m making this for a custom mob, so how do i slve it?
i tried it and doesnt works
it needs the experimental stuff
add a binding and add c.slot_to_bone or something like that, see vanilla shield to guide
ah, its in preview that it isnt then
How do I reset/stop a item cooldown?
u can't
I made new diamond items that can be upgraded on the smithing table, the recipe I made worked, but when activating the addon, all armor recipes with trims stopped working. Does anyone know how I can fix this?
does anyone have an item template of 1.20.10+ with the category thing?
do you know how item tags are used on crafting recipes and which ones are aviable for vaniila items?
Is there a list of removed/deprecated item components?
Could someone help
For some reason
When I try to repair one of my weapons or armour with a resource it’s buggy and is strange
But when I do it with the same weapon it works normally
This is the code
dumb question but how to attach an attachable to the item
it doesn't work with or without the attachable
nvm I placed attachables folder inside BP
Is it possible to add custom music disks?
Yes and no
How so?
You can add custom dis s using the record componemt however it only allows the vanilla music to play. Another method is to make a custom jukebox and music disc to play your own music
Ok, thanks for the quick reply.
is queued ticking possible for items?
No, it's exclusive to blocks. You'd probably want to use server animations + controllers.
is there an item tag for meat or vegetables?
Is it possible to run a command upon using an item from an AC or similar? (Has to be non-experimental)
When I use this sword to attack other entities, this time will be called. How should I write the "target" here to generate lightning on the entity I attack?
"mcnia:thunder_sword.hurt_entity": {
"randomize": [
{
"weight": 1,
"run_command":{
"command":[
"summon lightning_bolt ~ ~ ~"
],
"target": "holder"
}
},
{
"weight": 4
}
]
}
Try other
other command?
Target other
ok
Why does use_efficiency: true not work for my pickaxe?
does "minecraft:armor" disable all other attatchables from working other than being rendered as an armorpiece?
its possible to activate an attachable when having the item in the inventory?
hi, do someone have an example of a simple vanilla item that needed to be resized?
I use a texture pack of 64x and some of the items that is big now I wanted to fix it, is there a straight forward way to resize it? I have used attachables with 3d items so far but in these vanilla items there is no 3D item, just a simple image, so I m wondering how to do it
im having the same problem
Can I use "minecrafm:cooldown" to make my custom sword have a 2s attack interval?
I tried, but it didn't work
does this only affect the preview versions or does it also affect any stable?
only in preview (1.20.20.20)
i thought so but my item refuses to work without minecraft:armor
minecraft:hand_equipped set to true
Attachables are a system in resource packs to give items custom models and animations when held.
https://wiki.bedrock.dev/items/attachables.html
any way to disable swing animation on an item that uses on_use_on component?
nop
Is it possible to create custom fishing rod? I know that the fishing hook Entity exists
hi, is it possible to create a item that stays on ground and the player cannot pickup it automatically? some component that makes the item not collectable by any entity?
No. Once the item is on the ground, it is no longer an item and proceeds to be an entity.
Yeah it should be possible. I would say a particle for the string, entity for the hook and item for activating both of those. Unsure if you’d have to recreate the fishing mechanic or not, but probably yes.
How can I get a new line using lang files? \n doesn't work
That does not works in lang files, so not possible
Hi ! I created the ectoplasm for the tutorial in the wiki but dont get the Item in my world and the troubleshoting dont help me, any idea ?
Did you get any content log errors?
And did you try using /give to get it
the wiki they "your uuid" so I put the same in the BP file than in the RP 🙃
yeah just change the uuid and got my ghost 🙂
Great
hey would anyone know why my .lang file is only renaming one item instead of the entire list?
@wraith violet How can I render the item 32x32?
Don’t ping mods to ask for help.
of course can you tell me about it
Attachables are a system in resource packs to give items custom models and animations when held.
https://wiki.bedrock.dev/items/attachables.html
Anyone knows how to override vanilla item behavior?
I want to put vanilla items in off hand slot which normally are not possible
There's no block item in here
How can I fix the size of this hand without touching the weapon itself? If I change the size of my hand, the size of the weapon also changes, it becomes thinner
It's huge
Scale down the hand while scale up the gun geo?
They should cancel out each other scaling?
Then the geo of weapons will increase from the 3rd
It becomes huge in width from the 3rd
For example, I make the size of the weapon twice as wide, so that my hand and the first-person weapon would be normal, but at the same time from the 3rd double weapon
Scaling with c.is_first_person?
If it's first first person then do the scaling
If not, return to normal scale
from the third person and from the first?
first person is the normal view right?
And u want to hand to be smaller
Like increasing weapons only in the first person?
So if its first person, then scale down the hand and also scale up the weapon
If its not first person, then no scaling should be done
You can probably use Math-based Animation for that
I know it seems that it can be done so that it would make the size from the first person only
Btw, @tribal echo
U know how to solve my problem?
Nah, I don't know
I need to solve my problem first
Do you know how to make a definition? What would it mutilate in the first person through the resource pack
I found this
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.player.first_person": {
"geometry": "Geometry.default",
"materials": [{ "": "Material.default" }],
"textures": ["Texture.default"],
"part_visibility": [
{ "": false },
{
"rightArm": "query.get_equipped_item_name == '' || query.get_equipped_item_name == 'pizza_4' || query.get_equipped_item_name == 'pizza_3' || query.get_equipped_item_name == 'pizza_2' || query.get_equipped_item_name == 'pizza_1' || query.get_equipped_item_name == 'krilishki' || query.get_equipped_item_name == 'fri' || query.get_equipped_item_name == 'sprite' || query.get_equipped_item_name == 'cola' || query.get_equipped_item_name == 'toz_134' || query.get_equipped_item_name == 'svd' || query.get_equipped_item_name == 'barret' || query.get_equipped_item_name == 'aks74u' || query.get_equipped_item_name == 'vityaz' || query.get_equipped_item_name == 'ak74m' || query.get_equipped_item_name == 'asval' || query.get_equipped_item_name == 'm4a4' || query.get_equipped_item_name == 'g36' || query.get_equipped_item_name == 'pkm' || query.get_equipped_item_name == 'rpk' || query.get_equipped_item_name == 'aps' || query.get_equipped_item_name == 'pps' || query.get_equipped_item_name == 'pm' || query.get_equipped_item_name == 'glock_18' || query.get_equipped_item_name == 'rpg' || query.get_equipped_item_name == 'bayonet_6h7' || query.get_equipped_item_name == 'bayonet_m7' || query.get_equipped_item_name == 'mpl_50' || query.get_equipped_item_name == 'aug' || query.get_equipped_item_name == 'kedr' || query.get_equipped_item_name == 'saiga_12' || query.get_equipped_item_name(0, 1) == 'map' || !variable.empty_handed"
How do I reduce the driability when a player use the item?
