#Items General

1 messages · Page 7 of 1

split pumice
#

There still should not be scripts required

Vanilla tools work in a fairly consistent way

They could add extra options if you specifically want it to be damaged by a specific block that no vanilla tools are damaged by, but that seems like a niche case. A niche case can be handled with scripts

But making a tool work like vanilla shouldn't require scripts. I got it to work, but it's a massive barrier for anyone without a coding background.

ebon wren
#

currently the only way to make an ejector shoot an item in projectile form is with the "minecraft:projectile" component right?

split pumice
wraith violet
ebon wren
#

I have an item, but I don't use the projectile component in the item, I actually use scripts, but as the only way is with the component, thanks for answering

split pumice
#

It's also odd that attacking entities does do durability damage with all the proper logic applied, but breaking blocks doesn't

hearty wind
#

Hello! I have a question! can i use minecraft:block_placer to place a block in a specific state?

ebon wren
hearty wind
ebon wren
hearty wind
reef falcon
#

Does anyone know how to exclude blocks from a destroy speed list? I'm using "minecraft:is_pickaxe_item_destructible" but need to remove obsidian from there in certain cases

#

nvm got it

#

"tags": "query.any_tag( 'minecraft:is_pickaxe_item_destructible' ) && !query.any_tag('minecraft:diamond_tier_destructible')"

short rock
#

What is causing new spawn egg load outside the spawn eggs category?

#

I'm using the "spawn_egg": {} component in the minecraft:client_entity files to add the spawn eggs.

solid aurora
#

iirc that's fixed in preview

short rock
#

Oh it's a bug

solid aurora
#

That bug is caused by custom categories

short rock
#

thank you!

tranquil wind
young sluice
#

Hey, I was using the sword template from bedrock wiki but the sword was invisible and telling me "missing icon", when I downgraded the version from 1.21.60 to 1.20.10, the sword partially worked..?

solid aurora
young sluice
#

using exactly this template;

{
    "format_version": "1.21.60",
    "minecraft:item": {
        "description": {
            "identifier": "wiki:my_sword",
            "menu_category": {
                "category": "equipment",
                "group": "minecraft:itemGroup.name.sword"
            }
        },
        "components": {
            "minecraft:max_stack_size": 1,
            // Give the item the correct positioning in third person
            "minecraft:hand_equipped": true,
            "minecraft:durability": {
                "max_durability": 600
            },
            // How much additional damage this weapon will deal to entities
            "minecraft:damage": 10,
            // We also let it be enchantable in the "sword" slot
            "minecraft:enchantable": {
                "value": 10,
                "slot": "sword"
            },
            // This texture is used for both inventory and the hand model
            "minecraft:icon": "wiki:my_sword",
            "minecraft:display_name": {
                "value": "My Custom Sword"
            },
            // Allow the sword to be repaired with sticks
            "minecraft:repairable": {
                "repair_items": [
                    {
                        "items": ["minecraft:stick"],
                        "repair_amount": "context.other->q.remaining_durability + 0.05 * context.other->q.max_durability"
                    }
                ]
            }
        }
    }
}```
solid aurora
young sluice
#

also invisible while holding

solid aurora
# young sluice still the same issue
{
    "format_version": "1.21.60",
    "minecraft:item": {
        "description": {
            "identifier": "coddy:item",
            "menu_category": {
                "category": "equipment"
            }
        },
        "components": {
            "minecraft:icon": {
                "textures": {
                    "default": "coddy:icon"
                }
            }
        }
    }
}```
young sluice
solid aurora
young sluice
young sluice
solid aurora
# young sluice

Use .50 instead of .60 and change the icon component back to your original format

young sluice
#

i don't think the components even work to begin with, because I can take a stack of that time, and in the components it's set to 1

young sluice
#

or any version without a 0 in the end

#

that's weird

blissful adder
#

anyone know how i implement a 3d item and make it have a animation?

#

i need it to use the goat horn animation

spiral lotus
#

Is there a way to make the item for my armor 3d?

modest cipher
#

Poggy, I know this message was from a while ago, but do you have any way of doing what you said?

restive rune
#

How can i shrink a 128 x 128 item down and position it with attachables so the it fits in the players hand?

restive rune
restive rune
spiral lotus
restive rune
#

it like that

spiral lotus
#

No way to render it like a block?

restive rune
#

nah

spiral lotus
#

Rip

solid aurora
#

block item.

