#Items General

1 messages · Page 3 of 1

fiery cradle
#

Mojank is just living up to that nickname

unreal rampart
#

hi guys

#

do i have to add cooldown components if i'm adding a sword?

unreal rampart
#

how do I use minecraft:enchantable component?

#

I can't figure it out from the docs

kindred pollen
#

How do I make an item add an effect to a player or run a command in 1.20.50?

arctic sand
#

that version is out already?!

#

I thought we were still at 1.20.43

jaunty grove
jaunty grove
jaunty grove
open adder
#

It's possible to have a custom fishing rod ?

#

I been trying to find one

#

but nothing

#

Only for bows

fiery cradle
#

It's not really officially possible. I know people have made workarounds, but changing the texture would be difficult if not impossible

kindred pollen
jaunty grove
jaunty grove
open adder
#

Nice!

#

Have you been able to actually change the texture of it when used?

jaunty grove
#

It's simple.

open adder
#

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

short garden
#

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?
final forum
#

I wonder when Flowers' id values get flattened

proper umbra
#

how can I make a specific event occur when an item is used without using the experiments?

jaunty grove
sinful forge
#

trying to make a custom bucket that uses block placer, i want after using it give the user an empty bucket?

high fiber
#

How detect when player hit or break block on attachables?

slim jasper
#

Is it possible to use on_hurt on Armor

#

You can put a condition in on_hurt

arctic sand
#

on_hurt is entities

jaunty grove
high fiber
#

Thanks guys, i Will try it Amman:D

neon zodiac
#

hey guys, can someone give me a sample file or show me how to create a 3d shield animation? Please

lilac solar
#

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]]

fiery cradle
#

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.

copper island
#

ayo can somebody tell me what types these are?????? 🧐

safe echo
copper island
#

i was wondering what type 69, 70, 71, 72, 74 means

safe echo
#

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.

calm hare
copper island
lethal iris
#

Why Is my item not losing durability

lapis tartan
#

Is max durability set?

lethal iris
#

Yes

fiery cradle
lethal iris
#

Even when I did that

#

It still didn’t lose durability

#

Dwai about Item name

fiery cradle
#

Ah, ok, weird. Maybe try putting it in a second block in the sequence, rather than outside of it? Also, any content log errors?

tribal echo
#

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?

still pecan
#

Are custom JSON components possible for items (I know dynamic properties via scripting are a thing but I'm curious)

tribal echo
#

@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?

wraith violet
#

No idea

random moat
still pecan
#

Oh

random moat
# still pecan Oh

but have to write the values like this

"tag:custom_component_name:value": {}
lethal sparrow
#

Can i buy @wraith violet on eBay?

#

Btw smokey

#

#add-ons message

#

Any idea?

wind flame
#

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!

lost orchid
#

Does anyone have a guide for upgrading items to version 1.20.50?

#

If anyone has it, ping me

jaunty grove
wraith violet
jaunty grove
lucid wave
#

hi

mossy sapphire
#

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.

wind flame
#

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.

latent urchin
wind flame
#

Yeah, makes sense. Perhaps it's only feasible with entities or mobs, because, for example, bats only spawn when the light level is 0.

jaunty grove
#

You can use it along with has_equipment filter in player.json to add and remove effects.

lapis wolf
#

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

jaunty grove
lapis wolf
#

okay

#

is there a way to get a cooldown without defining it as food item? the burp sound is weird

torn creek
#

anyone have link to every res image to items? the latest full res pack?

wraith violet
torn creek
torn creek
#

does anyone know the source location of the lapis_lazuli item?

this isn't it

#

nvm its dye powder blue

jaunty grove
torn creek
#

Ty

sinful forge
#
{
  "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?

wraith violet
sinful forge
#

add_mob_effect/on_consume doesnt work

#

using v1.20.51

jaunty grove
sinful forge
#

thanks

real moth
#
{
    "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?

wraith violet
real moth
#

th

#

quick question how can I create a category on minecraft in the creative inventory

jaunty grove
dry pilot
#

How can I make an item render with a 3D model in the inventory?

fiery cradle
#

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

wind flame
#

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.

dry pilot
fiery cradle
#

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

dry pilot
#

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

fiery cradle
#

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)

dry pilot
#

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

past hill
#

How do I fix this?

turbid ermine
#

Hey bud, does this still work for custom items?