Is it possible to make a new armor trim? A new one, without having to change the skin of a default minecraft
is it possible, like on java edition, to /give an item with json text behind it for the enchanted one for example?
With vanilla commands? No.
But you can set keepOnDeath, itemLock, canDestroy, or canUseOn with vanilla /give.
For modifying enhancement or any NBT stuff, you either made Script-API custom commands or just straight-up Toolbox
I'm having issues with items that have the "minecraft:chargeable" not being able to mine blocks on mobile, as it just triggers the chargeable component instead. Is there a workaround for this somehow?
Anyone knows how to override vanilla item behavior?
I want to put vanilla items in off hand slot which normally are not possible
Maybe make a replica of the vanilla item if it is possible to do so.
Hmm
That's just overcomplicate thing up
transform_item not working?
can i make custom items mine block slower
I want to change how the stick looks like, I changed the model with an attachable but this only makes it change when the player has it equipped. I want to put the item in a frame and have it show the texture, is there any way to do it?
You can just change the textures/items/stick.png.
You will need to create a 2D texture of it.
create a 2D texture of the model.
You can't put a 3D model in item frame or inventory.
Will the model look 3d? will its geometry be visible?
There will be no geometry.
😭
in the end I will just put it in an armor stand, it does the job.
thanks for help
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "minecraft:glistering_melon_slice",
"category": "items"
},
"components": {
"minecraft:use_duration": 1.6,
"minecraft:food": {
"nutrition": 4,
"saturation_modifier": "low",
"can_always_eat": true
},
"minecraft:use_animation": "eat"
}
}
}
why is it not working?
how do i fix this error? nothing wrong with it ingame but it results in me not being able to apply this to my realm
any help would be greatly appreciated
I am creating an attachable custom for a gold nugget, now it is a ring but it doesn't seem to follow the player when running, walking or crouching, although it moves with the player, it doesn't relaase the animations.
hi there, what is missing in this item to make it wearable on head slot? json { "format_version": "1.20.10", "minecraft:item": { "description": { "identifier": "awp:camera", "category": "commands" }, "components": { "minecraft:max_stack_size": 1, "minecraft:foil": false, "minecraft:wearable":{ "dispensable" : true, "slot": "slot.armor.head" }, "minecraft:icon": { "texture": "camera" } } } }
Hello, how can the specific item be detected in a hand?
How use the code minecraft:repairble?
did you made attachables for your item?
it was about equip the item, not rendering it on head, but I fixed that after added this missing component
"minecraft:armor":{
"protection": 5,
"texture_type" : "netherite"
}
Does anyone know how I texture an item? This is the item's behavior pack
Ok
Does anyone know why the display name is not catching?
"minecraft:display_name": {
"value": "YOUR TEXT"
}
has anybody got any good resources on how to make 3d items
anyone have the default json files for armor and swords? (for behavior pack)
for the latest version
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "minecraft:ender_pearl"
},
"components": {
"minecraft:cooldown": {
"category": "ender_pearl",
"duration": 10
},
"minecraft:max_stack_size": 16,
"minecraft:icon": {
"texture": "ender_pearl"
},
"minecraft:hand_equipped": true,
"minecraft:display_name": {
"value": "Ender Pearl"
}
}
}
}
Any1 know how to fix
Is it a custom item
no
didnt know you coould modify behaviors of ingame items
minecraft:item_storage not working on 1.20.10 is it deprecated?
yes, I believe that was removed
List of stable components: https://discord.com/channels/523663022053392405/1145867549351890964
we are handling events separate from static components. so removing event "stuff" from these components was needed to get them out of experimental.
thanks
what does handling events separate from static components mean?
we are doing event work separately - and considering handling it via scripting APIs instead of via components. We didn't want event work to hold back releasing these static components.
💯
anyone know how to cancel de animation when an item lost a durability point when using "damage"?
where can i read how to make my own item?
??items
Items have a totally new, and completely different format in 1.16.100 and higher. The largest difference between the two (outside of component differences) is that there is no longer any resourcepack item file.
Be sure to move any and all components from your resource file to your behaviour file. Do mind that certain ones are updated in their syntax, such as render_offsets (see ?render_offsets) and icon, the latter seen in the following example:
"minecraft:icon": {
"texture": "jade_katana"
}```
Learn about new items here: https://wiki.bedrock.dev/items/items-16.html
uhh can someone help me
Can anyone help me to get started on custom bow item that shoots exactly where you're looking?
why do i have this name when i just typed wiki:scythe test?
?lang
https://wiki.bedrock.dev/concepts/text-and-translations.html
Lang Codes
Entities: entity.<identifier>.name
Blocks: tile.<identifier>.name
Items: item.<identifier>.name
Experimental Items: item.<identifier>
You need to translate it in en_US.lang. More information can be found above 😄
ah okay thanks
works 🙂
and one more question. Is it possible to write something down the line where it says "Items"?
Yes, using lores but it can only be added in loot tables and trade tables. Meaning, you won't have it if you get the item from crafting, creative inventory or /give 😄
?question
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?
• What have you already tried?
• Have you searched the Bedrock Wiki?
pls use capital at start of word
Navaja Knife
this is just an item test. the next ones will be more refined
Items
This forum is for discussion of anything items development.
- Introduction: Introduction on what items are and what they are capable of.
- Components List: A list of every available item component.
- Documentation: Usefull to debug your code and to find issues. This one can be more Advanced.
- Troubleshooting: Troubleshooting to help fix your items if they are broken/don't work.
Community Tips
Take advantage of these resources to master Items and leverage its power to create amazing weapons, armor, tools, and foods in Minecraft Bedrock Edition.
What was that formula again for fidning the right scale in minecraft:render_offsets when the item texture has a different res then 16x16
Can someone help me? I need a base for 3d items with an item model and its animation in first person and third person...
?3d items
Attachables are a system in resource packs to give items custom models and animations when held.
https://wiki.bedrock.dev/items/attachables.html
I hope that isnt who i think itnis
Lol, I think I know who you're talking about
If I add a mustache, things might become a bit 1945
Does anyone know a camera angle setup in blockbench that is similar to first person?
Hey guys! Is there any way to create an event based on the usage of an item WITHOUT experimental features? I've read something about making it a food item, but I can't figure out how to do it
Events are still experimental im afraid. You might be able to use scripting combined with items
That's so sad. Using an item is a basic behavior. I can't think why a component like that is still considered experimental
#1067870355814895687 message
Oh so maybe I should start learning about scripting 😅
Hi Nico! Please add minecraft:food component to your item. Then, create an animation controller for the player that transitions to using state when q.get_equipped_item_name=='your_item_name_without_namespace'&&q.is_using_item returns true and back to default when q.get_equipped_item_name!='your_item_name_without_namespace'||!q.is_using_item is returning true.
