#Items General

1 messages · Page 6 of 1

sudden coral
#

How would an attachable animation be made for when the attachable is in the offhand?

compact kraken
#

can \n be used in the name of an item?

tranquil wind
tough flicker
#

Would it be possible to create an item that can't be dropped?

#

Nor transferred

solid aurora
tough flicker
#

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...

solid aurora
#

/give @s coal 1 0 {"item_lock": {"mode": "lock_in_slot"}}
/give @s coal 1 0 {"item_lock": {"mode": "lock_in_inventory"}}

tough flicker
#

I can't do that in the item definition?

#

Will it drop if they die?

wraith violet
solid aurora
#

Nope

#

You need to add another nbt there

tough flicker
#

Okay but what if they die? Will it still drop?

solid aurora
#

/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":{}}

tough flicker
#

yep, thanks

solid aurora
dusky rune
tough flicker
#

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?

dry pilot
#

You can clear the item once it is on the inventory, though

tough flicker
dry pilot
#

Checking if it's on the inventory is one way

civic prawn
#

how to acces the knockback of an item

glass rune
#

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"
          }
}
wraith violet
glass rune
#

Thanks!

compact kraken
#

How to make food disappear when eaten? help pls

drifting patrol
#

Can someone help me with the animation for the items when used on the hoe, axe and shovel that it does with right click

median bluff
#

Help me
Why is the sword not receiving the damage component?
It is as if it were a normal item without damage.

flint cypress
median bluff
vapid spear
#

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"
    }
  }
}
wraith violet
#

@vapid spear you can set it to just a string.

vapid spear
#

sure, but then I have orange lines and text in my project. 😦

#

I can't have this! 😄

wraith violet
#

Not what I meant.

#

"minecraft:icon": "texture"

vapid spear
#

ah HAH!

#

Thank you!

#

You have saved me from my ADHD, Thank you!

karmic pulsar
#

Is there anyway to do my item attachables in blockbench?

knotty patrol
#

Im so dead, i cant understand attachables

#

Do vanilla items also use attachables?

#

What do swords use

tropic nimbus
#

How do you guys do this make the item big?

karmic pulsar
#

using blockbench animate

knotty patrol
# karmic pulsar

That's a 2d item, how'd u use vlockbench animate for it? I dont see such feature

solid aurora
#

The swords are 2d item

knotty patrol
vapid spear
#

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?

solid aurora
solid aurora
knotty patrol
#

My goal is to render custom offhand items correctly

#

The animation in 1st person

solid aurora
knotty patrol
#

Is there a view for blockbench where you can see what the 1st person looks?

solid aurora
#

Afaik in the animations there are options: 3rd person view, 1st person view and entity

vapid spear
# solid aurora you can just detect the holding of any item using a query

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.

solid aurora
vapid spear
#

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

solid aurora
#

You want to have 3d view when holding but also wearing?

vapid spear
#

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.

fallow pier
#

For the enchantable component, can I set the slot type to sword and pickaxe? Or do I just have to use all?

fallow pier
#

Would the slot be something like "pickaxe sword"?

wraith violet
fallow pier
#

So I guess I'm forced to use all

#

Gotcha

knotty patrol
#

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

solid aurora
thick blade
#

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?

thick blade
#

Rip. Thank you

restive rune
#

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

wraith violet
restive rune
#

when ive done that it shoots nothing

wraith violet
# restive rune

Content log should have yelled at you that you need a use modifier component as well.

wraith violet
restive rune
wraith violet
restive rune
#

ammo gets consumed doesnt shoot any entity

#

ill get the log

#

this is to do with the item

wraith violet
# restive rune

There you go. Your item needs to have the projectile entity.

restive rune
wraith violet
#

I meant. It clearly says that on the content log.

restive rune
#

huh?

wraith violet
restive rune
#

it does

#

-_-

wraith violet
restive rune
#

i cant paste it here

#

all i did was edit the snowball base projectile

wraith violet
#

Thats the entity

restive rune
#

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

knotty patrol
#

Is there a template of the whole minecraft 1.21 resource pack

#

i wanna copy the offhand render of the swords

daring garnetBOT
shadow cedar
#

WHY IS MMY KNIFE HOLLOW 😭

knotty patrol
gray tiger
knotty patrol
gray tiger
#

render offsets has been removed so I don’t see even vanilla items using it

knotty patrol
#

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

gray tiger
vapid spear
#

Many aspects of the game aren't data-driven (exposed in the addon system ) yet.

wraith violet
#

It will take time. Everything was held back by HCF.

