#Items General
1 messages · Page 4 of 1
I highly recommend using the latest format version. My apologies for not noticing that earlier
{
"format_version": "1.20.73",
"minecraft:item": {
"description": {
"identifier": "sprx:custom_item",
"category": "items"
},
"components": {
"minecraft:icon": {
"texture": "custom_item"
},
"minecraft:food": {
"can_always_eat": true
},
"minecraft:use_animation": "eat",
"minecraft:use_modifiers": {
"use_duration": 0,
"movement_modifier": 1
},
"minecraft:cooldown": {
"category": "items",
"duration": 1
},
"minecraft:can_destroy_in_creative": false,
"minecraft:hand_equipped": true,
"minecraft:allow_off_hand": false,
"minecraft:max_stack_size": 4
}
}
}```This is what I'm using now...
There is no more use_duration
The "minecraft:food" component requires "minecraft:use_duration > use_duration" to be set with a non-zero value.
Then do 0.1?
If I don't have use_duration it tells me to use that component and also anything below 1.0 makes it be eaten forever.. it never gets eaten just keeps trying to eat the item
Please use the latest format version
Yeah, forgot to change that back since I had to make a few changes.. my bad
components -> minecraft:icon -> texture: this member was found in the input, but is not present in the Schema
description -> category: this member was found in the input, but is not present in the Schema
I'm getting this now about these things.. I'm currently making these changes on a BDSX server to make seeing errors easier but this is due to the items json file..
What changed with the icon and the category that would be giving me these errors?
The cooldown and use duration is working now though.. thank you! 🙂
icon you can just use a string instead of an object unless you plan to use armour trims
As for the category, let me check my notes
Wdym by a string? You mean it got changed to just "minecraft:icon": "custom_item"?
Ah yes, category was renamed to menu_category which is an object
"menu_category":{
"category": string,
"group": string,
"is_hidden_in_commands": boolean
}
Yep, support for that was added in 1.20.40
It works perfectly now, I guess the effects I'll have to do via the scripting side since I have to use custom attributes from bdsx so thank you for the help 🥳
Is there a way to key/value tag items? I've redone the shield mechanics, but I'm wanting each individual shield to have a tag/etc for how much damage reduction they provide.. for example
offhand.getTag("DamageReduction") => 4
ScriptAPI can do that 👍
Mind if I DM you about that? I have a script mostly done, just trying to simplify it down so I don't need to repeat function calls/code for each shield type. I have each shield tagged with "BRPGShield" but I'm looking for a way to also tag "DamageReduction": 4 like a dictionary
You can open a post in #1067535382285135923
I suppose so. I mainly posted here because I assumed that there was a JSON way to tag items like that but maybe not. Thanks 🙂
how do i fix item not showing icon?
hello
any idea or anyone that got vanilla diamond armor values..?
or basically default jsons for them.
Don't have access to them
What exactly are you looking for?
modded armor, I want to make them all the same as normal diamond armor
So what values do you need?
they will be different textures ofcourse, just the same as diamond in terms of values etc..
If you need durability, check the wiki
durability is easy to find on armor
basically things like protection, and those things.
https://minecraft.wiki/w/Armor#Defense_points You can find how many chestplates each armour uses
Armor is a category of items that provide players and certain mobs with varying levels of protection from common damage types, and appear graphically on the wearer (excluding non-humanoid wearers). These items include several different tiers of helmets, chestplates, leggings, and boots, which can each be placed in designated armor slots of a pla...
thanks
Any reason why my custom block icon is smaller than the vanilla blocks?
They're both the same texture size and the block itself is the same size also.. so it doesn't make much sense to me
That's works as intended as far as I know, Custom blocks will always be smaller than vanilla blocks
I don't remember this ever being a thing.. I'm surprised it took me until now to notice
Yeah it's been like that for 4 years 😅 The things you don't notice in this game is...interesting
But then people notice the torch texture being adjusted by 1 pixel the second an update drops lmao
any idea on how to make a chargable item that plays either the bow chargue animation or no animatio at all when charged intead of the food eating one'
?
Heres a list of all use animations https://discord.com/channels/523663022053392405/1227228512520503348
Hello, there is a way to get an item based on the principle of feeding the mob some item and eventually, with some probability, get the item (so that it drops it)?
Wrong 🤓
Because you are using the geometry component. If your block does not need a custom geometry, just use blocks.json, this does not have that issue. "minecraft:geometry.full_block is only intended for blocks that become full after a certain action, such snow layers or slabs/
Also, this is #1067869136606220288 😅
You can tell the difference for sure. Only the pillar here is using a geo
My bad, I didn't even realise this was sent in here 😅
{
"format_version": "1.20.60",
"minecraft:item": {
"description": {
"identifier": "mh:hakkero"
},
"components": {
"minecraft:icon": {
"texture": "hakkero"
},
"minecraft:display_name": {
"value": "Mini Hakkero"
},
"minecraft:food": {
"can_always_eat": true
},
"minecraft:max_stack_size": 1,
"minecraft:use_modifiers": {
"use_duration": 9999,
"movement_modifier": 0.25
},
"minecraft:block_placer": {
"block": "mh:hakkero_block"
}
}
}
}```
I´m trying to put an icon to my item but it doesnt works, any idea why?
{
"resource_pack_name": "bridgeRP",
"texture_name": "atlas.items",
"texture_data": {
"hakkero": {
"textures": [
"textures/items/hakkero"
]
}
}
}```
It's
"minecraft:icon":
"textures":{
"default": "icon"
}
}
can you make custom trim in bedrock?
Nope
oh :<
how would i make a tool item (an item with hand_equipped enabled) not have a large texture? I know the solution with normal items but it overwrites the first person swing animation of hand_equipped
i think you make it an attachable, is your item just an image with the size higher than 16x16?
HIDDEN ITEMS INACCESSIBLE IN COMMANDS (MCPE-177866)
Currently, setting the category to "none" in a custom item (not block) prevents the item from being used in commands, overriding the "is_hidden_in_commands" option. This issue doesn't affect blocks.
Is this still not fixed?
hi there, did someone use the custom components for items already? I m trying to add it but cannot load the item:
"minecraft:custom_components": ["content:turn_to_air"],
got the error ```
[2024-04-24 15:30:17:600 ERROR] [Item] Error Parsing Item 'awp:rune_fireball':
[2024-04-24 15:30:17:600 ERROR] [Item] Failed to parse field ': Invalid legacy components data'```
Is your format version 1.20.80 and you enabled the beta api and disabled holiday creator features?
yes, yes, I think no... so I need to disable holiday ? would it disable other stuff that I may be using?

what is under holiday creators today? is there a place I can check?
Just block events
The best way to check is to play your addon in a world withiut the toggle
yes mostly block events is erroring... I was planning to migrate it too this week, I was just not aware that I needed to disable the HCF to make the custom components work =Z
thx!
the solution i’m talking about is making it an attachable with animation and geometry, and yes the texture is larger
did you only make the texture but not the model?
the texture varies as it's a default texture, meaning depending on the person, they may have a higher res texture pack, and i want their texture to work.
"bonked": {
"action": {
"command": [
"playsound weapons.bonk @a ~~~ 4 1 1"
]
}
}
}```
how can i replace the run_command trigger
format version : 1.20.50
"bonked": {
"run_command": {
"command": [
"playsound weapons.bonk @a ~~~ 4 1 1"
]
}
}
}```
Oh I am sorry I actually don't want to use run_command as it is a holiday creator feature so I thought action should work but yea, I don't wanna use run_command
What you’re using events for? They aren’t a thing anymore in 1.20.50 format version for items
Tho the replacement for run command is queue_command
Oh sorry, but only option is BP AC or scripts
BP AC?
Behavior Pack animation controller
On hurt entity
Thats gone from new format version lol
Scripts
That can work?
minecraft:weapon doesn’t exist anymore
It depends on what you trying to do
Unless ur using HCF
Oh
No I am trying to avoid using it
Yeah, in that case you need to use scripts
Luckily the events you need are also stable
I have to learn everything from start haven't I?
I mean, any component which had event in it is gone from new format version
Events as a whole is not a thing anymore for items
Oh
What ur trying to do?
I have to learn scripting then
Make a weapon that uses ravager roar for knock back
yeah, you can do that easily with scripts, entityHitEntity event with applyKnockback
is there a way to get an "unwearable" item usable in a smithing table?
Try
Try what? Tags aren't working.