Wow thanks! I just have some questions.
- I just have to add
minecraft:foodas it is, withouth having to change any parameters? - How can I disable the eat animation?
- When you say "animation controller for the player", you're referring to a BP animation controller?
- Yes, but please do add
"minecraft:use_duration": 9999to your item and set thecan_always_eatinminecraft:foodcomponent to true. - There will be no use animation if you don't add the
minecraft:use_animationcomponent. - Yes
Perfect! I'll give it a show and I'll let you know the results! Thanks A LOT!
@jaunty grove should I add the animation controller on the BP item file? 🤔
Oh I have to add it to player.json! It works! Thanks a lot!
What are the reasons for these changes?
Like half of items i add use it (mainly 1.16.100 format)
The thing is why were these even added in the first place if they knew it was not gonna make it into the final version like do you know how many items some ppl have to update to change to the latest format
How do I make my attachable not move with my body?
Dont put it in the body bone
you can do it in scripts, their starting to move towards the script side of things
thats why it was removed
I am making all abilities in scripts it just seemed weird cuz i am pretty sure it was one of the most popular features
well, they want people to start doing it in scripts
Makes sense
☝️
Idk i always used beta features cuz lets be honest you cant do much without them
i have a bow, how to detect that bow is loading using molang
I updated my MCPE to 1.20.30, when I enter the world all the addon items disappear, how can I solve it?
Item categories have an interesting bit about them that may seem broken, but is easily avoidable.
Items may not be assigned to a specific creative category without a special component, in tandem. Some of them will work, but others will begin to go into other categories after a certain amount registered.
To lock them to one category, using the "category" description property, one must also use the creative_category component to avoid overflow. These should "match".
Example:
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "yanasakana:kyanite_axe",
"category": "Equipment"
},
"components": {
"minecraft:creative_category": {
"parent": "itemGroup.name.axe" // Matches Equipment, because it is in that tab
},
...
},
"events": { ... }
}
}
Introducing: The Minecraft Item Wizard for Blockbench
This should make it easier to get started making items.
https://learn.microsoft.com/en-us/minecraft/creator/documents/minecraftitemwizard
❤️
Pretty soon we'll be able to make add-ons without making add-ons
Tooling is a big focus area for us. We know juggling files, JSONs and JS.. it isn't always ideal. It should be easier and we're looking at ways to make it easier.
Someone help me, the "minecraft:render_offsets" component stopped working in 1.20.30
Ots either already removed or being removed. Use attacheables
but I want to set the size of the item
Use attacheables to resize it
I don't know how to use attachable to increase item
send me the attachable code
@wraith violet help me
Attachables are a system in resource packs to give items custom models and animations when held.
https://wiki.bedrock.dev/items/attachables.html
Released the "minecraft:max_stack_size" item component out of experimental in json formats 1.20.10 and higher
Released the "minecraft:hand_equipped" item component out of experimental in json formats 1.20.20 and higher
Released the "minecraft:use_duration" item component out of experimental in json formats 1.20.20 and higher
Released the "minecraft:stacked_by_data" item component out of experimental in json formats 1.20.20 and higher
According to bridge's autocompletion and older docs these weren't experimental before
Did they make them experimental for 1.16.100 items and release it again? Like they did with minecraft:food
Mostly everything for items are stable
U can make it in 16 bits
Do you know why my item texture is invisible?
We wont know if theres no code. Consider opening a post
There is no way to render the item this way
Use attacheables to resize your item
Literally use attachables
Attachable is used to render entity models, how will I do this with item?
geometry and textures
I recommend you reading the messages you receive, they tend to contain the help you are looking for.
As Sean as I mentioned you, you have to use attachables. You was also provided with a guide about how to use attachables.
Sorry and thanks, i have solve the problem
In 1.20.30 my weapon does not appear in Mine and this bug appears
Does anyone know how to solve it?
Do these items have the explosive component?
I also got this error
but I only removed the explosive component and it works again
I got it, thanks
is animated items now available for bedrock]
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "bridge:stun_stick",
"category": "nature"
},
"components": {
"minecraft:icon": {
"texture": "bridge_stun_stick"
},
"minecraft:can_destroy_in_creative": false,
"minecraft:display_name": {
"value": "stun stick"
},
"minecraft:max_stack_size": 1,
"minecraft:damage": 25,
"minecraft:hand_equipped": true,
"minecraft:weapon": {
"on_hurt_entity": {
"event": "mcpe:hurt"
},
"on_not_hurt_entity": {
"event": "mcpe:nhurt"
}
}
},
"events": {
"mcpe:hurt": {
"run_command": {
"/say hi": {}
}
},
"mcpe:nhurt": {
"run_command": {
"/say hi": {}
}
}
}
}
}```
Guys is there anything wrong
What is a good number to put in the value on "minecraft:enchantable"? The docs really don't give a clear picture of what that value does
Hello everyone, where can I find the original armor models? What is their geometry name? In mobs.json && player_armor.json geometry cubes are empty
I wanted to understand because the
"minecraft:wearable": {
"slot": "slot.armor.chest"
},
Using
"minecraft:allow_off_hand": true,
No longer showing the item equipped in the left hand on the character's chest
Is it now no longer possible to equip items in the left hand and appear in the chest slot? Or did they change something
stopped working on new 1.20.30
Can anyone explain to me what changed?
They changed it. You can checkout the changelog to know more about it.
The new items format is really quite different from before. I'd advise either downgrading the format version for your items, or checking out the new features and updating them: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemdefinition
Also why have the creative tabs dissapeared?
Apparently it’s a mc issue that happens with addons but maybe wrong
Turn off the gamerule recipeunlock
Thanks
Btw do you know why recipelock does this
No clue
I already read it friend, but I still can't find the error
Does anyone here know how to create bows?
type that performs animation and requires another item to be used
Is the recipe unlocking system on personalized counters working for you?
there is a template on this server made by someone
#1137221648966234183 message
Why the item icon is invisible?
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "sh:menu",
"category": "equipment"
},
"components": {
"minecraft:icon": {
"texture": "sh:menu"
},
"minecraft:display_name": {
"value": "§lWay Menu"
},
"minecraft:max_stack_size": 1,
"minecraft:durability": {
"max_durability": 100
},
"minecraft:on_use": {
"on_use": {
"event": "grind",
"target": "self"
}
},
"minecraft:explodable": false,
"minecraft:foil": true,
"minecraft:damage": 0,
"minecraft:mirrored_art": true
},
"events": {
"grind": {
"damage": {
"type": "all",
"amount": 2,
"target": "self"
}
}
}
}
}```
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "sh:menu",
"category": "equipment"
},
"components": {
"minecraft:icon": {
"texture": "menu"
},
"minecraft:display_name": {
"value": "§lWay Menu"
},
"minecraft:max_stack_size": 1,
"minecraft:durability": {
"max_durability": 100
},
"minecraft:on_use": {
"on_use": {
"event": "grind",
"target": "self"
}
},
"minecraft:explodable": false,
"minecraft:foil": true,
"minecraft:damage": 0,
"minecraft:mirrored_art": true
},
"events": {
"grind": {
"damage": {
"type": "all",
"amount": 2,
"target": "self"
}
}
}
}
}```
Rename the item icon texture to menu And Make sure the item icon texture is 16×16 pixel
And if i rename this how to get the item texture from textures file?
icon textures don’t need a namespace unless you add the same namespace to the item_textures.json file
Do I have to replace this?