#

I tried but no glint it seems

turbid ermine
fiery cradle
fiery cradle
#

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

turbid ermine
#

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

fiery cradle
#

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

turbid ermine
#

Best place to look in vanillad data?

fiery cradle
#

The armor attachable files probably. They don't have any animations

turbid ermine
#

I found spyglass 🙂

#

Oh wow - Glint works fine with attachables

#

Just need to restart client

chrome anchor
#

I had a quick question

#

To put an item on the player's back, how should I do it?

normal sonnet
#

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?

wraith violet
jaunty grove
deft atlas
#

How about first person offhand?

#

How about first person offhand?

wind flame
past hill
jaunty grove
#

You can simply move it in blockbench too instead of using an animation.

past hill
#

It's a 2d item tho

wind flame
#

Thanks, guys, I've already managed to adjust this. It worked now.
I hadn't placed the right bone.

shadow cedar
#

How would 1 put player specific scoreboard values in a custom item name

shadow cedar
#

For exmaple, when u hover over the item, it will say “pickaxe level #”

jaunty grove
#

You're using attachable so you must have a model of it.

jaunty grove
jaunty grove
#

So, what you're using?

vapid plover
#

what does this mean?

jaunty grove
vapid plover
#

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"
}
},

shadow cedar
#

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"
        }
      }
    }
}```
wraith violet
plain elbow
#

Someone knows how to make a melee weapon with spam attacking/ loop hit when you keep pressed the left click?

jaunty grove
azure field
#

[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"
    },```
jaunty grove
#

I already saw that video.

azure field
#
  "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

jaunty grove
azure field
#

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.
wraith violet
#

There we go, the unlock key is an array

azure field
#

big brain

#

i am defeated by a [] once again

#

one day they will stop making me look like an idiot i promise. 7482uwucat

vapid plover
#

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
}
}
}
}
}

wraith violet
azure field
#

do we have to do scripting for custom item durability now?

vapid plover
wraith violet
#

#1067535382285135923

storm warren
#

Do vanilla tools work with custom block tags yet?

#

Like mine em faster or not?

wraith violet
#

No

jaunty grove
wraith violet
jaunty grove
#

Okay, I'll see what I can find in the VP itself.

jaunty grove
# wraith violet No idea, only based it off the VP
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?

wraith violet
#

Nope

#

Until one of us decides to make a PR for the bedrock wiki or Mojang does it first

jaunty grove
wraith violet
jaunty grove
storm warren
thick crane
#

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.

late sentinel
#

How can I fix this?

wraith violet
late sentinel
#

you don't see the issue with the item

#

literally massive

#

render_offsets doesn't seem to do fuck all anymore

wraith violet
#

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

daring garnetBOT
late sentinel
#

do i need just the attachable file or am I going to need the whole animation shit just to do it

wraith violet
#

Both

late sentinel
#

i guess i'll just use a golden apple instead :/ this looks confusing

round sapphire
#

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?

arctic sand
#

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

round sapphire
#

Oh okay

round sapphire
#

@arctic sand how I do that?

daring garnetBOT
wraith violet
round sapphire
#

Oh okay but can you help me

wraith violet
round sapphire
#

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"
            ]
        }
    }
}
thick jungle
#

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

distant pasture
#

Why were so many useful components deprecated after 1.20...

distant pasture
#

Knockback resistance.

