#Items General
1 messages · Page 6 of 1
can \n be used in the name of an item?
display name, yes
Lock it in your inventory
I'm not sure what you mean
I just want to give them an item at first world spawn and not allow them to drop or transfer it
But I don't think it matters really...
ItemLock mode.
/give @s coal 1 0 {"item_lock": {"mode": "lock_in_slot"}}
/give @s coal 1 0 {"item_lock": {"mode": "lock_in_inventory"}}
No.
Okay but what if they die? Will it still drop?
/give @p coal 1 0 {"minecraft:keep_on_death":{}}
You need to add this nbt you want the item won't drop if player dies.
You can combine it with lock
/give @s coal 1 0 {"item_lock": {"mode": "lock_in_slot"}, "minecraft:keep_on_death":{}}
yep, thanks
You can also use the /replaceitem
https://discord.com/channels/523663022053392405/1305329539840475136 i need help here
Is there a way to create an item that gives a pickup event but then doesn't go into your inventory?
Or maybe that can't be picked up?
No
You can clear the item once it is on the inventory, though
How can I tell they've picked it up?
Checking if it's on the inventory is one way
how to acces the knockback of an item
I've been looking at the documentation on custom components to see if additional parameters could be added similar to functions or stock components and I haven't seen any examples of it. Does anyone know if this is currently possible with custom components?
For clarification if my message didn't make sense, I'm looking for the ability to do something like:
"minecraft:custom_component":{
"namespace:my_component":{
"param1":1,
"param2":"thing1"
}
}
Not possible. Use tags.
https://github.com/SmokeyStack/adk-lib
My library takes full advantage of tags.
Thanks!
How to make food disappear when eaten? help pls
Can someone help me with the animation for the items when used on the hoe, axe and shovel that it does with right click
Help me
Why is the sword not receiving the damage component?
It is as if it were a normal item without damage.
Maybe the category like weapons not items
It was working, but suddenly it stopped. I think it's an update.
Anyone been able to figure out the changes to the "minecraft:icon" item component? The Stable API documentation on the MS site indicates "minecraft:icon":{ "textures": "oak_slab" }
but with format_version 1.20.50, VS Code complains that it's not an object.
"textures":{"default": "spider_head"}
},```
seems to satisfy intellisense, however loading the addon throws the error that I need an icon texture or icon atlas.
item_texture.json has
"texture_data": {
"spider_head": {
"textures": "textures/items/spider_head.png"
}
}
}
@vapid spear you can set it to just a string.
Is there anyway to do my item attachables in blockbench?
Im so dead, i cant understand attachables
Do vanilla items also use attachables?
What do swords use
How do you guys do this make the item big?
na i just did it
using blockbench animate
That's a 2d item, how'd u use vlockbench animate for it? I dont see such feature
Bow, crossbows, Tridents and spyglass uses it
The swords are 2d item
Since render offsets are removed, 2d items should also be using attachables now or im wrong?
Has anyone else attempted to use the minecraft:wearable component with an item that's supposed to have attachable animations when you're holding it?
you can just detect the holding of any item using a query
You just used that if you wanna change the position of the item otherwise unnecessary
Then use attachable
Is there a view for blockbench where you can see what the 1st person looks?
Afaik in the animations there are options: 3rd person view, 1st person view and entity
I'm unsure as to how that helps, I haven't asked about an implementation. I know that I'm holding an item with an attachable file, it displays fine, until I add the Minecraft:wearable component to it. Then it's like it forgets it has an attachable file unless you put it in the slot you've assigned.
Oh I get it... I mean it's a hardcoded thing or a normal thing. Since adding that component the attachable acts as model what to show when player only wears that
I don't know what you're asking. Without the component, the attachable displays with my animations as a cube in my hand when it's in my main hand. But when I put the wearable component for the armor.head slot, then in my main hand it's like it reverts to the default item entity renderer or something, just a 2d square in my hand.
And then when I put it on my head, it appears with all my third person transformations, so there's a little cube in front of my face
Ohh sorry I wasn't asking
Yes that's normal the wearable component overrides it.
You want to have 3d view when holding but also wearing?
Yes, I'm trying to replicate the skeleton and wither skeleton skulls for other mobs
So when you're holding it, it should be a cube and when you put it on your head, it should be a player head.
For the enchantable component, can I set the slot type to sword and pickaxe? Or do I just have to use all?
Yes you can.
Would the slot be something like "pickaxe sword"?
Oh, nvm, misread. You can only set ONE. Thought you meant if you could use different values.
Do you have an idea of how to render 2d items in blockbench?
like to adjust the animation
Theres only option for me in 3d items
My goal is to edit the offhand animation for first person
For 2d item
I cant find a new update for resourcepack attachables
There is already a built in values for the render of the offhand( this is a textured vanilla wooden sword ), im tryna obtain these values to put into my custom item
If you want to change how it looks in first person use attachable
Okay, so you know how items can have different "data" values? 0, 1, 2, 3, etc. You can set that value when you use /give. I also know that resource packs support setting multiple different textures based on what that data value is. How would I set this sort of thing up for my item?
You can't.
Rip. Thank you
how do i make a bow item?
before there use to be shoot event
but uh idk now
ik there is throwable but the item itself gets consumed
Use the shooter component.
ive tried
when ive done that it shoots nothing
Content log should have yelled at you that you need a use modifier component as well.
what?
You need the use modifier component.
still doesnt shoot anything
Do you have the ammo in your inventory? A video clip would help. Any content log?
ammo gets consumed doesnt shoot any entity
ill get the log
this is to do with the item
There you go. Your item needs to have the projectile entity.
it does -_-
it has a projectile
Your ammo.
I meant. It clearly says that on the content log.
huh?
The 3rd error in the screenshot.
show me your ammos json.
i found the issue
is this part needed?
ok its still not working
im gonna give up on the item
ill go back to throwable
Is there a template of the whole minecraft 1.21 resource pack
i wanna copy the offhand render of the swords
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
WHY IS MMY KNIFE HOLLOW 😭
Where is the render for the weapons and tools placed? I cant find it in attachables or items folder in behavior
That doesn’t exist for vanilla items
So custom items and banilla items dont share the same principles of like being insixe a behavior anf resource pack?
Well, they are mostly hardcoded, though some of the components like the icon, food component etc is there for item behavior json
render offsets has been removed so I don’t see even vanilla items using it
Damn is there no way to see the hardcoded values of these items
Why'd they even remove render offsets 😦
I get hcf but not render offsets
render offsets was also HCF component iirc, it never went to stable
These scenarios are why I've been pushing for the devs to focus on implementing all the vanilla stuff in the addon system.
Many aspects of the game aren't data-driven (exposed in the addon system ) yet.
It will take time. Everything was held back by HCF.
We're seeing the change in real time.
You can...very very few 1:1 though.
Yeah, it's very easy to look at the Java modding community and all the things they can do and say "why don't they just add that?", but all that functionality took years to develop. Bedrock is still building all of that infrastructure and functionality.
I’m trying to make a new kind of food that acts similar to the golden apple, but turns out all the food components like “foil”, “eat_effects” and “saturation_modifier” has been changed or removed, and the wiki hasn’t been updated. What’s the golden apple saturation modifier? It’s an integer now.
Wiki is updated though.
I just checked though. I can’t use those components because the version that I can use them in is deprecated.
Minecraft will throw an error that I can only use the food component in a version where all those subcomponents aren’t useable anymore
What?
What version are you using?
Format version 1.20.30 is the minimum format version that I can use for the item to allow the food component, and 1.20.20 is the maximum format version for the food subcomponents that I listed are useable.