With this ↓
"menu": {
"textures": "textures/items/sh_menu.png"
}```
if you want to, they only have to be similar
also remove .png
that might be your issue
👍
Are item aux values hardcoded in the game or can we set those for custom items too?
{
"format_version": "1.20.20",
"minecraft:item": {
"description": {
"identifier": "gun:springfieldm1873",
"category": "Equipment"
},
"components": {
"minecraft:display_name": {
"value": "Springfield M1873"
},
"minecraft:menu_category": {
"parent": "itemGroup.name.tools"
},
"minecraft:stacked_by_data": true,
"minecraft:on_use": {
"on_use": {
"event": "gun_action",
"target": "self"
}
},
"minecraft:allow_off_hand": false,
"minecraft:hand_equipped": true,
"minecraft:should_despawn": false,
"minecraft:use_animation": "crossbow",
"minecraft:explodable": false,
"minecraft:use_duration": 0.0,
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "springfieldm1873"
},
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [0.0, 0.0, 0.0]
},
"third_person": {
"scale": [0.0, 0.0, 0.0]
}
}
}
},
"events": {
"gun_action": {
"run_command": {
"command": ["scoreboard players set @s[scores={gun_action=0}] gun_action 1"],
"target": "self"
}
}
}
}
}
We cant set them, we can read them though.
Invisible icon 🥱
Expirimental item?
yes
Show your item_textures.json
ok
{
"resource_pack_name": "vanilla",
"texture_name": "atlas.items",
"texture_data": {
"hammer": {
"textures": "textures/items/hammer"
},
"sulfur": {
"textures": "textures/items/sulfur"
},
"steel_powder": {
"textures": "textures/items/steel_powder"
},
"steel_ingot": {
"textures": "textures/items/steel_ingot"
},
"inch13_mortar_parts": {
"textures": "textures/items/assembly/inch13_mortar_parts"
},
"cartridges4570": {
"textures": "textures/items/ammo/4570_cartridges"
},
"cartridges45": {
"textures": "textures/items/ammo/45_cartridges"
},
"shotgun_cartridges": {
"textures": "textures/items/ammo/shotgun_cartridges"
},
"bullet45": {
"textures": "textures/items/ammo/45bullet"
},
"springfieldm1873": {
"textures": "textures/guns/springfieldm1873"
},
"peacemaker": {
"textures": "textures/guns/peacemaker"
},
"double_barrel": {
"textures": "textures/guns/double_barrel"
},
"dynamite": {
"textures": "textures/items/dynamite"
},
"chothing_american_army": {
"textures": "textures/items/clothing/american_army"
},
"chothing_mexican_army": {
"textures": "textures/items/clothing/mexican_army"
},
"mortar_ball": {
"textures": "textures/items/mortar_ball"
},
"artillery:up": {
"textures": "textures/items/artillery_up"
},
"interact_gatling_fire": {
"textures": "textures/items/interact/gatling_fire"
},
"artillery:down": {
"textures": "textures/items/artillery_down"
},
"interact:left": {
"textures": "textures/items/interact/left"
},
"artillery:right": {
"textures": "textures/items/artillery_right"
}
}
}
Any content log?
Check to be sure indeed
Oh ok
What happens if you change your items format version to 1.16.100?
Anything
Because they were already in this version before
And the events aren't working either
Are you sure you are playing with expirimental features?
I think so
I will check
Also the "on_use" component is depricated
I remember the world already had experimental features before
Use an older format version.
Which one?
It should be holliday creator features
1.16.100?
All
I think it could break the rest of the addon
Ah yes "on_use" component is depricated so use format version 1.16.100 for items.
And an older min engine. Maybe 1.19
I did
Cause I also dont know anymore
@austere charm
Hey
The problem was in the Minecraft:explodable component
I do not know why
I removed it and the item worked again
[item][error]-components | minecraft:explodable | minecraft:explodable | unknown child schema option type.
Allowed types: 'object'
The log
What is child schema?
Do items not show up in inventory if they don't have a texture?
I have the same problem
And the icon of the item is invisible
hello, i am trying to make my first items in blockbench. For now im just trying to make a sword and a dagger. would this be a block or an entity in blockbench?
Remove the component
What exactly does "minecraft:hover_text_color" do?
Try searching before asking... if the microsoft and wiki don't help... then ask
Does the fuel component still work?
Not sure. Have you tried it?
@slim jasper According to the docs (https://bedrock.dev/docs/stable/Item), yes
What tag allows the item to be used to craft at the smithing table?
Nevermind, I found it
Anyone have a good set of numbers they use for saturation modifier to make food items feel vanilla
Vanilla uses 0.1, 0.3, 0.6, 0.8 and 1.2. I quickly generated a table with the food items and their respective saturation modifier, as well as a couple of lists with items sorted by each saturation modifier.
https://gist.github.com/ErrorCraft/e2f4d23a9e8ee59bfd27f6b731b4c9c4
awesome, this is just what I was looking for, thank you
Does anyone here have any idea why Stackable Potions doesn't work on BDS?
It works perfectly fine on singleplayer but on BDS, it only stacks when you drop them, but when they're stacked together, you cannot drop or move them anymore.
{
"format_version": 1.1,
"minecraft:item": {
"description": {
"identifier": "minecraft:potion"
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:stacked_by_data": true,
"minecraft:use_duration": 20,
"minecraft:use_animation": "drink",
"minecraft:potion": {
"type": "regular"
}
},
"events": {}
}
}
I'm looking through the attachables page on the bedrock.wiki and I can't see a line about texture size
using item slows down speed, how to avoid this slow down
What's the json code for fishing rods?
Hardcoded
Removing use duration I thinj
Think*
Is it possible to hide the player's skin without using an effect when equipping armor?
You can instead run an /event on the player when equipping the armor that changes the skin to an empty one or something.
the minecraft:chargeable is not triggering the event after using the item, is this a bug?
Most likely, though, i believe thats being removed and moved to charge duration in shooter component
Is it possible to interact with the item using vanilla blocks?