#

You can use the icon of the block and just change the model viewed in fp or tp using attachables

#

blocks json

{
  "format_version": "1.21.60",
  "minecraft:block": {
    "description": {
      "identifier": "my:thingy"
    },
    "components": {
      "minecraft:placement_filter": {
        "conditions": [{ "allowed_faces": [] }]
      }
    }
  }
}

item json

{
  "format_version": "1.21.60",
  "minecraft:item": {
    "description": {
      "identifier": "my:thingy",
      "menu_category": {
        "category": "construction"
      }
    },
    "components": {
      "minecraft:block_placer": {
        "block": "my:thingy",
        "replace_block_item": true
      }
    }
  }
}
#

Ommiting the icon component uses the block icon.

spiral lotus
tranquil wind
spiral lotus
#

I also tried replacing it with 1.20.60 and it didnt work

solid aurora
spiral lotus
wraith violet
wraith violet
solid aurora
spiral lotus
wraith violet
wraith violet
spiral lotus
#

oh mb lemme check

#

i think imma just do it with screenshots it let me use the property but the icon is still blank

ebon wren
#

has minecraft:repairable been updated? I'm getting these errors and I don't know why

ebon wren
#

Lol

ebon wren
ebon wren
#

Thanks

dry elbow
#

how can I show an item only with commands

glacial wraith
#

since air doesnt actually exist

young sluice
dusky wasp
#

is it possible in minecraft bedrock to have lore / name with hex colors?

wraith violet
#

Look at hover text colour component or rarity.

dusky wasp
# wraith violet Yes.

as well as dynamically? for example using a server, setting the lore to #8b0000 Hello!, will it work?

wraith violet
#

That, no. You can use presets only which are the minecraft colour codes.

dusky wasp
#

😔 java has it tho

#

quick question tho, how does geyser make it work? for example if a java server has a hex code as a color for a lore, if a bedrock player looks at the lore, how does it work?

wraith violet
#

No idea.

dusky wasp
#

alright, if i find out i will reply to your message with the solution!

#

ah, looks like geyser has a function that turns java hex codes into the closest version of mc color code, sad 😔

clear tulip
#

Is there a way to have different icons for an item? Something like the vanilla bows animated icon.

onyx elm
#

I don't think so

clear tulip
#

From what I found there's the dyable component and the "dyed" texture set but that's limited to one icon change? Idk lol

glacial wraith
#

It makes an avatar user your xbox name and that is then connected screen to your game

#

so its always java (why you cant use your bedrock skins) but since there is no java textures inside of bedrock it pulls the bedrock textures

#

hence bedrocks inv and more

tardy cave
#

Sorry if this is the wrong place, but I can't see whats wrong with this recipe, even looking though the search here it seems like I did everything right:

{
  "format_version": "1.21.50",
  "minecraft:recipe_shaped": {
    "description": {
      "identifier": "ftb_bees:apiarists_comb_iron_to_raw_iron"
    },
    "tags": [
      "crafting_table"
    ],
    "pattern": [
      "##",
      "##"
    ],
    "key": {
      "#": {
        "item": "ftb_bees:comb_iron"
      }
    },
    "unlock": {
      "item": "ftb_bees:comb_iron"
    },
    "result": [
      {
        "item": "minecraft:raw_iron",
        "count": 2
      },
      {
        "item": "ftb_bees:bees_wax",
        "count": 2
      }
    ]
  }
}
#

Basically if I change the result to just return one item to

"result": {
  "item": "minecraft:raw_iron",
  "count": 2
}

It will work and give me two raw_iron however if I try to have it give me two bees_wax as well it just stops working all together.

tardy cave
#

I figured it out... I have the unlock formatted wrong. Its supposed to be an array of objects, not a single object.

mighty anvil
#

Can this be used for animated items?

wraith violet
#

No.

green crow
#

What causes a weapon to break really quickly, like 1 or 2 hits before it breaks, even though it has lots of durability?

slate cedar
#

Okay potentially stupid question. I haven't kept up with this as much as I should have..

Is it possible to have your item texture reflect your durability?

slate cedar
#

The best kind of answer 🙂

tranquil wind
glacial wraith
#

Are command blocks bugged or smth??

