#Items General
1 messages · Page 5 of 1
Lovely, thanks!
now time to find out how trims work in minecraft
Icons appear invisible after adding a trim, why?
how is your icon defined?
"minecraft:icon": {
"textures": {
"default": "kai:cherry_boots"
}
}
didn't know colons were supported
i did this for my test "minecraft:icon": "custom_boots",
I'll check that
@dry pilot Preview or stable?
Stable
Icon has to match item id
Didn't worked either
Show your full code?
Does the 1.20.60 format version is a must? I have .70
Did you check the example zip i sent in #1019665690233405500
No
{
"format_version": "1.20.70",
"minecraft:item": {
"description": {
"identifier": "kai:acacia_boots",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.boots"
}
},
"components": {
"minecraft:icon": {
"textures": {
"default": "kai:acacia_boots"
}
},
"minecraft:enchantable": {
"value": 5,
"slot": "armor_feet"
},
"minecraft:durability": {
"damage_chance": {
"min": 60,
"max": 100
},
"max_durability": 55
},
"minecraft:repairable": {},
"minecraft:max_stack_size": 1,
"minecraft:wearable": {
"slot": "slot.armor.feet",
"protection": 2
},
"minecraft:tags": {
"tags": [
"minecraft:is_armor",
"minecraft:trimmable_armors"
]
}
}
}
}
Icon should jusy be acacia_boots
No namepsace needed, make sure its the same in your item texture json as well
Let me give that a go
Works without the namespace
I guess I can't do it
I need the namespace
or... maybe make the namespace part of the name
👍 Wait for 1.21.20
Bug is fixed in 1.21.10, but since Mojang skipped it, have to wait
ah, sounds good then, thanks
I have a problem
{
"format_version": "1.20.0",
"minecraft:item": {
"description": {
"identifier": "jwbackpacks:backpack_item",
"is_experimental": false,
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:icon": {
"texture": "jwbackpacks_backpack"
},
"minecraft:max_stack_size": 1,
"minecraft:wearable": {
"slot": "slot.weapon.offhand"
}
}
}
}```
The item stacks at 64 even if i put 1 on it
Is there a forum post anywhere explaining how you change from on_use and item events?
hi there, so I was looking something to render a item in the player outfit if the player have a specific property set to true, so I was wondering if it would be possible using attachable as I cannot change the entity on resources pack because it will block users to edit and change their skins, do someone know if it could be possible?
Are custom tools getting improved soon? Will the custom components mean we don't have to list out 1000+ block ids to make a custom pickaxe?
Also it seems the durability component doesn't work for custom tools except for attacking entities and to make a custom pickaxe actually lose durability we need a script?
If so, I'm just not going to bother with custom tools because this seems silly and brittle 😦
You need a script for pickaxes, and custom components don't make the digger component any better sadly
Custom items definitely could use some work on making vanilla like things
hey could anyone help me with aligning my item in first person? seems to be all off and takes ages to get it in the right position
You need to bind it to the right item in blockbench and edit it in the animation
thanks man, managed to sort it out
something not working with my loot table, path is right, not being recognised tho
{
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "minecraft:gold_ingot",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
}
]
}
]
}
any idea?
No problem 🗿
Remove the "minecraft:" only leave gold_ingot
turns out I was calling it with "loot_tables/name" and it should be "loot_tables/name.json"
caught me out
fixed now
Gets the better of us
My item is still showing up as item.namespace:id.name even though i defined it in the .lang file
Old: item.sirlich:hoe.name=Hoe
New: item.sirlich:hoe=Hoe
Essentially you just need to remove the .name
@thick blade
thank you!
anyone know the offset rotation for 64x64 weapon items? like bows?
What do you mean offset rotation?
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [
0.015,
0.015,
0.015
],
"position": [
0.405,
-0.145,
-0.8
],
"rotation": [
0,
0,
0
]
},
"third_person": {
"scale": [
0.05,
0.05,
0.05
],
"position": [
0.25,
0.95,
-0.5
],
"rotation": [
0,
0,
0
]
}
}
},
this
was messing with it alot and still did not get the right rotation for a crossbow position when holding a item..
That component has been removed
is there like a 3D software guidance for it?
Check the animation file for them as they are attacheables
Ahh i was using 1.16.100 ooff
Ohh aight! thanks!
It is advisable to stop doing that and start migrating to 1.20.80 format
I'm a beginner so yeah don't know much about versions😅😅
and how they affect the addons
Hellpp
Animation glitches like that just take some tuning. You have separate 1st and 3rd person animations, correct?
yes
I manually rotating it but it end up glitching through the character's body
Ok. So you'll just need to try rotating the 3rd person animation on different axes then
Find which one moves in the direction you want
Then do a binary search type method to find the right value
Find a value that's too low, and one that's too high
Test the value halfway between the 2
If it's too low, repeat, using the tested value as the new low
If it's too high, repeat with the tested value as the new high value
THANK YOU!!
how come particles in an animation in the attachables dont get spawned at the locator location but at the head location?
Can anybody help me? My texture meshes are not resizing the item scale in first person
Just in third person
*The bind has been setup inside of the rightItem group
The texture_meshe model
{
"format_version": "1.10.0",
"animations": {
"animation.large_item.hold": {
"loop": true,
"override_previous_animation": true,
"bones": {
"rightitem": {
"rotation": [
"v.is_first_person ? 45 : 15",
"v.is_first_person ? -15 : 0",
"v.is_first_person ? 30 : -165"
],
"position": [
"v.is_first_person ? -6 : 1",
"v.is_first_person ? 0 : -1",
"v.is_first_person ? -1 : -6"
],
"scale": [
"v.is_first_person ? 0.5 : 0.5",
"v.is_first_person ? 0.5 : 0.5",
"v.is_first_person ? 0.5 : 0.5"
]
}
}
}
}
}
Hmm, that's weird. The scaling seems fine. Maybe the position of it makes it look larger than it actually is?
I will test it
What should put inside of it?
Put what? The animation?
The binding
the binding should be right_item if it's only for the mainhand
Like that?
yeah
The animation
The attachables
{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": "spark:akatsuki_cloak",
"materials": {
"default": "entity_alphablend",
"enchanted": "entity_alphatest_glint"
},
"textures": {
"default": "textures/items/cloaks/akatsuki_cloak",
"armor": "textures/armors/cloaks/akatsuki_cloak",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.large_item",
"armor": "geometry.akatsuki_cloak"
},
"scripts": { "animate": ["large_item"] },
"animations": {
"large_item": "animation.large_item.hold"
},
"render_controllers": [
{
"controller.render.large_item": "context.is_first_person"
},
{
"controller.render.armors": "context.is_first_person == 0.0"
}
]
}
}
}
So, it looks like the attachable's not erally doing anything at all
Can you send your content log?
