#Items General
1 messages · Page 3 of 1
how do I use minecraft:enchantable component?
I can't figure it out from the docs
How do I make an item add an effect to a player or run a command in 1.20.50?
What's the exact issue ?
You can use animation controllers or Script API.
It's possible to have a custom fishing rod ?
I been trying to find one
but nothing
Only for bows
It's not really officially possible. I know people have made workarounds, but changing the texture would be difficult if not impossible
How would I use Script API for that?
#1067535382285135923 ask there or search in that forum.
I'm currently working on one and have got everything working. I'll probably release a template soon!
Yes, I used attachables to do it.
It's simple.
aah doooope
Because I'm working with a server
and we are making a system that reuse the fishing rod to actually sorta do a grapnel
and we are failing to have a working attachement file to change texture state when used
why shield work on player but not in custom entity
i am using same model
error
[Molang][error] binding expression q.item_slot_to_bone_name(c.item_slot) returned a bone name that doesn't exist.
[Molang][error] binding expression q.item_slot_to_bone_name(c.item_slot) did not return a name?
I wonder when Flowers' id values get flattened
how can I make a specific event occur when an item is used without using the experiments?
You can use player.json along with ac containing q.is_item_name_any and q.is_using_item queries.
trying to make a custom bucket that uses block placer, i want after using it give the user an empty bucket?
on_hurt is entities
You cannot detect if a player broke a block using attachables. (There isn't a perfect way)
For player hit, the query should be c.owning_entity -> v.attack_time > 0.5
Thanks guys, i Will try it Amman:D
hey guys, can someone give me a sample file or show me how to create a 3d shield animation? Please
a recipe that gives the used item durability ,for example when i craft the recipe the middle item is a tool so i want it to use durability while use it in crafting [[the middle one]]
I don't think that's possible ATM. It would be possible with smiting tables, but according to the docs only netherite ingots can be used as the upgrading item.
ayo can somebody tell me what types these are?????? 🧐
That type means what type is needed there. A data type, an object, an array for example.
🤓
i was wondering what type 69, 70, 71, 72, 74 means
Idk, maybe that's a mistake by someone who wrote that documentation. Because in category should supposed to be a string as well. Like construction, items, etc.
If it's not mistake, then that might be their equivalent value.
But it's strange, that might be a mistake.
It's taken from official docs afaik, so maybe Mojang made that error or sum 
yeah thought so. i was trying to find a way to hide items in the inventory, only to find this. we all make mitsakes -- no harm done
Why Is my item not losing durability
Could you send the complete file in text form rather than image?
Is max durability set?
Yes
It’s too long
The damage part of your item's code is outside of the scimitar_slash event
I thought so too
Even when I did that
It still didn’t lose durability
Dwai about Item name
Ah, ok, weird. Maybe try putting it in a second block in the sequence, rather than outside of it? Also, any content log errors?
No
I’ll try that
Cheers
I attached the particle to the animation in the blockbench, everything works fine there, but as soon as I applied this animation in the game to attachables (armor), the particle was no longer there, the animation itself works, there are no errors, really there is no particle... what could be the problem?
Are custom JSON components possible for items (I know dynamic properties via scripting are a thing but I'm curious)
No
@wraith violet How can I make a particle for attachable, I tried it, it doesn’t work, I put the particle in the animation and only the animation was there, I’ve seen similar problems before, is there any solution?
No idea
pretty sure that you could add tags and uses those as your custom component by doing some scripting
Oh
but have to write the values like this
"tag:custom_component_name:value": {}
Good morning, everyone!
I would like to know if it's possible to add a new record in Minecraft Bedrock and give it the behavior of a record. Like making it interact with the jukebox and play a completely new song.
I just want to know if this is possible and if someone has already done it, as I don't want to waste my time if it happens to be impossible, lol.
Anyway, thanks for the attention, and happy holidays to everyone!
Does anyone have a guide for upgrading items to version 1.20.50?
If anyone has it, ping me
Yes, I think there is a component for it called minecraft:record.
While there is a record component that cannot let you play new sounds, just existing ones
Yes, Smokey is right but just in-case you want it very badly, here is a not so perfect template for a custom jukebox. https://discord.com/channels/523663022053392405/1164631366709805168
hi
Question what is the new method to hide a custom item from the creative menu?
{
"format_version": "1.20.20",
"minecraft:item": {
"description": {"identifier": "prefix:test","category": "commands"},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {"texture": "test_texture"},
"minecraft:wearable": {"slot": "slot.weapon.offhand", "protection": 0}
}
}
}
This isn't working, trying to hide my test custom item, I don't want players to be able to access it unless its via commands.
Hello, good afternoon everyone.
I would like to know if it's possible to detect light levels?
Like an armor that only gives you effects when it's dark, for example.
Just out of curiosity before I try anything and it all goes wrong in the end. Lol
Thanks for your time.
No it’s not unfortunately 🙁. You could search for light sources in an area and calculate the level from that but it might be laggy
Yeah, makes sense. Perhaps it's only feasible with entities or mobs, because, for example, bats only spawn when the light level is 0.
There is is_brightness filter.
You can use it along with has_equipment filter in player.json to add and remove effects.
for minecraft:use_animation, is there a list of effects?
eat, drink, crossbow all don't seem to be referenced in resource packs
i am specifically looking for ender pearl/snowball
As far as I know, it's just eat, drink, bow and none.
okay
is there a way to get a cooldown without defining it as food item? the burp sound is weird
anyone have link to every res image to items? the latest full res pack?
Check the vanilla packs
can you link it?
does anyone know the source location of the lapis_lazuli item?
this isn't it
nvm its dye powder blue
Vanilla Packs
-
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
-
bedrock.dev archive: https://bedrock.dev/packs
-
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
-
Example particles: https://aka.ms/MCParticlesPack
Ty
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "test:chocolate",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.miscFood"
}
},
"components": {
"minecraft:icon": {
"texture": "test.chocolate"
},
"minecraft:display_name": {
"value": "item.test:chocolate"
},
"minecraft:tags": {
"tags": ["minecraft:is_food"]
},
"minecraft:use_animation": "eat",
"minecraft:use_modifiers": {
"use_duration": 1.6
},
"minecraft:food": {
"nutrition": 1,
"saturation_modifier": 0.2,
"on_consume": {
"event": "on_consume",
"target": "self"
}
}
},
"events": {
"on_consume": {
"add_mob_effect": {
"effect": "nausea",
"target": "holder",
"duration": 8,
"amplifier": 3
}
}
}
}
}
Why is not working?
Why is WHAT not working
They have been deprecated. For adding mob effects on consume please use 1.10 items/animation controllers/Script API.
thanks
{
"format_version": "1.16.1",
"minecraft:item": {
"description": {
"identifier": "rm:dixeuro"
},
"components": {
"minecraft:display_name": {"value": "10€"},
"minecraft:hand_equipped": false,
"minecraft:max_stack_size": 64,
"minecraft:foil": true,
"minecraft:icon": {"texture": "stick"}
}
}
}
There is no texture on the item, how can I make it know?
You should use the latest format version, 1.20.50
As of now, you cannot create a custom group or category.
How can I make an item render with a 3D model in the inventory?
You'd need to make it an unplaceable block instead of an item
Something like json { "format_version": "1.19.40", "minecraft:block": { "description": { "identifier": "blaze:example" }, "components": { "minecraft:material_instances": { "*": { "texture": "iron_ore", "render_method": "opaque", "ambient_occlusion": true, "face_dimming": true } }, "minecraft:placement_filter":{ "conditions": [ { "allowed_faces": [], "block_filter": [] } ] }, "minecraft:geometry":{ "identifier": "geometry.cow" } } } }
I've attached a screenshot of how that block renders ingame. I believe you can still use attachables for blocks as well
I'm having an issue here, can someone help me? I can't move my item because it simply doesn't budge. I'm trying to adjust its animation.json, but the item remains in the same position. This is the first time this has happened to me.
I want to make a fence render like vanilla fences. Do you think that a second block is the best approach for that?
Ah. Will there always be a permutation on the fence to define the geometry? As if so, you can have a geometry component under components, as the permutations geometry will always override the default one
I have the fence geometry itself (which is not the one that should display in the inventory) in the components field already
Oh, I think I got the solution. Will give it a try now
Ah right, I forgot about part_visibility. If what you're trying doesn't work, maybe have the fence geometry in a permutation which always is applied(either with true if they accept that, or with a state that is true by default)
I decided to use two blocks. Custom fences already depend on that as they should have a 1.5 tall collision box. So what I did was re-use that extra block as the inventory model
How do I fix this?
I want to say "Have lasers shooting out f it?"
According to the docs it is
Are you using an attachable? That may affect things. It also might be bugged, or need to be put in as an object now
Attachment yeah
Ah. That's probably it. Do you have the render controller for the attachable set up to work with enchantments? You can compare it to vanilla item attachabkes to see if it is
mmm nope
I have no idea the exact words you used lols
Attachments are new to me, the rest of development in Bedrock I am good with
Gotcha. Yeah, you need to do some specific things in attachables to make them work with that component
I'm not at a pc so I can't explain, but if you look at the vanilla attachable file for armor, it should show how to do it
Best place to look in vanillad data?