No? Im using 1.21.40 and I can use the food component. And the ones removed(effects) have replacements
This- { "format_version": "1.20.20", "minecraft:item": { "description": { "identifier": "deg:lapis_apple", "menu_category": { "category": "nature", "group": "itemGroup.name.crop" } }, "components": { "minecraft:stacked_by_data": true, "minecraft:icon": { "texture": "deg.crystal_apple" }, "minecraft:display_name": { "value": "Crystal Apple" }, "minecraft:use_duration": 32, "minecraft:glint": false, "minecraft:food": { "nutrition": 4, "saturation_modifier": "supernatural", "can_always_eat": true, "effects": [ { "name": "regeneration", "chance": 1, "duration": 5, "amplifier": 1 }, { "name": "health_boost", "chance": 1, "duration": 120, "amplifier": 0 }, { "name": "resistance", "chance": 1, "duration": 30, "amplifier": 0 } ] } } } } doesn’t work anymore
You MUST use 1.20.30 or higher for Minecraft to accept it
And at that point effects stops working
Yeah, you need to update and use the new components, like he said
That’s what I am saying. So I am asking. What is the golden apple saturation modifier now?
The wiki HASN’T. BEEN. UPDATED.
Ok, but no need to scream about it. 😉
'sall good. Partially my bad, I jumped into the middle of this
The wiki has never kept track of every food's saturation modifier.
Even in the vanilla addon the golden apple uses the old components, which confuses me so much
Unless you mean this.
Oh good
Vanilla doesn't always use the latest.
But I feel like when the format version is depreciated it should’ve been a little more accurate
1.10 is not deprecated.
For the food component it is
No.
The why does Minecraft throw a very clear error when I use it, saying “format version 1.20.30 or higher must be used for Minecraft:food”
That's not what the term deprecation is for.
Well ok so I’m stupid but it’s still unusable in the older versions
Nah, you're not stupid, just misinformed, very important distinction
I’m also making a script to give you the desired effects upon eating (for some reason onUse events don’t exist in the item file anymore), so how do I set the amplifier for the effect
Deprecated means something was supported in an older version, but a newer thing has been made and should be used instead of the deprecated thing.
So… kinda similar to what I was saying
Hmm
Can’t i just use the “onCompleteItemUse” thing instead of whatever that head thing is
Well, no, what your error message is saying is that you have to use a minimum format version for the Minecraft:food component, as in the component doesn't have support for it in any version lower than that.
It did at some point tho because of the obvious subcomponents that used to work
Would it kill you if you read the whole convo and the links I provided in the post?
I already started making the script I just wanted to know if I had to start all over. ```import { world } from "@minecraft/server"
world.afterEvents.itemCompleteUse.subscribe(data => {
const item = data.itemStack
const source = data.source
if (item.typeId === "deg:crystal_apple") {
source.addEffect("regeneration", 100)
}
})```
Since 2d itwems cannot be maanipulated anymore without offsets, am i upposed to use 3d items now and try replicating 2d items?
Use attachables yes.
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
This item from 1.20 uses 2d item image, how can i adjust it to be this size again in 1.21 usign attachables?
I cant find 2d items addons using attachables in 1.21 so i dont know what it supposed to look like
Is the easier path making it a 3d item
It would be wise to check the faq.
Is minecraft:scale one of the
What are descriptions for?
do you guys know how to make custom shields. Pls help me.
how do i remove a vanilla item from the game?
i tried this shield.json:
{
"format_version": "1.10",
"minecraft:item": {
"description": {
"identifier": "minecraft:shield"
},
"components": {
}
}
}
but the item can still be obtained/used normally
You can't.
Can you at least make them uncraftable? And hide them from commands
change the "crafting_table" tag in the shield recipe to "deprecated" (vanilla does this for removed recipes)
shields aren't data-driven so you can't hide them from commands, but you could run clear @a shield in a tick function to remove them from all players' inventories
How can I change the item module when I right click the item?
Use scripts to detect the right clicking
Yeah but i don't know how to change the module of the item
Does anyone have an idea why the hidden item is not showing up? And the solution
Oh wait my bad use render controllers
Yeah.
Any template?
Read the docs?
I know how to add that, but the issue is how can I change the module with the script API? Because with a block, you can do it because there is permutation.
Hi, how would I go about making a Item have a 3D model on the ground when drop, Ik it's possible but idk how to go about it
Use part visibility in render controllers
Identify the model you want to be invisibile use molang like query.is_using_item to control when the model appears in your case the hook
There are addons like that in yt check how they did it
didn't work
{
"controller.render.grappling_hook": "!query.is_using_item"
},
{
"controller.render.grappling_empty": "query.is_using_item"
}
I used this in the attachable for the item
Use part visibility
like this?
are you sure the name of the bone model of your hook is also hook, also use q.is_using_item ? false: true
yes but it didn't work
should I add something in the bp for the item like item_use (idk if this exist)
use q.is_using_item?false:true
I did
Also make sure your item is usable
"controller.render.grappling_hook": {
"geometry": "Geometry.default",
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Texture.default"
],
"part_visibility": [
{
"hook": "q.is_using_item ? false: true"
}
]
}
how?
Through like throwing projectile or something
"minecraft:shooter": {}
?
or throwable
Yes
I thought your item was an odm gear
that query only triggers when you are eating or drawing the trident, how and crossbows
If it's custom, just make your item like a food that can be eaten forever then movement modifier or idk so it doesn't slow you down
Nice it did work, only one issue can I make it like a toggle? like if I right click the first time its make the hook part invisible and if I right click again It will be visible again?
Pls, do not ghost tag me
What does this mean?
When you tag someone on a message and delete your message the tag notification is still there but the message isn't
Oh
Guys, custom items that have durability cannot have stack more than 1 right?
How made a custom projectile, exemple cutom arrow
I thought it was items that are wearable.
That's why I'm asking :)
Because I'm not even sure
I suppose durability might be a condition as well, not sure on that one
Hmm, I really can't test rn cause I'm outside lmao
How do I start an animation on a 3d item
playAnimation won't work, and I'm assuming because the animation is not for the player, but for the item
Did you add it on attachable?
attachable afaik isn't affected by playanimation
Yes, it's attachable
What would be the way to make it run when it has a certain tag then?
when the user has a certain tag
Since there's no query that detects player having tag
The closest thing is to set property on player and detect player property on the attachable directly
We can still detect that the holder do, just the playanimation don't work on attachable items
Does a dynamicProperty work?
Rlly I just want an animation I made fir my item to run when I tell it too
for*
That can even mean right-click
No, dp is script API thing it doesn't interact with client side
That's why I said to use entity properties.
I know, and unfortunately, I'm not very knowledgeable in json.
What would be the method to call an animation for a 3d item based on a Script API event? If that's not possible, then how would I call an animation based on a right-click?
I said it already, do the system in scripts, right click change of the model BLA BLA but when changing the model and player animation of item need to use entity properties
Store a dynamic property on an item when the item has that thing change the property of the player so it will change the item too and so on...
world.beforeEvents.itemUse.subscribe(({ source, itemStack }) => {
if (itemStack.typeId === 'minecraft:stick') {
source.setProperty('test:change', !source.getProperty('test:change'));
}
});```
ohh, I didn't know u could set regular properties
but I know the script api anyway
I was more concerned abt the json
but thanks!
{
"minecraft:entity": {
"description": {
"identifier": "minecraft:player",
"properties": {
"test:change": {
"type": "bool",
"client_sync": true,
"default": false
}
}
}
}
}```
@shadow cedar
?
Yes, Iunderstand the properties
Right now the only thing I'm confused on
is making the item do the animation
based on a playre property
player
I have everything else thought out
attachable just detect it with query.
query.property('test:change')
It goes to the attachable.