#

armor

wraith violet
distant pasture
#

Yeah but there's no alternative to knockback_resistance

wraith violet
distant pasture
#

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

wraith violet
distant pasture
#

what. 1.19.80? If I don't get this addon fixed, A server isn't gonna go up.

wraith violet
distant pasture
#

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 coronalol

distant pasture
#

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...

distant pasture
#

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...

wraith violet
#

That's why you should use the lateste format version

distant pasture
#

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.

calm hare
#

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?

wraith violet
calm hare
#

you're supposed to be slower

calm hare
calm hare
#

minecraft:interact_button also seems to do nothing on mobile

dry pilot
#

Anyone knows how the speed property in minecraft:digger works?

wraith violet
dry pilot
#

Is it a multiplier? Does it overrides hand destroying speed like damage in weapons? If is a multiplier, what value it is multiplying?

wraith violet
#

Oh, jeb_shrug

dry pilot
wraith violet
#

Funny enough

dry pilot
#

Yeah, and also no documentation about mining_speed which even though it was deprecated it can still be used

wraith violet
dry pilot
#

If that was the case

#

But there is also no reason to keep a deprecated component working 😂

#

Mojang being Mojang

wraith violet
dry pilot
#

I imagine so

wraith violet
#

But digger not having documentation sucks

#

The only examples I find are those that use tags only

dry pilot
#

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

dry pilot
#

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

distant pasture
wild heron
#

Hello I need help as I am trying to make the netherite sword to be useable in the offhand.

wild heron
calm hare
#

Can't modify vanilla items

wild heron
distant pasture
#

Nope

wild heron
calm hare
#

You can only modify vanilla foods

fiery cradle
#

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

modest frigate
#

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?

calm hare
#

is there an attachable assigned to the item?

unreal oasis
#

maybe render offset?

vernal nebula
#

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

jaunty grove
#

Please just ignore the warning on that page and create glyphs like E2 and E3 instead of modifying the vanilla E0 and E1.

thick jungle
thick jungle
# jaunty grove Yes

oh srsly? shoot that actually helps a lot with what i was planning, what can it go up to?

thick jungle
jaunty grove
vernal nebula
jaunty grove
vernal nebula
#

I can increase the size of the base image you say?

jaunty grove
#

By default, it's 256x256 so each image inside it is 16x16.

jaunty grove
vernal nebula
#

Nice. I'll give it a try! Thanks!

pale needle
#

Hello, I have a question: How to hide items from inventory, but it will not be hidden from residences, only Creative inventory?

pale needle
#

@jaunty grove Hi

pale needle
pale needle
jaunty grove
#

I'm not sure if it just hides the item from the auti completions or literally prevents the item from being given using commands.

pale needle
jaunty grove
#

There isn't a other way though!

#

You can use loot tables to give the item.

#

but not with commands.

#

/loot give.

pale needle
pale needle
#

@jaunty grove loot command How do we reset the items we bought, so only those items you bought will be reset?

pale needle
jaunty grove
pale needle
#

I want to clear your player but category none

jaunty grove
pale needle
jaunty grove
quartz anvil
#

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? Footlose_Heart

wraith violet
#

W

sharp ferry
#

block.location

storm warren
#

Has anyone noticed that liquid_clipped works?

#

At least when using the playerInteractWithBlockAfterEvent?

calm hare
#

Anyone else's shooter component broken on mobile?

arctic sand
#

mine appears to work fine

storm warren
#

Same. It fires projectiles okay and even works with charging, even on mobile.

hallow pecan
#

how can i create animated items?

jaunty grove
hallow pecan
#

ok thanks, I will look at it

hallow pecan
#

is their a way to also animate the item in the hotbar or not?

jaunty grove
shadow cedar
#

hey that's cool

#

(i'm so sorry)

gritty goblet
#

you are not

tawdry leaf
#

is there a tools generator?

#

just to stop us from having to specify every block for mining ourselves

dry pilot
pale needle
#
{
  "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?

wraith violet
pale needle
true ocean
#

Is it possible to increase the max stack size of vanilla items like eggs and ender pearls

fair smelt
#

"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

wraith violet
fair smelt
wraith violet
fair smelt
#

{ "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" } } } } } }

fair smelt
wraith violet
fair smelt
#

{ "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" } } } } }

torpid steppe
#

hi there, when creating a custom item, how can Imake it to not show in the creative menu?

jaunty grove
fair smelt
#

{ "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?

fiery cradle
#

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

fair smelt
# fiery cradle `q.scoreboard` only works in a resource pack if the scoreboard is visible. You'l...