Example: An item will become another item when the player interacts with Stone
Using scripting
😭😭😭😭
How do I change items when the item breaks, just like elytra
more like xp orb
yo
does anyone know why my left hand item isnt working? I'm using the bone binding method as shown in https://wiki.bedrock.dev/items/attachables.html#model-binding, but it doesnt seem to work
can someone help me with minecraft : icon
idk it doesint seem to be working
like im almost certain everythings correct
Why the name of my item appears like this?
u can use texts or the minecraft component "minecraft:display_name"
Texts:
item.sh:menu.name=Menu
Component
"minecraft:display_name": {
"value": "Menu"
}
2 ways to do it
Ehaaa wait i will try this way
the duration of item use
like how food is "minecraft:use_duration": 1.6
1.6 seconds before the food gets eaten
Out of curiosity, is it possible to make items essentially inaccessible to a player, whether they're in survival or creative, by using an addon/rp+bp?...
Would be super epic if possible
use #1067535382285135923
Alright, ty
Since items and json are kind of related, I was wondering if I was correct in thinking that even though it's hard coded into the creative menu and survival recipe book, is it possible to change the physical appearance of the items in said specific areas, still?...
Just the physical appearance and the name that shows up when you hover over the item/when you hold the item
Can we not set creative categories on items with newer format versions?
Is there a way to increase the reach of a weapon?
hi there, is it possible to change the glint color instead using the default one?
Can anyone pls help me item icons not showing up
{
"resource_pack_name": "Lwhwhwb",
"texture_name": "atlas.items",
"texture_data": {
"cap": {
"textures": "textures/cap"
},
"Lightningstick": {
"textures": "textures/lightningstick"
},
}
}
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"category": "equipment",
"identifier": "mod: light ningstick"
},
"components": {
"minecraft:cooldown": {
"category": "items",
"duration": 0.2
},
"minecraft:creative_category": {
"parent": "equipment"
},
"minecraft:display_name": {
"value": "lightning stick"
},
"minecraft:icon": {
"texture": "lightningstick"
},
"minecraft:max_stack_size": 1,
"minecraft:on_use": {
"on_use": {
"event": "minecraft:shoot"
}
}
},
"events": {
"minecraft:shoot": {
"shoot": {
"launch_power": 1,
"projectile": "minecraft:arrow"
}
}
}
}
}
Item id is missing from item.json
{
"resource_pack_name": "Lwhwhwb",
"texture_name": "atlas.items",
"texture_data": {
"mod:cap": {
"textures": "textures/cap"
},
"mod:Lightningstick": {
"textures": "textures/lightningstick"
},
}
}
There are other problems too
I'm supposed to add mod:?
{
"resource_pack_name": "Lwhwhwb",
"texture_name": "atlas.items",
"texture_data": {
"mod:cap": {
"textures": "textures/cap"
},
"mod:Lightningstick": {
"textures": "textures/lightningstick"
}
}
}
Yes
In other mods they didn't have that it worked fine?
Sorry, I did it wrong
I found the real problem
{
"resource_pack_name": "Lwhwhwb",
"texture_name": "atlas.items",
"texture_data": {
"cap": {
"textures": "textures/cap"
},
"Lightningstick": {
"textures": "textures/lightningstick"
}
}
}
It was a ,
Try it now
Where
It's work now thanks
That's so ridiculous
Np
Lol
json is quite sensitive
I once made an add-on where you can place down every item in the game andall 500+ variants didn't work because one "}" was missinfg
json validators didn't help since I manually needed to find what caused it.
Sometimes I redo the entire code instead of searching for the error, it ends up being more practical lol
I find it really funny that one little "," caused it not to work
Yes it is case sensitive and commas matter.... and it does make sense when you understand JSON. You cannot have a comma at the end of a list. It is expecting more. JSON is just organized data and if you don't organize it correctly the program cannot read it.
Hello everyone, I want to make my own 3D sword, but I want its 3D model to be displayed instead of a 2D icon, how can I do this on Bedrock?
is there a way to make an item animation only play in first person and not in third person?
ok so now the animation works but I can't seem to trigger it in any way other than having it constantly play whenever holding the item
[Item][error]-Item is an invalid json object.
what in the hot crispy Kentucky fired fuck is that supposed to mean
Hello I need help creating a custom pickaxe. I added the digger component but the blocks doesn't drop??
the block tags are 'stone', 'metal'
nevermind it worked
i was doing it from pocketmine and forgot to add some stuffs
It is possible to make the item when used in the Recipe Interface only spend its durability
instead of the item simply disappearing
THAT it uses up some of its durability when used
Can anyone tell me if it is possible
not possible
you can make custom crafting interface with chest and JSON UI + scripting
but all that for just small feature? Not really something you want to do
i don't knew that you could do that.
you could by detecting the container name you can change everything about the GUI. But then again it's not worth it
I don't know if it worth it or not, but you can use "data" to detect the item durability, but of course.. you'll need ton of recipe to do that..
If you're using item that have more than 10 durability, I gotta say it's not worth a try
Anybody know how to fix this
Maybe using "_" instead of ","?
Do custom tools take default 2 durability when hitting mobs? My tool is set up without anything for it to be taking damage but hitting mobs takes 2 dura a hit.
Hey guys! Is there a way to play the classic "punch" or "swing" animation when pressing right click with an item in hand? (without experimental features)
This item has an "invisible" attachable and I set the player's render controller to show the right hand when holding it. So it just looks like it hasn't got any item in hand. What I'm missing is how to add the swing animation with right click
ok so im new to modeling and i am testing things, and for some reason my item model keeps going to the bottom of my player, near his legs
You need to define in the model to attach to the rightItem locator
You can find more info on the wiki
Attachables are a system in resource packs to give items custom models and animations when held.
https://wiki.bedrock.dev/items/attachables.html
Hmm I've tried a couple of things but nothing worked yet... I can't figure out what I'm missing 😑
"menu_category": {
"category": "items",
"group": "itemGroup.name.hoe"
}
Is this the proper format for menu_category for custom items? Mines not sorting to the correct group.
how do i fix this
Was armor component remove?
Yes
Above 1.20.20, use the protection value in wearable instead
Thanks, but May I watch it on the web? @wraith violet
Or may you give me an example?
the hoe group is inside the equipment category, not items
Thanks, I can't believe i missed this lol
how can I hide this texts?
Has anyone else ran into an issue where consumable items that have lower than vanilla use durations will be eaten twice?
How do I skip lines in a custom item using \n in the language file?