#

We're seeing the change in real time.

knotty patrol
#

Damn

#

Thats sad, basically I can never make a 1:1 vanilla item

wraith violet
vapid spear
#

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.

lime rampart
#

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.

wraith violet
lime rampart
#

Minecraft will throw an error that I can only use the food component in a version where all those subcomponents aren’t useable anymore

wraith violet
#

What version are you using?

lime rampart
#

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.

wraith violet
lime rampart
#

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

vapid spear
#

Yeah, you need to update and use the new components, like he said

lime rampart
#

That’s what I am saying. So I am asking. What is the golden apple saturation modifier now?

#

The wiki HASN’T. BEEN. UPDATED.

vapid spear
#

Ok, but no need to scream about it. 😉

lime rampart
#

Sorry

#

You didn’t seem to be understanding

vapid spear
#

'sall good. Partially my bad, I jumped into the middle of this

wraith violet
lime rampart
wraith violet
#

Unless you mean this.

lime rampart
wraith violet
lime rampart
lime rampart
wraith violet
lime rampart
# wraith violet 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”

vapid spear
#

That's not what the term deprecation is for.

lime rampart
#

Well ok so I’m stupid but it’s still unusable in the older versions

vapid spear
#

Nah, you're not stupid, just misinformed, very important distinction

lime rampart
#

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

vapid spear
#

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.

lime rampart
lime rampart
#

Hmm

#

Can’t i just use the “onCompleteItemUse” thing instead of whatever that head thing is

vapid spear
#

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.

lime rampart
wraith violet
lime rampart
#

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)
}

})```

knotty patrol
#

Since 2d itwems cannot be maanipulated anymore without offsets, am i upposed to use 3d items now and try replicating 2d items?

daring garnetBOT
knotty patrol
#

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

wraith violet
knotty patrol
tropic nimbus
#

What are descriptions for?

shadow cedar
#

do you guys know how to make custom shields. Pls help me.

finite crest
#

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

lime rampart
fervent maple
celest acorn
#

How can I change the item module when I right click the item?

flint cypress
celest acorn
bold sonnet
#

Does anyone have an idea why the hidden item is not showing up? And the solution

flint cypress
dense steppe
#

Can u we make custom item that can charge

#

Like bow

wraith violet
dense steppe
wraith violet
dense steppe
#

i cant find any

wraith violet
celest acorn
mighty anvil
#

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

flint cypress
flint cypress
celest acorn
#

I used this in the attachable for the item

flint cypress
celest acorn
flint cypress
#

are you sure the name of the bone model of your hook is also hook, also use q.is_using_item ? false: true

celest acorn
#

should I add something in the bp for the item like item_use (idk if this exist)

flint cypress
celest acorn
flint cypress
celest acorn
#
    "controller.render.grappling_hook": {
      "geometry": "Geometry.default",
      "materials": [
        {
          "*": "Material.default"
        }
      ],
      "textures": [
        "Texture.default"
      ],
      "part_visibility": [
        {
          "hook": "q.is_using_item ? false: true"
        }
      ]
    }
celest acorn
flint cypress
celest acorn
#

or throwable

flint cypress
flint cypress
solid aurora
#

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

celest acorn
#

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?

solid aurora
#

Pls, do not ghost tag me

flint cypress
solid aurora
solid aurora
#

Guys, custom items that have durability cannot have stack more than 1 right?

ebon token
#

How made a custom projectile, exemple cutom arrow

vapid spear
solid aurora
#

Because I'm not even sure

vapid spear
#

I suppose durability might be a condition as well, not sure on that one

solid aurora
shadow cedar
#

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

solid aurora
#

attachable afaik isn't affected by playanimation

shadow cedar
shadow cedar
#

when the user has a certain tag

solid aurora
#

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

shadow cedar
#

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

solid aurora
#

That's why I said to use entity properties.

shadow cedar
# solid aurora 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?

solid aurora
#

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'));
   }
});```
shadow cedar
#

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!

solid aurora
#
{
    "minecraft:entity": {
        "description": {
            "identifier": "minecraft:player",
            "properties": {
                "test:change": {
                    "type": "bool",
                    "client_sync": true,
                    "default": false
                }
            }
        }
    }
}```
#

@shadow cedar

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

solid aurora
#

query.property('test:change')

shadow cedar
#

and that goes to the player?