{ "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

fiery cradle
#

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

fiery cradle
#

Ok. Then I guess you could use a property that's set in the behavior pack

#

But it would only work for the player

fair smelt
#

It works with query that doesn't have value

#

Like works with query.alive etc

fiery cradle
#

What about q.property?

fair smelt
#

Soo how can I make it using scoreboard or tags?

fair smelt
fiery cradle
fair smelt
#

Btw it's a attachable render controller

fiery cradle
#

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

fair smelt
fiery cradle
#

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

fair smelt
#

Btw can we not try something with tags rather than scoreboard?

fiery cradle
#

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

unreal scaffold
#

How to make an enchanted book with a custom enchantment?

wraith violet
shadow cedar
#

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-

daring garnetBOT
fiery cradle
# daring garnet

@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

fair smelt
#

Can you change item name through commands?

fiery cradle
plain elbow
#

¿How can i make a melee item with infinite hit when you keep pressed the attack button?

edgy creek
#

plz help 😭

daring garnetBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

patent compass
jaunty grove
fair smelt
#

{ "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

fair smelt
#

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!" } } } }

naive ivy
#

Can anyone help me I need to change how much protection vanilla leather armor gives and durability is it possible?

jaunty grove
naive ivy
#

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

jaunty grove
mighty tinsel
#

Can I make my blocks destroyable with vanilla pickaxes?

#

I haven't been aware of anything for a long time

plain elbow
#

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

jaunty grove
jaunty grove
# plain elbow Example?

I mean that you needed to use that query instead of whatever you used to play the animation in the attachable.

civic zinc
#

Any way of making an item shoot projectiles? In the latest item version?

wraith violet
civic zinc
#

That's it?

wraith violet
#

Yeah

#

Check the docs

civic zinc
#

Alr

vapid plover
#

Is there a way to remove durability from an item in your inventory without the item in question doing anything?

fiery cradle
#

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

vapid plover
#

Interesting

plain elbow
#

How do I make melee weapons have more attack range in survival?

wraith violet
plain elbow
wraith violet
karmic pagoda
#

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

arctic sand
# karmic pagoda

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.json file, is upload this image, of the tall grass block texture, I have below to your RP and then define it under the name: "tallgrass" in the item_textures.json file

#

Hope this helps 👍

karmic pagoda
#

i do the same thing with my other items

arctic sand
#

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

karmic pagoda
#

what about golden apples? and tripwires?

#

cause had the same issue with them aswell

arctic sand
#

1 sec let me look

karmic pagoda
arctic sand
#

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 🙂

karmic pagoda
#

ty much appreciated

lucid wave
#

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,
hushed blazeBOT
#
huy_2023

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.

pale needle
#

@lucid wave How to create a custom player so that when you wear the armor, that entity will be worn on us?

brazen zealot
#

Is my cup of juice oversized because it's a 32x32 texture and not 16x16...?

brazen zealot
#

facepalm Thanks

hollow mulch
#

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.

wraith violet
wraith violet
#

#1067535382285135923 ?

civic zinc
hollow mulch
civic zinc
#

This link has a good example of the latest version

hollow mulch
#

I fix the item

hollow mulch
civic zinc
#

Oh okay 👍

barren hawk
#

Does anyone know how to make an item's icon look 3d in slots and when dropped? (Example; mob heads, blocks)

lost orchid
#

What is the new syntax for the "minecraft:icon" component in 1.20.60?

wraith violet
lost orchid
#

Tks

raven badger
#

Does someone know how to make an edible item not removed after eating it?

vernal cedar
#

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

brazen zealot
#

.....What?

vernal cedar
#

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

brazen zealot
#

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]?