"minecraft:display_name": {
"value": "Diamond Sword\n\u00a77Sharpness I\n\u00a77Knockback II"
},
How do I add enchantment glint on a new item? Foil doesn't seem to work.
yes but using the language file
try "minecraft:glint": true instead
What is that
I alredy tried it with total carnage, doesn't work. Use minecraft:display_name if you want that
that's cool
help please, I can't get my hands up
{
"format_version": "1.16.100",
"minecraft:attachable": {
"description": {
"identifier": "aba:akm",
"geometry": {
"default": "geometry.akm"
},
"animations": {
"first_person_main_hand": "animation.akm.first_person_main_hand",
"first_person_sneaking_main_hand": "animation.akm.first_person_sneaking_main_hand",
"third_person_main_hand": "animation.akm.third_person_main_hand"
},
"textures": {
"default": "textures/color/dark_grey"
},
"materials":{
"default": "entity_alphatest"
},
"render_controllers": [
"controller.render.default"
],
"scripts": {
"pre_animation": [
"v.main_hand = c.item_slot == 'main_hand';"
],
"animate": [
{
"first_person_main_hand": "(v.main_hand && c.is_first_person) && !query.is_sneaking"
},
{
"first_person_sneaking_main_hand": "(v.main_hand && c.is_first_person) && query.is_sneaking"
},
{
"third_person_main_hand": "v.main_hand && !c.is_first_person"
}
]
}
}
}
}
"animation.akm.third_person_main_hand":{
"loop":true,
"bones":{
"akm":{
"position":[ 0, 20, 22 ],
"rotation":[ 90, 0, 180 ],
"scale": 0.1
},
"RightArm": {
"rotation": [ -87.48, -7.49, -0.33 ],
"position": [ 1, 0, -2 ],
"scale": 0.1
},
"LeftArm": {
"rotation": [ -83.71, 37.33, 3.83 ],
"position": [ -2, 0, -1 ],
"scale": 0.1
}
}
}
does not work:
"RightArm": {
"rotation": [ -87.48, -7.49, -0.33 ],
"position": [ 1, 0, -2 ],
"scale": 0.1
},
"LeftArm": {
"rotation": [ -83.71, 37.33, 3.83 ],
"position": [ -2, 0, -1 ],
"scale": 0.1
}
Is it possible to create a custom item group?
Nopd
Has anyone figured out a good way to mimic the vanilla sword swing on attachables?
Does someone know swing animations type? upper to 1.20.20 version
With use_animation
How can I remove a vanilla item (like enchanted books) from the game?
dude, that's not possible
Is possible
Edit it's .json file and add minecraft:max_stack_size with a value of 0
It will still be in creative inventory, but everyone is unable to take it no matter what
And as specified by commands..
Interesting
That's very new but item will still appear in loot chests, etc?
If so, I don't think that can help me @dry pilot as I want to rework enchanting
Then how about adding custom enchantments?
Scripts
You would also need to get rid of them from the loot tables
It’s been here since 1.16.100 I think
The same thing with durability in every item and armor?
You can do that without scripting
Wait, like code?
I can make like any item (from a chest, from crafting it) not take any durability?
Like 0 commands, just code?
Yeah. There is a durability component in each item that has durability. Just get rid of it.
is minecraft:shooter working? Lotta peeps seemed to be having issues with it going back thru chat logs and I dont see any getting resolved
++I can't get it to work either
"format_version": "1.20.10",
"minecraft:item": {
"description": {
"category": "equipment",
"identifier": "mno:diamond_bow"
},
"components": {
"minecraft:display_name": {
"value": "Diamond Bow"
},
"minecraft:creative_category": {
"parent": "itemGroup.name.sword"
},
"minecraft:icon": {
"texture": "mno:diamond_bow"
},
"minecraft:max_stack_size": 1,
"minecraft:hand_equipped": true,
"minecraft:projectile": {
"minimum_critical_power": 1.25,
"projectile_entity": "arrow"
},
"minecraft:shooter": {
"ammunition": [
{
"item": "minecraft:arrow",
"use_offhand": true,
"search_inventory": true,
"use_in_creative": true
}
],
"max_draw_duration": 1.0,
"scale_power_by_draw_duration": true,
"charge_on_draw": true
},
"minecraft:enchantable": {
"value": 10,
"slot": "bow"
},
"minecraft:can_destroy_in_creative": false
}
}
}
You cant have an item be a projectile and a shooter
Welp
Must’ve misread something, thought it said you had to specify a projectile to use shooter
Thanks though, I’ll give it a go
Hate myself
Is there a replacement for animates_in_toolbar or is that just gonzo?
what happened to minecraft:block_placer?
the item you are shooting needs a projectile component
Guys, what does value key means in enchantable component ?
Basically quality, gold has the highest which means that it has a higher likelihood of getting good stuff from an enchantment table
Thanks you
What's the max value?
Dunno honestly, but I’d imagine by 255 going any higher would just be worthless, so you might as well call it that
minecraft:armor erro?
what error is this? how can I solve?
Show da code
but it doesn't even mention the item, isn't it selling?
That component has been removed
removed minecraft:on_use and minecraft:armor? This will destroy the items
How?
How can I put defense on armor?
protection field in wearable
nice, thankys
are scripts the only way to make an item past format version 1.20.20 take durability damage? the durability component has a "damage_chance" section, so you would expect it to work but it is still nonfunctional
Scripts also don't seem like the way, since at least vanilla equivalent items should be possible without scripting
Weird, for anyone trying to update equipment to 1.20.50, the documentation for "minecraft:wearable" is incorrect. For some reason it refers to slots as specific integer values. However, it is still using the same "slot.armor.___" system.
now if only I could figure out how "menu_category" works
oh. it works the same way... json "menu_category": { "category": "equipment", "group": "itemGroup.name.boots" }
my items are crashing minecraft
In this latest version 1.20.40 the items folder is crashing my minecraft, every time I open the inventory
I have already updated my engine to 1.20.20 and all items to 1.20.40
But it keeps crashing when I open the inventory
Can someone help me please
I've already confirmed that it's the items folder, you just need to confirm because it's crashing
If anyone understands items, or knows of any changes in 1.20.40, please let me know
I would really appreciate it if someone helps me
😭😢
Attacehables
thank!
have you figured it?
Can we update item's durability through items?
I don't think the functionality is there yet
Only way to do it past that for tools atm is scripting
nvm, I found out the way
how?
Hello everyone! I found a way to finally bypass the limit for the music discs length using the component minecraft:record. However I need to know something, is there a way to register a new sound event so it is recognized by the component in the property sound_event?
Nope
Thanks still, aagh that really sucks such a simple feature isn't there yet. I made a suggestion hopping they consider it for a future update.
Please someone help me now.
Well, I made a 3D item, but I don't know how to make it FPS and TPS animation blockbench.
It will sadly take a lot of trial and error to make its animation render correctly. If you mean what parts to animate, just animate whatever you named the bone the item is stored in
Can you help me with this?