#

not the gun?

solid aurora
#

It detects the property of the player.

shadow cedar
#

okay thanks

solid aurora
#

Or specifically the wielder

shadow cedar
#

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

coral coral
#

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

upper gull
#

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?

glass jungle
#

Does anyone know where I can get the behavior code for the minecraft:egg ITEM ?

wraith violet
#

What exactly are you trying to achieve.

glass jungle
#

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

wraith violet
glass jungle
#

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?

restive rune
#

and it will work

glass jungle
#

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

gray tiger
#

How is that a problem if you can create it? Would have been a problem if you couldn’t

glass jungle
#

Just wanted to know if there is an option to replace the vanilla egg, but keep its behavior

knotty patrol
#

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..

wraith violet
knotty patrol
#

I mean 1st person view

wraith violet
#

Go to the animate tab, at the top you can switch between perspective.

knotty patrol
#

Is it this?

#

The hand isnt included?

wraith violet
thick crane
#

is it possible to remove a custom item from the creative inventory?

knotty patrol
#

Oops sorry i forgot about that one

knotty patrol
knotty patrol
#

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

wraith violet
#

Just use texture meshes?

knotty patrol
#

Is this possible in blokc bench?

wraith violet
dapper elbow
#

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 ] } ] } ] } ] }

restive rune
#

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 -_-

restive rune
#

move the pivot to the handle part

#

it should fix it

sturdy pollen
restive rune
dapper elbow
restive rune
#

of the handle

restive rune
solid aurora
# restive rune

Yeah, afaik there's a bug where setting the category to none makes an item unobtainable

restive rune
#

i needed sme unobtainable items

solid aurora
# restive rune O damh

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

restive rune
#

😭 i was cooking aswell with my addon

solid aurora
#

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

restive rune
#

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

solid aurora
restive rune
#

which are locked

#

in slot

solid aurora
restive rune
#

new item stack

#

i just set that slot to that item stack

#

its gonna be in world get all entitys in a repeat

solid aurora
#

Try setting the category to none and check if the scripts can obtain it

#

Cause iirc it can

sturdy pollen
#

I can confirm scripts can 100% still give you the items, used it just the other day

solid aurora
sturdy pollen
torpid steppe
#

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

dapper elbow
lyric patio
#

If I set "amplifier" to 1, would it be Strength II or still Strength I?

lyric patio
#

thanks

radiant grove
#

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??

solid aurora
#

Just rename the attack to something else

sudden coral
#

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?

wraith violet
sudden coral
#

Alright, so I just gotta wait :/

sharp anvil
#

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

worldly dagger
#

``
{
"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

worldly dagger
wraith violet
worldly dagger
#

what should i do?

daring garnetBOT
#
HCF Removal and Custom Components

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

MS Docs

worldly dagger
#

oh no

worldly dagger
#

},
"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?

worldly dagger
#

the item gets invisible..

#

now it's purple

frail gazelle
#

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?

sharp anvil
#

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?

sharp anvil
wraith violet
#

Similar to how zombies wont use crossbows despite it being a ranged weapion..

sharp anvil
wraith violet
#

Ah I see it, has_ranged_weapon sensor.

sharp anvil
#

ya

#

it does

spice sierra
#

is there a way to control on what order items show in the crrative inventory?

wraith violet
charred silo
#

Does anyone know how to make an item make a sound effect when the player punches or hits something?

hearty arrow
#
{
    "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

coral coral
toxic scarab
#

Hey can I ask something

shadow cedar
#

so before 1.21 the
"minecraft:weapon": {
"on_hurt_entity": {
"event": "strike"
}
},

used to work

#

what do i do now

raven sierra
#

@shadow cedar you need to use script API, which means you'll need some basic knowledge of javascript.

hushed pilot
#

Does anyone know how I can make a 3D item in my inventory?

solid aurora
#

create a block with the custom 3d model you wanted to show

hushed pilot
solid aurora
#

the icon of the item will be based on the model of the block

solid aurora
#

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"
            }
        }
    }
}```
hushed pilot
#

Can this be done without using BP?