It detects the property of the player.
okay thanks
Or specifically the wielder
I was making sure "query" went to player
since technically the gun is an entity
alr thx a lot
I'll be working on this
its gonna be a dope addon
how can I apply the large item attachable fix(high resolution) to an armor item as the armor item already has an attachable which is to show the cusotm 3d armor model
How can I create new weapons and shields The weapons are: mace and crossbow
If possible, could you provide a template or something like that?
Does anyone know where I can get the behavior code for the minecraft:egg ITEM ?
You cannot.
What exactly are you trying to achieve.
I want to place an entity, when clicking with the egg. I know, that I need the entity placer in the code, but didn't want to code the egg from scratch
It's really simple, just make a basic item and add entity placer.
But it will not have the same functionality as the original vanilla egg, like being used in crafting recipes, being able to be thrown...
Right?
u can put any vanilla egg into a recipe
and it will work
That is the problem. If I create my own item, like SomkeyStack suggested, I will have to create a recipe for it and add the throwing mechanism by myself, because it would not be the vanilla egg
How is that a problem if you can create it? Would have been a problem if you couldn’t
Just wanted to know if there is an option to replace the vanilla egg, but keep its behavior
How to see what the item looks like in first person
In block bench
We can adjust the 1st person animation but how can i even tell if what i am doing is right..
Attachables? Go to the animate tab.
I mean 1st person view
Yeah.
Go to the animate tab, at the top you can switch between perspective.
Because you dont see your hand when holding items.
is it possible to remove a custom item from the creative inventory?
Oops sorry i forgot about that one
Basically there is no hope for replicating 2d items and render offsets, i looked far and wide and most 1.21 addons use 3d items now
Wdym?
Ive been trying to do what render offsets has done to 2d items but there is no option for it in block bench
Basically i am forced to use 3d irems
Or try to replicate the 2d item in 3d
?
Just use texture meshes?
Is this possible in blokc bench?
Yes.
How do I fix this?
Model code:
{ "format_version": "1.16.0", "minecraft:geometry": [ { "description": { "identifier": "geometry.item_horizontal", "texture_width": 16, "texture_height": 16, "visible_bounds_width": 1, "visible_bounds_height": 1, "visible_bounds_offset": [ 0, 0, 0 ] }, "bones": [ { "name": "rightitem", "pivot": [ 0, 0, 0 ], "binding": "q.item_slot_to_bone_name(c.item_slot)", "texture_meshes": [ { "texture": "default", "position": [ 0, 0, 0 ], "rotation": [ 0, -90, 0 ], "local_pivot": [ 8, 3, 8 ] } ] } ] } ] }
this maybe a stupid qustion but i dont know how to make an item commands only 😭
wait wrong image
first i tried without the group part
then with it -_-
change the geos pivot
move the pivot to the handle part
it should fix it
Category: none
Ty ill try that
Like this?
Yeah, afaik there's a bug where setting the category to none makes an item unobtainable
O damh
i needed sme unobtainable items
Just make the category to something obtainable then save the item into a structure block then export it to .mcstructure file and import to addon when you want to get the item just load the structure
... no i was gonna use it in the addon pack
😭 i was cooking aswell with my addon
Just put a structure file into your addon you can do that...
BP -> structures -> <name>.mcstructure
I kinda feel like it just Cannot be obtainable to commands but the time exists
Just fact check me if anyone
i was making a hoverable fuel tank
in my crating tablle
i kinda dont want them to see the 8 fuel tanks
cuz they cuz renamed items
I mean you literally said this ^
How do you rename the item?
yk ur javascript user u should know
new item stack
i just set that slot to that item stack
its gonna be in world get all entitys in a repeat
Try setting the category to none and check if the scripts can obtain it
Cause iirc it can
good idea
I can confirm scripts can 100% still give you the items, used it just the other day
Yes it does... Unobtainable on command but not on scripts
Yeah that’s what I was confirming…
still wondering about this 
hi there, have someone used the minecraft:block_placer with a helmet?
I have a problem where the helmet is being renderized at the foot level of the player, but if I move up to fix the position of the helmet it doesn't show the icon as minecraft:block_placer turns it into a block, and blocks have it`s limit where you can have cubes to be properly rendered
I can't fix it 😭
If I set "amplifier" to 1, would it be Strength II or still Strength I?
2
thanks
for
"minecraft:cooldown": {
"category": "attack",
"duration": 5.0
}
ive searched the bredrock wiki and the microsoft doc an the only example that is given for the category is Attack. is that the only one or does someone have a list of the others??
you can create your own cooldown
Just rename the attack to something else
Is anybody else experience an issue where:
You get an addon from a multiplayer world which you're not hosting, you get an item with the block placer component that uses its own item icon with the icon component, and it still renders as the block?
I do believe that's client desync which is resolved in 1.21.60.
Alright, so I just gotta wait :/
how do I make a ranged weapon? I got this and the player can use it but if a skeleton has it it doesn't count as a ranged weapon and as a result the skeleton goes into melee mode
``
{
"format_version": "1.21.10",
"minecraft:item": {
"description": {
"identifier": "proto:select",
"menu_category": {
"category": "hidden"
}
},
"components": {
"minecraft:display_name": {
"value": "§aModo de seleção"},
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "active"
},
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [0.0,0.0,0.0]
},
"third_person": {
"scale": [0.0,0.0,0.0]
}
},
"off_hand": {
"first_person": {
"scale": [0.0,0.0,0.0]
},
"third_person": {
"scale": [0.0,0.0,0.0]
}
"minecraft:damage": 0,
"minecraft:can_destroy_in_creative": false,
"minecraft:on_use": {
"on_use": {
"event": "function",
"target": "self"
}
}
},
"events": {
"function": {
"run_command": {
"command": [ "function selectmode" ],
"target": "self"
}
}
}
}
}
``
guys is this correct?,i wanna make sure that it is correct before i start making my addon
Outdated.
wdym
Render offset is removed and so are events.
what should i do?
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 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
oh no
hey man,i know how to make the item invisible,but i don't know where to put that thing(maybe yk what i mean)
},
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [0.0,0.0,0.0]
},
"third_person": {
"scale": [0.0,0.0,0.0]
}
},
"off_hand": {
"first_person": {
"scale": [0.0,0.0,0.0]
},
"third_person": {
"scale": [0.0,0.0,0.0]
}
where do i put this stuff?
Hello, I'm trying to add a 3d item, and when the item is viewed in third person it looks fine, but in first person it looks a bit weird, is it possible to fix it?
how do I get a custom ranged weapon that mobs treat as a ranged weapon? is there a tag or component or do I have to mess with the mob?
how do I get the game to count this as a ranged weopon?
That is defined in the mobs behaviour if I recall.
Similar to how zombies wont use crossbows despite it being a ranged weapion..
well I am trying to give it to a skeleton who checks if it's holding a ranged weopon but it doesn't count it and goes into melee mode
Ah I see it, has_ranged_weapon sensor.
is there a way to control on what order items show in the crrative inventory?
In 1.21.60 you can create your own custom groups. However you cannoy modify if it comes before or after vanilla.
Does anyone know how to make an item make a sound effect when the player punches or hits something?
How do you do that?
{
"format_version": "1.21.40",
"minecraft:item": {
"description": {
"identifier": "jay:grenade"
},
"components": {
"minecraft:hand_equipped": true,
"minecraft:display_name": {
"value": "§fGrenade\n§7( Click to Throw )"
},
"minecraft:max_stack_size": 1,
"minecraft:foil": true,
"minecraft:icon": "grenade"
},
"minecraft:throwable": {
"do_swing_animation": false,
"launch_power_scale": 1.0,
"max_draw_duration": 0.0,
"max_launch_power": 1.0,
"min_draw_duration": 0.0,
"scale_power_by_draw_duration": false,
"minecraft:projectile": {
"minimum_critical_power": 1.25,
"projectile_entity": "jay:grenade_ent"
}
}
}
}```
why cant I throw my item?
and if I switch around some stuff my max_stack_size etc dont work
your projectile component is inside your throwable component, it shouldnt be inside it, you also have the closing bracket } for your components too early
where does it close at?