vernal cedar
#

idk 💀

final forum
#

Somehow, only blocks that have "carried textures" aren't flattened

#

tallgrass, flowers, and saplings

#

my add-on depends on these things getting flattened.

wraith violet
placid basin
#

I am a novice item maker, is there a way to display items in the inventory as 3D models instead of icons, like blocks?

lucid wave
#

how do i add item dynamic properties?

wraith violet
spice sierra
#

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

wraith violet
spice sierra
#

do you know of any tool template that works without experimental?

spice sierra
#

does someone knows how to even use minecraft:digger wiyhout experimental? i cant find anything

wraith violet
#

Its already stable

wraith violet
#

ScriptAPI

dry pilot
#

How can I make my tools use durability

#

This is not working:

"minecraft:durability": {
                "damage_chance": {
                    "min": 10,
                    "max": 50
                },
                "max_durability": 60
            }
wraith violet
dry pilot
#

Durability no longer works?

wraith violet
dry pilot
#

Very unfortunate

#

Will use scripting then, thanks!

still meteor
#

can we not use the on_consume component on food items anymore 🥲 I can still use it if I use an older format, right?

wraith violet
#

It is not recommended to use old format versions

still meteor
wraith violet
#

#1067535382285135923

still meteor
wraith violet
still meteor
#

oh, where can I not use it?

#

which files?

wraith violet
#

If you want to make custom armour you would need to use newer format versions

still meteor
#

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

wraith violet
still meteor
wraith violet
#

Everytime you eat it would add a point to the scoreboard?

still meteor
#

yepp

wraith violet
#

Yeah you can use #1067535382285135923 to detect when an item is used then

still meteor
#

ohhh i see, Ill look into it tomorrow when i wake up, thanks for the tip:)

thick crane
#

how to disable an item from 5he creative inventory?

dry pilot
#

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"
            }
        }
    }
}
wraith violet
dry pilot
#

oh

#

it is still on the docs, awesome

wraith violet
dry pilot
#

Thanks! Was about to do one lol

dry pilot
#

Why are the slot values used in minecraft:enchant different in other components like wereable...

wraith violet
dry pilot
#

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

wraith violet
#

Ah that's what you mean, no idea honestly

dry pilot
#

Very wild

wraith violet
#

Wearables reflect the /replaceitem command

dry pilot
#

imo they should all follow the same slot names

#

and the ones for replaceitem command are the ideal

wraith violet
#

What about non armour slots?

#

Like bow, axe, etc

dry pilot
#

They should be left like they are currently. But why rename armor ones?

#

Having two ways of calling something in code is confusing

still meteor
#

bc idk how to fix it if the addon goes haywire in my modded world

still meteor
wraith violet
still meteor
#

thanks thanks

wraith violet
#

Already made a github issue

vernal cedar
#

how to make a pickaxe can destroy all blocks with speed of 8 ?

vernal cedar
#

this pickaxe doesn't break stone bricks idk why

dense steppe
#

Hey can I use attachable but show hands too

shadow cedar
shadow cedar
steep dagger
#

For minecraft:digger, is the speed argument represented in seconds, ticks, or something else? For example speed:10 would be....?

dry pilot
#

I opened a GH issue about it & other missing info but they just added docs without many info

steep dagger
lethal iris
#

Is it possible for armour to go in two slots

#

E.g helmet and boots slots

vernal cedar
#

i sthat correct?

#

i want to check if it's key item and it use durability?

wraith violet
vernal cedar
#

q.is_item_name_any('slot.weapon.mainhand', 'bridge:key') && query.max_durability

vernal cedar
#

the key has durabiltiy like to be used 8 times i set durability on it like 8

wraith violet
#

Then it's a #1067876857103536159 question. However I recommend using #1067535382285135923

vernal cedar
wraith violet
#

You're going to have to learn it someday

vernal cedar
#

:D

#

how i am supposed to learn it

daring garnetBOT
#
Learn JavaScript

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

#
wraith violet
#

@vernal cedar tada

vernal cedar
#

: ]