There's nothing apperaing in it
It is enable
Oh wait, I see the issue. Is this an armor item?
Yep
I want to create an armor item
Now i'm just trying to resize the icon
Press F
But
I was doing that
The only problem that was happening was because the first person animation was not working, but the 3rd was
What is the best alternative to renderoffsets?
attacheables
So I have to create a model for the item, right?
Ok tks
Can someone help me in my post 🥲
Bru, this pisses me off why are they removing everything good about addons and making it way harder?
I want to be able to make weapons give effects, items teleport, have inventorys, give effects, etc.
Without having to make 20 different scripts for each of them
You would need to do the same thing for json events anyways
Not really, all I have to do is add events to the item, then add the command I want it to run.
Thats what youre doing with scripting
All in 1 file!
That may be true but scripting is a lot harder to figure out
How do I run commands when you use the item?
Custom components or itemuse event
I have no idea how to use those, there's zero documentation as far as I know
https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponents?view=minecraft-bedrock-stable
https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponentstutorial?view=minecraft-bedrock-stable
Alright.. That's helpful
how to make item able to be put in offhand?
Allow offhand component
Is it possible to set a custom lore to an item made by myself? Like a component or smt to set it
Youll need to use scripting
Well, here ends my journey
(idk abt scripting)
How do I reduce durability when mining blocks?
Custom components and scriptapi
Is the manipulation restricted to custom components or can I do it from the destroyBlock event?
At the moment it does not allow me to modify the damage of the object directly from the event. It is restored to the value before the modification, with both objects that are in the event, pre and post.
Thats a #1067535382285135923 question
I replaced on_use event with custom components because hcf is being removed but wich item format versions should i use for custum components to work?
1.21.0?
1.20.80
Thanks
Okey that made components work but now item texture is invisible, may you know what is the problem? It happend after i changed item format version
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "jjba:sk_active_control",
"category": "masked.world.text.jojo"
},
"components": {
"minecraft:icon": {
"texture": "sk_active_control"
},
"minecraft:cooldown": {
"category": "ska",
"duration": 1
}
}
}
}
Here is the item code if it will help to understand the problem im dealing with
Jsut do
"mimecraft:icon": "icon"
You dont need the texture object
Oh okey thanks i will try that
does anyone know how to make custom tags for recipes?
for example if i made a bunch of custom items and wanted them to have their own category, how would I create that tag?
Wdym tags for recipes?
like you know how you can use "tag": "minecraft:logs" inside a recipe so you dont have to make like 10 different recipe files for each log
Right, all your items need your tag then
how would I assign the tag
In the item file
You need the namespace
yournamespace:hammerstone
oh yeah
i tried that
didnt work
is there a place i need to be declaring these tags beforehand ?
That's not helpful at all, any content logs? Are you using the right format verison?
yes, and yes, sorry lemme grab those
[Recipes][error]-recipes/xov/flint_handaxe_using_hammerstone.recipe.json | flint_handaxe_using_hammerstone.recipe | The Item Tag: hammerstone is missing or invalid, can't make the recipe
[Recipes][error]-recipes/xov/flint_handaxe_using_hammerstone.recipe.json | flint_handaxe_using_hammerstone.recipe | Recipe for: flint_handaxe_using_hammerstone.recipe is missing (unknown) ingredient
this is after I removed the namespace
the error with the namespace was identical to this one
What format version are you using?
im using 1.20.50
Try 1.20.80, and then show your recipe file
i WAS using 1.20.80, but changed it after the first error
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "flint_handaxe_using_hammerstone.recipe"
},
"tags": [
"crafting_table"
],
"pattern": [
"B ",
" A"
],
"key": {
"A": {
"item": "minecraft:flint"
},
"B": {
"tag": "xov:hammerstone"
}
},
"result": {
"item": "xov:flint_handaxe"
}
}
}
Hello everyone, maybe someone can help me, here I want to know how to make this Spawn Egg hidden and can only be obtained from Command?
Ok
How can i hide this item from creative inventory? Like it to be obtained only through command
Not really possible with current format version for now
you could set your category to "none" but then it hides the item from even commands, not just inventory
Ehh so sad
if you want to vote for it
I will
Is the repairable component broken on latest stable?
Broken how?
I’m trying to repair some boots with a specific item, when I put it on the anvil with said item it shows like it can be repaired but when I pickup the result from the anvil it comes back like I did nothing
So no item gets repaired and no item gets removed from my inventory
do vanilla items work? they made some changes to enchanting regarding rarity that might have caused it
wait nvm how it that related at all
is there a list of all conditions for amimation controllers somewhere?
That website will be your friend for most documentation
If somethings not there, it's probably on https://wiki.bedrock.dev
Yeah vanilla items work
I understand the issue now
you can animate handheld items?
Using attachables, I believe
butyou can't on item sprites?
yes
tysm i was trying to find it on there but had trouble so ty!
i wish i could pin these resources
wait so what would be a good query to use if i wanted to activate an animation when I first start holding the item?
To my knowledge it isnt possible to change the item texture based upon a query of the item name (like jeb sheep or other thing like that) am i correct?
You are correct
Custom components
You could use my library
An add-on library for Minecraft: Bedrock. Contribute to SmokeyStack/adk-lib development by creating an account on GitHub.
https://github.com/SmokeyStack/adk-lib
Did you read the readme?
You did all this?
Ah are you in stable? That explains it. That version is relying on preview
My bad dude, i dont have any version thats supposed to work on stable. It was supposed to when 1.21.10 released but that got delayed. Once 1.21.20 I'll release a stable version
Which should be next week. Or you can learn scripting I guess
How can I make an attachable use X geometry and X render controllers when the item is held at hand and use Y geometry and Y render controllers when the item is equipped?
Can't you query what slot it is in?
Yes you can, managed to do it!
Out of curiosity could you share the RC here 
I made it using just two attachable files, for some reason the render controller wasn’t working when, in theory, it should have
I’m not sure if it’s because I’m not supposed to give attachables to blocks
Now is just a single attachable and block 🫡
im trying to make a 3d item with animations but the model keeps getting all messed up when i test it in game even though on blockbench it looks fine anyone know whats going on???
How can you make an attachable use two models and a different texture for each model again?