Hey can I ask something
so before 1.21 the
"minecraft:weapon": {
"on_hurt_entity": {
"event": "strike"
}
},
used to work
what do i do now
@shadow cedar you need to use script API, which means you'll need some basic knowledge of javascript.
i see
txs for the help
Does anyone know how I can make a 3D item in my inventory?
You need to make a block for it.
create a block with the custom 3d model you wanted to show
Are there any examples for how to do this?
Wait, I'll explain... So you have a custom block whose ID is test:block, in the item you will add this component js "block_placer": { "block": "test:block" }
the icon of the item will be based on the model of the block
Which file should it be in?
wym? The component?
BP/items/name.json
{
"format_version": "1.21.40",
"minecraft:item": {
"description": {
"identifier": "test:item",
"menu_category": {
"category": "nature",
}
},
"components": {
"minecraft:block_placer": {
"block": "test:block"
}
}
}
}```
Yes, it will look 3d in inventory but when dropped it will look 2d
you can't add items/blocks using just a resource pack
{
"format_version": "1.21.40",
"minecraft:item": {
"description": {
"identifier": "jay:grenade"
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:display_name": {
"value": "§fGrenade\n§7( Click to Throw )"
},
"minecraft:throwable": {
"do_swing_animation": true
},
"minecraft:projectile": {
"projectile_entity": "jay:grenade_ent"
},
"minecraft:icon": "grenade"
}
}
}
```
why isnt my grenade going anywhere?
its just sitting there in the sky
I think that's not an item problem more like entities...
Can you send your entity file here?
yes 1sec
{
"format_version": "1.12.0",
"minecraft:entity": {
"description": {
"identifier": "jay:grenade_ent",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false,
"runtime_identifier": "minecraft:snowball"
},
"component_groups": {
"from_explosion": {
"minecraft:explode": {
"fuse_length": {
"range_min": 0.5,
"range_max": 2.0
},
"fuse_lit": true,
"power": 4,
"causes_fire": false,
"breaks_blocks": false
}
}
},
"components": {
"minecraft:type_family": {
"family": [ "tnt", "inanimate" ]
},
"minecraft:collision_box": {
"width": 0.01,
"height": 0.01
},
"minecraft:explode": {
"fuse_length": 4,
"fuse_lit": true,
"power": 9,
"causes_fire": false,
"breaks_blocks": false
},
"minecraft:physics": {
},
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": true
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 5,
"use_motion_prediction_hints": true
}
}
},
"events": {
"from_explosion": {
"add": {
"component_groups": [
"from_explosion"
]
}
}
}
}
}
Does it work before?
if yes, remove what component you added before it brok
can you add minecraft:projectile on your entity?
Maybe that's the reason it doesn't go anywhere
I know you have the runtime identifier already but just try
If it doesn't work add other options on the throwable components of your ITEM
"minecraft:throwable":{
"do_swing_animation" : false,
"launch_power_scale" : 1.0,
"max_draw_duration" : 0.0,
"max_launch_power" : 1.0,
"min_draw_duration" : 0.0,
"scale_power_by_draw_duration" : false
}```
let me try 1sec
{
"format_version": "1.12.0",
"minecraft:entity": {
"description": {
"identifier": "jay:grenade_ent",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false,
"runtime_identifier": "minecraft:snowball"
},
"component_groups": {
"from_explosion": {
"minecraft:explode": {
"fuse_length": {
"range_min": 0.5,
"range_max": 2.0
},
"fuse_lit": true,
"power": 4,
"causes_fire": false,
"breaks_blocks": false
}
}
},
"components": {
"minecraft:type_family": {
"family": [ "tnt", "inanimate" ]
},
"minecraft:collision_box": {
"width": 0.01,
"height": 0.01
},
"minecraft:throwable":{
"do_swing_animation" : false,
"launch_power_scale" : 1.0,
"max_draw_duration" : 0.0,
"max_launch_power" : 1.0,
"min_draw_duration" : 0.0,
"scale_power_by_draw_duration" : false
},
"minecraft:explode": {
"fuse_length": 4,
"fuse_lit": true,
"power": 9,
"causes_fire": false,
"breaks_blocks": false
},
"minecraft:physics": {
},
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": true
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 5,
"use_motion_prediction_hints": true
}
}
},
"events": {
"from_explosion": {
"add": {
"component_groups": [
"from_explosion"
]
}
}
}
}
}
Bruh, the throwable components is for items...
^
oh thats mb i didnt even notice that
let me try
so its not throwing
nor exploding anymore
Is it supposed to explode when hitting something?
no like a grenade
Let's move to #1070606638525980753
And send there the new Entity file
make sure u have that channel
I do I just cant send my JSON in any channel
? are u tryna copy and paste the text?
drag and drop the json file instead if ur tryna copy and paste
yes thats what I usually do
okay sec
im moving to #1070606638525980753
is it possible to extend the length of the vanilla music discs?
you have to modify the carried_item.geo now to fix that bc mojang refuses to fix this issue they created themselves
you have to modify the carried_item.geo now instead to fix that issue since mojang refuses to fix this issue they created themselves
also make sure to make an attachable.json for the items you're modifying
this should work for y'all its what i use now:
use this code for your attachables aswell
Uhm does that minimize the items to just 16x16 or something?
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": " (ITEMNAMEHERE)",
"materials": {
"default": "entity_alphatest",
"enchanted": "entity_alphatest_glint"
},
"textures": {
"default": "textures/items/apple",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.carried_item"
},
"animations": {
"first_person_main_hand": "animation.item.first_person_main_hand",
"first_person_off_hand": "animation.item.first_person_off_hand",
"first_person_eating": "animation.item.first_person_eating",
"third_person": "animation.item.third_person"
},
"scripts": {
"animate": [
{"first_person_main_hand": "c.is_first_person && c.item_slot == 'main_hand'"},
{"first_person_eating": "c.is_first_person && c.item_slot == 'main_hand'"},
{"first_person_off_hand": "c.is_first_person && c.item_slot == 'off_hand'"},
{"third_person": "!c.is_first_person"}
]
},
"render_controllers": ["controller.render.item_default"]
}
}
}```
I already have a separate attachable file for every one of my custom items above 16x16 just to scale them down 😭
no it doesnt change the resolution it just properly scales the item model down to be the proper size
just try my code in a test rp and tell me how it goes
first of all, scaling the model down doesn't affect the quality of the textures, it only changes when you edit through the modle
does making items with bridge work?
my consume events aren't firing for some reason
Code?
"format_version": "1.21.40",
"minecraft:item": {
"description": {
"identifier": "ionic-si:sapphire_apple",
"menu_category": {
"category": "nature",
"group": "itemGroup.name.crop"
}
},
"components": {
"minecraft:custom_components": [
"ionic-si:sapphire_apple"
],
"minecraft:icon": "ionic-si_sapphire_apple",
"minecraft:food": {
"can_always_eat": true,
"nutrition": 4,
"saturation_modifier": 1.2
},
"minecraft:use_animation": "eat",
"minecraft:use_modifiers": {
"use_duration": 1.2,
"movement_modifier": 0.4
}
}
}
}```
it's saying all my custom components weren't registered... even though they were lmao
FOUND IT
what i think the issue is
it's in the script
apologies. AFAIK i set the file up properly
okay it works now!
i had put something in the export that it didn't like
🙏 Based. We love chatting about our problems to other people because it helps debug the issue.
agreed. i'm glad i was able to diagnose it after all. i hate crawling here every hour to get unstuck, but i know i'm learning a lot about a lot. hopefully it all comes together and pays off soon enough. thank you for always being so helpful with everything
🙂 No problem, we all start somewhere.