How do I make that whenever I right the item it swing. It will swing no Matter what happens.
ya but the smithing table doesn't want to work with the item I want to have upgradable
so it's possible to make a tool that plucks feathers from chickens like how you take armadillo scute?
it is possible, but the way I know how to do that is by modifying the chicken.
add interactable?
Scripts I guess if you want it to be compatible with other add-on
Yes, scripting.
hey really quick question
for item components, do I have to include objects in them bc apparently it's an issue in the code but not ingame. Example:
/* without object */ "minecraft:allow_off_hand": true,
/* with object */ "minecraft:render_offsets": {"value": "tools"},
Nope, item components allow single values or objects for the components.
"minecraft:hand_equipped": true
Is the same as
"minecraft:hand_equipped": {
"value": true
}
hmm weird, might be one of the extensions that counts it as an error I guess.
is the effects component for minecraft:food removed or something?
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "rk:crystalized_blaze_powder",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 64,
"minecraft:icon": {
"texture": "crystalized_blaze_powder"
},
"minecraft:glint": true,
"minecraft:food": {
"nutrition": 4,
"saturation_modifier": 0.6,
"can_always_eat": true,
"effects": [
{
"name": "strength",
"duration": 300,
"amplifier": 1
},
{
"name": "nausea",
"duration": 5,
"amplifier": 3
},
{
"name": "slowness",
"duration": 5,
"amplifier": 3
}
]
},
"minecraft:use_modifiers": {
"movement_modifier": 0.32,
"use_duration": 1.5
},
"minecraft:use_animation": "eat"
}
}
} ``` the item is not giving any effects
Yes, please use scripting and custom components
oh ok
"format_version": "1.8.0",
"minecraft:attachable": {
"description": {
"identifier": "cloaks:cape0.attachable",
"materials": {
"default": "entity_alphatest",
"enchanted": "armor_enchanted"
},
"textures": {
"default": "textures/entity/cape0",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.cape.0"
},
"scripts": {
"animate": [
"movement"
]
},
"animations": {
"movement": "animation.0.cape"
},
"render_controllers": [
"controller.render.armor"
]
}
}
}```
@wraith violet
try using 1.10.0?
Ok
Its sorta fixed. There's no error messages but it's not displaying anything.
the animation don't work?
"format_version": "1.8.0",
"animations": {
"animation.0.cape": {
"loop": true,
"bones": {
"cape": {
"rotation": ["math.clamp(math.lerp(0, -110, query.cape_flap_amount) - (13 * query.modified_move_speed), -70, 0)", "query.modified_move_speed * math.pow(math.sin(query.body_y_rotation - query.head_y_rotation(0)), 3) * 55", 0],
"position": [0, 0, "query.get_root_locator_offset('armor_offset.default_neck', 1)"]
},
"part1": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * (math.cos(query.modified_distance_moved * 18) * 16)", 0, "0"]
},
"part2": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(22 - query.modified_distance_moved * 18) * 13", 0, 0],
"scale": 1
},
"part3": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(50 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part4": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(76 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part5": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(100 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part6": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(122 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part7": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(142 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part8": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(160 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part9": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(176 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part10": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(190 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part11": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(202 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part12": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(212 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part13": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(220 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part14": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(226 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part15": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(230 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"part16": {
"rotation": ["math.clamp(query.cape_flap_amount, 0, 0.5) * math.cos(232 - query.modified_distance_moved * 18) * 13", 0, 0]
},
"shoulders": {
"rotation": [0, "query.modified_move_speed * math.pow(math.sin(query.body_y_rotation - query.head_y_rotation(0)), 3) * 60", 0]
}
}
}
}
}```
wait attachable right?
Trying to make an attachable
it's from the fluid cape thiny isn't it?
Yea
i think that won't work you realy need to put that on player.entity
I'm not trying to do that, I'm making an entirely different thing
is the cape fluid thingy still works before you try to put it on attachable?
I'm trying to turn it into an attachable so you can wear csped like armor.
It wont even render the cape.
.
bruh hahaha
halo?
Can you help?
i honestly don't know much about animations.
btw can you send the apck you use? the not modified pack.
I didnt modify the animation or the cape geometry
how do I put NBT data from a entity to a item and vise versa?
You cant transfer nbt data sadly. You can store the entity's data by reading some components via scripting. Check out my https://discord.com/channels/523663022053392405/1192537129092403200 as an example
was "minecraft:is_sword" ever a thing?
weird, did it ever do anything?
updating all my tools from 1.16.100 to 1.20.80 and everything is about to be nuked
That's not how you put tags afaik
That was never put in as a tag
but Minecraft never said it was an error
which is why I was confused, did those tags ever drive anything for the items functionality?
Some tags do yes
is there a way to make custom armor that works like wolf armor? (the entity doesn't take damage until the piece of armor is broken)
You'd probably need to add a damage_sensor component to your entity that prevents damage if they're wearing the armor. Then, you'd need a script to decrease the durability of it if they're hit
Armors do actually take damage by default (if you have durability component in your item with damage chance, for some reason it doesn’t work without damage chance)
Assuming you are talking about player entity, that’s what I tested it on
Do you need damage chance now? Last i tried you didnt. Only thing I know about damage chance is both is set to 100 by default which is why unbreakung doesnt work, it needs to be 0-100
In my case armor wouldn’t take durability at all unless I add damage chance in its json (1.20.70 format version)
Just tested in 1.20.80 format version and damage chance not needed. Interesting
Oh nvm, It's not happening in anymore, last I tested in 1.20.70
before I had to do this:
"minecraft:durability": {
"max_durability": 2000,
"damage_chance": {
"min": 60,
"max": 100
}
}
for the component to actually work
Just this wouldn't work
"minecraft:durability": {
"max_durability": 2000
}
do attachables render when placed in the offhand when in first person? or is it just somewhere off screen? everything acts as it should in third person
guys anyone know why this shows the error?
[Item][error]- Error Parsing Item 'myname:custom_item':
[Item][error]- Failed to parse field ': Invalid legacy components data'
this is my item.```
```{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "myname:custom_item",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"textures": {
"default": "stick"
}
},
"minecraft:custom_components": [
"custom:item"
]
}
}
}```
The HCF toggle needs to be turned off and beta apis need to be turned on
Ohh... Thanks
can I make an item that can open a UI that can be used to "trade" items?
For some reason in creative mode my axe can hit the mob at a greater distance but in survival the hit range is shorter, how do I make it have the same range in survival as in creative?
That's just a vanilla thing, you have more reach in creative mode I believe. Or was that a mobile thing 
There's a way to change the reach in sirvival?
No
F
how do I make the hands render in first person? I'm making a gun add-on lol.
mom, new scp just dropped
?
I mean as visual durability
The after item reaches specified durability it changes its texture !!
not possible
you will have to check if the item has reached maximum durability and then replace it to any other item
Then write a script
Thank u then
So how can i edit vanilla items
You cannot
I hate mc bedrock
Fr
Is there any way I can make an item that has durability, but it doesn't wear out in any way?
How do I make this customComponent?
thanks
¿how can in make that the reload system can detect the ammo in all 39 slots of the inventory?
Query.is_item_name_any
something like this?
is not working. ¿i have to put the exact name in that code?
Exact name with namespace
like this?
Ys
Formatted like: t.val = 0; t.i = 0; loop(27, {t.val = q.is_item_name_any('slot.inventory', t.i, 'namespace:item_name'); t.val ? {return t.val;}; t.i = t.i+1;});
Replace namespace:item_name with any item you wish to check for. This simply loops through all 27 slots of the inventory and returns 1.0 if it has found any slot that has the specified item provided. Note that the hotbar is in a different slot from the main inventory slot so you will have to check that separately.```
like this?
Try it... Experiment how ever you want
it worked but how can i make that it works with the && query.mark_variant != 7
Can you send full code? Wait... Why are you still using item events? They will be removed this summer
#announcements message
Just add that at the end....
what a shame
i didnt have to put the "&&"
THANKS MAN
Still visible for me. Im on preview
Try reloading Minecraft, I have experienced that and doing this fixes it
how could I play a fire animation for an attachable when I use the attack or use button?