The armor attachable files probably. They don't have any animations
I found spyglass 🙂
Oh wow - Glint works fine with attachables
Just need to restart client
Hello
I had a quick question
To put an item on the player's back, how should I do it?
So I have an addon that I've worked on in the past, and I'm all of a sudden getting an error that says "Failed to upgrade to version '1.18' from document version '1.16.100'" on all of my custom items. I tried to change the format version of the item, which made the item appear in game, but it had no texture, which was never a problem before now. Anyone got any idea what the problem may be?
I recommend changing all your items to 1.20.50 which means updating the components and whatnot
There are lots of backpack add-ons available on web. You can simply download them and look at their code to know how they're done. Please just don't copy their code without their permission though! Create your own 🙌
Which turned out pretty well
Animation.json
Explanation please? :D
He meant that use an animation to move it down.
You can simply move it in blockbench too instead of using an animation.
It's a 2d item tho
Thanks, guys, I've already managed to adjust this. It worked now.
I hadn't placed the right bone.
How would 1 put player specific scoreboard values in a custom item name
For exmaple, when u hover over the item, it will say “pickaxe level #”
looks 3D to me.
You're using attachable so you must have a model of it.
not really possible using JSON. You can try asking about it in #1067535382285135923.
No I'm not
So, what you're using?
what does this mean?
You have files with those identifier in RP but not in BP so the game's ignoring them.
thanks
would this be a proper way to add a scoreboard to a player upon an item being used or is this incorrect?
"minecraft:on_use": {
"event": "broken_amulet",
"target": "self"
},
"minecraft:damage": 0
},
"events": {
"broken_amulet": [
{
"run_command": {
"command": "scoreboard players add @s Health 20",
"target": "holder"
}
},
anyone know why this doesnt work?
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "zono:test",
"category": "Items"
},
"minecraft:on_use": {
"on_use": {
"event": "use_event"
}
},
"use_event":{
"run_command":{
"command":[
"say hi"
],
"target":"holder"
}
}
}
}```
You set up your events wrong
Someone knows how to make a melee weapon with spam attacking/ loop hit when you keep pressed the left click?
I'm not sure about how you'll check if the player is holding left click and even if you could it won't work properly on touch screen devices. In my opinion, it's better for you to check for right click using q.is_using_item and have food component in your item.
[Recipes][error]-recipes/Handles/diamond_handle.json | add:diamond_handle | 1.20+ Recipes require unlock data```
I don't understand what it want's from me, the item has unlock data. It also does have an items ingrediant list.
``` "unlock": {
"item": "minecraft:diamond"
},```
Like this
I already saw that video.
Please send the full recipe.
"format_version": "1.20.50",
"minecraft:recipe_shaped": {
"description": {
"identifier": "add:diamond_handle"
},
"tags": ["crafting_table"],
"pattern": [" X", " X ", "X "],
"key": {
"X": {
"item": "minecraft:diamond"
}
},
"unlock": {
"item": "minecraft:diamond"
},
"result": {
"item": "add:diamond_handle",
"count": 1
}
}
}```
idk why it formats it that way when i paste it sorry
Yeah, so why you're unlocking diamond when it's literally being used as an ingredient?
does that not mean i need a diamond to unlock the item
the vanilla items are set up this way so i guess im confused.
"format_version": "1.20.10",
"minecraft:recipe_shaped": {
"description": {
"identifier": "minecraft:diamond_sword"
},
"tags": [ "crafting_table" ],
"pattern": [
"X",
"X",
"#"
],
"key": {
"#": {
"item": "minecraft:stick"
},
"X": {
"item": "minecraft:diamond"
}
},
"unlock": [
{
"item": "minecraft:diamond"
}
],
"result": {
"item": "minecraft:diamond_sword"
}
}``` This is how the vanilla one is laid out, so i don't understand.
There we go, the unlock key is an array
big brain
i am defeated by a [] once again
one day they will stop making me look like an idiot i promise. 
how would I add a restriction for this to where the amulet can only be used if the user has a certain amount of a scoreboard Mana, and if the player dosen't have enough Mana it sends them a message Saying so? {
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"category": "equipment",
"identifier": "pillow:broken_amulet"
},
"components": {
"minecraft:icon": {
"texture": "broken_amulet"
},
"minecraft:durability": {
"max_durability": 10
},
"minecraft:cooldown": {
"category": "broken_amulet",
"duration": 8
},
"minecraft:creative_category": {
"parent": "itemGroup.name.gadgets"
},
"minecraft:max_stack_size": 1,
"minecraft:damageable": {
"max_damage": 4
},
"minecraft:on_use": {
"on_use": {
"event": "broken_amulet",
"target": "self"
}
},
"minecraft:damage": 1
},
"events": {
"broken_amulet": {
"run_command": {
"command": [
"scoreboard players add @s Health 20"
],
"target": "holder"
},
"damage": {
"type": "magic",
"amount": 1
}
}
}
}
}
That probably can be achieved via scripting
do we have to do scripting for custom item durability now?
where would I learn that?
#1067535382285135923
No
If it's an array, I'm assuming there can be more stuff inside it. Do you have any documentation on it, you could send please? I couldn't find one 😅
No idea, only based it off the VP
Okay, I'll see what I can find in the VP itself.
Recipes][error]-recipes/Handles/diamond_handle.json | add:diamond_handle | Recipe: add:diamond_handle has an unlocking element but does not contain an ingredient list or and unlocking context
As you can see in the above error, it either looks for an "ingredient list" or an "unlocking context". After looking at the VP, I can see that the unlock can be an object as well as an array but I can always see that it has the unlocking context when unlock is an object and ingredient list when unlock is an array. I'm wondering if there is a list of all the unlocking context ? It looks pretty useful!
"unlock": {
"context": "PlayerInWater"
}
I'm guessing that there isn't a list for it too, right?
Nope
Until one of us decides to make a PR for the bedrock wiki or Mojang does it first
Is there a guide on how to make a PR for the wiki ? like a Style Guide or something.
Thank you!!
That sucks. Thanks anyway.
does minecraft:interact_button work in multiplayer?
apparently the button appears for me on mobile when i play locally, but when i join a server with same addons no buttos appear.
How can I fix this?
Fix what? Please be specific
you don't see the issue with the item
literally massive
render_offsets doesn't seem to do fuck all anymore
That's why you need to specify your problem. That's how you ask good questions. You could have been referring to the item.custom:golden_head. To answer your question you have to make an attacheable to resize
Attachables are a system in resource packs to give items custom models and animations when held.
do i need just the attachable file or am I going to need the whole animation shit just to do it
Both
i guess i'll just use a golden apple instead :/ this looks confusing
Can someone answer my question about icon/texture? What if my item icon/texture is 160x 160 and what happens to the item is fit?
The 160x160 item would appear very huge in your hand
but that can always be changed with an animation reducing the scale in an attatchable file
Oh okay
@arctic sand how I do that?
Attachables are a system in resource packs to give items custom models and animations when held.
@round sapphire
Oh okay but can you help me
Read the link the bot sent
I'm confused
Sorry for the mention, is this your mention? @wraith violet
{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": "minecraft:stick",
"materials": {
"default": "entity",
"enchanted": "entity_alphatest_glint"
},
"textures": {
"default": "textures/entity/steve",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.wiki.steve_head"
},
"animations": {
"hold_first_person": "animation.steve_head.hold_first_person",
"hold_third_person": "animation.steve_head.hold_third_person"
},
"scripts": {
"animate": [
{
"hold_first_person": "context.is_first_person == 1.0"
},
{
"hold_third_person": "context.is_first_person == 0.0"
}
]
},
"render_controllers": [
"controller.render.item_default"
]
}
}
}
Hey! Im testing some ideas for my Minecraft SMP (it's private with my friends), and one idea i wanted to do is making the combat much more exciting. One way i came up with this is reforges on weapons and armor, idk if there is anyway to do this
i was thinking like maybe make a custom item for each reforge but idk how i would make it where it keeps enchants
Why were so many useful components deprecated after 1.20...
Such as?
That turned into wearable
Yeah but there's no alternative to knockback_resistance
They could bring it back into wearable. Maybe kt wasnt working as inteded/bugged. Maybe controlled via scripting
Eh. Well I'm trying to fix an addon. Only to figure out that about 90% of my fixes were useless across 100 items
I don't even wanna think of the 4 or 5 other mega addon's I need to fix 😟
imma just use the version before 1.20
That's not recommended
what. 1.19.80? If I don't get this addon fixed, A server isn't gonna go up.
You're going to have to update it to the latest format eventually once they remove the toggle
Yeh ik. But rn, I just wanna get it fixed so I can start fixing the others. This is my third straight day...
each one of these items are currently broken 
I don't.... WHAT IS THIS MINECRAFT!!!????