#

so it's just docs lol

#

about script api

celest vapor
#

Can you do custom swinging for 3d items and can you make them animated?

fallow trellis
#

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)

wraith violet
celest vapor
#

What about just making a blade have like this sharp effect idk how to describe it

#

Like light refracting off it

celest vapor
#

Kind of

#

Just like an animation constantly running

wraith violet
#

minecraft:stacked_by_data never understood this, we can't even set different auxvalues on items afaik right?

safe pond
vernal cedar
#

how to make item have annimated texture ?

thorny monolith
#

Does some know what the default breaking speed ups are of vanilla tools and where I can possibly find the documentation for later use?

thorny monolith
vernal cedar
#

looks like a boss

latent urchin
#

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

vernal cedar
fallow trellis
latent urchin
#

I tried textures too

wraith violet
vernal cedar
#

i was searching for the answer

#

long time

latent urchin
unreal scaffold
#

Is it possible to make an item with a custom effect (that is not vanilla or not in game, basically custom)

shadow cedar
#

WHY IS IT ROTATED LIKE THAT

#

LMFAO

#

can you rotate the items in the behavior packs? like ik there is scale but like omg

prisma prawn
fallow trellis
#

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.

fallow trellis
# wraith violet 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?

vernal cedar
#

use pixel draw and rotate the texture

#

like the pic

#

AND I AM ASKING animated item texture

#

:D and thanks

true ocean
#

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

vernal cedar
#

how to make a recipe

#

from those blocks ?

dusty sable
#

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?

red lichen
#

how to make an item not show in the creative menu?

restive imp
#

How to make this teleportation for sword??

#

Guys

desert echo
storm warren
dry elbow
distant kite
#

How can i make it so my sword runs a command when i hit something with it?

unreal scaffold
#

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

unreal oasis
#

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

plush gull
#

How do I set the sound of my custom shooter item? The projectile is also a custom one. Currently it sounds bow.

unreal oasis
tall epoch
restive imp
glass steppe
#

can i change vanilla items like vanilla mobs or only mobs are changeable?

daring garnetBOT
#
What Vanilla Things Can We Modify?

Can

  • Entities
  • Features

Can't

  • Blocks
  • Items
  • Biomes
  • Dimensions
glass steppe
#

oh thanks

#

so i will need to create custom items with the same texture

wraith violet
#

Yep

glass steppe
#

are custom creative categories possible?

wraith violet
eternal moat
#

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.

dry pilot
#

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

wraith violet
daring garnetBOT
#
The format for naming items in .lang changed

Old: item.sirlich:hoe.name=Hoe
New: item.sirlich:hoe=Hoe

Essentially you just need to remove the .name

dry pilot
#

oh

#

Thank you!

eternal moat
# wraith violet Using the tags component ```json "minecraft:tags":{ "tags": [] } ```

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?

wraith violet
#

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

eternal moat
eternal moat
eternal moat
#

bummer

karmic pagoda
#

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

eternal moat
#

Is it possible to have an item's durability consumed when crafting with it rather than using it up entirely?

fiery cradle
#

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

karmic pagoda
#

@

latent urchin
wraith violet
true ocean
#

Is there a way to apply lore to any items being crafted?

spiral solar
#

Hey

#

I wanna ask

dry pilot
#

Can you make 3D items in the inventory?

glass steppe
#

idk how

#

you can create a custom block using bridge and look how it renders it

#

then use this format for your item

ebon nova
#

Why doesn't it appear when I throw it?

timid juniper
#

Guys !

#

They really removed item events in the newer formats ?

timid juniper
#

Dang it

#

So the only way is using the older format or with scripting

wraith violet
timid juniper
#

🥲

#

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

ebon nova
spice sierra
#

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{

gray tiger
#

Since "swing" event from items is gone, is there any plan to get that functionality via script api?

lost orchid
#

Does anyone have a food item code that works?

wraith violet
languid grail
#

How do I put an item in a category group like swords in the 1.20.50 version?

dense steppe
#

Is there a way to dynamically change the item tag?

gray tiger
# dense steppe

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

tawdry leaf
#

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

gray tiger
#

attachable is ur only method

tawdry leaf
#

right ok

frigid geode
#

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?
wraith violet
gray tiger
#

Durability works with scripting api

wraith violet
#

Oh calm down dont be so dramatic

wraith violet
#

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

gray tiger
#

not officially supported so not relevant

wraith violet
#

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

wraith violet
#

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

timid juniper
#

Huh ?
Did they removed minecraft:icon component ?