I need some help with attachable
Wait, I misunderstood the question. For some reason I thought you meant first person and third person, not frames per scond and ticks per sicked. I don't know if it's even possible to display that info
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "dbe:test",
"category": "equipment"
},
"components": {
"minecraft:icon": {
"texture": "test"
},
"minecraft:display_name": {
"value": "item.dbe:test.name"
},
"minecraft:food": {
"can_always_eat": true
},
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [0, 0, 0]
},
"third_person": {
"scale": [0, 0, 0]
}
},
"off_hand": {
"first_person": {
"scale": [0, 0, 0]
},
"third_person": {
"scale": [0, 0, 0]
}
}
},
"minecraft:max_stack_size": 1,
"minecraft:should_despawn": false,
"minecraft:explodable": false,
"minecraft:can_destroy_in_creative": false,
"minecraft:use_duration": 600,
"tag:invisible_item": {},
"tag:increase_power": {}
}
}
}
My format version is 1.20.40
And this item is not working
Without texture and name
And when i update it to the 1.19.80 format version still not working
A lot of those components were removed in 1.20.30. This page has a list of components you can use: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponentlist
item tags
"o": {
"tag": "minecraft:logs"
}
Is there a way to make a 3d item (like a player's left hand) which matches the player skin texture?
@topaz igloo Hello, I want my own category to be written under my own items, how can I do that?
Dont work
Oh sorrt
sorry
work
thanks
np
It's impossible, I think someone did something like that in json-ui. I have no knowledge of json-ui.
ok
So I'm working with a modded server and they asked me to do a dynamite. So I did the model in game with a behaviour pack and the animation etc work fine
but with the exact same code
nothing changed
the dynamite on the server is bugged with no animation
Came onto mc for the first time in a bit and am welcomed to this
The models and textures are in their respective folders
And their attachables seem fine so I have no clue what’s happening
Try deleting cache data and rejoin the server
Okay I fixed it
Format version changed from 1.12.0 to 1.16.0
and add binding bone
Could someone help pls
how?
just set damage type to something not 'durability'
on the item event?
because triggers are deprecated on items
Does anyone here know how to make a rechargeable item?
Like a crossbow that has a loading animation
There are many things required for that. There is a template in https://discord.com/channels/523663022053392405/1137221648966234183
im stuck with that animation.
And how i can make it move with player hand
Oh i need that too
Here's a solution: bear with it.
u can't fix it
bear with it.
there's no way to fix
yup, that's right
vanilla is vanilla
there is simply no solution, unless you want to run particles above those
laggy
bc u can't change the "eating particles"
Hey it's my first time making items and for some reason my item isn't rendering properly. Is there any fix to this?
it's supposed to be like this
{
"resource_pack_name": "advanced_items",
"texture_name": "atlas.items",
"texture_data": {
"beer":{
"textures": "textures/items/beer"
}
}
}```
{
"format_version": "1.10",
"minecraft:item": {
"description": {
"identifier": "an:beer",
"category": "Nature"
},
"components": {
"minecraft:icon": "beer",
"minecraft:render_offsets": "tools",
"minecraft:hover_text_color": "yellow"
}
}
}
I followed bedrock wiki
Can you send me your file or that code? So that I can see how it's structured
is there a latest version of food item in behavior packs
Is there a way to have an item not visible in the creative menu? I tried "category": "none" but it doesn't work
Does anyone know how to solve it?
My Axes don't work on the new Cherry woods, bamboo
I thought that putting these employee ids
Does anyone have Machado's Digger list yet?
Axe
how do i add a mob event to a use item? i had it working for food, then switched to use and it was working then made a new version of the mod w the same code and it wasnt working
i added a blank item, used my custom texture, it appears, make it a food, i can run an event with it, make it a use, i cannot, and also when i changed the event from /give to add_mob_effect and the event no longer works, can still eat the item tho
"events": {
"bridge:test": {
"sequence": [
{
"add_mob_effect": {
"effect": "resistance",
"target": "holder",
"duration": 30,
"amplifier": 1
},
"run_command": {
"command": "/clear @s bridge:test"
}
anyone know how to get the sequence to run multiple mob effects? can i use run command to run the effect command instead?
EDIT: running run command /effect did not work :/ any help on this would be greatly appreciated!
Maybe try replacing iron_sword with minecraft:iron_sword
Ok. Maybe try instead using a run_command` with replaceitem
Is there a way to return player heads as an item yet?
Here's an example item: `Pack/items/goo.json:```js
{
"format_version": "1.20.30",
"minecraft:item": {
"description": {
"identifier": "demo:goo",
"category": "Items"
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:icon": {
"texture": "demo:goo"
},
"minecraft:display_name": {
"value": "Weird Goo"
}
}
}
}
Aight ok
"items" is that like where i put the name of the item there? Like diamond_sword
@safe marten
Yes
And the next step i should do is add that in the example pack u gave me?
Hm ok
Alright so if the folder stays as items then inside that folder "items" i should add a file like goo.json or my_item.json
Yes
Alright then but first I don't know how to turn a folder into json, like a file that is only opened with some sort of file editor
So what should i use to make a json file?
Ok thx:)
Done! I wanna ask multiple questions,
How do i add more items?
How do i add like how much stacks of block do i need like 20 blocks or 30
Ok and what about adding more items
Yeah it's already there but its 16 stack_size
Copy the my_item?
Oh okay, btw does items work on addons?
Items are addons to the game
Ah that means i can add any item with its name and unless it has the gun addon in or else it wouldn't work, am i right?
{
"format_version": "1.20.30",
"minecraft:item": {
"description": {
"identifier": "demo:goo",// This can be anything, Otherwise if an item already uses it then no.
"category": "Items"
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:icon": {
"texture": "demo:goo"
},
"minecraft:display_name": {
"value": "Weird Goo"
}
}
}
}
But you can do demo:goo1 for another item
Ok im a bit confused but I'll listen actively, how do i do it?
And also if i put the item diamond_sword, where should i put it, in the "items" or identifier: "demo:goo"
Identifier
Alright cool and if i wanna add another item, do i have to put three of these?
demo:goo1
Demo:goo2
Demo:goo3
how do i protect maps on itemframes?
from players breaking them other then adventure mode?
@wraith violet
Your filename is wrong, it's supposed to be item_texture.json not oak_cabinent_texture.json.
oh
So, for future reference, how would I add more textures?
Like, if I wanted more than one item texture?
Check the vanilla packs as an example
Alrighty, thanks for the help
I forgot to answer you. I changed 'durability' to 'none' type damage. (I called event via on_use)
Is it possible to make an attachable with transparency?
People here take a long time to respond
If that doesn't works maybe try off_hand?
can you have multiple item textures for one item? @prime bobcat
yup
and with "frame" in "minecraft:icon" u can choose
How?