{
"format_version": "1.19.80",
"minecraft:item": {
"description": {
"identifier": "fantasy:platinum_leggings"
},
"components": {
"minecraft:icon": {
"texture": "platinum_leggings"
},
"minecraft:display_name": {},
"minecraft:creative_category": {
"group": "itemGroup.name.leggings",
"category": "equipment"
},
"minecraft:max_stack_size": 1,
"minecraft:allow_off_hand": true,
"minecraft:enchantable": {
"value": 7,
"slot": "armor_legs"
},
"minecraft:armor": {
"protection": 6
},
"minecraft:wearable": {
"slot": "slot.armor.legs"
},
"minecraft:knockback_resistance": 0.1,
"minecraft:durability": {
"max_durability": 855,
"damage_chance": {
"min": 90,
"max": 100
}
},
"minecraft:repairable": {
"repair_items": [
{
"items": [
"fantasy:platinum_leggings",
"fantasy:platinum_ingot"
],
"repair_amount": 411
}
]
}
}
}
}
Even the blocks were throwing random errors...
im gonna restart my laptop. Restarting MC wasn't enough...
ok. restarting my laptop wasn't enough...
Yeah idk. It's extremely inconsistent. Sometimes it loads items, sometimes it doesn't and when it doesn't it invalidates every other addon on completely different worlds...
That's why you should use the lateste format version
It's something to do with the item component loader. As soon as 1 internal item component field errors out then it triggers every other addon to fail.
Until I restart mc.
And this happens on any format version that needs to be converted up.
Is there any fix to players being able to run the normal speed while eating custom foods? Was there a change to items or do we need a new component I do not know about?
I think you've always been to run while eating custom food
you do not run normal speed
you're supposed to be slower
you might need to add a movement_modifier value https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_use_modifiers?view=minecraft-bedrock-stable
It's bugged atm. Adding movement_modifier causes the item to not function
minecraft:interact_button also seems to do nothing on mobile
Anyone knows how the speed property in minecraft:digger works?
What about it
How does it works?
Is it a multiplier? Does it overrides hand destroying speed like damage in weapons? If is a multiplier, what value it is multiplying?
Oh, 
There is no documentation about the component (check https://github.com/MicrosoftDocs/minecraft-creator/issues/776)
There used to
Funny enough
Yeah, and also no documentation about mining_speed which even though it was deprecated it can still be used
No reason to have docs for deprecated fields when the toggle gets removed
If that was the case
But there is also no reason to keep a deprecated component working 😂
Mojang being Mojang
It'll eventually stop working
I imagine so
But digger not having documentation sucks
The only examples I find are those that use tags only
I need that documentation though, made some testing yesterday and I’m simply unable to replicate hand destroying because anything below 1 is near invalid
Yeah
I got it working but pretty much need the documentation to know the answers to that questions
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "kai:pickaxe_50", // Identifier for the pickaxe used to test.
"menu_category": {
"category": "equipment", // The location of the pickaxe in the creative inventory.
"group": "itemGroup.name.pickaxe"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "wood_pickaxe" // Texture used for the pickaxe item. Currently using the default texture for a wooden pickaxe.
},
"minecraft:hand_equipped": true,
"minecraft:mining_speed": 50, // Defines the mining speed of our pickaxe.
"minecraft:enchantable": {
"value": 5,
"slot": "pickaxe"
},
"tag:minecraft:is_pickaxe": {}, // Makes the item be categorized as an pickaxe.
"minecraft:digger": { // Makes our pickaxe able to dig blocks.
"use_efficiency": true, // Makes the pickaxe able to be affected by the efficiency effect.
"destroy_speeds": [
{
"block": {
"tags": "q.any_tag('stone', 'metal', 'wood_pick_diggable')"
},
"speed": 50
},
{
"block": "minecraft:ice",
"speed": 50
},
{
"block": "minecraft:sandstone",
"speed": 50
}
]
}
}
}
}
Any value in speed below 1 makes the item unable to destroy block unless an external multiplier is added like efficiency or haste
Bruuuuhhh. I should've used tags instead of trying to fix this abomination
Hello I need help as I am trying to make the netherite sword to be useable in the offhand.
Can't modify vanilla items
Yes you can?
Nope
I will record a video and show you.
You can only modify vanilla foods
Your best bet would probably be to replace the netherite sword with a custom sword that does the same damage. You can change the recipe to give your custom item, and then look at this post to make it fireproof: #1158836562289758359 message
My item's texture won't show up in my hand... The icon shows in my inventory but dont show in my hand...
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "amongus:camera",
"category": "equipment"
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon" : {
"texture": "camera"
},
"minecraft:display_name": {
"value": "§l§bCamera"
},
"minecraft:can_destroy_in_creative": false,
"minecraft:damage": 0
}
}
}
Please help me i am new
@unreal oasis can u help me?
is there an attachable assigned to the item?
maybe render offset?
Guys, is there a way to add external images to a book and quill item? I know you can add pictures taken by the camera (in Edu), but it seems that if you edit the image outside MC and save it, the changes won't impact ingame for some reason
Please just ignore the warning on that page and create glyphs like E2 and E3 instead of modifying the vanilla E0 and E1.
wait, so you can make a new image named glyph_E2.png and that would work?
Yes
oh srsly? shoot that actually helps a lot with what i was planning, what can it go up to?
A1 to F9
oooh ok cool! so do u recommend to start with A1 or E2?
It's your choice as it doesn't changes anything. You can have a total of 54 glyphs which should be more than enough!
ok cool! tysm!
Hmm but I need bigger images so they fit in the entire page
You can increase the resolution of the glyph to make the images bigger.
I can increase the size of the base image you say?
By default, it's 256x256 so each image inside it is 16x16.
Yes, increase to 512x512 for example and then you can have 32x32 images inside it.
Nice. I'll give it a try! Thanks!
Hello, I have a question: How to hide items from inventory, but it will not be hidden from residences, only Creative inventory?
@jaunty grove Hi
I would be happy if you answer this question
residences meaning ?
When you type category none, you cannot get /give. What else can we write to get /give?
even if you type the command right ?
I'm not sure if it just hides the item from the auti completions or literally prevents the item from being given using commands.
It is not possible to buy the item with the none command. Yes, the item disappears from the Creative Menu, but I need to buy it with the command or somehow get the item.
There isn't a other way though!
You can use loot tables to give the item.
but not with commands.
/loot give.
hmm okey thanks
@jaunty grove loot command How do we reset the items we bought, so only those items you bought will be reset?
I don't understand.
I bought none item with loot, how can I delete only that item from me?
How's the trade working ? Are you interacting with an entity with the item in your hand and you want it to be taken ?
Now, I gave the player an item with category "none" with /loot give. Now I want to buy this item. What should I do?
I want to clear your player but category none
I mean it's not simple as you cannot use commands to clear it so I'm just trying to know what are you exactly doing.
I don't know how to do this, I tried to give the item to the player, but I don't know about Clear.
I'm pretty sure you cannot clear it unless you use an entity with interact component or #1067535382285135923.
Could someone help me with item_texture.json?
I wanna do stuff like having items such as banner patterns having their patterns on the item texture
And having saplings (item) look like a actual tree seed and only a sapling when placed etc, i've seen all of these done on bedrock
Could anyone help me pls? 
W
block.location
Has anyone noticed that liquid_clipped works?
At least when using the playerInteractWithBlockAfterEvent?
Anyone else's shooter component broken on mobile?
mine appears to work fine
Same. It fires projectiles okay and even works with charging, even on mobile.
how can i create animated items?
You'll need to use attachables. Here is an example:-
Please feel free to do whatever you want to do with my code.
https://mcpedl.com/caladbolg/
ok thanks, I will look at it
is their a way to also animate the item in the hotbar or not?
No, there is none.
you are not
is there a tools generator?
just to stop us from having to specify every block for mining ourselves
You can use tags like I did here. Is better
{
"format_version": "1.20.30",
"minecraft:item": {
"description": {
"identifier": "heromaster:deadpool_katanas",
"menu_category": {
"group": "itemGroup.name.deadpool_katanas",
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:display_name": {
"value": "Katana's"
},
"minecraft:icon": {
"texture": "icon_katanas"
},
"minecraft:damage": 4.5,
"minecraft:can_destroy_in_creative": false,
"minecraft:weapon": {
"on_hurt_entity": {
"event": "ds_09"
}
}
},
"events": {
"ds_09": {
"run_command": {
"command": [
"function dual_strike_energy_system"
]
}
}
}
}
}```
Someone help me, I want the function to work when I click on the sword, but I can't click, what is the error?