#

Im using 1.20.70 format version

wraith violet
timid juniper
wraith violet
#

Adds support for armour trims

timid juniper
#

I thought we're finally got a way to change texture of an item depending on a behavior logic

#

Like what block permutations does

timid juniper
wraith violet
#

It got removed if I recall correctly

timid juniper
wraith violet
#

It's not stable so it's going to get removed one day

timid juniper
#

I'm curious I want to hnow what that component do

gray tiger
#

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

fiery cradle
#

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

wraith violet
gray tiger
gray tiger
wraith violet
#

That's very interesting, could be a bug or feature?

azure plume
#

Hello, does anyone have a template for making throwable objects?

azure plume
dry pilot
#

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

gray tiger
#

tho it wouldn't have the sound or even item swing animation, for that u could use scripting

gray tiger
dry pilot
#

1.20.70

gray tiger
#
"minecraft:tags": {
  "tags": [
    "minecraft:is_axe"
  ]
}

Tags are added in this format for new items

dry pilot
#

Oh

#

Thank you very much

gray tiger
#

Np

dry pilot
#

There seems to be no animation, unlike vanilla. How can I fix that?

gray tiger
dry pilot
#

Okay, thank you! 😊

#

Why does durability only works when hitting or receiving damage if armor?

wraith violet
#

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

dry pilot
#

Why 😵‍💫

#

Mojang is strange sometimes

wraith violet
#

Bug or works as intended, pick your poison

dry pilot
#

Is mojang..

#

is a feature.

solid aurora
#

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

gray tiger
#

but if you want the item in hand animated, like that 2D sprite, you could do that with attachables

solid aurora
shadow cedar
#

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

torpid steppe
#

hi there, is there a way to hide custim items from creative menu like we do with blocks?

dense steppe
#

How can an attachable play animation?

#

RPAC for attachable?

dense steppe
#

Can anyone explain the remaining_durability query?

#

I want to get the remaining_durability of the selected item?

lucid panther
#

How do you give new players a shulker box full of a custom starting pack ..

solid aurora
#

Structure block

gray tiger
dense steppe
#

Im trying to get the selected item remaining durability

gray tiger
dense steppe
dense steppe
#

Also, How can an attachable play animation?
RPAC for attachable?
Please help

gleaming plank
#

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?

wraith violet
#

try without the minecraft namespace?

gleaming plank
#

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"
      }
    }
  }
}
wraith violet
gleaming plank
#

is it maybe just hardcoded?

#

that would be annoying

#

If i give it a custom identifier it works perfectly

wraith violet
#

Interesting

gleaming plank
gleaming plank
#

so maybe apples are semi hardcoded for some reason?

wraith violet
#

🫠

gleaming plank
drowsy echo
#

Is there something for items similar to block states and permutations?

shadow cedar
#

does the durability automatically decrease when attacking an entity without needing to define anything?

solid aurora
#

You need to specify on the item events how the durability will decrease

#

It's either, attacking entity, breaking block or using the item

solid aurora
shadow cedar
wraith violet
shadow cedar
#

I always leave mine on the latest stable version to avoid future headaches

shadow cedar
#

i am going to try

#

thanks

vale lodge
#

Guys how to make item animation UV?