#

normally when I press one with a button it runs once

#

but atm it decides to run my command block lines 16 times

#

making it so I loose 16$ and gain 16 kits

glacial wraith
wraith violet
glacial wraith
#

Buttons seem too hold longer. . .

#

Thats why my command blocks give more and take more?

#

wrong again

#

Forgor to swap to impulse

glacial wraith
#

Plus cant scripts replicate the item texture based on duribility?

wraith violet
#

No.

glacial wraith
frozen cedar
#

What does the damage absorption component does

green crow
#

Waiitt.. durability sensor? This might be game changing...

#

Nevermind it only emits sound and particles

green crow
# frozen cedar What does the damage absorption component does
Damage Absorption ​

Causes the item to absorb damage that would otherwise be dealt to its wearer. For this to happen, the item needs to have the durability component and be equipped in an armor slot.

Type: Object

    absorbable_causes: Array
        List of damage causes (such as entity_attack and magma) that can be absorbed by the item.
jolly mural
#

Applying trims to custom armor is still not possible, right?

wraith violet
jolly mural
#

I'm going to pretend like I didn't hear that and forget about compatibility with custom trimmed armor from other packs 🙈

jovial plume
#

{
"format_version": "1.21.60",
"minecraft:item": {
"description": {
"identifier": "custom:beer",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.potion"
}
},
"components": {
"minecraft:icon": {
"texture": "beer"
},
"minecraft:food": {
"nutrition": 0,
"saturation_modifier": 0.0,
"can_always_eat": true,
"using_converts_to": "minecraft:glass_bottle"
},
"minecraft:use_animation": "drink",
"minecraft:use_modifiers": {
"use_duration": 1.6,
"movement_modifier": 0.33
},
"minecraft:tags": {
"tags": [
"minecraft:is_food"
]
}
}
}
}

Cant get this to work

#

anyone tell why?

#

Id also like to get it to give some effects

fervent maple
#

your icon component is outdated

"minecraft:icon": "beer",
jaunty bane
glacial wraith
jaunty bane
#

It's newer code I've always kept them upto date. What's weird it's blocks like wood which has an item for it to be used as fuel so I'm not sure what's wrong

#

Worked before i updated

#

I can post the code later I'm just confused why they're only the block items that don't use an icon it uses the block itself

young sluice
jaunty bane
#

Same idk why it's happening. My flowers work and other stuff but I'm thi king because I have items that don't use icon attached to blocks it's messed up or something. But when I add an icon to it it's still broken

#

All I want is my wood back D:

#

Flowers don't place either. So I think block placer format either changed or broke

#

Or because the icon error for blocks. But it worked before the update so 🤷

patent yoke
#

ok doing custom dyed armour

have this in the attachable
"variable.is_dyed = query.armor_color_slot(1, 1) != 0.0;"

and this in the render controller

"variable.is_dyed ? Texture.dyed : Texture.default"

the dying works fine, but it used the greyscale texture for undyed, what am I doing wrong

mossy sapphire
#

Okay, in my opinion its your material. But keep in mind in my opinion your code can fail and has an edge case where what if the R of the RGB is 0 while B is greater than > 0, even though its dyed it would fail.

#

Meaning you need to check each channel.

#

depending on your armor type.

jaunty bane
#

not sure about all the new stuff in components or api yet but i guess its something

fallow iris
#

Does this look good for a pickaxe? will it break the blocks at that speed? when i make it 0.6 on the tags it seems to break and all mess up.

patent yoke
patent yoke
#

has to be the variable.is_dyed, I just tried variable.is_dyed = false and it shows the undyed texture, so I am getting true even if undyed with the colour checks

mossy sapphire
#

@patent yoke

fallow iris
#

query.any_tag( 'minecraft:is_pickaxe_item_destructible' ) Stops breaking when its below 1? why can’t i make it 0.6? i just need it to break what pickaxes can at a faster speed than 1 if that is even possible with tags.

mossy sapphire
#

No, tags are hardcoded. If you want to change the speed. might be worth reading the mining post somewheres in #1072983602821861426 about mining speeds.

young sluice
patent yoke
#

ayeee 1.0 was the default

mossy sapphire
patent yoke
#

thanks for the help though 🙂

mossy sapphire
#

Yeah, dont 100% rely on Microsoft docs they are better then they used to be but there are quite a few that are incorrect just like that.