Item events have been removed, please use ScriptAPI
Okey Thanks
Is it possible to increase the max stack size of vanilla items like eggs and ender pearls
"minecraft:on_use": {
"on_use": {
"event": "shoot",
"target": "self"
}
},
"minecraft:icon": {
"texture": "gun_deagle"
},
"events": {
"shoot": {
"damage": {
"type": "contact",
"amount": 1,
"target": "self"
}
}
},
"minecraft:render_offsets": {
"main_hand": {
"third_person": {
"scale": [
0.025,
0.025,
0.025
]
},
"first_person": {
"scale": [
0.009499999999994301,
0.009499999999994301,
0.009499999999994301
]
}
},
"off_hand": {
"third_person": {
"scale": [
0.025,
0.025,
0.025
]
},
"first_person": {
"scale": [
0.009499999999994301,
0.009499999999994301,
0.009499999999994301
]
}
}
}
}
}
}
The on use doesn't work
Thats not how events work. It doesnt go inside components
So how do I fix it?
Move it outside of components
{ "format_version": "1.16.100", "minecraft:item": { "description": { "identifier": "gun:deagle", "category": "Equipment" }, "components": { "minecraft:display_name": { "value": "DEAGLE\n§7[Pistol .44JHP]" }, "minecraft:creative_category": { "parent": "itemGroup.name.tools" }, "minecraft:stacked_by_data": true, "minecraft:food": { "can_always_eat": true }, "minecraft:cooldown": { "category": "attack", "duration": 0.6 }, "minecraft:durability": { "max_durability": 9 }, "minecraft:allow_off_hand": false, "minecraft:hand_equipped": true, "minecraft:use_animation": "bow", "tag:deagle": {}, "minecraft:use_duration": 1, "minecraft:max_stack_size": 1, "minecraft:on_use": { "on_use": { "event": "shoot", "target": "self" } }, "minecraft:icon": { "texture": "gun_deagle" }, "minecraft:render_offsets": { "main_hand": { "third_person": { "scale": [0.025, 0.025, 0.025] }, "first_person": { "scale": [0.009499999999994301, 0.009499999999994301, 0.009499999999994301] } }, "off_hand": { "third_person": { "scale": [0.025, 0.025, 0.025] }, "first_person": { "scale": [0.009499999999994301, 0.009499999999994301, 0.009499999999994301] } } }, "events": { "shoot": { "damage": { "type": "contact", "amount": 1000, "target": "self" } } } } } }
Now good?
Thats still inside components
Then how?
{ "format_version": "1.16.100", "minecraft:item": { "description": { "identifier": "gun:deagle", "category": "Equipment" }, "components": { "minecraft:display_name": { "value": "DEAGLE\n§7[Pistol .44JHP]" }, "minecraft:creative_category": { "parent": "itemGroup.name.tools" }, "minecraft:stacked_by_data": true, "minecraft:food": { "can_always_eat": true }, "minecraft:cooldown": { "category": "attack", "duration": 0.6 }, "minecraft:durability": { "max_durability": 9 }, "minecraft:allow_off_hand": false, "minecraft:hand_equipped": true, "minecraft:use_animation": "bow", "tag:gun:deagle": {}, "minecraft:use_duration": 1, "minecraft:max_stack_size": 1, "minecraft:on_use": { "on_use": { "event": "shoot", "target": "self" } }, "minecraft:icon": { "texture": "gun_deagle" }, "minecraft:render_offsets": { "main_hand": { "third_person": { "scale": [0.025, 0.025, 0.025] }, "first_person": { "scale": [0.009499999999994301, 0.009499999999994301, 0.009499999999994301] } }, "off_hand": { "third_person": { "scale": [0.025, 0.025, 0.025] }, "first_person": { "scale": [0.009499999999994301, 0.009499999999994301, 0.009499999999994301] } } } }, "events": { "shoot": { "damage": { "type": "contact", "amount": 1000, "target": "self" } } } } }
hi there, when creating a custom item, how can Imake it to not show in the creative menu?
minecraft:creative_category
You can set the category to none but it'll also hide it from commands.
{ "format_version": "1.8.0", "render_controllers": { "controller.render.modify": { "arrays": { "textures": { "Array.skins": [ "Texture.default", "Texture.ploymer" ] } }, "geometry": "Geometry.default", "textures": [ "Array.skins[(q.scoreboard('ar') > 0)]" ] } } }
Why this isn't working?
q.scoreboard only works in a resource pack if the scoreboard is visible. You'll need to use a property that is set to the scoreboards value whenever its changed using an animation controller
{ "format_version": "1.10.0", "minecraft:attachable": { "description": { "identifier": "gun:g_deagle", "render_controllers": [ { "controller.render.modify": "(q.scoreboard('deagle') > 0)" }, { "controller.render.normal": "(q.scoreboard('deagle') < 0)" } ], "materials": { "default": "entity_alphatest", "new": "entity_alphatest_glint" }, "textures": { "default": "textures/entity/ak47", "new": "textures/entity/polymer" }, "geometry": { "default": "geometry.ak47" }, "animations": { "hold_first_person": "animation.skeleton_head.hold_first_person", "hold_third_person": "animation.skeleton_head.hold_third_person" }, "scripts": { "animate": [ { "hold_first_person": "context.is_first_person == 1.0" }, { "hold_third_person": "context.is_first_person == 0.0" } ] } } } }
Tried using scoreboard this way and now my attachment doesn't show up
I'm not sure if you can even use q.scoreboard or q.property in an attachable, as it requires an entity. If it does do it based off of who's holding it, you'd need to use a property instead of directly querying the scoreboard
I used query.is_sneaking and it worked completely fine
Ok. Then I guess you could use a property that's set in the behavior pack
But it would only work for the player
What about q.property?
Soo how can I make it using scoreboard or tags?
How does this work?
Here's a link describing them: https://learn.microsoft.com/en-us/minecraft/creator/documents/introductiontoentityproperties?view=minecraft-bedrock-stable
Btw it's a attachable render controller
You would need to set the property to be equal to the scoreboard using q.scoreboard in the players's bp file. This can be done on a timer, or by using animation controller that tests if the property is equal to the score, and if it isnt triggers an event that sets the property to be equal to the scoreboard
You can then theoretically query for that property in the attachable
I don't know if it would actually work though
I've only done basic attachables
How can I make entity property equal to scoreboard through animation controller?
I can't give an example animation controller as I'm not at my pc(and I'll have to go pretty soon too btw).
But, you can transition to a state based on q.property('example:property')!=q.scoreboard('deagle'). In the state, you can trigger an event that sets the property to be equal to q.scoreboard('deagle') using the set_propertu response talked about on that lonk I sent
Okay I'll try this
Btw can we not try something with tags rather than scoreboard?
I mean, there isn't any query that directly tests for entity tags, so if you wanted to use tags it would require converting it to a property still, just with an environment_sensor component instead of an animation controller
How to make an enchanted book with a custom enchantment?
Custom enchantments aren't really possible. You can use #1067535382285135923 to imititate it
Sooooo, can someone maybe help me with 3D modelling a pole hammer-? I wanna make it for a weapons mod I wanna add to Bedrock, but I quite literally just got into coding-
Attachables are a system in resource packs to give items custom models and animations when held.
@shadow cedar this is a good place to start. As for the model itself, I'd reccomend checking out this page: https://wiki.bedrock.dev/guide/blockbench.html#top
This is another helpful page with common issues people run into when modeling: https://wiki.bedrock.dev/visuals/bedrock-modeling.html
Can you change item name through commands?
You can't directly, but there are some workarounds. Learn about then here: https://wiki.bedrock.dev/items/spawning-items.html#structure-method
¿How can i make a melee item with infinite hit when you keep pressed the attack button?
plz help 😭
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?
Would it be possible to prevent this cycling of items, when holding down right click? Using only non experimental items?
What are you using to check for right click ?
{ "format_version": "1.16.100", "minecraft:item": { "description": { "identifier": "gun:deagle" }, "components": { "minecraft:icon": { "texture": "gun_deagle" }, "minecraft:durability": { "max_durability": 30 }, "minecraft:on_use": { "on_use": { "event": "bridge:shoot", "target": "self" } }, "minecraft:max_stack_size": 1, "minecraft:render_offsets": { "main_hand": { "third_person": { "scale": [ 0.025, 0.025, 0.025 ] }, "first_person": { "scale": [ 0.009499999999994301, 0.009499999999994301, 0.009499999999994301 ] } }, "off_hand": { "third_person": { "scale": [ 0.025, 0.025, 0.025 ] }, "first_person": { "scale": [ 0.009499999999994301, 0.009499999999994301, 0.009499999999994301 ] } } } } }, "events": { "bridge:shoot": { "sequence": [ { "damage": { "amount": 1, "target": "self", "type": "contact" } } ] } } } why the isn't working
What isnt working?
Nvm i fixed it
Btw just a quick question can I run animation through item event?
I wanna run this animation form behaviour pack
{ "format_version": "1.10.0", "animations": { "animation.deagle_anim_reload": { "animation_length": 2.4, "timeline": { "0.4": "/playsound mag_drop", "0.5": "/function reload1", "1.3": "/function reload2", "1.5": "/function reload3", "1.6": "/playsound pistol_magout", "1.7": "/playsound pistol_magin", "1.8": "/function reload4", "2.1": "/scoreboard players set @s m1911 7", "2.2": "/scoreboard players set @s deagle 9", "2.3": "/say reloaded!" } } } }
Can anyone help me I need to change how much protection vanilla leather armor gives and durability is it possible?