#

Can I stay in RP?

solid aurora
fervent maple
hearty arrow
#
{
  "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

solid aurora
#

Can you send your entity file here?

hearty arrow
#

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"
            ]
          }
        }
      }
    }
  }
solid aurora
#

if yes, remove what component you added before it brok

hearty arrow
#

its just sitting there then explodjnging

#

its not throwing

solid aurora
#

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
}```
hearty arrow
#

let me try 1sec

hearty arrow
#
{
    "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"
            ]
          }
        }
      }
    }
  }
solid aurora
hearty arrow
#

oh thats mb i didnt even notice that

#

let me try

#

so its not throwing

#

nor exploding anymore

solid aurora
hearty arrow
#

no like a grenade

solid aurora
#

And send there the new Entity file

hearty arrow
restive rune
hearty arrow
restive rune
#

drag and drop the json file instead if ur tryna copy and paste

hearty arrow
#

okay sec

#

im moving to #1070606638525980753

karmic sky
#

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

#

use this code for your attachables aswell

spark swift
#

Uhm does that minimize the items to just 16x16 or something?

karmic sky
#
  "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"]
    }
  }
}```
spark swift
#

I already have a separate attachable file for every one of my custom items above 16x16 just to scale them down 😭

karmic sky
karmic sky
spark swift
#

This is kind of old lol I already fixed it myself

#

Sorry

solid aurora
#

first of all, scaling the model down doesn't affect the quality of the textures, it only changes when you edit through the modle

hushed epoch
#

does making items with bridge work?

thick blade
#

my consume events aren't firing for some reason

wraith violet
thick blade
# wraith violet 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

wraith violet
#

🙏 Based. We love chatting about our problems to other people because it helps debug the issue.

thick blade
wraith violet
#

🙂 No problem, we all start somewhere.

thick blade
#

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

thick blade
#

How do I give my armor/tools durability? My sword durability works fine, but not the rest

thick blade
#

I can’t tell if I’m missing something in scripting or not

wraith violet
# thick blade

Ah pickaxes you must damage it yourself. Only hitting entities and taking armour damage decreases durability automaticallym

thick blade
#

Eh, I’ll look at the wiki monday, there oughta be good stuff there

#

Thx^^

#

armor was working turns out, i was just stupid

rich spire
#

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

wraith violet
#

Oh and try format version 1.21.50

rich spire
#

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 ","

reef falcon
#

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

wraith violet
reef falcon
#

1.16.0, the same as vanilla

wraith violet
#

Try 1.10.

reef falcon
#

That won't work, but let me check

#

same error

wraith violet
#

Might not be able to override it, what if you try the latest version 1.21.50?

reef falcon
#

Let me try again.. I just undid it because I got a different set errors

reef falcon
#

besides, "minecraft:seed" isn't an item component anymore and block placer can't satisfy the same conditions

wraith violet
#

Sadge.

reef falcon
#

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

thick blade
#

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"
        }
    }
}```
thick blade
#

I've had it for several days now

drifting patrol
#

By pure chance, does anyone have all the vanilla item attachables that they can pass on to me?

crimson oar
#
{
  "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?

wraith violet
crimson oar
#

Removing only the group does nothing. Removing the category removes them in the creative inventory

wraith violet
crimson oar
#

Yep, UCF is on, latest preview
No error logs either

wraith violet
#

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?

crimson oar
#

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

hard lava
#

yo how do i fix my textures that are higher than 16x16

tranquil wind
hard lava
#

yo i cant figure this out

#

the item is a 64x64 and its 2d

glossy vine
#
  "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

last fable
# glossy vine ```{ "format_version": "1.20.10", "minecraft:recipe_shaped": { "descript...