{
"minecraft:icon": {
"frame": 0, // Texture's array entry to use, defaults to 0
"texture": "tool.Kama" // Texture referenced in 'item_texture.json'
}
}
can I make the frame dynamic?
animated texture?
no make it switch texture based on what i want to do
nop, u need to do more items for that
what about this
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "pokeb:orb_of_fiery_souls",
"category": "items"
},
"component_groups": {
"1": {
"minecraft:icon": {
"frame": 0,
"texture": "orb_of_fiery_souls"
}
},
"2": {
"minecraft:icon": {
"frame": 1,
"texture": "orb_of_fiery_souls"
}
}
},
"components": {
"minecraft:hand_equipped": false,
"minecraft:allow_off_hand": true,
"minecraft:max_stack_size": 1,
"minecraft:foil": false,
"minecraft:icon": {
"texture": "orb_of_fiery_souls"
},
"minecraft:durability": {
"max_durability": 375
}
},
"events": {
"pokeb:set_1": {
"add": {
"component_groups": ["1"]
},
"remove": {
"component_groups": ["2"]
}
},
"pokeb:set_2": {
"add": {
"component_groups": ["2"]
},
"remove": {
"component_groups": ["1"]
}
}
}
}
}
and run event on the item?
can I use molang for the frame?
nop :c, probably u can do that with attachables, but idk about that
Could I do something where I change the item texture based on query.remaining_durability
there is no frame
it doesnt work
unless im not on the right format version?
@mental mulch I changed it to 1.16 and now it says this
after 1.16.100 should be work
what is the water bucket id
Are custom armor trims a thing yet?
I think that on preview, yes
oh yes they are (thanks ctrl + F)
the server is a well of knownledge
Oh no it seems like it's only armor trims on custom armor
.
what is the id of a custom item?
When I use the food component, is it possible for a loot table to be used as the Json object for convert_on_use
namespace:identifier
Nope
How would I pull a loot table when using a custom item
item use -> run command -> loot
How can I put this. My event knowledge is trash and I find subject to be very confusing. Is there clearer documentation on how to structure loot events?
what do you mean by that? i need the id number for the item not the identifier of it, i figured out a way to do it, you take the id number of the apple and keep subtracting 1s until you land on your custom item's id
Oh you mean auxval? No idea
Youre gonna need to use an nbt editor probably
i figured it out
^
How to make an item glint without magic
Use the minecraft:glint component
Is there a way to run an animation when you right click using an attachable?
is your item id is "hiro : hiro:hematite_ingot_hr"?
I already found
and how do i use them
Theyre not for items thats for sure
They're for entities, its the same as a runtime id
Hmm I was trying to make a Custom Fishing rod
is that possible
No idea
the string it's not possible, but the function yup, but like, there's no animation in the water (bubbles), u can make a projectile when u use the fishing rod, and after a while u can spawn particles on the projectile
xd
Can someone explain to me about explosion resistance?
How do I make a TNT resistance block
Maybe you can cover your block with some netherite, it should help a bit.
Can someone show me how to custom bow 3d with animation?
You'd need to have these components in the items BP file:
-
Minecraft:projectile(controls what the bow shoots, info on it can be found here: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_projectile?view=minecraft-bedrock-stable)
-
Minecraft:shooter(controls the shooting behavior. Info on it is here: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_shooter?view=minecraft-bedrock-stable)
As for making it animate, you should be able to pretty much copy and paste the vanilla bow's attachable file. You'd just need to change the identifier to what you name the identifier of your item. If you dont have the vanilla packs, you can find them here: https://github.com/Mojang/bedrock-samples?ref=bedrock.dev
Thank
how can you do this for bedrock?
for bow for example the mesh render the bow in 3d
like so
And the geo will take shape of the texture
Might also be
oh okaaaaaaay
I found the name
the name is french is terrible but makes sense
okay now I gotta found how to a custom bow 😂
any way i can make an item that chops trees instantly? like a chainsaw type item (i know theres mods/addons for it but i was wondering if i could just add one myself if its not too hard)
Gotta use scripting
i figured as much, any idea where to begin?
Try asking a post in #1067535382285135923
Someone explain to me
Need use duration Along with shooter now in
I didn't quite understand the error
You need minecraft:use_duration
Along with Minecraft shooter??
That's what it says...
Ok
Is it inside or outside?
Inside {},
Or no
I'll test both ways
I suggest reading the docs
And the changelogs
I've read it, I just didn't understand
Hii sorry to interrupt does anyone think they can help me with name dependent items. I wanna make a texture pack for mcpe on mobile if anyone has any information do you mind dming me?
I still haven't managed to fix it
You need to put minecraft:use_duration inside the components object of your item. In versions above 1.20.40 this component has been renamed. Check the docs for information about this component.
what is the easiest way to add a tool tip to an item?
set_lore function in loot table.
can you add it by a crafting recipe?
No, you will have to create two items. A dummy and an original. So, when you craft, you recieve the dummy item. Please just have an animation controller or function to detect if you have that dummy item in your inventory, if it's there clear it and give loot using /loot give containing the original item with the lore.
Can we make fire resistant items like netherite ingots?
tick.mcfunction
execute @e[type=item,name="Enderite Boots"] ~ ~ ~ event entity @s become_fire_immune
Oh wait there's some extra stuff in that file
Ahh nice
"minecraft:render_offsets": {
"main_hand": {
"third_person": {
"scale": [ 0.045, 0.045, 0.045 ]
},
"first_person": {
"scale": [ 0.015, 0.015, 0.015 ]
}
},
"off_hand": {
"third_person": {
"scale": [ 0.045, 0.045, 0.045 ]
},
"first_person": {
"scale": [ 0.015, 0.015, 0.015 ]
}
}
}
doesn't work on 1.20.50
Because they removed it. Use attacheables

{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "aba:aba",
"category": "items"
},
"components": {
"minecraft:max_stack_size": 50,
"minecraft:creative_category": {
"parent": "itemGroup.name.equipment"
},
"minecraft:display_name": {
"value": "§l§2аба"
},
"minecraft:icon": {
"texture": "aba"
},
"minecraft:render_offsets": {
"main_hand": {
"third_person": {
"scale": [ 0.045, 0.045, 0.045 ]
},
"first_person": {
"scale": [ 0.015, 0.015, 0.015 ]
}
},
"off_hand": {
"third_person": {
"scale": [ 0.045, 0.045, 0.045 ]
},
"first_person": {
"scale": [ 0.015, 0.015, 0.015 ]
}
}
}
}
}
}
help, does not work
I already told you, render offsets has been removed in 1.20.50
how to use this?
how to make an attachable animation only work on o specific entity type
You can simply use q.owner_identifier in attachables to test for the identifier of the owner.
You can check vanilla Armor attachables for an example.
thanks
You'll need to use attachables.
ohhh ok ty
Render offsets isn't a component anymore. Mojank decided to remove it
Bro, why
You can use attacheables
Yea