You cannot change the vanilla leather armor protection but you can make the player receive more or less damage using damage modifiers or damage multipliers in the damage sensor inside player.json
I'm looking for a way to change the protection of this custom armor .but there isn't anything in the files about it where else could it be ? Not my addon BTW only changing it for personal use@jaunty grove
You cannot because it gets replaced with leather boots in your inventory and you cannot edit the attributes of vanilla armors yet.
Can I make my blocks destroyable with vanilla pickaxes?
I haven't been aware of anything for a long time
i want that the chainsaw attachable working animation plays with an animation controller when i'm using the item but it doesent work ¿what i have to do?
note: i edited the player entity file adding new animations with a speciphic items
You needed to use c.owning_entity -> q.is_using_item in the attachable.
Example?
I mean that you needed to use that query instead of whatever you used to play the animation in the attachable.
Any way of making an item shoot projectiles? In the latest item version?
shooter component 👍
That's it?
Alr
Is there a way to remove durability from an item in your inventory without the item in question doing anything?
I suppose you could have a script running with system.runInterval that loops through each players inventory, and reduces the durability of each item stack that is the item you want to reduce the durability of by 1
Interesting
Thx
How do I make melee weapons have more attack range in survival?
You cant really. Might be posiible with scriptApi casting a ray
How can i do it ¿some example for the script?
Try asking in #1067535382285135923
idk what is up with my stuff but my other item files work just fine but its three specific items that dont show theyre texture
dont think im messing up the name either
checked like a million times
this the broken one
this the working one
First thing: those item identifiers are very suspicious 🧐
Second thing: there is no item in the item_textures.json file in the RP that has the name "tallgrass", unless of course you added your own item texture by that name
what you could do, if don't already have that texture of yours in you
item_textures.jsonfile, is upload this image, of the tall grass block texture, I have below to yourRPand then define it under the name:"tallgrass"in theitem_textures.jsonfile
Hope this helps 👍
i thought i could use vanilla item textures without having to download them?
i do the same thing with my other items
the thing is, there is no item texture for tall grass
I am pulling the texture from the .tga file in the blocks folder and giving it to you as a .png
oh i had no clue
what about golden apples? and tripwires?
cause had the same issue with them aswell
1 sec let me look
the golden apple's texture name is "apple_golden"
you would have to make a new item texture id for the trip wire hook in item_textures.json using the image file from the path: textures/blocks/trip_wire_source
or you could use this image
Hope all of this helps 🙂
ah i see
ty much appreciated
guys my items can now be eaten and u can run with it
it doesnt work like normal food anymore
people can run and eat
how to fix?
"minecraft:food": {
"nutrition": 0,
"saturation_modifier": "supernatural",
"cooldown_type": "chorusfruit",
"cooldown_time": 0,
"can_always_eat": true
},
"minecraft:use_duration": 99999,
Đơn giản nhất là thêm họa tiết vào nút khi bạn tạo biểu mẫu. Nó chỉ cần con đường. Nếu bạn muốn thứ gì đó nâng cao hơn, bạn cần đặt tên cụ thể cho các nút của mình và tích hợp tính năng hiển thị có điều kiện vào bảng điều khiển của bạn. Điều này phức tạp hơn.
@lucid wave How to create a custom player so that when you wear the armor, that entity will be worn on us?
Is my cup of juice oversized because it's a 32x32 texture and not 16x16...?
Yep
Thanks
Good morning, I'm trying to ask for help since I'm starting with item documentation, and I would like to know why it won't let me interact with the item and hear the sound that appears there. Thank you.
You're using the wrong format version. But I would recommend to use scriptAPI as Item events will be removed
That? So what should I use?
#1067535382285135923 ?
Change the format versión?
You're using an old format version. That's what he means
Ouh Thanks
This link has a good example of the latest version
I fix the item
Yes, is the oficial docs
Oh okay 👍
Does anyone know how to make an item's icon look 3d in slots and when dropped? (Example; mob heads, blocks)
What is the new syntax for the "minecraft:icon" component in 1.20.60?
minecraft:icon:{
"textures":{
"default":
}
}
Tks
Does someone know how to make an edible item not removed after eating it?
can i make on crafting for example middle item be in a craft but when i got the result i get the tool too but it used duration
.....What?
like
the creeper item
have durability
and i want to make a craft
that give me coin
but i want the creeper to use just durability and give it to me
like in result it's gives the item we want , and creeper item but some of durability has been used
like the creeper face have durability
I see. I don't know if a crafting result can give you two items back - or, further, modify the durability of one of the results.
That sounds like we would need an "afterCrafted" event in the scripting API and as far as I know it doesn't exist [yet]?
idk 💀
Somehow, only blocks that have "carried textures" aren't flattened
tallgrass, flowers, and saplings
my add-on depends on these things getting flattened.
There are blocks that arent flattned yet that dont have carried textures
I am a novice item maker, is there a way to display items in the inventory as 3D models instead of icons, like blocks?
how do i add item dynamic properties?
#1067535382285135923
how do you make armor on non experimental addons now?
i remenber the value is now a property of the wearble component but i can´t find anything in the documentations
do you know of any tool template that works without experimental?
does someone knows how to even use minecraft:digger wiyhout experimental? i cant find anything
You dont need to use toggles
Its already stable
ScriptAPI
How can I make my tools use durability
This is not working:
"minecraft:durability": {
"damage_chance": {
"min": 10,
"max": 50
},
"max_durability": 60
}
Scripting 👁️
Durability no longer works?
That still works, damaging does not bc theres no events anymore
can we not use the on_consume component on food items anymore 🥲 I can still use it if I use an older format, right?
Scripting 👍
It is not recommended to use old format versions
idk what that is! My addon plan is already in shambles lol
#1067535382285135923
o I've been using formats like 1.10 with no issues
Thats fine for basic items and food
If you want to make custom armour you would need to use newer format versions
ohh ok, my addon doesn't feature new armor so I think I'll be good for now :')👍
But can i use the format 1.10 for food items to use on consume? Just curious. Idk if it's just skill issue or if they really changed it for real
What are oyu trying to do exactly?
A food item that adds to a scoreboard timer
Everytime you eat it would add a point to the scoreboard?
yepp
Yeah you can use #1067535382285135923 to detect when an item is used then
ohhh i see, Ill look into it tomorrow when i wake up, thanks for the tip:)
how to disable an item from 5he creative inventory?
What is wrong with this item?
{
"format_version": "1.20.60",
"minecraft:item": {
"description": {
"identifier": "kai:chestplate",
"menu_category": {
"category": "equipment" // The location of the item in the creative inventory.
}
},
"components": {
"minecraft:icon": {
"textures": {
"default": "chestplate"
}
},
"minecraft:max_stack_size": 1,
"minecraft:wearable": {
"dispensable": true,
"slot": "slot.armor.chest"
}
}
}
}
Dispensable is no longer a key
I made an issue about that
Thanks! Was about to do one lol
Why are the slot values used in minecraft:enchant different in other components like wereable...
Because you can enchant other items besides armour
Not that it has more, but that what we have are changed
slot.armor.chest is armor_torso in the enchant component
slot.armor.feet > armor_boots
and so on
Ah that's what you mean, no idea honestly
Very wild
Wearables reflect the /replaceitem command
imo they should all follow the same slot names
and the ones for replaceitem command are the ideal
They should be left like they are currently. But why rename armor ones?
Having two ways of calling something in code is confusing
would that be simple or experimental? if it's experimental i might just try to find a work around huhu, i want my addon to be stable
bc idk how to fix it if the addon goes haywire in my modded world
@wraith violet sorry for the ping now, i think i disabled the @ notif
Cant recall, you can ask in #1067535382285135923
thanks thanks
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_repairable?view=minecraft-bedrock-stable 😐 repairable docs aren't clear nor updated
Already made a github issue
how to make a pickaxe can destroy all blocks with speed of 8 ?
this pickaxe doesn't break stone bricks idk why
Hey can I use attachable but show hands too
try adding stone bricks as a block
idk if thats possible
For minecraft:digger, is the speed argument represented in seconds, ticks, or something else? For example speed:10 would be....?
We have no idea
I opened a GH issue about it & other missing info but they just added docs without many info
That's a bummer, according to ChatGPT, as long as the blocks default speed is 1 then this would represent the seconds needed to break. Sounds like some experiments are needed. Thanks though for answering ❤️
What file is this in?
q.is_item_name_any('slot.weapon.mainhand', 'bridge:key') && query.max_durability
it's a block
the key has durabiltiy like to be used 8 times i set durability on it like 8
Then it's a #1067876857103536159 question. However I recommend using #1067535382285135923
but i don't know how make like it's need a key then it use 1 durabiity
i don't know script
You're going to have to learn it someday
BC i didn't find tutorials about script api
:D
how i am supposed to learn it
As the Script API is a framework built on JavaScript code, having an understanding of JavaScript is key.