Ghats conteolled in the render controller
That’s been a glitch for a while I think, try repairing using only one of the item
Yeah is a bug in creative mode
How to fix this? I reduce the size of the item, but it loses all quality
How can I modify the spawn egg texture for the iron golem? I couldn't find the spawn egg texture for the iron golem in the item
Check the client entity file
I couldn't find it in RP/texture/items
Thats...why I said to check the client entity file?
this?
Yes
oh
I drew a spawn egg texture for the iron golem myself, how do I use it?
Thats a #1067869022273667152 or #1067869590400544869 question
How to make the armor moves?
um easy way name to fix without coding
https://github.com/bedrock-dot-dev/packs/blob/master/stable/resource/models/entity/skeleton.geo.json
look into the skeletons folder names
and just replicate the folder names into your model
Thanks man. I've resolved it though. And yeah, basically the bone of the armor model's name should be the exact same with the entity's bone for it to work
Not super sure why my item keeps telling me it's missing the icon texture when it's not
Send ur component u use?
It's just the icon component. I set it as default an texture for it and it says it's missing
Guys, i have a problem with the position of the item in my hand, is this resolved through these attachables? This part is so complicated 
{
"format_version": "1.20.60",
"minecraft:item": {
"description": {
"identifier": "swmc:dc_15a_ammo",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:stacked_by_data": true,
"minecraft:hand_equipped": true,
"minecraft:use_modifiers": {
"use_duration": 99999,
"movement_modifier": 1
},
"minecraft:can_destroy_in_creative": false,
"minecraft:food": {
"can_always_eat": true,
"nutrition": 0
},
"minecraft:max_stack_size": 1,
"minecraft:icon": "dc_15a_ammo_icon",
"minecraft:display_name": {
"value": "dc_15a AMMO"
}
}
}
}
Here an example of mine
Yeah but I'm in stable and that format no longer works
that format version is also stable
It is stable 
Nope. Items before 1.20.80 are hfc and the texture component format changes
Only 1.16.100
1.20.30 and above is the one you need for stable components
up to 1.20.80 (in current game version)
there is no higher
besides 1.20.80
which basically has no difference compare to my code
Well I assumed since 1.20.80 blocks were had hfc so did items. And yeah it changes at 1.21.0 which is supposed to be stable for all
1.21.0 is not a valid format version
If that was the case none of my stuff would woek
I.21.20 doesn't work. No matter what I tried to do.
bro bc anything higher than 1.20.80 doesnt work for valid format version
Are you in preview?
No
That's why
Right in stable.
what the f in my pack (in the packcache) the texture looks like this
but ingame there is a pixel error?
maybe try to keep the texture size in a 1:1 ratio (width and height)?
okay the image was 22x22 and mc probably scaled it down to 16x16, now it works
does anyone know how to make this go onto the next line:
item.kingdom:speed=§bSpeed Boost\n§f[ §bLasts for 30s§f ]
Youll have to use display name component
how do you do that?
Just add the component?
with the removal of render_offsets along with HCF experiment how would i scale down my items that aren't 16x16? i believe i have to use the resource pack for item attachables.... not sure how to do that tho
legit made a script to generate render_offsets for me and they removed it 
lol
yeah i need to know that aswell could someone help
Attachables are a system in resource packs to give items custom models and animations when held.
@spark swift
They really shouldn't have removed it tbh render offsets made it so much easier for this specific scenario 😩
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [ 0.0104, 0.0104, 0.0104 ]
},
"third_person": {
"scale": [ 0.02573333, 0.02573333, 0.02573333 ]
}
},
"off_hand": {
"first_person": {
"scale": [ 0.01733333, 0.01733333, 0.01733333 ]
},
"third_person": {
"scale": [ 0.02573333, 0.02573333, 0.02573333 ]
}
}
}
"minecraft:item": {
"description": {
"identifier": "msd:stanagmag",
"category": "Items"
},
category items dont work anymore
do you guys know a fix?
ur version
change it to 1.20.70
that format version doesnt work anymore use one above 1.20
okie
where do i put render offsets in the new format?
How does one use that to scale items down?
You don't they don't work anymore
Its REALLY annoying for me
This im assuming...
Use the animation scale property
I'm kind of new to attachables, I always ignored them, which file would that be in sorry?
In the animation file, check the guide i sent
Alright
how do i resize item texture when holding?
Update category format:
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.axe"
}
ye
🙀
ohhhhhhhh
wait bro how!!
It doesn't seem to be enchanted
well could u show me how to scale it down
Take all of these files and put it in your resource pack
And for the attachables/stick.json change your stuff accordingly
I'm assuming I have to do this for every custom item I want to scale down
i never used attachables before
so where do i place that file in my pack
In the root directory
For the folders you already have move the contents into them, if you don;t have them create the folder
It looks really goofy when swinging items and doesnt even look like im holdng iy
As long as I have the correct paths, can I have subfolders in the behavior pack's items folder?
block
what's the version of item for make work "minecraft:protection" after 1.20
i try 1.20.20 but it don't work
It’s removed
Protection now comes under the ‘wearable’ component
how can i make armor can you show me example please
@lethal iris
Basic template
thanks
remove "is_experimental" it doesn't exist
Does anyone have a basic pack with an item event working after HCF removal? Fairly certain I've worked with the custom components before but I need a refresher
The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.
Please take a look at the following links to learn more about custom components:
what do i do now? no item event works
@main whale
okay
web is bug?
yep
anyone else getting these errors after the update?
What does the value "protection" defines? Armor points or armor toughness?
armor points
armour toughness isn’t rly smth we can add on bedrock
Then what's the default armor toughness?
No idea
how to have an attachable for armor wearable and item? like how do I make it look normal in hand, but still have its attachable for the wearable armor
thats not it I already got my armor working
just now the item thingy
What?
the guide i sent literally shows how to make vanilla armour, 2d sprite in hand, 3d model when equipped
That wouldve been useful info in the beginning. You'll need to mess with the render controller then
yeah I see
How can I make an item that is usable and does not disappear upon use?
Use modifiers component
now the blocks and items in 1.21.21 doesn't work, becouse the experimental funcions were removed. ¿there's a way to addapt them to the newest versions code?
The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.
Please take a look at the following links to learn more about custom components:
@plain elbow
Why is this item stackable as 64 even if I set it to 1?