I've got a lot of experience with JS and using JSON prior to this, so I think that's helping a good bit. I feel like I can learn the specifics of Minecraft's API and run with them instead of getting hitched on the actual scripting side, for the most part
How do I give my armor/tools durability? My sword durability works fine, but not the rest
Code?
Ah pickaxes you must damage it yourself. Only hitting entities and taking armour damage decreases durability automaticallym
What custom component trigger would I use here?
Eh, I’ll look at the wiki monday, there oughta be good stuff there
Thx^^
armor was working turns out, i was just stupid
Does anyone know why this FREAKING recipe doesnt work?
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "runecraft:cheese"
},
"tags": [ "crafting_table" ],
"pattern":["#"],
"key": {
"#": {
"item":"minecraft:bucket",
"data":1
}
},
"unlock": [
{
"item": "minecraft:bucket",
"data": 1
},
],
"result": [
{"item": "runecraft:cheese"},
{"item":"minecraft:bucket"}
]
}
}
The cheese item is in the game already, its just this recipe that isnt working, i think it has something to do with me wanting to get two results, but i followed the same method as the vainilla cake recipe
Does removimg the bucket output make it work?
Oh and try format version 1.21.50
This works
{
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "runecraft:cheese"
},
"tags": [ "crafting_table" ],
"pattern": ["A"],
"key": {
"A": {
"item": "minecraft:bucket",
"data": 1
}
},
"unlock": [
{
"item": "minecraft:bucket",
"data": 1
}
],
"result": [
{ "item": "runecraft:cheese" },
{ "item": "minecraft:bucket", "data": 0 }
]
}
}
I don't c the fk difference but ok
I see, it was a ","
any ideas on how to fix this? Minecraft thinks that glow berries are a non vanilla item
I even tried just copy pasting the vanilla file over with no changes and it still gives the same error
What format version did you try when overriding?
1.16.0, the same as vanilla
Try 1.10.
Might not be able to override it, what if you try the latest version 1.21.50?
Let me try again.. I just undid it because I got a different set errors
funnily enough, it tells you that you can't use anything with a minecraft namespace above format version 1.16.100+, EXCEPT apples work, since they've been updated
besides, "minecraft:seed" isn't an item component anymore and block placer can't satisfy the same conditions
Sadge.
so it's just a completely broken item
thank you mojang
This also isn't anything new
it's been like this for at least 4 months now
I'm getting a regex parsing error with this item
"format_version": "1.21.40",
"minecraft:item": {
"description": {
"identifier": "ionic-si:water_charge",
"menu_category": {
"category": "items"
}
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:throwable": {
"do_swing_animation": true
},
"minecraft:projectile": {
"projectile_entity": "ionic-si:water_charge_thrown"
},
"minecraft:icon": "ionic-si_water_charge"
}
}
}```
Filled out throwable and am still getting this issue
I've had it for several days now
By pure chance, does anyone have all the vanilla item attachables that they can pass on to me?
{
"format_version": "1.21.60",
"minecraft:crafting_items_catalog": {
"categories": [
{
"category_name": "nature",
"groups": [
{
"group_identifier": {
"name": "test:group",
"icon": "test:item1"
},
"items": [
"test:item1",
"test:item2"
]
}
]
}
]
}
}
{
"format_version": "1.21.60",
"minecraft:item": {
"description": {
"identifier": "test:item1",
"menu_category": {
"category": "nature",
"group": "test:group"
}
},
"components": {
"minecraft:icon": "egg",
"minecraft:hand_equipped": true,
"minecraft:max_stack_size": 1,
"minecraft:display_name": {
"value": "item.test:item1.name"
}
}
}
}
Why can't these make a new group in the creative inventory?
You need to remove the group in your item if I recall. Either that or the category.
Removing only the group does nothing. Removing the category removes them in the creative inventory
Youi have experimental toggles turned on yes? And you are in preview yes?
Yep, UCF is on, latest preview
No error logs either
This is one that worked for me:
{
"format_version": "1.21.60",
"minecraft:item": {
"components": {
"minecraft:icon": "test_t",
"minecraft:durability": {
"max_durability": 100
},
"minecraft:use_modifiers": {
"use_duration": 1
}
},
"description": {
"identifier": "dev:basic",
"menu_category": {
"category": "nature"
}
}
}
}
{
"format_version": "1.21.60",
"minecraft:crafting_items_catalog": {
"categories": [
{
"category_name": "nature",
"groups": [
{
"group_identifier": {
"icon": "dev:basic",
"name": "dev:itemGroup.name.netherStuff"
},
"items": [
"custom_namespace:custom_item_dyed",
"dev:basic"
]
}
]
}
]
}
}
And this is what your file looks like yes?
Oh, my filename has an s in item.
I thought it would be similar to minecraft:crafting_items_catalog inside the file
Yep it works now. I'll check the filenames next time thoroughly, and their plurality
Thanks for the help
yo how do i fix my textures that are higher than 16x16
"format_version": "1.20.10",
"minecraft:recipe_shaped": {
"description": {
"identifier": "minecraft:wooden_shovel"
},
"tags": [ "crafting_table" ],
"pattern": [
"X",
"#",
"#"
],
"key": {
"#": {
"item": "minecraft:stick"
},
"X": {
"tag": "minecraft:planks"
}
},
"unlock": [
{
"item": "minecraft:stick"
}
],
"result": {
"item": "minecraft:wooden_shovel"
}
}
}
How whould i make where people cant craft a wooden shovel
Make sure you import this recipe file into your behavior pack. Then just delete everything but the description and identifier. It should overwrite the vanilla crafting recipe. Be aware that there are multiple crafting recipes for a wooden shovel the identifiers are: minecraft:wooden_shovel, minecraft:wooden_shovel_from_warped_planks, minecraft:wooden_shovel_from_crimson_planks, and minecraft:wooden_shovel_from_mangrove_planks.
can someone help me?? idk why my items recieve damage to the durability only when attacking but not when breaking blocks :((
i cannot even find the script i made for the durability when hitting entities XD
but my script for block destroy isn't working
:(((
You have to manually damage the tool.
Wdym??
I made scripts for durability, but the only one which is working is the entity hurt, but the block breaking is not
detect breaking blocks then decrease durability just like how you did with entity
make a function so it's easier.
Durability only famages when you hit an entity or take armour damage.
How does one give oneself a treasure map?
I see....
what does this mean
That's not a property.
shooter isnt a property
How am I able to add lore text to items? I’d like for a little blurb to appear under my item in the player’s inventory
Use ScriptAPI to grab the item and add lore.
Alright! Thank you ^^
i just saw where dynamic properties can be applied to items. I’m gonna have a field day with this
yaknow... sometimes i realllllly wish we had attack speed for weapons in bedrock. It adds so much when trying to balance and make new weapons. If you only have one variable, damage, to change, it makes it to where I have to code custom abilities for almost every weapon to make a lower damage weapon possibly better than I one that does more damage. I guess it's better than nothing, but I needed a small rant
Is there a way to spawn items in the world?
scripts or /loot
How do I add armor trims to my armor?
Can you change the item icon in scripting...?
No.
guy how can i make the icon of the item only show up in the inventory and turn invisible when dropped. I found this feature in the Hoof addon and still don't know how to make it. Here is some image:
If you have the hoof addon, you can unzip it and take a look at the json for that item
No i need to modify the texture file not the json file but i don't know how. I had seen a tutorial video about this method but it some how got delete on youtube :(.
how do you make an item able to be repaired with itself but gain just the durability the second copy has?
i remenber you have to use a molang expresion but dont remember whuch one
Can we set armor protection values somehow?