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.

light iris
#

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

#

:(((

wraith violet
light iris
solid aurora
#

Using scripts

light iris
# solid aurora Using scripts

I made scripts for durability, but the only one which is working is the entity hurt, but the block breaking is not

solid aurora
tranquil wind
#

make a function so it's easier.

wraith violet
#

Durability only famages when you hit an entity or take armour damage.

rich spire
#

How does one give oneself a treasure map?

rich spire
#

I see....

hard lava
#

what does this mean

wraith violet
hard lava
#

shooter isnt a property

thick blade
#

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

wraith violet
thick blade
#

Alright! Thank you ^^

#

i just saw where dynamic properties can be applied to items. I’m gonna have a field day with this

last fable
#

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

thick blade
#

Is there a way to spawn items in the world?

fervent maple
#

scripts or /loot

thick blade
#

How do I add armor trims to my armor?

thick blade
#

Can you change the item icon in scripting...?

wraith violet
shadow cedar
#

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:

strong elk
shadow cedar
spice sierra
#

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

thick blade
#

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

wraith violet
thick blade
mighty anvil
#

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

mighty anvil
#

It was just there

#

As like an option to add

#

The version of my item is 1.20.40

solid aurora
#

we only have one valid parameter inside eof that json object

#

Only the textures

mighty anvil
solid aurora
#

done.

#

it will be visible in inventory while dropped it will be invisible

mighty anvil
solid aurora
#

afaik, it's hardcoded that no matter the opacity it will be 100% visible in the inventory.

#

that's a json u thing.

mighty anvil
#

Oh, I get it.

#

Thanks

#

I'll try it and see if it works

kind fog
#

Does anyone know how to make custom food animations? I am trying to make flowberry fizz

solid aurora
mighty anvil
solid aurora
#

you can't see anything but there's something in there

mighty anvil
solid aurora
solid aurora
solid aurora
mighty anvil
mighty anvil
mighty anvil
solid aurora
mighty anvil
mighty anvil
mighty anvil
sharp anvil
wraith violet
teal root
#

chat how do i add mace enchantments to an item (if thats possible)

leaden hull
mighty anvil
#

Im not the leader for the lycanite bedrock, tho I'm one of the developers

leaden hull
#

Bro

#

Very kewl

#

Do you know how to solve this problem #1070606638525980753

spice sierra
#

is there a way to change or remove the equip sound of custom armors?

narrow marten
#

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?

narrow marten
wraith violet
#

Could you open a post with your code?

narrow marten
tacit vigil
#

how to make blocks unstackable?

wraith violet
solid aurora
#

guys, quick question.

#

how does movement_modifier works

fervent maple
#

2 would result in double speed

ebon wren
#

How do I use the "minecraft:compostable" component?

wraith violet
ebon wren
#

This is in the correct item json?

wraith violet
ebon wren
wraith violet
ebon wren
wraith violet
ebon wren
ebon wren
ebon wren
#

Thanks

wary elk
#

Can the json file be within another folder in the items fold or does it have to be within the main items folder

wary elk
wraith violet
#

Not as far as I know.

wary elk
#

And thats for block and entities aswell...

#

Thats ashame for me lol

plush goblet
#

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 😭

arctic sand
ebon wren
#

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?

wraith violet
ebon wren
wraith violet
#

I have no idea what that means.

ebon wren
wraith violet
#

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

teal root
#

Chat is it possible to make a form of leather armor? like dyable armor?

solid aurora
ebon wren
ebon wren
plush goblet
#

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

earnest perch
#

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.

split pumice
#

Is it possible to add custom item groups in the creative menu?

wraith violet
vital thorn
solid aurora
#

And use that for the record

final forum
#

Is it just me or custom items' cooldown aren't visible?

#

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.

fervent maple
#

q.is_using_item probably requires a chargeable item. Items can only be made chargeable by the food, throwable and shooter components afaik

fervent maple
final forum
final forum
fervent maple
#

how long is the use duration

final forum
#

Should I add a minecraft:food component? XD

final forum
fervent maple
#

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

final forum
#

A one-item thing.

fervent maple
#

you could try player.playAnimation instead from the script
not sure whether it would affect the attachable though

final forum
#

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.

final forum
daring kite
#

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

daring kite
#

nvm I got that part

#

how do I view it in third person?