Does anyone know if the recipe unlock component still works? I’ve only found info about it on the bedrock wiki and it isn’t working for me
It still works. You need format 1.20 i believe
Does someone know what i can do to create 3D items and armors without experimental features like Holiday Creator Features for marketplace.
you can create armors without HCF
or anything experimental
Im so lost trying to find a way because i first had my items with version 1.16.100 and they needed HCF then i put the version 1.20 and now the game was telling me most of the components i used needed of a earlier version
Same goes for 3D items too, though that never needed HCF in first place lol, it's just attachables
What format version should i use?
and how do i create armors if wearable component isnt in a version that doesnt need HCF
1.20.70 works just fine
with format version 1.16.100 i can use wearable component
minecraft:wearable is available in stable
and you dont need HCF??
yes
Can you show your item code?
Its for a friend so i dont have the code but he told me that it worked with version 1.20.70 thank u so much!!!!
He just didnt know what version to use to make it work lol
Tho theres still a problem
for some reason the item texture doesnt show anymore when it was being showed when he had the experiment on
is item_texture.json not valid in stable?
"minecraft:icon": {
"textures": {
"default": "your_texture"
}
}
"minecraft:icon": {
"texture": "hourglass_studios:diamondite_boots"
},
he has it like this
You can also jist do "minecraft:icon": "icon"
That is pre 1.20.60
AH THANK YOU
render offsets is gone
i managed to make it work
In old format version yes, but when the 1.21 is released it won't work anymore, even if you change format version
uh oh
whats the alternative now
You got another ideas? That's the only way you could do it
how to make a item shoot projectile constantly, while whenever holding the item? I used shooter component, but i have to release the item, everytime to shoot projectile
@gray tiger can u help
Either scripts or player.json with spawn_entity component
Is it possible to include Toughness stat on custom armor?
Or apply armor to an entity without an item? On the wiki, Zombie has a base 2 points of armor, but it's nowhere in the zombie.json behavior file.
anyone know why I can’t make my format version higher than 1.19.50 for a recipe file? I’m trynna make it 1.20 or higher so I can use the unlock component but it keeps giving me an error saying that it’s not allowed
What keeps giving you an error? The game? Or your editor?
the editor
at first I tried ignoring it, but it doesn’t seem to be working in game either
You can usually ignore editor warnings since yiur extension might be outdated. I recommend looking at the vanilla files for an example
How do I check if an item in is a certain slot? Like /effect @a[hasitem...
What are you trying to acheive? In what context?
I want to give a player an effect if they have an item in the boots slot
You can achieve that in a few ways, using player.json, tick.json via mcfunctions, or #1067535382285135923
Yep I'm trying to use tick.json
Just need to figure out how to structure the command
Maybe this will work effect @a[hasitem={item=pro:cloud_boots,location=slot.armor.boots}] slow_falling 1 5 true
almost correct, it's slot.armor.feet and not slot.armor.boots
how to make a food item not have a movement_modifier. for some reason the code I wrote wont change it.
Hey... I'm trying to debug updates to a food item that has effects, since the update which deprecates them.
I have tried reverting the json format_version to 1.10 to match the vanilla behaviour packs, and using the effect component, which works for the effect, but now breaks the display_name and icon components.
I have outlined the code here https://discord.com/channels/523663022053392405/1241494900911116479
If anyone is able to help me understand the changes I need to make to my code to make the display name and icon work with 1.10, any help would be greatly appreciated
Ok, thanks
Is there a way to add a cooldown on an item?
Like, say If a sword can do sweeping edge, but I want it to have a cooldown before doing it again
What should I add? If possible
Did u ever figure this out? I saw the people below you couldn't agree on the exacts
Although im looking on how to have vanilla wolf armor on my modded wolf
yes this is the working code "minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"on_damage": {
"filters": [
{
"any_of": [
{ "test": "has_equipment", "subject": "self", "domain":"head", "operator": "==", "value": "pvz:traffic_cone" },
{ "test": "has_equipment", "subject": "self", "domain":"head", "operator": "==", "value": "pvz:bucket_helmet" }
]
}
],
"target": "self"
},
"damage_modifier": -100
}
]
},
What is this exactly tho?
U was doing it for a player, im doing it for a modded wolf
Is this just the armor or more?
this is just the armor and you can modify it plus it was used on a custom zombie not the player so if you replaced one of the custom item code with wolf armor it should work.
Thanks
how do people play a firing animation for guns and stuff? im having a hard time figuring out how to activate an animation for an attachable when I use the attack or use button. or is there a roundabout way people do it?
Why does minecraft:armor not work in version 1.20.30 and above
Because it’s removed
protection is now merged with the wearable component, it’s a property in it
But why?
HCF
Okey thanks
If I understand correctly to make a recipe you make Mod/recipes/item.json then copy and edit the json from the wiki https://wiki.bedrock.dev/guide/loot-table.html#crafting-recipes and then it should just work? well it doesnt?
and you do this in the behavior pack
anyone know why I'm getting this error?
"minecraft:icon": "copper_bucket_empty"
oh ok, thank you
That damage sensor only cancels the damage taken, I still have to find out how to do the visuals of the armor and damaging the armor
(Since I just want the vanilla armor on my oudated modded wolf that is visually vanilla looking)
Could I like, copy and paste the armor model or whatever mc has? Where?
this should help with the visual on wolf armor it is up to date but I haven't done armor damage yet
Anywhere I can find armor damage? or look for it?
do you have attachables enabled and if that doesn't work these are here.
Why does "minecraft:on_use" not work in format version 1.20.30 above
That component has been removed. Please see the 2nd latest announcement in #announcements
unfortunately, nobody's actually figured it out enough to release an example for us to follow
Yeah
I tell a lie... I just found a potion mod on curseforge (of all places) that seems to work
how do i make item reload
Many people have figured it out actually
https://github.com/SmokeyStack/adk-lib you can use my library
It has a food effect custom components
I'm sorry... I'm not much of a programmer. There's so much information there, that it's not a helpful resource at my level of scripting knowledge.
You only need to read the readme and the docs...
so what do I include in my mod... just the scripts folder and the script module in the manifest?
No....did you read the readme? Just download the addon, and edit your manifest. In your world all you need is to apply this addon and your addon
oh!
Am I right in noticing that the on_consume API is only applied in the 1.21 pre-release? so can't be used on 1.20.80?
the min ver on the manifest for that release is set to 1.21.0
Oh yeah :/ unfortunate
No worries. It’s not far off ( hopefully)
I appreciate the extra effort helping me to understand the solution you were offering, thank you! 🙂
How to add Lore to an item?
You can use loot tables or scripting. You cannot add lore when crafting
@wraith violet thx
Lore?
?
I just wondered what he meant by lore
I'm very new to scripting and stuff, just figured out how to do left click and attack detection like yesterday
How to scale 2d items in bedrock
Use attacheables
Attachables are a system in resource packs to give items custom models and animations when held.
Pretty sure you can add lore if you put an item with edited NBT into a structure, then load the structure with the item
Either by only loading the dropped item, or it being inside a container
Or you just just use loot tables
Faster and easier.
And there's scripting Soo why bother lol
Why use loot tables tho
Personally I just like to do NBT-edited items by using entity-only structures
How I do it for crafting is checking if the user has the crafted item, clearing the crafted item, and spawning the edited item structure on them
Okay? But personally I'll just use scripting which is very easy, no need app to edit nbt
You can do this with middle-man items
Kinda less efficient but simple
Thats a workaround
I think what they wanted was immediately upin crafting. On the output slot if you hover over it you can see the lore
Why isn't this item working?
It should shoot an arrow, but I want to do it without using Holiday Creator resources.
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "hams:staff_arrow",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:use_modifiers": {
"use_duration": 60,
"movement_modifier": 0.75
},
"minecraft:shooter": {
"scale_power_by_draw_duration": true,
"max_draw_duration": 100
},
"minecraft:projectile": {
"minimum_critical_power": 80,
"projectile_entity": "minecraft:arrow"
},
"minecraft:use_animation": "bow",
"minecraft:max_stack_size": 1
},
"minecraft:icon": {
"texture": "bow"
}
}
}
Thats not how you use shooter. You need the ammunition key. The projectile compinent makes the item a projectile. Its not the ammo
So it doesn't work without me adding specific ammunition?
yea it won't, ur ammo is the projectile that it will shoot anyway
Correct because it doesnt know ehat items to use as ammo
"I understand a bit better how it works. I just have these doubts:
-
If I remove
minecraft:shooter, will the arrow be fired without ammunition? -
So, is the rest of the item correct, except for
minecraft:shooter?"
What are you trying to do exactly?
"A staff that will shoot fireballs, but I'm testing it first with arrows to see how it works best. Essentially, I'd like the staff to have a charging time before firing, similar to the bow."