If you are being shown this, then you most likely are a beginner with JS and could use a little guidance.
Videos on Learning JavaScript
Javascript in 1 hour
Javascript Classes in 1 hour
Web Guide:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide
Reference Sites:
https://www.w3schools.com/jsref/default.asp
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference
https://javascript.info
Intro to ScriptAPI: https://aka.ms/startwithmcscript
Intro to Tests: https://docs.microsoft.com/en-us/minecraft/creator/documents/gametestgettingstarted
Official Docs: https://docs.microsoft.com/en-us/minecraft/creator/scriptapi
Community Docs: https://wiki.bedrock.dev/scripting/game-tests
Script API examples: https://github.com/JaylyDev/ScriptAPI
2021 Q&A: https://wiki.bedrock.dev/scripting/gametest-qna.html
2022 Q&A: https://wiki.bedrock.dev/scripting/scripting-editor-qna.html
@vernal cedar tada
Can you do custom swinging for 3d items and can you make them animated?
There is plenty of tutorial Ivan, I have learnt php/sql/html and basic javascript just reading docs/open class room and at this time(15 years ago) there was no youtuber to explain anything. I'm not into scripting yet because I'm too lazy for learn how to use the api and to get back to javascript as I haven't done anything too complex yet in that language. ( I dream about just a couple of code lines as dummy examples ^^ into the doc)
Probably using attack time variable and use duration queries
What about just making a blade have like this sharp effect idk how to describe it
Like light refracting off it
Like the enchantment glint?
minecraft:stacked_by_data never understood this, we can't even set different auxvalues on items afaik right?
Somebody please Can see my issue? https://discord.com/channels/523663022053392405/1211659677503463434
how to make item have annimated texture ?
Does some know what the default breaking speed ups are of vanilla tools and where I can possibly find the documentation for later use?
bro ur pfp..
Isn't it great?
7
Has anyone had this error recently?
[Item][warning]-hatchi:bundlepack -> components -> minecraft:icon -> texture: this member was found in the input, but is not present in the Schema
My icon component:
"minecraft:icon": {
"texture": "bundlepack"
},
format version 1.20.60
:/ seems to work on format version 1.20.0
also up to 1.20.50 works
????????????
https://bedrock.dev/docs/stable/Item#minecraft%3Aicon
It looks like it's textures now and not texture. Can't find the the Smokey answer about it(he has posted a bit of code about it somewhere),
I tried textures too
"textures": {
"default": "custom_item"
}
Thank you!
Is it possible to make an item with a custom effect (that is not vanilla or not in game, basically custom)
WHY IS IT ROTATED LIKE THAT
LMFAO
can you rotate the items in the behavior packs? like ik there is scale but like omg
I was just searching for this too. Thank you for asking 🤣
I'm questionning myself for a while about this. Why the vanilla items don't use attachables and we can have a 256x256 apple texture while it's displayed normally? Why are we forces to use attachables for customs items? it's stupid imo, unless I have missed something about vanilla items, I don't get it.
Vanilla items also suffer iirc
Just checked my old 128x128 texture pack and yes not all them but the red apple, the reed are displayed incorrectly and certainly others (I usually play 16x16 but for some items in my addon I would like to be 32x32) Is it a bug? I guess I have other choices than to use attachables.. I assume texture packs from the markeplace are doing that as a fix right?
i recomand u to
use pixel draw and rotate the texture
like the pic
AND I AM ASKING animated item texture
:D and thanks
Is there a way to stop an item's durability from dropping when hitting mobs with it (1.20.60)?
I need the item to have durability and only reduce it through conditions in a script file. But hitting mobs with the item reduces the durability
I'm still a beginner and trying to build a skill. When I long press on items, the player animation appears Does anyone know what I need to learn to make this thing?
how to make an item not show in the creative menu?
In the same script you could increase the durability (requires the beta toggle) by 2 at the start, to offset the default loss
Is that why on_consume doesn't work??? Cuz I couldn't get ot to wo- OH. That's why we're getting custom components.
eeh /spreadplayers?
How can i make it so my sword runs a command when i hit something with it?
ScriptAPI
Is it possible to add an item with extra reach (building reach) and you customize it (I'm trying to make the Crab Claw from MC Mob Vote)
And if it's possible to add reach for weapons like tridents or spears
is it possible to change the texture of the item cooldown in the hotbar?
I mean cooldowns in general, not have a different texture for each type of cooldown
How do I set the sound of my custom shooter item? The projectile is also a custom one. Currently it sounds bow.
I've always just made it run a /playsound command
Can you set it to 32 pixels?
can i change vanilla items like vanilla mobs or only mobs are changeable?
Can
- Entities
- Features
Can't
- Blocks
- Items
- Biomes
- Dimensions
Yep
are custom creative categories possible?
No unfortunately
Where would I add a custom item tag to my addon so that any item with that tag can be used in the recipe? I've added the tag on the item and specified it in the recipe but it looks like the tag needs to be created elsewhere too.
How do you translate items?
In my RP/texts/en_US.lang:
item.kai:diamond_pickaxe.name=Diamond Pickaxe
My item's description:
"description": {
"identifier": "kai:diamond_pickaxe",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.pickaxe"
}
}
In-game
Using the tags component
"minecraft:tags":{
"tags": []
}
Old: item.sirlich:hoe.name=Hoe
New: item.sirlich:hoe=Hoe
Essentially you just need to remove the .name
.
Yes, I have that in my items, but I am trying to specify a tag that is not in vanilla minecraft:
"minecraft:tags": {
"tags": [
"essence_foundry:essence"
]
}
and my recipe:
"ingredients": [
{
"item": "minecraft:book"
},
{
"tag": "essence_foundry:essence"
}
]
This gives me the error "The Item tag: essence_foundry:essence is missing or invalid, can't make the recipe"
But I have seen references in the items documentation about them having custom tags. Is there somehwere else I have to create the tag itself for it to work on items and in recipes?
Yeah do exactly that
Any tags that are defined in that component will be vreated granted irs not a mc namespace
Make sure your item is 1.20.50 format iirc
That was the issue, the format version. Thanks!
Can you make custom item groups within the tabs that already exist?
bummer
i got a question
so i made custom armor so i can change to durability
and i made kits with the custom armor already
but i wanna change the durability again, and im wondering if it would corrupt the kits, or if it doesint change the kits
@wraith violet could u help me out w this rq
Is it possible to have an item's durability consumed when crafting with it rather than using it up entirely?
No. You could probably make a custom block or entity to "combine" your tool with another item, that when you interact with whatever item you're crafting with the tool it consumes it and triggers a script or event to display it on the block/entity. Then you could use a script to check if it has all of the required items when you interact with it with your tool. If it does, decrease the tools durability, reset the block/entities state, and give the player the new item
@
Where did you find this information out? Can't find it on the changelogs or docs
It was me and Cici during the 1.20.70 previews iirc?
Is there a way to apply lore to any items being crafted?
Can you make 3D items in the inventory?
i think yes
idk how
you can create a custom block using bridge and look how it renders it
then use this format for your item
Yes
#announcements message
🥲
It's gonna be cooler when we can do something like q.script_call("method name", ...args)
And just export the function from a file
I don't know why
In my opinion both of the old way of item events and the existing way is good
now that item events are gonna get removed, what ways of making the player shoot a projectile they own do we have?
withoit player,json i mean{
Shooter component worke
Since "swing" event from items is gone, is there any plan to get that functionality via script api?
Does anyone have a food item code that works?
Check the wiki or the ms docs
How do I put an item in a category group like swords in the 1.20.50 version?
No, that's for item tags, like this:
{
"format_version": "1.20.70",
"minecraft:item": {
"description": {
"identifier": "your:item"
},
"components": {
"minecraft:tags": {
"tags": [
"your:tag"
]
}
}
}
}
and it can't be dynamically changed
is there an equivlent for render_offsets for higher format version items?
I know attachables can do this but I want to know if I can just scale an item down another way
attachable is ur only method
right ok
Hello
"format_version": "1.10",
"minecraft:item": {
"description": {
"identifier": "fersredofficial:nitroksin",
"category": "items"
},
"components": {
"minecraft:hand_equipped": false,
"minecraft:max_stack_size": 1,
"minecraft:foil": true,
"minecraft:stack_by_data": true,
"minecraft:food": {
"saturation_modifier": "normal",
"nutrition": 0,
"can_always_eat": true,
"effects": [
{
"name": "speed",
"chance": 1,
"duration": 650,
"amplifier": 20
}
],
"remove_effects": []
},
"minecraft:use_duration": 32,
"minecraft:on_use": {
"on_use": {
"event": "on_use_event"
}
}
},
"events": {
"on_use_event": {
"sequence": [
{
"run_command": {
"command": [
"function sell"
],
"target": "self"
}
},
{
"damage": {
"type": "magic",
"amount": 1,
"target": "self"
}
}
]
},
"hurt": {
"damage": {
"type": "magic",
"amount": 1,
"target": "self"
}
}
}
}
}```I made a potion and added a command, it didn't work, where did I go wrong?