#

Just like a particle

solid aurora
#

i think it's not possible

lucid panther
#

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

brave spade
#

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

solid aurora
brave spade
solid aurora
#

the hat you're trying to make is just hat, there's no thing you could place it like a block etc?

brave spade
solid aurora
#

then you could just use the free preset of the Bridge

#

it's easy as 123

brave spade
brave spade
dense steppe
#

is there a way for attachable to access player molang?

solid aurora
dusty sable
#

How to make bow and arrow

slender lance
#

How do I make the item picture on item

crude sinew
#

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

gray tiger
crude sinew
gray tiger
#

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

crude sinew
#

I'll use script it's fine

#

But man they gotta stop change so much 😔

#

Bring back old days of modding

gray tiger
#

a lot of experimental queries were also recently removed

crude sinew
#

But it was there so long

fiery cradle
#

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

deft crater
#

Does minecraft:shooter work, I'm not sure if it's how it works but the ammunition doesn't decrement stack

gray tiger
#

works for me, it does decrement stack

deft crater
#

Because I did

#

On_use > shoot

gray tiger
deft crater
#

Cuz most of my items still run on 1.16.100

#

On_dig broke, I'm aware

gray tiger
deft crater
gray tiger
#
{
  "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 ^

deft crater
#

Ah, thanks!

deft crater
gray tiger
#

after that just put ur projectile item id in shooter component

deft crater
lucid wave
#

v.attack_time doesnt seem to work

marsh ravine
#

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.

wraith violet
wraith violet
#

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

fading rivet
#

Custom fish bucket does not transform to empty bucket and there's no water included when placing

nova juniper
#

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

wraith violet
nova juniper
#

How I don't know much about them yet so can you give me a detailed explanation?

#

Please

wraith violet
#

Learn the basics first

nova juniper
#

From where?

wraith violet
#

Check the wiki

nova juniper
#

Ok

daring garnetBOT
fiery cradle
# nova juniper Ok

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

light pilot
#

any way to get a deleted item??? I deleted the item instead of the recipe :(

fiery cradle
#

Did you check your pcs trash folder? It might be there

#

If not, you're out of luck

light pilot
#

not there, sad, I was making a pickaxe and typed out so many different block types

nova juniper
#

also idk where to put the ternary operator in the render controllers files

fiery cradle
#

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"

nova juniper
#
  "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"],
      
    }
  }
}```
nova juniper
nova juniper
#

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"
    }
  }
}```
fiery cradle
#

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?

nova juniper
fiery cradle
#

Ok. I'm probably wrong about geometries in render controllers then

nova juniper
#

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

nova juniper
fiery cradle
#

I use the same thing, but with other queries

#

I guess I may have also given a broken query

fiery cradle
#

Only the rp attachable file and render controller

nova juniper
#

i have those now what should i do

#

tell me how do you use attachables and render controller to change textures

#

please

daring garnetBOT
fiery cradle
#

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

late sentinel
#

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
    }
  }
}```
solid aurora
#

Try removing the cool down and check if it make any difference

nova juniper
#

also correct me if i am wrong but you have to use the on_consume event and apply effects that way

civic zinc
#

It's better if you use script after consuming an item

late sentinel
#

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...

leaden mesa
remote plover
#

can someone help me make it so my custom item can have multiple ways of crafting it?

#

like multiple crafting recipes for 1 item

gray tiger
#

The output can be the same

brisk spade
#

Why is this happening?

daring garnetBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

brisk spade
#

Oh I forgot, my bad

brisk spade
# brisk spade Why is this happening?

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

brisk spade
# wraith violet 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"
      }
    }
  }
}
brisk spade
wraith violet
brisk spade
#

I will try that

#

But wait

#

If that's the problem why are the other items doesn't have the same problem?

fervent maple
#

you can also do this if you prefer

"minecraft:icon": "potato_mine"
fervent maple
brisk spade
late sentinel
#

How can I add a cooldown to an item that isn't throwable or edible?

wraith violet
#

Just use the cooldown component 👍 and use modifiers component

late sentinel
#
{
  "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?

late sentinel
#
      "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

wraith violet
#

What exactly are you trying to achieve

late sentinel
#

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

wraith violet
late sentinel
#

Okay, the minecraft:food component doesn't have any timers on it so it's just the modifier I changed