I know how to set the base defense value, but I know Netherite has a second protection value, and I wanna figure out how to apply that
Armour toughness? If so no.
Yeah, forgot the exact term, thank ya
What are the frame? I have am idea of what it is but I just want to make sure also how do I use it
where'd you get that?
The frame?
It was just there
As like an option to add
The version of my item is 1.20.40
i don't think we can use that in customs
we only have one valid parameter inside eof that json object
Only the textures
I have a question, do you think you could help me to figure out how to make the item be invisible when drop, so only my 3D version stay visible
remove at least 50% of your item texture or the icon
done.
it will be visible in inventory while dropped it will be invisible
Im confused on how will that work? Because if I remove 50% of my item texture wouldn't that affect how it looks in the inventory too?
The way it render in inventory is different in the world
afaik, it's hardcoded that no matter the opacity it will be 100% visible in the inventory.
that's a json u thing.
So you mean like this, right?
Does anyone know how to make custom food animations? I am trying to make flowberry fizz
There's a difference of just 50% of image itself than the 50% hardness of the eraser tool
I still don't see how that will work because I want the texture to show in the inventory with no change to how it is already but when it's on the ground it's invisible. Do you think you could show an example please
you can't see anything but there's something in there
How can I do that with this?
did you try the image I sent?
use blockbench and go to eraser tool and put the hardness into 200 since the default is 255 right?
the go try it.
Ok, I'll send results in a sec
No change
Mojang might have change it
You said something about icon, what's that method?
Try this instead
It does work! So why didn't mine?
Nvm I got it to work on my texture also, thanks for the help
Is there another method instead of this because I don't want my texture looking weird
help. why aren't the effects doing what effects do?
You need to use scripting.
chat how do i add mace enchantments to an item (if thats possible)
Bruh is that rl craft
Lycanite Mobs. Me and the Team are working on a 1 to 1 port to bedrock. We have permission from the original mod creator.
Im not the leader for the lycanite bedrock, tho I'm one of the developers
Please
is there a way to change or remove the equip sound of custom armors?
i feel like im losing it, has anyone successfully been able to show the "open bundle" texture? mine is pink and black despite doing all the things so ive decided it's a bug unless anyone else has seen it actually working?
I followed all these steps :p my question wasn’t “how” but has anyone actually done it. I have my working bundles but the “open bag” image is still pink/black everything else including closed bag is working
Yeah, lots of people Ive helped, I sent this and it works for them.
Could you open a post with your code?
Knowing that something works is the first step haha I’ll double check my work first though it looks exactly like the examples to me
how to make blocks unstackable?
Make an item proxy and just set the max stack size to 1.
0.1 would result in the player's speed being 10% of what it normally is
2 would result in double speed
How do I use the "minecraft:compostable" component?
#1293602133903409236 message
I put this in, but for some reason it's not working, nothing happens when I click on the block
This is in the correct item json?
Do you have Upcoming Creator Features?
No, in 1.21.60.27 says, "Moved the "minecraft:compostable" item component out of experimental and to Release. Moved the related scripting apis out of Beta to Release"
So are you in preview or stable? Whats your format version? Show your code or video.
I'm on preview version 1.21.60.28, the item format is 1.21.40
Make it 1.21.60.
ended up breaking the item completely, leaving no icon and no json component not working
oh, apparently with 1.21.50 it worked
Thanks
Can the json file be within another folder in the items fold or does it have to be within the main items folder
Subfolders work.
Is their a limit to how deep they can go?
Not as far as I know.
So i managed to get me some wool sweaters working but I have a mild issue
Why tf does it do that when the game is paused
What is this nonsense 😭
Minecraft being Minecraft
There is a tag called minecraft:piglin_loved but it doesn't seem to do anything, does it have any function or does it really do nothing?
That is not a thing in Bedrock.
oh, i checked on microsoft's website, so i think this is just for revenue right
I have no idea what that means.
Tags can now be used as input for recipe creation. The following tags are current as of the release of Minecraft: Bedrock Edition version 1.19.50.
Outdated
Oh yea
I didn't know this was possible
Chat is it possible to make a form of leather armor? like dyable armor?
but that only explains it in the item, is there any article to explain about the actual wearable armor?
Nice, I will save this if I need it
Why isn't my item trim showing
Both of these items have standard geometry
Do I have to Import the trim files from the documentation file I have?
And somehow find the resin palette
Can someone tell me how to make an element execute a function? I know it's through a food item, but I don't know how to link them.
Is it possible to add custom item groups in the creative menu?
In 1.21.60 yes.
:^)
I used to edit education editions sounds lol
And use that for the record
Is it just me or custom items' cooldown aren't visible?
The book's 10s cooldown works but it won't show the timer, the pearl does however..
Also, q.is_using_item doesn't trigger my attachable's animations either, even though I have minecraft:use_modifiers component AND anonUse custom component on it.
q.is_using_item probably requires a chargeable item. Items can only be made chargeable by the food, throwable and shooter components afaik
i think you have to trigger the cooldown manually now via scripting
Okay, thanks (fixed).
Is there any way to fix this? Play attachable animations by using the items mean.
how long is the use duration
Should I add a minecraft:food component? XD
Any, event just a second.
should the attachable animation last for as long as the item is being used, or just be a one-time thing like the swing animation
A one-item thing.
you could try player.playAnimation instead from the script
not sure whether it would affect the attachable though
I did. Though it didn't work.
Apparently the player's model and the attachable's model aren't stacked, attachable's custom bones aren't modified by an animation "played" by the player even when held.
It worked.. what the hell
how do I open an animation file in BB to view how it looks? my sword looks goofy after resizing it and I don't really want it to look that way
We can't use custom items for smithing templates right? I'm looking over my old files from June last year and I added a bunch of texture paths for them but as I recall since smithing tables aren't data driven we can't actually add custom items into them
Correct.
Guess I preplanned for the future... 8 months ago
what do these errors mean? how do I fix them?
From:
"minecraft:icon": {
"texture": "something"
}
to:
"minecraft:icon": {
"textures": {
"default": "something"
}
}
oh, I was about to say I got it but if that works instead I'd rather use that
can someone explain why the if statements in my switch dont do anything
It will active permutation to place weather im sneaking or not
how do i put custom spawn eggs back in the vanilla spawn egg category?
Use item catalog to put them.
hmm i already did that but i got a content log The item abc:def was created with the category set to 'items', and is now being set to 'nature'
tho i didnt make any spawn egg item myself
Hmmm.
maybe i should toggle the vanilla eggs off with spawnable false and make the items myself
Yeah.
how do i set a gilded armor in the loot tables?
how i fix this?
wait for mojang to get a proper QA team
do custom tools like pickaxes and axes still need like every block listed in the digger comp?
You can use block tags.
do they cover all the right blocks or is there some blocks that need to be added to the digger comp seperatly
They should. Check the wiki.
there's the new tier_destructible tags
is the minecraft:is_pickaxe_item_destructible tag all that is needed for a pickaxe?
Yeah.
oh, sweet
whats the point of the tier_destructible tags if the blocks they affect are listed in the tool destructible ones?
Different tier pickaxes.
but obsidian is listed in tool destructible as well as diamond tier destructible
Sometimes you want a pickaxe to only mine diamond tier stuff.
more of a niche use case then
Or different tier pickaxes. Like I said. Some oickaxes mine things faster or can only mine certain tiers.
Like a custom stone pickaxe shouldnt be able to mine obisdian.
isnt the mining speed determined by the values on the block itself though?
Not for custom items and vanilla block.
interesting, mojang really know how to make things more complicated then need be
Is it though?