{
"format_version": "1.20.0",
"minecraft:item": {
"description": {
"identifier": "endermod:ender_star",
"category": "Items"
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:display_name":{
"value": "Ender Star"
},
"minecraft:allow_off_hand": {
"value": true
},
"minecraft:glint": true,
"minecraft:icon": {
"texture": "endermod.ender_star"
}
}
}
}
the custom components were recently added to the codes?
Added in 1.20.80
so. this code doesn´t work in the 1.21.21?
No bc events have been removed
I curse you Mojang
what is replacement for render offset
Attacehables
That thing doesn't work now
should i use the same value from render_offsets in animation?
¿what can i use instead "minecraft:render_offsets"?
Attacheables
Cannot find an faq with the specified tag.
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
You need to use custom components
so, i put those components inside "minecraft:use_modifiers": {
THIS
}
?
nvm i made it work
whats the replacement for minecraft:armor?
If you’re talking about protection, it’s merged with wearable
okay thank you
Is it possible to set armor toughness? There's no field in wearable afaik
No
Does "minecraft:block_placer" still work to make items place down blocks, because its no longer functioning like it used to for me
Should still work yes
whats the replacement for minecraft:render_offsets ?
"minecraft:render_offsets":{
"main_hand":{
"third_person": {
"position":[ 0.85, 1.85, -1.10 ]
}
}
},
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
@radiant grove
Intro: https://wiki.bedrock.dev/animation-controllers/animation-controllers-intro.html
Running commands: https://wiki.bedrock.dev/animation-controllers/entity-commands.html
it seems that wearable protection doesn't work, or at least it doesn't work with knockback roar. confirm?
How to solve this
Do you have the icon component?
"minecraft:icon"?
Yes
Yes, it does.
Needs to be:
"minecraft:icon": "nature_aura"
It worked, thanks
The name just isn't showing up.
Is there any way to make items not drop themselves even when mined with silk touch?
I assume you mean blocks and the answer is scriptapi
Hey, how do you add dynamic properties to an item? I am wanting to set variables on an item that I could use in my custom components, thanks!
Try asking in #1067535382285135923 , do note that dynamic properties can only work on non stackable items
Gotcha, thanks!
They just say the same thing
Like a robot
They didn't know how to make it
They think that just sending u the link it can be usefull for u
But it is not
Bruh moments
Ik I just reduced texture size and just went with that
SmokeyStack, if the attachables really work, make a addon with what this guy need that really work
This is boring
The truth is
I asked some other people and they also didn’t know
Nobody wants to help
Yes
Bec don't have a way to do that
Not yet
Attachables is literally just for 3D items and armor
Unfortunately
U can't make item and armor inside of the same attachable
context.is_first_person??
Rlly mojang??
U kidding me?
If everybody could use variables and queries inside of the stupid attachable the world would be a better place
Have a good day
Or night
Whatever
how do i remove the namespace of an item in commands? and is it possible to use minecraft: as the namespace of a custom item?
Idk whay you mean by the first item
No
like usually the identifier of my item would be addon:item_name
i wanna remove the namespace because i want the item seem to be vanilla
and so it's easy to find in give command
yea that's not possible, without the namespace, ur item wouldn't be valid in commands
i see
nice pfp
sigh
Sticks aren't data driven
You'd really only need the bare minimum components for an item and minecraft:fuel though
{ "format_version": "1.16.100", "minecraft:item": { "description": { "identifier": "gun:deagle", "category": "equipment" }, "components": { "minecraft:max_stack_size": 1, "tag:gun": {}, "minecraft:allow_off_hand": true, "minecraft:hand_equipped": true, "minecraft:display_name": { "value": "DEAGLE\n§7[Pistol .44JHP]" }, "minecraft:creative_category": { "parent": "itemGroup.name.tools" }, "minecraft:cooldown": { "category": "attack", "duration": 1.0 }, "minecraft:icon": { "texture": "gun_deagle" }, "minecraft:render_offsets": { "main_hand": { "third_person": { "scale": [ 0.025, 0.025, 0.025 ] }, "first_person": { "scale": [ 0.0095, 0.0095, 0.0095 ] } }, "off_hand": { "third_person": { "scale": [ 0.025, 0.025, 0.025 ] }, "first_person": { "scale": [ 0.0095, 0.0095, 0.0095 ] } } } } } }
Why is this item not showing in Minecraft?
Render offsets isn't a component anymore, use attachavles. I'd also recommend turning the content log on in the future to help debug
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
The content log gives you live feedback for most errors that could occur while developing your add-on.
In Minecraft:
- Go to settings
- In the General section, select "Creator"
- Enable Content Log GUI
For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
It just doesn't show
It's because you have an invalid component
So like render offset is gone and Minecraft isn't doing anything to fix the item size?
Also what about the on shoot event in item files? Is that removed too?
I'm sure they'll fix it eventually. In one of the faqs i sent there's a link describing what to do to make your item look normal
Sadly yes. Mojang abandoned holiday creator features a while ago and have decided to remove it now
You can use custom components to replicate it
The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.
Please take a look at the following links to learn more about custom components:
Bedrock Wiki
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
Ah I have to remake my whole addon at this point
Yeah, sadly
Idk why mojang keeps on removing
Like every update is a disaster for creators
Btw thank you
Ofc
Can u send me the link?
The
render_offsetcomponent has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
Btw one more question
Do u know from where I can learn Minecraft scripting for bedrock?
Here are some tutorials:
#1203174431971876934 message
It may also be useful to learn some javascript on w3schools.com so you can understand the language better
Where can I find out the data ids of items?
I rely on our beloved @lunar flicker and their chestUI which contains a script with the data IDs and corresponding textures/typeId, no clue where they get that from as it’s not script accessible so far as I know 🤷♂️
How to use render_offsets to make item invisible in new update?
Attachables
can you add tags to an item through commands?
nope
tags can't be added dynamically on items
ok thanks
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
@median bluff
Thnk
Is it possible to create a custom trim icon for the armor?
Hello, does anyone have an example of a shield with lots of bones? || vanllia only has 2 bones but the shield I made has a lot of bones causing the animation to break - not working ||
Yes
You jist need to set it to the icon_trim in the icon component
what is launch_power replacement in script api?
What component was that?
Not a component but "shoot" event for items afaik
Ah yes, i remember. I dont recall shoot much aside it was used for bow workaround when shooter was broken
You'll have to summon the entity and apply an impulse on it. The impulse strength is your launch power
applyKnockback method then? applyImpulse method does not have impulse strength its just vector
btw "can_always_eat": false is not working
Well the vector is the strength ish
thx
anyone know why its not working?