#

nvm I got that too

reef falcon
#

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

reef falcon
#

Guess I preplanned for the future... 8 months ago

daring kite
#

what do these errors mean? how do I fix them?

frozen flare
daring kite
#

oh, I was about to say I got it but if that works instead I'd rather use that

plush goblet
#

can someone explain why the if statements in my switch dont do anything

#

It will active permutation to place weather im sneaking or not

iron glacier
#

how do i put custom spawn eggs back in the vanilla spawn egg category?

wraith violet
iron glacier
#

tho i didnt make any spawn egg item myself

wraith violet
#

Hmmm.

iron glacier
#

maybe i should toggle the vanilla eggs off with spawnable false and make the items myself

wraith violet
#

Yeah.

restive sail
#

thats pain tho

#

making custom textures of all the mobs with their colors

tacit vigil
#

how do i set a gilded armor in the loot tables?

dusky panther
#

how i fix this?

ripe pilot
true ocean
#

do custom tools like pickaxes and axes still need like every block listed in the digger comp?

true ocean
wraith violet
tranquil wind
true ocean
true ocean
#

oh, sweet

#

whats the point of the tier_destructible tags if the blocks they affect are listed in the tool destructible ones?

true ocean
wraith violet
true ocean
#

more of a niche use case then

wraith violet
#

Like a custom stone pickaxe shouldnt be able to mine obisdian.

true ocean
#

isnt the mining speed determined by the values on the block itself though?

wraith violet
true ocean
#

interesting, mojang really know how to make things more complicated then need be

wraith violet
#

Is it though?

#

Since you cant modify vanilla blocks how are you going to make custom items mine faster or a custom time?

true ocean
#

when it comes to custom tools vs custom blocks at least

wraith violet
#

Im pretty sure.

#

Define a base destroy time on the block but overrwrite it in the item.

true ocean
#

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

true ocean
#

does anyone have a template for a custom pickaxe using the latest format version?

wraith violet
true ocean
wraith violet
true ocean
#

aight, just having a look through the posts now

true ocean
outer furnace
#
{
  "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

hollow zealot
#

How do I create a custom Item group? I remember that being added, but can't find any docs on that

hollow zealot
hollow zealot
#

Tysm

drifting crypt
#

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
}
wraith violet
drifting crypt
#

its valid

#

i use the mainhand var later on to decrement the stack and that works fine

wraith violet
#

Try renaming your cooldown category to dsml_powder?

drifting crypt
#

ok

#

nope

#

still getting same error

wraith violet
#

Could you call isValid on the cooldowm component?

drifting crypt
#

hang on

#

itemStack.getComponent(...) returns a ItemComponentTypeMap[T]

#

which isnt documented

wraith violet
#

Stable module doesnt.

drifting crypt
wraith violet
#

Could you try just doing getCompinent('cooldown')?

drifting crypt
#

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

drifting crypt
#

@wraith violet i fixed it!

#

i managed to get the cooldown to work

wraith violet
drifting crypt
#

i had to initiate the cooldown through event.itemStack instead of containerSlot.getItem()

drifting crypt
#

does anyone have a way to get the head pos of an entity?

#

or just there height

drifting crypt
#

omg tysm

#

this is perfect

#

honestly thought i was gonna have to make a dictionary of all mob heights

restive rune
#

My items cooldowns work but dont show the texture?

wraith violet
restive rune
wraith violet
#

If you scroll up you can see.

restive rune
wraith violet
#

Yes.

restive rune
#

i see thankyou for your time

cinder estuary
#

Is there an open bug report addressing shovel type items only pathing grass blocks by default?

outer furnace
#
{
  "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
outer furnace
#

I need add cooldown your bomb

#

never mind, I'll do it with js

true ocean
#

Does anyone have templates for custom potions - including splash and lingering?

wraith tiger
#

Can icon have translucency?

thick crane
#

How to Localize the item catalog names?