#

And sadly you only know via trial and error.

#

I feel they only wrote the examples and didn't test them out to fact check. They should be doing that per update imo.

patent yoke
#

they probably had the same issue as me but didn't realise. Because the dye works just not the undyed

mossy sapphire
#

Makes sense, maybe best report the issue so they are aware.

patent yoke
#

yea I will do

mossy sapphire
#

Sure they'd appreciate it.

green crow
#

How do you make a bow/projectile shoot multiple projectiles at once?

#

Might be the wrong place to ask

wraith violet
green crow
#

It's joever. I'll see what I can dooo.

pine silo
#

How can I make a flipbook texture for an item?

wraith violet
pine silo
#

Absolutely not possible?

#

sucks

glacial wraith
#

they made a post here too

unique ice
#

Error opening with a custom item for a menu ui

dusty sable
# dusty sable

I want to make a mod like this I don't know how you can help me

green crow
#

Item using an "on_use" running functions? Not sure though. Can't get my own items using "on_use" to work

lucid wave
#

how do we make item categories?

lucid wave
#

got it thanks

coral coral
#

can a crafting recipe give out an item with lore on it?

coral coral
#

😢 Thanks

vale sky
#

Is there a way for the player to name an item (whether it is a piece of armour, a weapon, etc,) and it changes their item's texture and/or model?

Namely when a player has an enchanted sword, and they name it "flame" and it changes to a custom texture. The change is resource pack only so the actual item does not have to change, nor would it have to be a custom item with the relevant enchantments.

ebon wren
#

Is the speed of the minecraft:digger component calculated in ticks or in seconds?

#

In the case of speed, it asks, for example, how many seconds it will take for my tool to break this block?

ebon wren
#

Could someone tell me how this works? I would like to make my tools look like vanilla

ebon wren
hard locust
#

Is it possible to remove a recipe from the crafting menu and the recipe still work?

#

If so how does one remove the recipe

hard locust
#

It's one item put into the grid(inv crafting slot even) that turns into multiple items by cycling it through. It shows all the recipes even though it's not possible to get to say variant 16 from variant 1.

It's unnecessary

#

It's not necessary to even show one recipe. Just put the item in the thing lol.

ebon wren
ebon wren
hard locust
ebon wren
hard locust
#

Nope. Does it anyway

hard locust
#

It doesn't unfortunately. I tried with border block

main whale
#

Are they going to destroy the new addons again? If they remove "minecraft:custom_components" it will be hell

#

I hope I misunderstood

wraith violet
main whale
wraith violet
fervent maple
#

why wouldn't an item be able to use the new formats

spice imp
#

Trying to use "minecraft:use_animation": "bow", on a bow to see if the animation works but it doesn't but when i use "minecraft:use_animation": "spear", it does use the spear animation in game

wraith violet
spice imp
#

but it doesn't even do an animation like eating the item

spice imp
green crow
#

Are the new custom components V2 only for items, or would it affect entities too?

green crow
green crow
#

I see

hard locust
wraith violet
#

They just misinterpreted it.

jaunty bane
#

script generated biomes when. cuz its not in either

blissful adder
#

anyone know how i do custom crops? i’m confused as to the textures, do i create the model in blockbench, texture it then export?

shadow cedar
#

how can i make custom smithing recipe for my horse armor pls help.

copper island
#

Is there any documentation for custom item groups in creative inventory?

tawdry axle
#

Hi guys

idle roost
#

what is the item component in item json for setting item to be enchanted as a sword eg it can have mending, unbreaking, etc

idle roost
#

what would the slot indentifier be for swords?

#

nvm i found it

idle roost
# wraith violet `minecraft:enchantable`

why doesnt this work json { "format_version": "1.20.20", "minecraft:item": { "description": { "identifier": "mk:strurdy_aquatic_trident", "menu_category": { "category": "equipment", "group": "minecraft:itemGroup.name.sword" }, "minecraft:enchantable": { "value": 10, "slot": "Sword" } }, "components": { "minecraft:cooldown": { "category": "strurdy_aquatic_trident", "duration": 0.2 }, "minecraft:can_destroy_in_creative": false, "minecraft:icon": { "texture": "mk:strurdy_aquatic_trident" }, "minecraft:display_name": { "value": "item.mk:strurdy_aquatic_trident.name" }, "minecraft:max_stack_size": 1, "minecraft:hand_equipped": true, "minecraft:durability": { "max_durability": 5000 }, "minecraft:damage": 10 } } }

solid aurora
idle roost
#

lemme try again tho

#

...