Works for me, try omitting it so it goes to default value
how can i fix this sword
"format_version": "1.21.10",
"minecraft:item": {
"description": {
"identifier": "fantasy:alexandrite_sword",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.sword"
}
},
"components": {
"minecraft:damage": 14,
"minecraft:max_stack_size": 1,
"minecraft:icon": "alexandrite_sword",
"minecraft:render_offsets": "sword",
"minecraft:enchantable": {
"slot": "sword",
"value": 10
},
"minecraft:durability": {
"max_durability": 2000,
"damage_chance": {
"min": 90,
"max": 100
}
},
"minecraft:custom_components": [
"fantasy:alexandrite_sword"
]
}
}
}```
Thete is no render offsets component anymore
What exactly is broken?
it looks like i am holding an item not a sword
Then you want the hand_equipped component
ok thanks
it works 👍
How can I make a Item with durability don't break, when I hit a Entity?
Custom components beforeDurabilityDamage
https://github.com/SmokeyStack/adk-lib/blob/main/docs/items/on-before-durability-damage/prevent-damage-durability.md
alright, thanks
Is there a way for @minecraft/[email protected]?
Use the latest stable
is there any way to change the size of the item in the player's hand? 2d item
Attacheables
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
Is it normal for the item to be extremely large even though it's only 16x16?
the second link worked
in the third person
in first person it was a little strange
Is the animation used for both perspectives?
Can this be used with item_display_transforms?
Thats for blocks only
It's sad, it would be easier
How would I make a function that when I right click a specific item it deactivates all potion effects in a 15 block radius
Custom components -> itemUse -> clear effects
Sorry I don't understand, I use Minecraft add-on maker so yeah I'm sorry
No idea how to use that, sorry.
you need to use scripting. MAM won't help you for that since item events broke
Oh
Hello so I have texture for totem and I want to make it animated but I don't know how
in hotbar?
Hotbar and in hand
in hand possible, hotbar nope
Is there a way to reset anvil uses on an item?
I did it somehow and its not visible in first person and on third person its gliching
hi guys Can you guy tell me how can i make when the player hold my custom item The hand also do some animation? like the guns addon?
i hope someone answer my question thank u
how can i hide my items from here
setting your menu category to "none" is an option, but it will also hide ur item from commands (will invalidate all commands mentioning id of ur item)
I seated to non and it is working fine i can get it with commands
Guys, is there a reason why I can't use my custom shooter item in survival or adventure mode? I can only use it on creative for some reason...
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "let:brush",
"menu_category": { "category": "items" }
},
"components": {
"minecraft:icon": {
"texture": "brush"
},
"minecraft:use_modifiers": {
"use_duration": 1.6,
"movement_modifier": 0.35
},
"minecraft:food": {
"can_always_eat": true
},
"minecraft:max_stack_size": {
"value": 1
},
"minecraft:use_animation": "spear",
"minecraft:shooter": {
"ammunition": [
{
"item": "let:light",
"use_offhand": false,
"search_inventory": false,
"use_in_creative": true
}
],
"max_draw_duration": 1,
"scale_power_by_draw_duration": false,
"charge_on_draw": false
},
"minecraft:digger": {
"destroy_speeds": [{ "block": "minecraft:stone", "speed": 5 }],
"use_efficiency": false
}
}
}
}
You need search inventory to be true
Oh so I'm forced to have the ammunition and also to decrease the stack on each shoot?
I don't want the player to have the ammo in their inventories and have infinite ammo. Is that possible?
Youll need to use scriptapi fir that
Ok I'm using scripts but not for this. Can you point me in the right direction so I can take it from there?
Item use -> spawn entity -> apply imuplse or knoclback to the entity
it'll set a block on hit, it's not going to do any damage
Should I set the entire projectile within the script file?
Yeah
So I still need the item with the shooter component? or not?
Any reason why the animation of my attachable is not the same on blockbench and in game
I exported everything correctly
The blockbench animator for attachbales isn't perfect. It will take some manual tuning
How I'd do that is first, isolate what modifying each axis does to the animation. Then do a binary search like method to find the correct values, one axis at a time.
To do a binary search, find a value you know is too low and one you know is too high. Test the value halfway between them. If the halfway value is too low, repeat, using it as the new low value. If it's too high, repeat, using it as the new high value. Continue until you think that axis is close enough to the right value
It’s the first time it happens to me somehow. If I remake the animation all over again, maybe it will work?
You can try, but I think it will likely come down to needing manual tuning
hey how to make items to run again after h\oliday creator removal
The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.
Please take a look at the following links to learn more about custom components:
Bedrock Wiki
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
hi there, is it possible to use item_display_transforms to render items with custom geo (attachable) like armor items?
No, thats for blocks only
sad
Why don't just use attachables?
Where can I read the last devs Q &A?
I missed it, but I guess it might be saved somewhere
Check the wiki under the meta section
the full thing's here #1276612501156401162
Why doesn't my custom attachable have the swing animation when breaking a block
Why dont I slow down when using minecraft:shooter?
You need to add movement modifier in the use modifier component
Thanks
is there a way to make items use Mace enchantments?
Not as far as I know since we dont know what slot it is
You could use the all slot
Does anyone know how to make the item turn to the side a bit?
minecraft:use_animation": { "value": "drink"
Can i change this an different animation like custom animation? Is it possible
minecraft:use_animation": { "value": "player.legendary_pose"
My animation name is animation.player.legendary_pose
No
You can only use the pre defined values
I'm not really sure what terminology to search for, so I thought I'd start my query here. I have a request in the community I support to apply custom item models to an existing vanilla item, based on some sort of changeable data value. For example, a custom hat that overrides the carved pumpkin item when a value of some kind is changed for an item. Is this something that's possible and if so, what kind of general pattern or set of code files would be required. I'm happy to do the leg work of learning how to do all the various pieces, but I'm not sure where to start on this.
Is it something like Java's custom models for items? If so that isnt possible
I think so. Hermitcraft has been referenced.
I know there are items that can have multiple textures, like the iron golem's damage marks.
god i need template for the new 1.21 item
i dont kow jack on javascrippt
they shouldve kept it while also having the new customcomponets
no harm
Too much work to maintain both
Anyone notice how use animations don’t work? Like I have it on bow and it’s eating the bow 😭
Or is it just me
Is there a way to make a tool swing with scripts?
I want to fix the missing swing animation and sound for my Enderon Hoe
Looks like the old solution was to use on_tool_use but I assume that is no longer working?
No
No as in not possible with scripts?
Or just that on_tool_use no longer works?