#

nevermind found it

signal narwhal
#

How to make a custom armor with high-resolution texture?

dreamy blade
#

Anybody know how to make custom splash potions? Don't wanna waste my time if I can download a proof of concept.

wraith violet
dreamy blade
#

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.

true ocean
#

Is there a way to stop an item from being repairable. Even without the component, the item can still be repaired with itself

magic tide
#

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

real cypress
#

[Recipes][error]-recipes/craft_x_reaper_chestplate.json | yes:craft_x_reaper_chestplate | 1.20+ Recipes require unlock data

How to fix this?

true ocean
#

How do I stop zombies from equipping my custom armour pieces

solid aurora
#

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?

dreamy blade
solid aurora
#

I mean you're the one who's worst here tbh, you don't want trial and error? Then what'd you want?

dreamy blade
#

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.

solid aurora
#

the way you said no trial and error is insane that's why

dreamy blade
#

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.

solid aurora
dreamy blade
#

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.

dreamy blade
#

Presuming you're just talking about their ability to pick up your custom items when you drop them at death?

lost orchid
#

is there any way to make horse armors?

dreamy blade
#

Make them? Like a recipe to craft them? Or to make new item variants of them?

gray tiger
#

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

gray tiger
true ocean
#

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

spring siren
#

Is there a way to make an item play the swing animation when you click it without side effects?

next yew
#

How do I make a custom pearl take durability. For example after throwing 3 times it will break

tranquil wind
next yew
next yew
#

Alright thanks

humble minnow
#

Hi all, someone can explain how to implement animated texture to my 3d item?

teal shale
#

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?

wraith violet
teal shale
wraith violet
#

I said omit the block from your digger component.

teal shale
#

oh Okay

#

thanks

young sluice
#

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..

ripe pilot
split pumice
#

Is it possible to add new armor trim colors?

knotty patrol
#

Anyone attempted to do uninteractable, immortal armor stands?

#

Using addons of course

solid aurora
#

both works...

knotty patrol
knotty patrol
#

Also does anyone know how to make 3d items appear glinted without being enchanted

ivory sable
#

My item is too big, how can i fix it?

daring garnetBOT
next yew
#

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

ebon wren
next yew
#

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

ebon wren
#

the reason may be because HCF accepted old versions and this is a newer version

next yew
#

So I assume I can edit the code myself to make the items work even with HCF enabled

#

There must be a way

next yew
#

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

ebon wren
#

but why do you want to convert to use HCF? since we have scripts that do much more

next yew
#

So u can say I kinda refuse to move on

ebon wren
next yew
#

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

ebon wren
next yew
#

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

ebon wren
next yew
#

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

ebon wren
#
                "textures":{ "default": "example" }
            },```
next yew
#

It's just the same invisible and unusable item

ebon wren
next yew
#

No I haven't actually

#

But you think that has something to do with HCF breaking an item?

ebon wren
#

maybe this

next yew
#

Alright I will try soon and let you know

ebon wren
next yew
fiery cradle
#

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

Describes the projectile Items

Describes the use_modifiers Items

Describes the shooter Items

fervent maple
#

to clarify, the projectile component should be applied to the ammunition item (such as an arrow), not the shooter item

fallow iris
#

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?

glacial wraith
fallow iris
#

I looked for a good half hour 😓🤣

Ill do testing and figure it out

#

Got it, thanks 👏

young sluice
fiery cradle
young sluice
fiery cradle
#

Ah, odd. Might be an attachable issue I guess

young sluice
#

tried the "bow" animation alongside, also no change

young sluice
#

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"```
fallow iris
#

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

fallow iris
#

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

fallow iris
#

Missing dependency with ID 'dc734329-14c4-4203-bcb4-dbe2411f4919' and version '0.8.0'.

glacial wraith
young sluice
#

hey any alternatives for minecraft:knockback_resistance component since it's deprecated for armor jsons?

young sluice
# wraith violet No.

so they just completely removed the possibility of adjusting armor's knockback resistance..?

wraith violet
young sluice
#

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

solid aurora
fallow iris
#

Item 'wt:vp:platinum' with format_version 1.16.100 or greater cannot be loaded from resource packs.

^ whats causing this?

fervent maple
#

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)

crystal jewel
#

Enchanted

#

Enchant is not visible when clicked, how can I fix this?

split pumice
#

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

wraith violet
#

There's not really a way to know if a tool should decrease if you break short grass vs not.

split pumice
wraith violet
split pumice
wraith violet
#

And theres no way to really gurantee other addons as well.

split pumice
#

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

wraith violet
#

Not talking about instamine.

split pumice
wraith violet
#

There's a lot of nuance.