So you need the shooter component only, get rid of the projectile component. You'll need an item for the ammo so your staff can shoot it. If you dont want to use ammo, you'll need to use ScriptAPI to summon the projectiles everytime you right click the staff
"Your explanation is easy to understand, which helps a lot. I also had a question about the enchantments of the bow and crossbow. Is there any chance they would work with projectiles other than arrows?"
I have not tested that, but bow/crossbow enchantments do work on custom shooter items from my testing
"Thank you for the help. I'll test later to see if the enchantments will work."
"For some reason, it didn't work. The bow animation doesn't appear at all."
{
"format_version":"1.20.50",
"minecraft:item":{
"description":{
"identifier":"hams:spell_one",
"menu_category":{
"category":"items"
}
},
"components":{
"minecraft:enchantable": {
"value": 10,
"slot": "crossbow"
},
"minecraft:use_modifiers":{
"use_duration":24,
"movement_modifier":0.75
},
"minecraft:shooter":{
"ammunition":[
{
"item":"minecraft:arrow",
"use_offhand":true,
"search_inventory":true,
"use_in_creative":true
}
],
"max_draw_duration":20,
"scale_power_by_draw_duration":true,
"charge_on_draw":true
},
"minecraft:use_animation":"bow",
"minecraft:max_stack_size":1,
"minecraft:icon":{
"texture":"bow"
}
}
}
}
The bow animation is misleading, youll need to edit the player entity file
"Do you think there's something wrong with my item? It stopped firing arrows after I made some changes to it."
Any content logs?
"The log didn't show any errors."
I would change the format version to 1.20.80
"After updating the item version, two errors appeared in the log."
[Item][warning]-hams:spell_one -> components -> minecraft:icon -> texture: this member was found in the input, but is not present in the Schema
[Item][warning]-The "minecraft:shooter" component requires "minecraft:use_duration > use_duration" to be set with a non-zero value.
For the icon issue you can just do
"minecraft:icon": "icon". As for the use duration, i cant see whats wrong
"Could the placement in the code where I inserted "use_duration":24 interfere with anything?
I placed it within "minecraft:use_modifiers":{
"use_duration":24,
In some add-ons, I see they don't place it within minecraft:use_modifiers."
https://wiki.bedrock.dev/items/item-components.html#use-modifiers it should be right
I had a small breakthrough: before, the item didn't appear nor did the icon. Now, after some code changes, both errors have disappeared from the log. However, it still fails to fire the arrow. So, I believe one of these codes is causing this to happen.
{
"format_version":"1.20.30",
"minecraft:item":{
"description":{
"identifier":"hams:spell_one",
"menu_category":{
"category":"items"
}
},
"components":{
"minecraft:enchantable":{
"value":10,
"slot":"crossbow"
},
"minecraft:use_duration":24,
"minecraft:max_stack_size":1,
"minecraft:icon":{
"texture":"arrow"
},
"minecraft:shooter":{
"ammunition":[
{
"item":"minecraft:arrow",
"use_offhand":true,
"search_inventory":true,
"use_in_creative":true
}
],
"max_draw_duration":20,
"scale_power_by_draw_duration":true,
"charge_on_draw":true
}
}
}
}
Oh I see now, your max_draw_duration is smaller than your minecraft:use_duration, they should be the same number
" This doesn't interfere with the item's firing; however, I noticed a few things after setting 'true' in the 'charge_on_draw' configuration: the item stops firing arrows, and after setting it to 'false', the item resumes firing arrows. I also observed that the shot strength is quite weak compared to the official bow. So, I believe there might be some missing information on the website, such as 'launch_power_scale', or do you think 'minecraft:projectile' determines the speed?"
"The item is almost perfect. I managed to fix all the errors; however, the only issue is that the arrows are much weaker compared to the original bow, with a range of only about 20 blocks."
BETA ITEM
{
"format_version":"1.20.30",
"minecraft:item":{
"description":{
"identifier":"hams:spell_one",
"menu_category":{
"category":"items"
}
},
"components":{
"minecraft:enchantable":{
"value":10,
"slot":"crossbow"
},
"minecraft:use_duration":10,
"minecraft:max_stack_size":1,
"minecraft:icon":{
"texture":"arrow"
},
"minecraft:shooter":{
"ammunition":[
{
"item":"minecraft:arrow",
"use_offhand":true,
"search_inventory":true,
"use_in_creative":true
}
],
"max_draw_duration":10,
"scale_power_by_draw_duration":true,
"charge_on_draw":false
}
}
}
}
That just might be the arrow entity being weak because it isn't being launched by a bow probably
This is probably the cause, as some enchantments, like Multishot, also don't work very well. The shots are completely centered."
Which website do you use?
It's jsut my personal notes
How to make that, when your hitting any entity with a specific sword, the entity won't get hurt / the sword won't deal damage?
You need to use damage sensor for that
My guy you dont need to reply ping me on an unrelated message -_-
"format_version": "1.8.0",
"minecraft:attachable": {
"description": {
"identifier": "minecraft:diamond_chestplate",
"materials": {
"default": "armor",
"enchanted": "armor_enchanted"
},
"textures": {
"default": "textures/models/armor/diamond_1",
"enchanted": "textures/misc/enchanted_actor_glint",
"ai": "textures/armor/ai"
},
"geometry": {
"default": "geometry.humanoid.armor.chestplate"
},
"scripts": {
"parent_setup": "variable.chest_layer_visible = 0.0;",
"pre_animation": [
"variable.ai = (q.is_item_name_any('slot.weapon.offhand', 0, 'minecraft:arrow'));"
]
},
"render_controllers": [
{ "controller.render.armor": "!variable.ai" },
{ "controller.render.ai": "variable.ai" }
]
}
}
}
``` can someone tell me why this attachable file is not working
Is there a list of values for the "minecraft:use_animation" component?
Check #1072983602821861426
yo, how can i use "minecraft:use_animation" to play a swing animation?
don't think you can
i just want play any kind of animations on FP and TP
hmmm
i should use animation.json and make it works for FP and TP and make it playable using js
ig
hmmm
i better try
yea, If you want to have swing animation manually, ur only option is to just play an animation of that
but, how can i do that using scripts? i already asked there and everybody said u cant
hmmm
i can make an attachable for my custom item
and make it has animation on FP and TP, hmmm lemme think about it
like this ig
{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": "exe:obsidian_hoe",
"materials": {
"default": "entity_emissive_alpha",
"enchanted": "armor_leather_enchanted"
},
"textures": {
"default": "textures/,,,",
"enchanted": "textures/misc/enchanted_item_glint"
},
"animations": {
"wield_first_person": "animation.angel_sword.first_person"
},
"scripts": {
"animate": [
{
"wield_first_person": "c.is_first_person"
}
]
},
"render_controllers": [
"controller.render.item_default"
]
}
}
}
playanimation command or https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/entity?view=minecraft-bedrock-stable#playanimation
dose "use_animation" in JSON will work with attackable?
uh
my brain is lagging fr
Is it possible to make animated items?
When you hold it in your hand the texture is animated
you could but it's not animted in slot
only in hand. you could use attachables
Yes I only need it to be animated in hand
So how can I do that?
do someone know how to add cooldowns to items used?