Since you cant modify vanilla blocks how are you going to make custom items mine faster or a custom time?
when it comes to custom tools vs custom blocks at least
You can do both!
Im pretty sure.
Define a base destroy time on the block but overrwrite it in the item.
I just wish everything was data-driven. It would be nice to take a look at certain things like tools or block entities to see how they fully work and replicate with complete accuracy
In time it will.
does anyone have a template for a custom pickaxe using the latest format version?
Check #1072983602821861426 . What exactly do you need?
just an up-to-date pickaxe item so I know what tags and blocks are needed in the digger comp.
Ciosciaa has one yeah in #1072983602821861426
aight, just having a look through the posts now
could you link it please, i'm not seeing it
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "gabrielaplok:m67_grenade"
},
"components": {
"minecraft:cooldown": {
"category": "m67_grenade",
"duration": 200 // 10 saniye (200 ticks)
},
"minecraft:display_name": {
"value": "item.m67_grenade.name"
},
"minecraft:icon": "m67_grenade",
"minecraft:projectile": {
"projectile_entity": "gabrielaplok:m67_grenade_entity"
},
"minecraft:throwable": {
"do_swing_animation": true,
"launch_power_scale": 2
},
"minecraft:use_modifiers": {
"use_duration": 3600
},
"minecraft:tags": {
"tags": ["is_grenade"]
}
}
}
}
I'm trying to add delay to this but it's still thrown unlimited
How do I create a custom Item group? I remember that being added, but can't find any docs on that
MS docs has it.
What's the article called? Can't find it
Tysm
anyone know how to get minecraft:cooldown to work in script?
i have the component added to my item
and im using this:
mainhand.getItem().getComponent("minecraft:cooldown").startCooldown(player);
mainhand is valid and not undefined at the point of calling the func
but i still get this error:
[Scripting][error]-Error: Failed to call function 'startCooldown' at onUse (powders/soul/SoulPowderUseComponent.js:15)
this is also my cooldown component:
"minecraft:cooldown": {
"category": "dsml:powder",
"duration": 0.5
}
Im guessing getItem is using the container/slot? Is the item valid?
yeah
its valid
i use the mainhand var later on to decrement the stack and that works fine
Try renaming your cooldown category to dsml_powder?
hang on
itemStack.getComponent(...) returns a ItemComponentTypeMap[T]
which isnt documented
Beta module only.
Stable module doesnt.
it returns false
ok
still invalid
hang on
im gonna retrace all my stuff step by step
ok so
it definitely has the component
ive checked through hasComponent(...) and the componentId returns minecraft:cooldown
What was the issue?
i had to initiate the cooldown through event.itemStack instead of containerSlot.getItem()
Documentation for @minecraft/server
omg tysm
this is perfect
honestly thought i was gonna have to make a dictionary of all mob heights
My items cooldowns work but dont show the texture?
do u know why?
You need to trigger it via ScriptAPI.
hm ik there is a cooldown function but how do i use it
If you scroll up you can see.
Would i need the cooldown component if i apply it using scripts?
Yes.
i see thankyou for your time
Is there an open bug report addressing shovel type items only pathing grass blocks by default?
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "gabrielaplok:m67_grenade"
},
"components": {
"minecraft:cooldown": {
"category": "m67_grenade",
"duration": 200 // 10 sec
},
"minecraft:display_name": {
"value": "item.m67_grenade.name"
},
"minecraft:icon": "m67_grenade",
"minecraft:projectile": {
"projectile_entity": "gabrielaplok:m67_grenade_entity"
},
"minecraft:throwable": {
"do_swing_animation": true,
"launch_power_scale": 2
},
"minecraft:use_modifiers": {
"use_duration": 3600
},
"minecraft:tags": {
"tags": ["is_grenade"]
}
}
}
}
Why cooldown It doesn't work
@lament bluff
?
Does anyone have templates for custom potions - including splash and lingering?
Can icon have translucency?
How to make a custom armor with high-resolution texture?
Anybody know how to make custom splash potions? Don't wanna waste my time if I can download a proof of concept.
Requires an item with the throwable component and a projectile entity.
Thanks, but that's not what I'm looking for. If anyone has an example of a pack that has custom splash potions for BE, that will save me a lot of precious time. Not interested in a trial and error experience, or item component information that I can easily find on MS Learn.
Is there a way to stop an item from being repairable. Even without the component, the item can still be repaired with itself
Hi friends, do any of you know how to make a projectile that when pressed/used, a function appears?, for the latest version of Minecraft 1.21
[Recipes][error]-recipes/craft_x_reaper_chestplate.json | yes:craft_x_reaper_chestplate | 1.20+ Recipes require unlock data
How to fix this?
How do I stop zombies from equipping my custom armour pieces
Wdym, that's literally what you needed
use a throwable component then in the projectile spawn the splash potion you need.
that's literally it.
Not interested in a trial and error experience
tf?
??????????? What’s with all this powerful attitude?
so saying my reaction is bad? Sorry then.
I mean you're the one who's worst here tbh, you don't want trial and error? Then what'd you want?
I don’t think it’s unreasonable to wonder aloud whether anyone’s encountered a pack that already has some of this work finished. There’s no sense in reinventing the wheel. I can learn how to do it in 2 seconds by opening someone else’s pack and looking under the hood. There’s no need to be rude about it.
I ain't rude I'm just surprised you're the who said it btw.
the way you said no trial and error is insane that's why
It’s actually not insane at all to not have time to start from scratch if I don’t have to. It’s actually very smart; I do it every day and it saves me time and teaches me a lot about how things work.
Yes you can save time using or finding done things but the way you said no trial and error speak laziness that's it.
I think you’re rude, my dude. Buzz off, please. It is not lazy to want to avoid reading a bunch of half-ass documentation. Work smarter, not harder.
Try removing this from the behavior file for zombies
Presuming you're just talking about their ability to pick up your custom items when you drop them at death?
is there any way to make horse armors?
Make them? Like a recipe to craft them? Or to make new item variants of them?
Does anyone know if there's a way to hide items only from the creative inventory and not commands? setting menu category to "none" works, but it also hides it from commands, even though is_hidden_in_commands is set to false
not possible
Is it a bug? Because for blocks, I can hide them for inventory and it will show up for commands
i believe so
How do I have the player's hand visible when using holdable attachables?
I have a claw gauntlet but it looks odd in first person
Is there a way to make an item play the swing animation when you click it without side effects?
How do I make a custom pearl take durability. For example after throwing 3 times it will break
scripts.
So theres no way to do it just by the json file alone?
no.
Alright thanks
Hi all, someone can explain how to implement animated texture to my 3d item?
Does anyone know how can I make my custom pickaxe not drop blocks that do not drop when broken with wooden pickaxe like obsidian or diamond ore?
Omit it from your digger cimponent.
you mean I have to set destroy speed very high?
I did not say that.
I said omit the block from your digger component.
does anyone have a custom bow json template on 1.20.10 or higher..?
I had mine on 1.16.100 and I realized that the bow is pretty much not usable if I convert it to 1.21.10 as most of the components are deprecated..
im pretty sure the difference is that while a diamond pickaxe can mine and collect obsidian, an iron pick still mines it quicker than without, but you dont get the block
Is it possible to add new armor trim colors?
Anyone attempted to do uninteractable, immortal armor stands?
Using addons of course
You can do it in scripts, you can do it by editing json of the armor stand too...
both works...
Already provided in the resource pack template right
Also does anyone know how to make 3d items appear glinted without being enchanted
My item is too big, how can i fix it?
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
Hello, i need help. Why does this item only works without HCF. But when HCF is toggled on, it breaks? The item become invisible and unusable. If i want to make this item work for HCF, what changes should i do?