Firstly, youre using the wrong format version, secondly, item events have been removed. See #announcements message
Durability works with scripting api
Oh calm down dont be so dramatic
Weird thing but you do you
Custom biomes was broken bc of world gen parity. I dont even know why youre bringing up custom dimensions
They're not "ruining" add-ons. They're trying to make custom blocks and items stable after 4 years of being experimental
not officially supported so not relevant
They are 100x better than 1.10 format version calm down. You think Mojang is going to stop working on custom items once its stable? Ofc not. The removed components were bc they were either buggy or not used a lot
That's the price you pay for using experimental stuff
Agree to disagree. Mojang is actively trying to improve the ApI
There was a CLEAR warning that it may break when you enable the toggle. You knew the risk
And again, it's not the end of the world. Once items and blocks are fully stabilize Mojang can focus on adding new features
Weird mindset but ok
Always thinking on the negative side and not the positive
Disgaree with that. My advice to new creators is dont ship your stuff using experimental. You can use experimental to test stuff and make proof of concepts but dont rely on them
#1067870355814895687 message
Oh thanks!!!
But what's special about changing "texture" key to "default"
Adds support for armour trims
I thought we're finally got a way to change texture of an item depending on a behavior logic
Like what block permutations does
May I ask you wbout what "minecraft:storage" component actually does?
It got removed if I recall correctly
Seems bridge has different opinion
It's not stable so it's going to get removed one day
I'm curious I want to hnow what that component do
Does anyone know how to make minecraft:shooter work without requiring ammo?
"minecraft:shooter": {
"ammunition": [
{
"item": "minecraf:arrow",
"use_offhand": true,
"search_inventory": false,
"use_in_creative": true
}
],
"scale_power_by_draw_duration": true,
"max_draw_duration": 1.0
}
I tried this, search_inventory set to false, but now the item refuses to shoot any arrow at all regardless of my gamemode or if I have any arrow in inventory
I think you do need ammo for the minecraft:shooter component. There might be a way to launch a projectile using scripting, but I'm not entirely sure about that
"ammunition": [
{
"item": "minecraf:arrow",
"use_offhand": true,
"search_inventory": true,
"use_in_creative": true
},
{
"item": "minecraf:arrow",
"use_offhand": true,
"search_inventory": false,
"use_in_creative": false
}
]
``` would this work?
that does let me shoot arrows but still only when I am in creative or have an arrow in inventory
ya, scripting can shoot projectiles but that's still beta api, I am looking for stable solution
That's very interesting, could be a bug or feature?
Hello, does anyone have a template for making throwable objects?
You can read the docs
ok thank you
If we want to recreate shovels, axes and hoes changing the blocks interacted with to something else, we gotta use scripting?
Like axes on logs to stripped logs
you can just add tags like minecraft:is_axe for axe interactions
tho it wouldn't have the sound or even item swing animation, for that u could use scripting
That doesn't works
What format version ur using? Works fine on my end with 1.20.70 item version and 1.20.70 pack version
"minecraft:tags": {
"tags": [
"minecraft:is_axe"
]
}
Tags are added in this format for new items
Np
There seems to be no animation, unlike vanilla. How can I fix that?
We don't have swing event anymore, so your only option is to make your custom one which can be played with /playanimation command, script api can help to check if ur interacting with a block and if so play the sound and animation
Okay, thank you! 😊
Why does durability only works when hitting or receiving damage if armor?
Durbaility is bugged/works as intended?
It will only receieve damage if it attacks a mob or armour damage. Mining blocks must be dealth through scripting
Bug or works as intended, pick your poison
Is there a way to animated the item icon based on what you want like a bow the bow string stretches based on how long you hold it, can u replicate that it Minecraft bedrock
if you mean to animate it in inventory/hotbar, then your only option is replacing the item using something like /replaceitem command
but if you want the item in hand animated, like that 2D sprite, you could do that with attachables
Sad, this would 100% on touch but when on computer it would work out that Great cause you know if user click an item inventory/hotbar it hover that item in cursor and can't be detected. 😭
Does anyone know how destroy speeds work? When I feel a block on it, that block starts to drop with the tool it was set to
however, i wanted to change the speed of the block without it being dropped
i couldn't find anything about it
hi there, is there a way to hide custim items from creative menu like we do with blocks?
Can anyone explain the remaining_durability query?
I want to get the remaining_durability of the selected item?
How do you give new players a shulker box full of a custom starting pack ..
Structure block
Where you’re trying to get it?
player RPAC
Im trying to get the selected item remaining durability
yah you can't, that query is only useable within item behavior json
Can I use variable to transfer the data?
Also, How can an attachable play animation?
RPAC for attachable?
Please help
I'm trying to override an existing food item, to add this line to the food object:
"using_converts_to": "minecraft:acacia_button"
but nothing happens once i use it, am i doing something wrong or do existing items not let you override base game behavior?
What's your item's format version?
try without the minecraft namespace?
Here's the entire json file (apple.json)
I copied it over from the bedrock samples folder.
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "minecraft:apple",
"category": "nature"
},
"components": {
"minecraft:icon": {
"texture": "apple"
},
"minecraft:display_name": {
"value": "item.apple.name"
},
"minecraft:tags": {
"tags": [
"minecraft:is_food"
]
},
"minecraft:use_animation": "eat",
"minecraft:use_modifiers": {
"use_duration": 1.6,
"movement_modifier": 0.35
},
"minecraft:food": {
"nutrition": 4,
"saturation_modifier": 0.3,
"using_converts_to": "minecraft:acacia_button"
}
}
}
}
Try changing it to 1.20.70 format version maybe? Remove the minecraft namespace in the converts to
will give it a shot one sec
Yeah, still nothing sadly.
is it maybe just hardcoded?
that would be annoying
If i give it a custom identifier it works perfectly
Interesting
indeed
Ok, i tested with bread and bread actually works
so maybe apples are semi hardcoded for some reason?
🫠

Is there something for items similar to block states and permutations?
No
does the durability automatically decrease when attacking an entity without needing to define anything?
You need to specify on the item events how the durability will decrease
It's either, attacking entity, breaking block or using the item
Yes
Oh really? It doesn't work on me tho
Is there no way to prevent this?
You could I guess use scriptapi to add back the durability?
maybe it's the format version
I always leave mine on the latest stable version to avoid future headaches
ohh true
i am going to try
thanks
i think it's not possible
Ok I got a challenge I can't figure out ..
I want to make a dragon head...I want it to function as a normal wearable mod head but have the protective properties of a netherright helm
can sombody help me , i made the geometry file and texture and icon for a rick grimes hat but i keep failing at making it work
i dont wana make a whole post about it bc its so embarrassing 😂its such an easy thing to do but i cannot figure it out
what's the rpblem why won't it work?
im just bad at using bridge theres too many issues
the hat you're trying to make is just hat, there's no thing you could place it like a block etc?
no its just to be hat like armor helmet
😎thanks ima give it try
i cant find it
is there a way for attachable to access player molang?
There's an armor preset on bridge
How to make bow and arrow
How do I make the item picture on item
is it possible to run a command when right clicking an item? I can't find anything about it in docs
like the "on_use" event
#announcements message
So I should use beta API to detect when item is being used?
No need of beta, it’s possible in stable API, but yeah that’s an option
Other than that, you can add food component on your item, and detect item use with q.is_using_item with any BPAC attached to player, if you don’t wanna use scripts
I'll use script it's fine
But man they gotta stop change so much 😔
Bring back old days of modding
on use was experimental, it's no suriprise they are ditching it
a lot of experimental queries were also recently removed
But it was there so long
Yeah, it is kind of a pain, but in all reality this course was sealed over a year ago because mojang abandoned it back then. They're just kind of cleaning up now
Does minecraft:shooter work, I'm not sure if it's how it works but the ammunition doesn't decrement stack
are you in survival?
works for me, it does decrement stack
No, that's HCF which is going to be removed soon, I am talking about stable shooter component, using 1.20.70 format version
Ah, then I would have to use scripts then?