The cooldown component 👍
yeah but what is category? on wiki it doesnt give examples and theres no auto completions
Category can br anything
why isnt my item having a cooldown
Idk...its hard to tell fi theres no code
{
"format_version": "1.20.10",
"minecraft:item": {
"description": {
"identifier": "btm:ball_wool"
},
"components": {
"minecraft:creative_category": {
"category": "nature"
},
"minecraft:display_name": {
"value": "Ball of Wool"
},
"minecraft:hand_equipped": false,
"minecraft:stacked_by_data": true,
"minecraft:icon": {
"texture": "btm_tangled_wool"
},
"minecraft:foil": false,
"minecraft:max_stack_size": 1,
"minecraft:durability": {
"max_durability": 48
},
"minecraft:use_animation": "eat",
"minecraft:use_duration": 2,
"minecraft:food": {
"can_always_eat": true
}
},
"events": {
}
}
}
Use the latest format vereion
{
"format_version": "1.20.60",
"minecraft:item": {
"description": {
"identifier": "btm:tangled_wool",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:display_name": {
"value": "Ball of Wool"
},
"minecraft:hand_equipped": false,
"minecraft:stacked_by_data": true,
"minecraft:icon": {
"texture": "btm_tangled_wool"
},
"minecraft:foil": false,
"minecraft:max_stack_size": 1,
"minecraft:durability": {
"max_durability": 48
},
"minecraft:use_animation": "eat",
"minecraft:food": {
"can_always_eat": true
},
"minecraft:cooldown": {
"duration": 1
}
},
"events": {
}
}
}
Latest format is 1.20.80. You need category for the cooldown component and use modifiers
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "btm:tangled_wool",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:display_name": {
"value": "Ball of Wool"
},
"minecraft:hand_equipped": false,
"minecraft:icon":"btm_tangled_wool",
"minecraft:foil": false,
"minecraft:max_stack_size": 1,
"minecraft:durability": {
"max_durability": 48
},
"minecraft:use_animation": "eat",
"minecraft:use_modifiers": {
"movement_modifier": 0.6,
"use_duration": 1
},
"minecraft:cooldown": {
"duration": 1,
"category": "a"
}
},
"events": {
}
}
}
is this right
{
"type": "item",
"name": "minecraft:dirt",
"weight": 10,
"functions": [
{
"function": "set_name",
"name": "Pile of dirt"
},
{
"function": "set_lore",
"lore": [
"Pile of dirt"
]
}
]
}
Is there any way to create a "hidden" recipe that doesn't show up in the crafting table at all?
Wdym not showing up at all? Like you can craft it but there's no guide?
thanks, I'll give that a try
Man, I hate this bug
And from even commands (will invalidate every command mentioning ID of that item) if you’re using the new format version
Scripts are the best way
is there a way to use a spritesheet like emojis for item icons?
There is, but it doesn’t seem to do anything at all, regardless of setting it to true or false (when category is none)
does anyone know how to make it so if you right click on something with one item itll turn into another item
im adding fireflies in a jar and i want it so when you right click on the fireflies with an empty jar itll turn into fireflies in a jar
"minecraft:durability": {
"max_durability": 2031
},
"minecraft:repairable": {
"repair_items": [
{
"items": [ "minecraft:diamond" ],
"repair_amount": "query.max_durability * 0.25"
}
]
}
So I've got this item and placing 2 diamonds in the anvil with it prevents me from being able to grab the repaired item, this is definitely a bug right, and not something I've done wrong?
Using 1 diamond works fine
hey, eh
idk how can i use the new futures of durability damaging thing
it is available in the lastest beta & preview, but its not available yet anywhere
so if u guys know anything about them, just ping me
How to scale?
That component has been removed
@wraith violet how can i fix this ```json{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "wiki:throwable_item"
},
"components": {
"minecraft:hand_equipped": true,
"minecraft:max_stack_size": 1,
"minecraft:use_modifiers": 0,
"minecraft:cooldown": {
"category": "ender_pearl",
"duration": 20
},
"minecraft:on_use": {
"on_use": {
"event": "throw"
}
},
"minecraft:icon": {
"icon": "apple"
}
},
"events": {
"throw": {
"shoot": {
"projectile": "wiki:throwable_item_entity",
"launch_power": 2,
"angle_offset": 1
},
"swing": {},
"decrement_stack": {},
"run_command": {
"command": [
"playsound fire.ignite",
"playsound mob.witch.throw"
]
}
}
}
}
}
🤷
ummm... item and block events are deprecated
wait rl
[Deprecation of Blocks and Item Events](#announcements message)
[Removal of Holiday Creator Features (HCF)](#announcements message)
did you read the announcements?
Avoid using this toggle from here on. For existing content, using an older format version will not save you.
well thats bad
You can do all of this except for swing with scripts tho
Swing is somewhat possible too, just very annoying since you need to create your own “swing” animation and play that
arrr.... mojang should add a swing or let us use the attack animation....
I don’t think they are stopping us from using attack animation lol, it’s that variable.attack_time variable which we can’t manually control
yeah i know but it's annoying fr... thats been 1.16 soo
Anyone know how to make an item fireproof so it won't burn in lava when dropped?
how do you set a proectile to throw using minecraft:throwable?
there´s no space to specify the projectile entity
"minecraft:projectile" component in ur item
Anyone know how to make an item Fireproof?
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "wiki:throwable_item"
},
"components": {
"minecraft:hand_equipped": {
"value": true
},
"minecraft:max_stack_size": 1,
"minecraft:display_name":{
"value": "Bow"
},
"minecraft:hover_text_color": "purple",
"minecraft:use_modifiers": {
"use_duration": 3,
"movement_modifier": 0.35
},
"minecraft:projectile":{
"projectile_entity": "wiki:throwable_item_entity"
},
"minecraft:shooter": {
"ammunition": [
{
"item": "wiki:throwable_item_entity",
"use_offhand": true,
"search_inventory": true,
"use_in_creative": true
}
],
"scale_power_by_draw_duration": false,
"charge_on_draw": false
},
"minecraft:icon": {
"texture": "bow"
}
},
"events": {
/*"throw": {
"shoot": {
"projectile": "wiki:throwable_item_entity",
"launch_power": 2,
"angle_offset": 1
},
"run_command": {
"command": [
"playsound bow.hit"
]
}
}*/
}
}
}
i trying to make cooldown by 2 but is not working
anyone know how to fix it
Does anyone know if it's possible to get custom items (book items) to load into chiseled bookshelves?
nvm, I found it...
"minecraft:tags": {
"tags": [
"minecraft:bookshelf_books"
]
}
...
}```
Anyone know if I can replicate that first pov effect from the totem of undying being activated?
Hey
How to make item like bow, but doesnt use the ammunition
I already made, but it need ammunition to use it
you will have to use scripts
Like, shoot projectile on item use
Use spawnEntity?
yes
How can i make it shoots, using applyImpulse?
Yo, thanks i never know there component for it
i want to make a custom swap item animation for the guns in first person ¿any help?
anyone know how to use cooldown component and summon projectile when use item?
So, do you want it to act like a bow, a snowball, or always shoot whenever you use it? There are components for the first 2. The last one requires a script. Here's a link to an example script for that: #1247599136870498479 message
You will have to change some identifiers of course
i want it to shoot whenever i use it but still have a cooldown on it like 2s
import { world, system } from '@minecraft/server';
world.afterEvents.itemUse.subscribe((data) => {
const item = data.itemStack;
const player = data.source;
if(item.getComponent("minecraft:cooldown")){
let cooldownTime = item.getComponent("minecraft:cooldown").getCooldownTicksRemaining(player);
if (cooldownTime > 0) {
player.sendMessage(`You need to wait ${cooldownTime} more ticks before using this item again.`);
}
else if(cooldownTime <= 0){
player.sendMessage(`You have used a ${item.typeId}`);
const shootDirection = player.dimension.spawnEntity('minecraft:arrow', player.getHeadLocation());
const projectile = shootDirection.getComponent('projectile');
projectile.owner = player;
projectile.shoot(player.getViewDirection());
const { x, y, z } = player.getViewDirection();
const vM = 5;
projectile.shoot({ x: x * vM, y: y * vM, z: z * vM });
}
}
else{
player.sendMessage(`${item.typeId} dont have cooldown component`);
}
});
``` here is my script
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "wiki:throwable_item"
},
"components": {
"minecraft:cooldown":{
"category" : "attack",
"duration" : 3
},
"minecraft:hand_equipped": {
"value": true
},
"minecraft:max_stack_size": 1,
"minecraft:display_name":{
"value": "Bow"
},
"minecraft:food":{
"can_always_eat": true
},
"minecraft:hover_text_color": "purple",
"minecraft:icon": {
"texture": "bow"
},
"minecraft:use_modifiers": {
"use_duration": 0.01,
"movement_modifier": 0.4
}
},
"events": {
}
}
}
and here is my item
when i hold on to use it it still get the component cooldown and get a tick value
but it never shoot
So you get the messages, it just doesn't spawn the entity?
Just trying to make sure I understand correctly
no\
Also, do you get any content log errors when you reload the script or use your item?
the else if statment that cooldownTime <= 0
dont run
but the rest is run
no error
i think is because of the item json
So it will just say you have 0 ticks remaining?
Huh, weird
I guess just switch from 0 to 1
oh okay
i think is bcuz item json
i just deleted use modifier
and it run and display 0 tick
kinda strange
yeh i thinks so
i change it to 1 but kinda buggy
is like
no number exist below 1
and kinda hard to use when it below 1
Hi, I'm new, could anyone explain to me how you can create gems with super powers (like the fire gem that gives the appearance of fire on all weapons)? I already searched the wiki but I didn't understand anything
Have item events been removed?