Not possible
Will the game ever save item data like it saves blocks placed in the world? So they don't disappear if you remove the addon?
how the hell do i fix this shit
I'm doing something different now
Could someone help explain how I add item lore by making use of item functions?
Had a look at the wiki and not too sure what to do
item functions?
u can't add lore on items without script api Or loot tables
yeah that's loot tables
it was just put in the item function category
could you explain how I would add this to a pack?
make a loot table folder
what ur expecting it to do?
I just want to add lore to a custom item
and ur fine with giving urself the item using the /loot command? Or maybe by loading one from a structure
can lore just not be applied to the item from when I grab it out of the creative menu for example?
yeah nope, u could use scripts to update the item and add lore on it when it's in ur inventory tho
that's the closest you can get to what u want
ahh ok thank you!
Do you guys know how I could resize the icon? Since I only changed the icon for bread but I need this icon resized but I don't know how to in this new version of Minecraft
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
@leaden hull
It works for everyone else
You know what
I'll just make the icon into a model
does custom projectiles can be shot by vanilla arrow ?
I assume you meant bow. Answer is no
Can someone help me? How do I reduce the size of the item and fit it in the player's hand, since it is huge and far from the player's hand?
@lusty lava
Is it possible to make an 2 items with the same identityer but different data values
You can replace the arrow with scripts
No, you'd need separate identifiers
Are you using the RC version?
Notice how the docs says RC? That means its for RC version
I could do a better job at clearly labelling it I guess
does anyone have a template for an attachable
Check the wiki
literally just like a template for a stick
Attachables are a system in resource packs to give items custom models and animations when held.
All of them are
also is the format version correct
and what's geometry.wiki.steve_head
Did you read the guide I sent above?
yeah I've been on it
Then what's still confusing?
Did you read it fully?
Or did you just download the file
I've been reading it
¯_(ツ)_/¯
I mean I can't really just copy paste it and rename the stick identififer & texture
so I'm trying to figure out what else needs to be changed
which the wiki doesn't explain
It doesn't seem like you are based on your comments
it's not like I'm making a custom thing
just trying to get a template so I can make this regular item size
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
Did you read the 2nd link?
that I did not do
okay so
I need to put these in my pack
RP/models/entity/large_item.geo.json
RP/render_controllers/large_item.render_controllers.json
and then I need to use that template
correct?
"This is what the attachable file will look like. Note that you need to change <identifier> to match your items identifier, and replace <path> with the filepath to your items texture (the same one used in item_texture.json)"
what is this sentence saying
ah
wait wait
that doesn't make any sense
because where do I put the actual texture
OHH
I misunderstood
OHH
no wonder I've been so confused
attachable work in addition to the regular item system
not as an alternative
right
anyone #1282572947718144083 help me
can my custom helmet run this animation while being worn?
Absolutely
Yes it can
Also why does enchantment glint doesn't show up when in third person?
How? I tried just using idle but failed
Maybe try while moving
And put alive
Is there anyway to make a custom item compostable? The composter block is hard coded and I can't access it
No
Damn. How about acting as bonemeal?
Ah hang on that'd just be the same
Thanks anyway ily
Any ideas on a unique use for a 'worm' item lol. Maybe I should just make it give the player half a hunger point
it can act as bone meal
you can make a custom component for your worm item
Oh I see?
this is the event you'd want for a custom bone meal
I have a bonemeal script: https://github.com/SmokeyStack/adk-lib
This times a million llama you're a saint???!
is the ominous trial key data driven or something?
How to add fishing rod line for a fishing rod (custom fishing rod, new item)?
Thats what attachables are -_-
I think the issue is that the glint isnt very strong.
And that the blue sky makes it difficult to see because the colors dont contrast well.
Why are you expecting for him to already know that
Maybe he didn’t know
Sarcasm 😡
Wrong the glint for mobs is there but for players its not there
"minecraft:icon": {
"texture": "apple_golden"
What is the correct way to do this?
(I'm trying to use a texture of a golden apple, format Version 1.21.10)
"minecraft:icon": "apple_golden"
Thanks
how to made into 3D for vanilla items
Attachables are a system in resource packs to give items custom models and animations when held.
@olive sun look at this page. It works for vanilla items too
thx
Ofc
How to add fishing rod line for a fishing rod (custom fishing rod, new item)?
Does texture layering work with attachables? My top texture is hiding the bottom layer even though the top has transparent pixels (0 alpha, 0 rgb)
how i can create recipes custom
Hey everyone! I'm trying to make a minecraft:wearable item. However, when I equip the item in Creative Mode, it goes into the slot, but is not removed from the hotbar. Is there a way to prevent that from happening?
Thats just a creative mode issue i think
This page is a pretty good intro to custom recipes: https://wiki.bedrock.dev/loot/recipes.html
Some vanilla wearable items are equipped without this problem, so that's why I was wondering. Thank you! :)
If you’re not manually putting it in (opening it and using your mouse pointer to put it in the slot) then it’ll remain in inventory (if you right click it’ll stay in hotbar)
That’s creative mode
thakn's
hi there, how can I force a item to have the glint effect even witout enchantment with attachables?
Does the glint component not work?
it does, but I need to get the item echanted, but I want to be default, I have added the texture materials by default as entity_alphatest_glint but it dont forced as expected
Can we use the rarity component on custom blocks?
No
This sucks, is there any difference if i put a § in the name?
No
Except you wont get the upgraded functionality where it bumps the rarity for recipes
wait? it does it automatically?
then i don't need to rename the blocks because they already require a rare item to craft
nope, it doesn't
Any item or block which can be crafted must inherit the highest rarity of its crafting ingredients
For example, a Mace has an Epic rarity because one of its ingredients (the Heavy Core) has an Epic rarity
Likewise, any crafted item which has only Common crafting ingredients must also be Common
Thats what it says
yeah, that's just a general rule between the developers, i tried raising the format version for both the block and the recipe but it didn't work
that's just a general rule between the developers
What do you mean?
it's like saying "hey, if you are adding an item that uses a rare item as a crafting material, please make that item rare as well", not an actual built-in code
I dont think so
i will make one final test and see if it changes anything
it didn't change anything, i made a crafting recipe which uses a rare item as an ingredient, to craft custom item without the rarity component, both the recipe and the items are format version 1.21.30, and the crafted item name is still white.
did the minecraft:display_name tag change? My item names aren't working anymore
quick question
how do i change a default item name
ex feather
whats the thing to use in the lang file
hi, is there a way to make blocks placed with block_placer pick up (when using middle mouse button) as the item and not the block?