Cuz most of my items still run on 1.16.100
On_dig broke, I'm aware
Adding durability is what you need scripts for
But shooter would work?
yes, shooter component doesn't require scripts
{
"format_version": "1.20.70",
"minecraft:item": {
"description": {
"identifier": "test:custom_bow",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": {
"value": 1
},
"minecraft:icon": {
"textures": {
"default": "custom_bow"
}
},
"minecraft:enchantable": {
"value": 1,
"slot": "bow"
},
"minecraft:hand_equipped": {
"value": true
},
"minecraft:durability": {
"damage_chance": {
"max": 1,
"min": 1
},
"max_durability": 125
},
"minecraft:use_modifiers": {
"use_duration": 72000,
"movement_modifier": 0.4
},
"minecraft:repairable": {
"repair_items": [
{
"items": [ "test:custom_bow" ],
"repair_amount": "c.other -> query.remaining_durability + 0.12 * c.other -> query.max_durability"
}
]
},
"minecraft:shooter": {
"ammunition": [
{
"item": "minecraft:arrow",
"use_offhand": true,
"search_inventory": true,
"use_in_creative": true
}
],
"scale_power_by_draw_duration": true,
"max_draw_duration": 1.0
}
}
}
}
Example of a bow with stable items ^
Ah, thanks!
One more thing, if I were to use a custom projectile, will just defining the item work?
your projectile would be an entity, to make it an item, you will have to create another item and use this:
"minecraft:projectile": {
"minimum_critical_power": 1.25,
"projectile_entity": "your:entity"
}
after that just put ur projectile item id in shooter component
Ohh. Thanks! I'll try that out
v.attack_time doesnt seem to work
Questions to help me work on a complex addon project:
1- Is there anyway to animate an item icon? (the icon you see in the inventory, not the one in the player hand)
2- Is there a way to have item texture variant without having to duplicate the item file. Let's say I want 200 candy, red blue, pink, yellow, green, etc, but i don't want to duplicate the file 200 times.
3- Anyway to recreate the trims icon texture, where there is 1 overlay texture displayed over the base texture? So the trims line over the armor.
1 - no
2 - no
3 - Only if your item has a trim, then the icon_trim overlay will apply
Does max_draw_duration actually work?
I have it set to 1.0 and use_modifiers to 2.0. I've also just swapped the value but the projectile just never launches automatically
👀 @unborn epoch , you might know
🙃 Seems for throwable, only do_swing_animation,max_draw_duration, and min_draw_duration only work
Custom fish bucket does not transform to empty bucket and there's no water included when placing
Is it possible for an item to have two 3d models and for it to switch between said models depending on whether it is held in the main hand or the off hand
Using attachables and queries yes
How I don't know much about them yet so can you give me a detailed explanation?
Please
Learn the basics first
From where?
Check the wiki
Ok
Attachables are a system in resource packs to give items custom models and animations when held.
After that, what you'd need to do is define both models in the attachable file. Then, in the render controller, decide which model to use based on c.item_slot using a ternary statement
any way to get a deleted item??? I deleted the item instead of the recipe :(
not there, sad, I was making a pickaxe and typed out so many different block types
to define both models in the attachable file, do i have to like make different .geo files?
also idk where to put the ternary operator in the render controllers files
You do need separate geometries with different identifiers, yes. And you can use the ternary operator in the geometry string. Something like "Geometry": "c.item_slot=='main_hand' ? Geometry.default: Geometry.other"
"format_version": "1.20.41",
"render_controllers": {
"controller.render.snammer": {
"Geometry": "c.item_slot=='main_hand' ? Geometry.snammer : Geometry.cube ",
"materials": [
{ "*": "Material.default" },
{ "Alpha*": "Material.alpha" }
],
"textures": ["Texture.default"],
}
}
}```
is this it? if yes then it's not working
or like this
"format_version": "1.20.41",
"render_controllers": {
"controller.render.snammer": {
"materials": [
{ "*": "Material.default" },
{ "Alpha*": "Material.alpha" }
],
"textures": ["Texture.default"],
"arrays":{
"geometries": {
"Array.geo":[
"Geometry.snammer",
"Geometry.cube"
]
}
},
"geometry":"c.item_slot=='main_hand'?Geometry.snammer:Geometry.cube"
}
}
}```
Huh, maybe I'm doing it wrong then. I haven't really messed with changing geometries, I just assumed it would be the same as textures. Any content log errors?
no content log errors but the code also doesn't work
Ok. I'm probably wrong about geometries in render controllers then
also i a snammer.json file in BP/entities to go along with it
"minecraft:variant": {
"value": 1
},
"geometry":{
"snammer":"geometry.entity.snammer",
"cube":"geometry.entity.cube"
}
}
this is what the wiki told me to do
how do you change texture in render controls then
I use the same thing, but with other queries
I guess I may have also given a broken query
Wait, so you don't need a BP entity file for attachables
Only the rp attachable file and render controller
oh
i have those now what should i do
tell me how do you use attachables and render controller to change textures
please
Attachables are a system in resource packs to give items custom models and animations when held.
It should be possible with some kind of molang queries. I believe most use the player as the entity the queries run on, except for context ones which are about the item
The attachable should be showing up if everything's right, without any extra work. Though if the context isn't working for changing things, I'm not sure what to do
Why does my item not eat in first person and that it doesn't apply effects that I have added in the json file itself?
I thought the animation not playing was due to my item being on a constant loop for its own animation but it literally doesn't get eaten unless I'm in another view
{
"format_version": "1.20.0",
"minecraft:item": {
"description": {
"identifier": "sprx:custom_item",
"category": "items"
},
"components": {
"minecraft:icon": {
"texture": "custom_item"
},
"minecraft:food": {
"can_always_eat": true,
"nutrition": 0,
"saturation_modifier": 0,
"effects": [
{
"name": "speed",
"chance": 1.0,
"duration": 1,
"amplifier": 0
},
{
"name": "regeneration",
"chance": 1.0,
"duration": 5,
"amplifier": 1
}
]
},
"minecraft:cooldown": {
"category": "items",
"duration": 1
},
"minecraft:use_duration": 1,
"minecraft:can_destroy_in_creative": false,
"minecraft:hand_equipped": true,
"minecraft:allow_off_hand": false,
"minecraft:max_stack_size": 4
}
}
}```
Try removing the cool down and check if it make any difference
add "minecraft:use_animation": "eat" in the components to have the eating animation
also correct me if i am wrong but you have to use the on_consume event and apply effects that way
It's better if you use script after consuming an item
Seems like I'm going to have to switch over to something like BDSX anyway since I need to apply specific values of effects that I can't achieve through normal scripting...
How to fix
can someone help me make it so my custom item can have multiple ways of crafting it?
like multiple crafting recipes for 1 item
Just have multiple identifiers for your crafting recipe
The output can be the same
Why is this happening?
Be specific and include relevant details about the question upfront.
- What are you trying to accomplish?
- If you have code, which part is not working? Any content logs?
- What have you already tried?
- Have you searched the Bedrock Wiki?
Oh I forgot, my bad
Okay so I am trying to summon an entity using an item
But the problem here it says that it needs an icon texture or an icon atlas but the problem is that I've already done that and the proof to that that you can see the other items' textures are there
I tried removing the function that summons the entity but still the same problem
No tbh
Show your item code
{
"format_version": "1.13.0",
"minecraft:item": {
"description": {
"identifier": "pvz:potato_mine",
"category": "nature"
},
"components": {
"minecraft:icon": {
"texture": "potato_mine"
},
"minecraft:entity_placer": {
"entity": "potato_mine"
}
}
}
}
The item_texture file
Please use the latest format version (either 1.20.70 or 1.21.0).
Change
"minecraft:icon": {
"texture": "potato_mine"
},
``` to
```json
"minecraft:icon": {
"textures": {
"default": "potato_mine"
}
},
I will try that
But wait
If that's the problem why are the other items doesn't have the same problem?
you can also do this if you prefer
"minecraft:icon": "potato_mine"
entity placer isn't in format version 1.13.0 afaik
Does that prevent the problem?
How can I add a cooldown to an item that isn't throwable or edible?
Just use the cooldown component 👍 and use modifiers component
{
"format_version": "1.20.0",
"minecraft:item": {
"description": {
"identifier": "sprx:custom_item",
"category": "items"
},
"components": {
"minecraft:icon": {
"texture": "custom_item"
},
"minecraft:cooldown": {
"category": "items",
"duration": 1
},
"minecraft:use_duration": 1,
"minecraft:can_destroy_in_creative": false,
"minecraft:hand_equipped": true,
"minecraft:allow_off_hand": false,
"minecraft:max_stack_size": 4
}
}
}
```I have this right now but original I had `minecraft:food` in there which triggered the cooldown
What would I change about minecraft:cooldown to allow me to use the cooldown feature just from interaction?
"minecraft:cooldown": {
"category": "items",
"duration": 1
},
"minecraft:use_modifiers": {
"use_duration": 1
},```I tried this but it didn't seem to work.. I'm not sure how the component works
My item should be eaten instantly on interaction and then given a 1 second cooldown between each use
What do you mean by Instantly eaten
What exactly are you trying to achieve
As soon as the item is interacted with, the eat sound is played and the item is removed from your inventory while giving you certain effects..
But the more I'm looking at this the more likely I'm going to have to do all of that via scripting
Only thing is, I also need the 1 second cooldown to trigger on the item between each interaction
Ok, have the food component and use_modifiers to be 0 second
Okay, the minecraft:food component doesn't have any timers on it so it's just the modifier I changed