Essentially yes
The custom components will replace them right?
Yes
Stable in 1.21.10
does anyone have the json file for the netherite armor set
There is no JSON file for the vanilla armour set
then how can i edit them?
You cannot
alr cool cool i thought you could
You can only edit vanilla food and certain items
Can
- Entities
- Certain Items(Any food items or those found in the windowsapp folder)
- Entity loot tables
- Features
- Feature Rules
- Biomes
Can't
- Blocks
- Block loot tables
- Items not found in the windowsapp folder
- Dimensions
@karmic pulsar
Hi
why can i not remove the crafting recipe for some items ?? for example i cant seem to remove the crafting recipe for netherite ingots, shields and tnt minecarts, but it works just fine for stuff like end crystals, netherite blocks etc
this is an example of a recipe file that correctly removes the crafting recipe:
{
"format_version": "1.16.100",
"minecraft:recipe_shaped": {
"description": {
"identifier": "minecraft:tnt"
},
"tags": [
"crafting_table"
],
"pattern": [
"AAA",
"AOA",
"AAA"
],
"key": {
"A": {
"item": "minecraft:spawn_egg"
},
"O": {
"item": "minecraft:spawn_egg"
}
},
"result": [
{
"item": "minecraft:spawn_egg"
}
]
}
}
but on this one it doesn't work:
{
"format_version": "1.16.100",
"minecraft:recipe_shaped": {
"description": {
"identifier": "minecraft:shield"
},
"tags": [
"crafting_table"
],
"pattern": [
"AAA",
"AOA",
"AAA"
],
"key": {
"A": {
"item": "minecraft:spawn_egg"
},
"O": {
"item": "minecraft:spawn_egg"
}
},
"result": [
{
"item": "minecraft:spawn_egg"
}
]
}
}
That's sick, thanks
how can i use the ItemStack constructor for custom items
#1067535382285135923 please
Ohh in desktop you could access it
But you need to have administrator bla bla
Wait
C:\Program Files\WindowsApps\....
You'll just see the folder with minecraft in it
Hmm, I just use Iobit Unlocker lol
You can't access them in that folder
You need to fully modify the software
eh, how can i make custom armor using format version 1.21.10?
im asking bec those things: {
"knockback_resistance",
"protection",
"other_things"
} has been removed from the item json on version 1.21.10
Just use the wearable component
alright mate thanks but,
did they have removed knockback resistance or what?
Yep they removed it
damn it...
No workaround for knockback resistance reimplementation?
afaik, none. idk why they removed it
Hey, so how do I make a wearable item not need HCF?
Same you would previously. Only stuff that HCF removes are item and block events and events triggers, a long with some components. Everything else is stable such as wearable and so on. Idk if the wiki is updated though but you can check there ^^
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "cloaks:cape0",
"category": "equipment"
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "cape0"
},
"minecraft:wearable": {
"dispensable" : true,
"slot": "slot.armor.chest"
},
"minecraft:creative_category": {
"parent": "itemGroup.name.chestplate"
},
"minecraft:display_name": {
"value": "xAssassin's Cloak"
}
}
}
}```
So all I gotta do is change the format version?
Gotcha
Creative category component is also gone
It’s now right inside the description as “menu_category”
Does minecraft:icon format was changed in 1.21.0 format_version?
Ohh yes, it is.
Before:
"minecraft:icon": {
"texture": "(texture path)"
}
Now:
"minecraft:icon": "(texture path)"
"minecraft:icon": {
"textures": {
"default": "texture"
}
}
This as well
Hmmm..., it has default so that's mean we can add multiple textures in item?
It's for trims
Ahh I see
Has anyone else noticed that Recipe Unlocking seems to be wonky in 1.21, since release? The recipe still unlocks, but it's still visible on the search, even if you haven't unlocked it yet? (even for Vanilla Recipes)
i just noticed alot of blocks are missing from the block tag section
like it doesnt acknowledge stonebrick
Not all blocks have tags
What's the latest format version of item, for stable Minecraft?
1.20.80
Thanks
are the scripts for the durability still accurate or do they need to be updated on the wiki. Since some of us cant just read jscript documents and understand it.
case "item:ffa:item":
player.runCommandAsync('tag @s add kit_menu');
break;
}
not work
can 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? Any content logs?
- What have you already tried?
- Have you searched the Bedrock Wiki?
whats wrong?
also it's still dispensable even without that :/
for now I'll remove "dispensable" from all of my armour
bec it still works without it
Looks like "dispensable" is no longer a property in 1.20.70 and above format version, prob they just made it do that by default?
Correct. Armour got very simplified when moving tk stable from hcf
Hey, I need some help figuring out the new minecraft:repairable component
i think they add that for the false value only, so the armor will not be equippable from dispensing or something
So... I'm just wondering, how do I make an item upgrade to a netherite item? (for example a diamond scythe to a netherite one) did they update the required recipe?
Nevermind I got it working.
great job
if u want this ore code & script just dm me
left is original diamond ore
right is modded
I do actually need help with my addon, though I wont be adding custom ores.
alright
Would you like to help with a combat system?
oh, yah,, combat system
idk anything about it
like do an animation after hitting entity or use item?
basically I wanted to add some abilities to some weapons based off of a attack cooldown
Not an animation. Thats already covered.
hmmm, like after using ur item it will damage mobs in reduce?
thats aren't hard to deal with, i believe u can do it
( bec i dont have enough time to do it with u, i had to finish my addon update )
Yes and no, instead of reducing damage, you can use a special ability if the item is "charged" for example, the scythe pulls back mobs towards the player, and does a sweeping attack.
yah i can deal with it, but im working on somethings rn so good luck
Gotcha. Do you do paid commissions btw?
nah all for free
Alright thanks.
Is there a specific format version items should have in order to use custom components?
1.20.80
Everytime I set my items format version to 1.20.80 with custom components, the item breaks (the icon disappears).
Did you perhaps update the component?
Like the error log tells you?
Like initialize it? If so then yes.
What?
Here's the error I keep getting.
Turn off HCF
Oh. It worked. Thanks! Got to keep that change in mind.
could having the HCF toggle on be the reason for https://discord.com/channels/523663022053392405/1253406403087962294
Try it and see
Still can't believe we're in a world where we have to leave the HCF toggle OFF.
nope did absolutely nothing
the wiki and blockbench suck
What a time to be alive
HOW TO THE PLAYER SAW HIS HAND WHILE HOLDING A CUSTOM ITEM?
i changed it to a random sequence of letters and the crafting recipe still appears in the crafting table
{
"format_version": "1.20.10",
"minecraft:recipe_shaped": {
"description": {
"identifier": "minecraft:shield"
},
"tags": [ " " ],
"pattern": [
"#I#",
"###",
" # "
],
"key": {
"#": {
"tag": "minecraft:planks"
},
"I": {
"item": "minecraft:iron_ingot"
}
},
"unlock": [
{
"item": "minecraft:iron_ingot"
}
],
"result": {
"item": "minecraft:shield"
},
"priority": -1
}
}
doesnt work with just an empty string either
Why Mojang still hasn't fixed custom item not using the right swing animation 😡
is they a way to get enchants like sharp 10 on a item
:0
No
depends on how you're attempting to implement it but using external software yes
there are NBT editors that let you edit the NBT tags of items in player containers
how do i disable vanilla brewing recipes
anyone know why this doesn't work ??
i'm trying to completely disable the crafting recipe
How to display the name of the dropped object?
anybody got any other tips on this? https://discord.com/channels/523663022053392405/1254338522622464081
Item and block events are being removed, including triggering event components. And the replacement is custom components in script.
Read #announcements message
Once hcf is removed all hell will break loose
Per #announcements
🙂 or you could just update them
90% of the components are stable
Hard to maintain
Why keep an inferior system
They gave warnings months in advance + it was experimental so you should know the risk
Did you read the replacement?
There literally is info youre just refusing to learn @shadow cedar
#announcements message
#announcements message
Then read the docs? Use the wiki, ms docs etc
The wiki is up to date in regards to components. Not events though
every event has been removed
Script API, there are events for entity hitting entity and even blocks, both being currently stable
The whole removal of events within items and such was such a dumb decision. People who understand scripting don't really care or have bland responses because they get scripting. But for those who don't it's a major roadblock. And the simple oh here's a link and read doesn't work for everyone but people except it to.