Phones don't have a central button :v
Bedrock is supposed to be functional for PC and mobile
ye but even if you're not picking it that way when you search the name in the inventory both the 2d sprite item and the block show up and i only want one
ok i partially fixed it by giving both item and block the same identifier ^-^
Does anyone know how to use the new "minecraft:storage_item" plugin?
No
So
On Use event of swords now only Works with Scripts?
I found a way to make It Work using AC,for me AC ARE a better option idk why Ppl don't talk about that
Preferences
Scripting is more powerful
Everyone used to talk about it, they don't anymore because we have Script API now
The issue with ac is it requires modifying player.json while scripts don't
Anyone know how to make items compostable?
You cannot
There was a slightly older addon that had a script to make items compostable, can this not be done similarly anymore?
Oh I see composters do have block states. What you can do is give your item the use_modifiers component(to allow it to be right clicked), and use custom components to detect when it is used on a composter, set the composters block state up by 1 and decrement the stack
do you have a rough example I can take a look at/use? 🙂
https://wiki.bedrock.dev/items/item-events.html#use-on
No rough examples sorry, best I can do is give you a link to custom components. You'll want to learn them to fully utilize this method
Got you. Thanks for the help!
{
"format_version": "1.8.0",
"animations": {
"animation.sword.first_person": {
"loop": true,
"bones": {
"rightitem": {
"rotation": [
20.02318,
17.22979,
203.57318
],
"position": [
-2,
31,
0.5
]
}
}
},
"animation.sword.third_person": {
"loop": true,
"bones": {
"rightitem": {
"rotation": [
90,
-2.5,
90
],
"position": [
0,
23,
4
]
}
}
}
}
}
I cant see model in first person but i can see it in third person
Events don't work on items
alright
what about on entities?
In entities it does work
thanks fren
is minecraft:potion still valid?
welp it seems not
wait there's no minecraft:food anymore?
I don't think so
There is
It just has some triggers and properties removed from it, like no more “on_consume” anymore and same with effects
I see thanks
"minecraft:digger": {
"destroy_speeds": [
{
"speed": 10,
"block": {
"tags": "query.any_tag('stone', 'diamond_pick_diggable', 'metal')"
}
}
]
},
is there a way I could choose block?
without tag like query is block name?
Just put the id instead of making it an object
"minecraft:digger": {
"destroy_speeds": [
{
"speed": 10,
"block": {
"id": "namespace:id"
}
}
]
}```
like this?
"block": "id"
ok
hi there, have someone sucessful simulate the bow animation with a custom bow?
I m trying it but I got some issues... if I use a smaller use duration like 2 seconds, just one arm raise (the main hand) the second not, but it raise very slow and kind of glitch... and at the end of use duration it keep looping the end of the animation making it looking weird...
if I use a higher use duration like 999, the hand doent even raise up...
all of this in third person, in first person if I use higher value it works just fine but if I use smaller user duration it also loop the end of the animation. json "minecraft:use_modifiers": { "use_duration": 9999.0, "movement_modifier": 0.4 }, "minecraft:use_animation": "bow",
How do you rotate the crossbow texture?
How can I play a sound when I equip a custom item? Like when I equip the vanilla shield
How do I reduce durability of an item after using it in crafting?
who pinged me here?
do events work on blocks?
nope
that means I should use script for interactions then?
yup
is it better to use listeners or should I just use custom component? cause im using beta
better off using custom components, as they are mostly stable too
Thanks Ash
On use run event not working in items?
Events have been removed from the JSON
Any alternatives?
The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.
Please take a look at the following links to learn more about custom components:
Bedrock Wiki
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
@fair smelt
Thankyou
hi there, what can I do to a custom bow be filtered by has_ranged_weapon?
is there a way we can make custom holding item only visible to the holder and not everyone else?
Is there a way to remove the recipe of an item in the crafting table but still be able to craft it
If there is no recipe the item cannot be crafted, so no
If you mean making it so you can’t see it in the recipe book have the unlock be an unobtainable item or make it shapeless. Pretty sure those two things work.
No I want the item to be crafted I just don't want It showing in the crafting table you know the auto craft system where you just click the item and the ingredients is already fixed
Yeah that’s what I just explained
Well the shapeless recipe doesn't apply to me cause I need a specific arrangements of items but can you explain me more about this unobtainable item can I still craft this
Use “unlock”:
Then have the unlock item be like a barrier block or something
How do you make an item not appear in the inventory, only in commands?
in the creative inventory?
"menu_category": {
"is_hidden_in_commands": true
},```
Yes
It's not working
{
"format_version": "1.21.30",
"minecraft:item": {
"description": {
"identifier": "occultismus_arcanus:f12",
"menu_category": {
"is_hidden_in_commands": true
}
},
"components": {
"minecraft:display_name": {
"value": "flame"
},
"minecraft:allow_off_hand": false,
"minecraft:icon": "occ_flame12",
"minecraft:hand_equipped": false,
"minecraft:max_stack_size": 1
}
}
}```
I don't know if I understood correctly, is it to remove the menu_category? I already did that and it didn't work
{
"format_version": "1.21.30",
"minecraft:item": {
"description": {
"identifier": "occultismus_arcanus:f12"
},
"components": {
"minecraft:display_name": {
"value": "flame"
},
"minecraft:allow_off_hand": false,
"minecraft:icon": "occ_flame12",
"minecraft:hand_equipped": false,
"minecraft:max_stack_size": 1
}
}
}```
Still appears
You should be able to use the "none" category for this but it makes items inaccessible in commands
why do vanilla fish items have a minecraft:max_damage component?
can i add animations for armor?
How can I make 2d items visible in my hotbar but invisibile in my playerhand
attachables I guess
How do i make custom potion recipe?
I tried a lot of things but did you know why my locators in my attachable item doesn't work and particles appears in the head instead of the locator
itis necessary to use latest format version even if item is prety basic like just using icon and display name components?
no
Just use the latest format version
editing 60+ items (from different addons) becuz of icon compo :sad:
A quick python scripts will fix that
I mean, no reason to update it if it still works. 1.16.100 needs to be updated, but if you're already using 1.10 it should be fine
My item doesn't work, what's wrong?
How can I add lore to items like the description of it when hovering it
Hey, I just want to confirm that mojang has removed item components
So like I can't use an item amd have it run a command
This is how I make addons so I wanna confirm if I can continue or not
Item events got removed with HCF though the same functionality can be achieved with Scripting
Yh I dont have time to learn scripting, thanks tho
Anyone have any idea?
is dispensable new ?