And if anyone can tell me the difference of coding in json files for HCF and without HCF
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "test:mutated_arrow",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:icon": {
"texture": "test:mutated_arrow"
},
"minecraft:projectile":{
"minimum_critical_power": 1.0,
"projectile_entity": "test:mutated_arrow"
},
"minecraft:display_name": {
"value": "item.mutated_arrow.name"
},
"minecraft:hand_equipped": true,
"minecraft:can_destroy_in_creative": false,
"minecraft:allow_offhand": true
}
}
}
Here is one example. This item only works when HCF is off
Isn't HCF the experiment removed?
Yes, but I have two versions of mc. The latest, and also early 1.21.0 that still uses HCF.
I have a modded world that has tons of add-ons that uses HCF. So I want to edit some of the newer add-ons to work with HCF as well is my goal here
But whenever HCF is enabled, the items broke
the reason may be because HCF accepted old versions and this is a newer version
Well that's what I am trying to figure out. Why does disabling HCF makes an item work properly, but enabling HCF breaks it. But some other newer add-ons still works well even with HCF enabled
So I assume I can edit the code myself to make the items work even with HCF enabled
There must be a way
so I don't know
It's alright, am going around multiple servers asking people with knowledge to see if they can help me. So far no answers. Or probably not seen my msg yet
but why do you want to convert to use HCF? since we have scripts that do much more
As I said, I have modded world that uses alot of HCF add-ons. I don't want to just move to a newer mc version and abandon that world. Have been playing on that world for a very long time
So u can say I kinda refuse to move on
I think it would be easier to convert the world's addons to stop using HCF
It's not that easy, especially when most creators had already abandoned or left modding entirely, resulting in the older mods not getting an update
There are so many great add-ons out there that relies on HCF, which was why so many people was enraged when HCF got removed
I found it quite easy, I even updated an addon a long time ago
The thing is, the amount of add-ons I have in my world is too many. Converting them all is gonna be a pain
But for the newer add-ons that doesn't use HCF, I only notice a couple of items broke. Which is much easier to fix
Since it's just a few items
It's really sad, but with the removal it also gave more possibilities
Ur right, but they can do what they want. For me? I just wanna enjoy my modded survival world with more add-ons added lol. So I am okay with learning how to solve this issue
Btw am I even asking this question at the right channel? No one seems to reply to it
Maybe version 1.20.50 will use the icon in the new format.
"textures":{ "default": "example" }
},```
I tried many different versions for the format, 1.20.0, 1.20.20, 1.20.80, 1.21.0 all of them doesn't work
It's just the same invisible and unusable item
Have you tried using the icon in this format?
No I haven't actually
But you think that has something to do with HCF breaking an item?
maybe this
Alright I will try soon and let you know
It's a little more difficult when it comes to a feature that has already been removed and was in the testing phase before being removed.
Didnt work. I think that code has some errors. Or i did an error. Cuz the item doesnt exist anymore
anyone..?
You need these 3 components for a custom bow:
Minecraft:projectile (controls what entity to shoot): https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_projectile?view=minecraft-bedrock-stable
Minecraft:use_modifiers (controls how long it takes to shoot and if you're slowed down while holding it): https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_use_modifiers?view=minecraft-bedrock-stable
Minecraft:shooter(controls what item to use from your inventory, and some other aspects about shooting it) https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_shooter?view=minecraft-bedrock-stable
to clarify, the projectile component should be applied to the ammunition item (such as an arrow), not the shooter item
I am a tiny bit confused with block breaking speed value and pickaxe mining value. High values for blocks means faster mining times but whats the value for pickaxe mining speed?
If i have my block set value to 2.8 itll be harder to break than a 3 value block right? Now if i set pickaxe to 8 on that block, whats the value? Like is it in seconds / higher means faster?
How would i make my custom pickaxe break my custom block faster than 2.8 which is technically what all other tools would break it at?
nvm I cant help, try the wiki maybe? I think it could be there
works fine, but how could I fix the animation from eating into an actual bow pulling animation visibility
Maybe add a minecraft:use_animation component set to none? https://wiki.bedrock.dev/items/item-components#use-animation
nothing changed with the animation
Ah, odd. Might be an attachable issue I guess
tried the "bow" animation alongside, also no change
That's an attachable thing.
yeah, assuming it's from here perhaps I don't understand how this works I honestly used docs for it..
"animations": {
"wield": "animation.dungeon_bow.wield",
"wield_first_person_pull": "animation.dungeon_bow.wield_first_person_pull"
},
"scripts": {
"pre_animation": [
"v.charge_amount = q.main_hand_item_use_duration > 0.0f ? (math.clamp((q.main_hand_item_max_duration - q.main_hand_item_use_duration) / 5, 1, 3)) : 0;"
],
"animate": [
"wield",
{
"wield_first_person_pull": "q.main_hand_item_use_duration > 0.0f && c.is_first_person"
}
]
},
"render_controllers": [
"controller.render.dungeon_bow"```
Some pickaxes worked fine until i exported my project, now they appear as invisible stackable items? Instead of equipment?
The code is identical to the ones that do show from what i am able to see in the items folder in bp
I tried to look at my working picks and comparing files, tried the troubleshooting page on the wiki and googling, honestly lost
Only thing i could think of is, would i need to set an item ID or whatever so it’s recognized or something? ID as in a number
Missing dependency with ID 'dc734329-14c4-4203-bcb4-dbe2411f4919' and version '0.8.0'.
I had this happen for an armor, Turnded out the indentify was wrong and smth else I cant remember
hey any alternatives for minecraft:knockback_resistance component since it's deprecated for armor jsons?
No.
so they just completely removed the possibility of adjusting armor's knockback resistance..?
Yeah. Unless you wanna edit pkayer.json maybe.
well I have multiple armor sets and I had a different knockback resistance for each..
Is there any way to set the custom armor to be the same knockback resistance as the netherite?
basically act as the netherite in terms of behavior
if that error is from BP manifest, that uuid and version should match the Rps header uuid and version, or the other way around.
Item 'wt:vp:platinum' with format_version 1.16.100 or greater cannot be loaded from resource packs.
^ whats causing this?
Only legacy items have RP files
If you're using a modern format version for your item like 1.21.50, there should only be a BP file (in the items folder)
Not enchanted
Enchanted
Enchant is not visible when clicked, how can I fix this?
Will durability for tools be made to just work properly in the future without having to write a script to implement the logic and account for enchantments?
It seems like a major omission
Same with block loot tables working with fortune (similar to entity loot tables)
Also blocks dropping XP when broken or smelted
Nothing known. Durability only decrements if you hit entity, armour take damage or shooter component.
There's not really a way to know if a tool should decrease if you break short grass vs not.
I would think that if the destroy speeds or tags align, it should reduce durability
Otherwise, no effect
Generally insta mine blocks don't consume durability, like torches, so they could check that too
You can destory blocks without it being in the destroy component and it will still decrease durability. There's a lot more nuance and specifics for mining than anything else.
That's what I'm saying
It shouldn't reduce durability if it's not in the destroy component or doesn't match one of the mining speed tags
But...vanilla does...so thats an issue.
And theres no way to really gurantee other addons as well.
Not for torches I don't think
Maybe would just account for instant mine blocks in that case
Or blocks like torches should be tagged to not reduce durability
But basically
It should get to a point where no scripts are required to make a fully functioning pickaxe, ores that work with fortune, blocks that drop XP, etc
Im talking about wooden pickaxes breaking obsidian or a shovel doing that etc.
Not talking about instamine.
Yes, I think it would be more accurate if blocks that instant mine were tagged to not reduce durability
But then the rest should work with no scripts
What if I want to damage it as well?
There's a lot of nuance.