They could have just added the scripting controls and left the other stuff alone
They literaly cant because that requires it to be in stable which if they wanted to they wouldve done a long time ago
They chose not to which is why it pisses so many off
Like the fighting I had to go through to get a simple durability script for my custom pickaxes was ridiculous
Because I don't understand scripting
I tried learning but it hasn't stuck
You are assuming that
HCF been experimental for what, 3-4 years?
ok and ur point. They could have easily made events stable
and just let them be
as is then added more options going the scripting route
My point is that you are assuming that it’s easy for them to have events stable lol
“They could have easily made events stable”
Scripting is better for managing something like this.
there’s a reason why HCF been experimental forever
dont see how scripting is better for simple things like decreasing a pickaxes durability
or controlling durability overall for other tools
I was a lot against this movement because the lack of knowledge around the idea of it. I even made a feedback post defending JSON events, as I was trying to build an easy bridge between JS and JSON... a 50/50... Mojang deff heard the post, as that's exactly what we got. https://discord.com/channels/1138536747932864532/1206046113887428659
Can you tell me why it’s not (beside the obvious fact that it could be hard to do so for some people)
how about you tell me why having to type out an entire script is more efficent that 3 or 4 lines in an item event....
the script is not easier by any means
your doing more work to achieve the end goal
I can actually only write a few lines of code and use it on every single item I want, that’s in fact easier than item events
yeah cause copy and paste is so hard to do within the item files....
and again your on the assumption that everyone can just read a stupid article and grasp the concept of scripting api
Nah, that’s up to you to understand, I was telling you this method is more efficient lol
a simple 3 line event to me is far better than needing to make an entire script on a language i dont understand
how effecient do you need durability to be like tf
It all depends on your vision of efficient. Efficient as in easier for users? Yeah, 4 lines of code is better. Efficient as in for being easier for the game to handle? Scripting.
the point still remains the events worked
though, once you write 1 script to handle durability, it will just take one line to use it on all your items lol
they functioned
again thats under the presumption the person can properly understand scripting
Is not as easy as blacks and whites.
Enchants weren’t working with item events durability so nope not really “functioned”
Yeah, that too. With scripting you can let your imagination flow
The programming industry changes very quickly, one must work in adapting.
its not that simple
User-made libraries are already a thing
agreed people slap articles and expect you to be able to just read and understand
If you read the announcement you would have seen the docs
not everyone can just read a document and understand all its functionality
some people learn by seeing it already in use and then experimenting from there
I mean... im building a project to help people with custom components for blocks... and I am working really hard on having self explanatory files https://github.com/Kaioga5/Kaioga-s-Block-Templates
Give it a look... I've commented line by line, almost
basically frankenstiening it
Exactly what you can do with people-made libraries
You have two options:
- Keep complaining about the removal of item and block events
- Adapt to the change, learn the basics of JS and start cooking
That simple 🤷♂️
Yeah I know
Same
Literally check my repo
yeah i spent 2+ days trying to resolve a item render issue because they felt the need to remove the "render_offset" component
oh lol
Even so, you can download the .mcaddon lol
Or check the zip files for both, behavior pack and resource pack
Reading the docs is the best scenario for you right now
Attachables are better
IMO
yeah i went that route and still struggled for 2 days
and i used the wiki
before you say anything
and it still didnt resolve it
Once you get them you never forget
I have only used attachables, by the time I realize I should use render offsets, they were gone
I think I only used the component for 3 months or something lol
Read #announcements
There's lots of things already in stable
yeah the render offset made it simple. im using higher res textures so it was more difficult to setup
here here
I linked you to Microsoft docs and the bedrock wiki
There are sections for everything, just navigate through it
You are changing of topic on every message, so I am loss
You want to learn to make custom items? Go to the items section
Check any of those
Or you could learn ScriptAPI and properly read the docs. If you have a good understanding the docs will help you
My library even has examples
👆 Docs
Read
My guy that is literally the docs
Did u clicked?
Oh my lord
If you are expecting to obtain the exact solution to all of your problems, that's not what you'll find. You'll find the tools to craft your solutions.
Those are tutorials, not docs
Hmmm no
You can learn without tutorials
Im not even gonna bother helping oyu anymore with this attitude
first build your main script
Anyone know how to fix this issue with the snow ball texture being oversized in mainhand?
Is it possible at all to make custom items compostable?
Could someone make me a backpack model? Ofc paid
Use attachables
Using scripting, yes
Even with a hopper?
I don't see why not
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.stone_sword": {
"states": {
"not_use": {
"on_entry":["/say not using sword stone"],
"transitions": [
{
"use": "query.is_item_name_any('slot.weapon.mainhand', 'sword:stone') && (query.is_using_item)"
}
]
},
"use": {
"on_entry":["/say using sword stone"],
"transitions": [
{
"not_use": "(!query.is_using_item) && !query.is_item_name_any('slot.weapon.mainhand', 'sword:stone')"
}
]
}
}
}
}
}
anyone knows what's wrong with this?
Tried that the snowball is still oversized.
Seems to be a #1067869659757543555 question. Or a #1067869318383157430 question depending on what you're trying to do
That means you did it wrong.
{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
//Replace <identifier> with the full identifier of your item
"identifier": "<snowball>",
"materials": {
"default": "entity_alphatest",
"enchanted": "entity_alphatest_glint"
},
"textures": {
//Replace <path> with the filepath to your items texture. It should match up with the filepath given in item_texture.json
"default": "textures/items/snowball",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.snowball_item"
},
"animations": {
"hold": "animation.snowball_item.hold"
},
"scripts": {
"animate": [
"hold"
]
},
"render_controllers": [ "controller.render.snowball_item" ]
}
}
}
what do I change?
Please format your code as code-blocks! This makes the text monospaced, and has support for syntax highlighting.
JSON
```json
{
"example": 123
}
```
JavaScript
```js
console.log("Hello World");
```
The character used here is the backtick. This symbol is usually at the top left of your keyboard, occupying the tilde key (~). On mobile, it will be on the second or third page of symbols.
nah bro just aired me
This was my response to you
Is really hard to visualize your code if it is not formatted as code
The snowball that is bigger in your hand is the vanilla Minecraft snow?
32x32 from faithful
Vanilla minecraft snowball item file?
yup
I would say change the geo, it is probably made to work for 16x16 items only
You could search in this discord to see if someone has an attachable made public for 32x32 items
Or search in sites like MCPEDL for 32x32 content and see how they made it
I myself haven't done anything with 32x32 since 2021 so I don't remember how I handled this
hmmm
is there any way to add lore to an item? that only displays in tooltips not while holding the item?
nope
hmmmm that's sad
what's the difference between
dispense_on
&
use_on
?
it got me confused
correct me if I'm wrong
dispense_on is where the item will be placed
use_on is where the items will be interacted/used
ok, but how?
never mind, i found the wiki page
How do I access to any of these textures?
"helmet" : {
"textures" : [
"textures/items/leather_helmet",
"textures/items/chainmail_helmet",
"textures/items/iron_helmet",
"textures/items/gold_helmet",
"textures/items/diamond_helmet",
"textures/items/netherite_helmet"
]
}
This doesn't work, the texture is invisible
"minecraft:icon": {
"textures": {
"default": "iron_helmet"
}
}
You dont
You need to define them individually
What fun
Does anyone know what happens if you give a block and item the same ID?
There's a few things that occur:
- Both will exist
/givecommand gives the item- Pick blocking will give the block, not the item
Does someone know how can i make an item useable on the floor
i mean
i cant interact with blocks with my item
so itemUseOn event doesnt fire in script api
use_modifiers component 👍
That will trigger it
doesnt work
😭
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "source:item",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.sword"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "paper"
},
"minecraft:use_modifiers": {
"use_duration": 1,
"movement_modifier": 0
}
}
}
}
is this correct?
Tey format version 1.20.80
does that work for stable?
because im using stable APIS
Yes
same thing, doesnt work with 1.20.80
Ah i think you need custom components now
damn
i dont think because there isnt world.beforeEvents.worldInitialize...
in stable
Gotta wait for 1.21.20 then
damnn
so
there isnt any way to do custom hoes?
thats what im doing
but i cant get to make the item interact with the floor
Wait for 1.21.20 then or use beta modules
Womp womp sound effects
Add the hoe tag on your item
It will include the hoe functionality
There’s one for axe too for stripping woods/copper blocks
How do I do that?