AAAAAAAAAAHHH HOOOOOWWW HOW DO I DO IT HOW DO YOU ADD FUNCTIONING DURABILITY TO TOOLS
this DAMNABLE CODE
makes me want to CRY
...
Is it possible to stop my hand from disappearing when holding an attachable? (ik the rotation is messed up just trying to keep the hand from disappearing)
im about 95% sure the hand disappearing happens because the hand is always hidden by default when youre holding any item
you'd have to write your own scripts for it (not the best answer but i hope to point u in the right direction)
I made an unlocked recipe where the item is barrier because I want the player to manually craft an item however when I searched the item name in the crafting table the items to be crafted with the unlock feature is still appearing can anyone help me how it works
I'm trying to create a custom bundle
any suggestion where to start?
also that means experimental bundles needs to be enabled right?
Use the bundle component
Thenkyou verymuch people
How do i show the enchanted effect on a item?
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "hcv:kit",
"category": "items"
},
"components": {
"minecraft:max_stack_size": 64,
"minecraft:icon": "hcv_kit",
"minecraft:display_name": {
"value": "kit"
},
"minecraft:should_despawn": true,
"minecraft:foil": true
}
}
}
https://wiki.bedrock.dev/items/item-components.html#glint
Glint not foil
oh thanks man
I am really struggling to implement guns for my BO2 map. I started with just the MP7 for now. I have the item in the game, but it is invisible and my script won't work with it. Am I allowed to post bridge projects here if anyone wants to take a look at it?
Any idea how to achieve this
i was wondering can we send data to attachables like a number.
without using actor properties
preferably from the item itself
is there any workaround on reading the bundle's inventory?
When making food items, what should the movement_modifier be so it's equal to vanilla food items?
0.33
thats what I use
do you need any .JSON components to use an item in script's itemUse event?
use_modifiers
alright. just making sure, thanks
you dont
Why my item cant exceed 60 damage?
SmokeyStack
To Do (Open)
Unresolved
Can i use other ways without script
No
are saturation in bedrock the same as java?
item components "use animations" can support two values?
What do you mean?
thanks!
its says it only accept one value.... :c hey Smokey, did you have any issue with the food component? specifically "can_always_eat"?
👉 👈
Yeah, can_always_eat seems to not be working as intended.
ahhhh thankS!
i was worried bout it...
you think that in a near future it will be fix?
🤷
well i hope soon... 🤞
but thanks you so much for the help!
Is netherite inggots hard to get in Minecraft?
somewhat
How are recipes arranged in crafting table cause there is this item that I keep changing the pattern identifier but it still the first item that can be seen when crafting
I believe it is based on the item's output, not identifier.
Im trying that now
I know that the only time recipes take into account the file name/id is for recipes of the same pattern/materials.
@wraith violet I need your help
Ask your question.
How to make item 1.21.10 with 5 sec cooldown and doing function?
{
"format_version": "1.21.10",
"minecraft:item": {
"description": {
"identifier": "ava:air_blast",
"menu_category": {
"category": "equipment"
},
"category": "items"
},
"components": {
"minecraft:hand_equipped": false,
"minecraft:max_stack_size": 1,
"minecraft:glint": false,
"minecraft:use_modifiers": {
"movement_modifier": 1,
"use_duration": 0
},
"minecraft:allow_off_hand": false,
"minecraft:icon": "ava:air_blast",
"minecraft:display_name": {
"value": "air blast"
},
"tag:minecraft:transform_materials": {
},
"minecraft:cooldown": {
"category": "a1",
"duration": 5
},
"minecraft:on_use": {
"on_use": {
"event": "a1"
}
}
},
"events": {
"a1": {
"swing": {
},
"run_command": {
"command": [
"function air_blast"
]
}
}
}
}
}
What's wrong here?
you're using events which has been removed since 1.21.20
pretty sure that format version has to be 1.21.20.
Can you show me how to do this?
I did it but nothing
Can u go to the vc?
I can explain to u
the doing function part needs to be moved to scripts with custom components
item events are gone
Ohh
I can't do scripts
How to make scripts?
The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.
Please take a look at the following links to learn more about custom components:
Bedrock Wiki
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
@proper tree ^
How I can moved my functions to scripts?
check the links above
Ok
Jist edit the animation controller of holding
In player's animation controller there's a transition called first_person_empty_hand and also edit the render controllers of the player.
Has anyone tried the new Mace enchantment like Breach, Wind Burst, and Density on other items yet?
Im curious if it would work on a sword for example.
I doubt wind burst would
how did you do it? I need a totem system like this, a poem that shows other items
attachables
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
guys how to name the item
use "minecraft:display_name": { "value": "name" }
I did use that and it says something about parse
send the json file you used that says the error
Heyas! How is a name stored on a item like the name tag?
Here
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "goobli:goobli_wooden_stand_base",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:display_name": "Wooden Stand §7(3 variants)§7",
"minecraft:max_stack_size": 64,
"minecraft:icon": {
"texture": "goobli_wooden_stands_spawn_egg"
},
"minecraft:entity_placer": {
"entity": "goobli:goobli_wooden_stand_base"
}
}
}
}
Your format is wrong @dark pagoda that's why it's doing error look at the property formatting
What should I do?
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "goobli:goobli_wooden_stand_base",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:display_name": {
"value": "Wooden Stand §7(3 variants)§7"
},
"minecraft:max_stack_size": 64,
"minecraft:icon": {
"texture": "goobli_wooden_stands_spawn_egg"
},
"minecraft:entity_placer": {
"entity": "goobli:goobli_wooden_stand_base"
}
}
}
}```
Guys, is there a way to spawn an item from a loot table with a script?
Yes.
oooh.. How do I do that?
ScriptAPI -> runCommand -> loot command.
Ahh I thought there was a command for it but it wasn't on this list I found. Thanks!
If it's a specific item and not relying on loot tables, just use spawnItem.
no, has to be a loot table. Unfortunately, the loot command isn't working...
Its not producing an error message either but I suspect that it doesn't like that its an entity instead of a player
let me check
Yep.. I've got it connected to an onStepOn event and it works when I, the player, step on the block but not the entity
I think I have setup the entity to pickup items because just spawning the item (instead of give) works
What's the error?
No error when I try to use "loot give @s" on a command executed on the entity
but it fails
where's the loot table path?
"loot_tables/gameplay/fishing.json"
Can someone help me with the animation for the items when used on the hoe, axe and shovel that it does with right click