Is this stable?
yes
"components": {
"tag:minecraft:is_hoe": {},
"minecraft:max_stack_size": 1
it doesnt work either
That’s the old format, this is how you add tags on new format version:
"minecraft:tags": {
"tags": [
"minecraft:is_hoe"
]
}
do you know any that i could use
idk if this one is still free (i bever updated it so i dont pay LOL) but check out universal minecraft editor
can you sendme your version
@oak hearth You need to use;
"minecraft:use_on": {
"blocks": [
"grass",
"dirt",
"grass_path"
]
}
and
"minecraft:tags": {
"tags": [
"minecraft:is_hoe"
]
}
I am not sure if the first one is exactly required but try it and see
no
Add item.wiki:custom_item=Custom Item in language file (such as en_US.lang)
Or you can also use:
"minecraft:display_name": {
"value": "Custom Item"
}
can you make a attachable that only shows in 3rd person while in 1st person it shows the regular sprite/icon?
Thank you so much!! this worked
You're welcome!
Transparency alpha test won't work with items I don't think. You'll have to use attachables
you can help me? Is there a way to make an animated item like (cobalt_boots) I just made the common item, as for the armor it didn't work the common method, is there another way?
There's no way to make animated items
Yes, I was able to create animated items, but the armor was not
how can i make my item accept enchanted books
You need the enchantable component
and what is it
the id of the component
btw i found it
minecraft:enchantable
It is possible to execute commands with an item still?
not directly in the item behavior JSON since events are gone, but with help of scripts, yes it's possible
how do I have items run commands?
Can someone tell me how to add a static animation to armor? Specifically a helmet.
Can someone help me how to make skill for sword With animation and particles
no one?
Read the docs
{
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "sh:mesh",
"functions": [
{
"function": "set_lore",
"lore": [
"§ofrom §aMob Carcher"
]
}
]
}
]
}
]
}```
@lunar flicker
nothing
And you’re calling the loot table to give the item?
🙂 ha?
Why exactly are you having this problem?
Show your code?
Do you want to add a description to your item?
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "mc:swamp_drowned_leggings",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.leggings"
}
},
"components": {
"minecraft:display_name": {
"value": "%item.swampleg.name\n%item.fboot.desc2\n\n%item.swamphel.desc"
},
"minecraft:icon": {
"textures":{ "default": "mc_swamp_drowned_leggings" }
},
"minecraft:max_stack_size":{"value": 1},
"minecraft:hand_equipped":{"value": true},
"minecraft:repairable": {
"repair_items": [
{
"items": [
"mc:swamp_drowned_scale"
],
"repair_amount": "query.max_durability / 2"
},
{
"items": [
"mc:swamp_drowned_leggings"
],
"repair_amount": "context.other->query.remaining_durability * 0.8"
}
]
},
"minecraft:wearable": {
"protection": 5,
"dispensable": true,
"slot": "slot.armor.legs"
},
"minecraft:durability": {
"max_durability": 290,
"damage_chance": {
"min": 55,
"max": 75
},
"repair_items": [
"mc:swamp_drowned_scale"
]
},
"minecraft:enchantable": {
"value": 10,
"slot": "armor_legs"
}
}
}
}
Durability doesnt have a repair_items, Wearable doesnt have a dispensable
I understand, it's because I'm still learning the new item formats, thank you very much, I'll do some tests
Is it impossible to add trident enchantments to custom items?
I looked in the docs but I didn't find the trident tag in the enchantment part
spear
what exactly does this mean?
my item and bhv pack format versions are 1.21.0
Use format version 1.20.80
will I be able to use custom components
Yes
I believe that in the next release version
It's work
yeah
Nobody hears or nobody wants to listen
🤷
Agree to disagree
Hey tell me, when you turn on the hcf toggle, or any experimental toggle, what does it tell you?
😱
Almost like its a warning
Idk about you, most people i talk to did 🙂
#1067870355814895687 message
Agree to disagree
I can have meaningful cinversation if its productive. This convo is not productive
Give me a topic that isnt the same rehashed one every month then 🙂
You havent seen me in many other conversation such as the feedback discord and the update channels. Give me something new to talk about then instead of the same boring old, "HCF is getting removed???" Topic
yea, so minecraft did warned you
I don't really think people actually care to read tho, even if they do they would assume nothing will happen
What does "Be careful as things might break" mean to you then?
I guess it just depends on the way you think, for me that means the feature itself could break
Tho, I never actually bothered reading it until today because "experimental" word itself should be obvious enough that it comes with risk of breaking
Well yeah true, I don't think the blame should be because you used the HCF toggle, but rather that you weren't aware of it's consequences, especially blaming Mojang for that lol
Do not ping random people for help or otherwise.
Random pings are never good
; No one is obligated to help you at random.
pov:
@arctic orbit help
I don't know if you've already done it, but I know a way
you can use the name of the item itself, skip lines and use, there is a way where you can put it in the lang file so it can be translated
hi there, is it possible to have attachable for for the same item when it is wearable (like a helmet for instance) and it is equipped, but also controle the icon when it is on hand? because I wanted to reize the texture as it is really big when holding on hands
I believe not
Through JSON UI yes
is there a way to make some armor stronger then others in the armors .json files?
Try minecraft:oak_sapling
Increase the protection field in minecraft:wearable
Do the custom components fix having to write 1000+ block id's to make a custom pickaxe that works like a pickaxe?
is there a way to make some armor stronger then others in the armors .json files?
Is there a tutorial for gun like items?
Is attack damage still capped at 255 on newer format versions?
Custom components + scriptapi
Is anyone know how to fix this? (32x32 texture)
Gotta use attacheables to scale it
Any solution? except attacheables
Make your item sprite smaller. Make it 16x16
Are custom chargeable item like crossbow, if so is there any component for that?
Or how can i make one
Shooter component
Oh thanks
How can I achieve this? I want this for every block you're holding.
Thank you
This is when you hold a block in your offhand with /replaceitem
Here's a tutorial on how to use attachables to fix it: https://wiki.bedrock.dev/items/high-resolution-items.html
Hey i recherche a custom Armor 3d
thanks about that now I know that items also has customComps
You can't exactly fix that...
How did you scale the geometry?
I'm assuming that's just the base item geometry
It's a bug that happens with high resolution items
Yes, I was studying and I realized that it should only shrink.
Is there a way for objects to inherit from others? I need to have a new item that has the ability to mine the stone peak blocks.
How do I make custom bow with the charging animation? Because I tried to make it but the charging animation won't show
since recipe book tab can only show 1 way to craft an item, if you have multiple ways to craft it, thats a problem if its not showing the one i want, is there any way to disable a specific crafting recipe you made from showing up in the recipe book tab?
Recipes should have a priortiy key last I checked(~1 month ago), try messing around with that
yeah found "priority": 0,, didnt seem to affect it, suggests its for furnace only perhaps
also just tried shapeless to get overridden by shaped, also failed
The key should exist in all types
If not try changing it so the higher priortiy is first alphabetical order wise since thats the order it gets registered
yeah that one im trying right now xD
somehow that didnt work, trying a name that in theory should load first, nor inverting their names and identifiers stopped the other damn recipe from overriding it, ok onto priority again
this recipe override cannot be adjusted lol, nothing is working lol, and what https://wiki.bedrock.dev/loot/recipes.html#priority says "priority" only comes after some other considerations, for some reason the filename adjustments arent doing it
huh, changing the single ingredient to a different item did it, thats....... weird, maybe its an edge cause because the problematic recipe is actually just a recipe that does wayfinder_simple -> wayfinder_simple, to clean its lore data
yeah so far its pointing to that, suddenly after changing the recipe to be wayfinder_echo -> wayfinder_simple, suddenly its listening to filename and also the priority to resolve it
weird, also this edge case is unfortunately screwing me over, ill just add another item to the recipe, breaks it out of this edgecase too
even tried each recipes being shaped vs shapeless, and one being one and one being the other
I just discovered this experimental item component on format version 1.21.10 does anyone have any info on it there’s nothing on bedrock.dev or Minecraft Documentation.
I need to test it in game tho
Check the pins in https://discord.com/channels/523663022053392405/1247938434753101845
Didn't see anyone talk about the new item components in this week's #Minecraft preview. I think it's neat. We have the ability to play sound events when armour is below a certain durability amount + fully ab…
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can someone help me in https://discord.com/channels/523663022053392405/1067869136606220288
Custom armors can have trims?
Yes