#

didnt work

#
{
  "format_version": "1.20.20",
  "minecraft:item": {
    "description": {
      "identifier": "mk:strurdy_aquatic_trident",
      "menu_category": {
        "category": "equipment",
        "group": "minecraft:itemGroup.name.sword"
      }
    },
    "components": {
      "minecraft:cooldown": {
        "category": "strurdy_aquatic_trident",
        "duration": 0.2
      },
      "minecraft:enchantable": {
        "value": 10,
        "slot": "Sword"
      },
      "minecraft:can_destroy_in_creative": false,
      "minecraft:icon": {
        "texture": "mk:strurdy_aquatic_trident"
      },
      "minecraft:display_name": {
        "value": "item.mk:strurdy_aquatic_trident.name"
      },
      "minecraft:max_stack_size": 1,
      "minecraft:hand_equipped": true,
      "minecraft:durability": {
        "max_durability": 5000
      },
      "minecraft:damage": 10
    }
  }
}
solid aurora
idle roost
#

what changed in the format version?

solid aurora
idle roost
#

item itself

#

nvm

#

it moved to

#

the bed icon tab

#

instead of equipment

#

and the icon isnt there nor the name

solid aurora
idle roost
#

nah

green crow
#

Can I increase my mob's attack speed by editing the weapon? If so, how?

sand lava
#

what's the shield's cooldown identifier? i wanna start it's cooldown via script (like how it disables and starts a cooldown when hit by an axe)

sand lava
#

oh yeah i forgot it can give me the cooldown category id

#

thanks!

pseudo vessel
#

how do I make custom vanilla items with icon glint?

#

yk what I will try it

solid aurora
pseudo vessel
#

idk just boring

#

ok I just did this in 2 seconds

tawdry axle
#

how can i solve this?

tranquil wind
tawdry axle
#

the fireball entity doesn't summon or gives me error

tawdry axle
glacial wraith
solid aurora
glacial wraith
solid aurora
#

You gonna shoot me with your kiss?

glacial wraith
solid aurora
#

Umm, eww? Second I know you're gonna say that that's why I said "kisses" now delte this

glacial wraith
#

Imma drone strike you with my

#

Chicken . . .

#

Jockeys.. . . .

jaunty bane
#

too bad crafted items couldnt double as its own recipe ... so many recipes

shadow cedar
#

guys is there any way to get the custom tag of an custom armor using script. I tested it using the getTags() function but it only get the tag of the vanilla armor not the custom one.

tawdry axle
#

i already added the fireball entity, but doesn't spawn

#

Sorry about the late, i was sleeping

tawdry axle
#

anyone knows why i can't make spawn a custom entity when i use a stick?

glacial wraith
#

@tawdry axle This is what you use for the ammunition part

#

it requires an item that then says the entity

tawdry axle
#

i see

tawdry axle
glacial wraith
tawdry axle
#

thanks man

idle roost
glacial wraith
#

and when coding use that name for the text in en_us file or whatever its called. item.mk:strurdy_aquatic_trident=Strurdy Aquatic Trident

chrome bolt
#

bro someone share code that makes 32x textures look normal pls i wanna make swords & tools but the animation thing is complicated

#

the high res docs on the wiki make it smaller yes but it doesn’t make it look like a normal item / tool

idle roost
chrome bolt
#

its already on the item

glacial wraith
#

It requires an attachable with a model

#

that model uses the icon

chrome bolt
# glacial wraith its in the wiki

that code makes it smaller, it doesnt have the sword in the proper position though, it sits weirdly, ive tried to mess with the values but its really annoying since im working with a plugin not a behavior pack

glacial wraith
chrome bolt
#

^

glacial wraith
#

well most values dont require a behavior pack dummy, Use an animation that shrinks it

#

doesnt need a behavior unless your doing it for custom items

chrome bolt
#

thats not the point lol

#

ive already tried, i cant get the rotation right.

glacial wraith
#

An attachable that links to a third and first person animation both shrink the item in it

glacial wraith
#

Simple

chrome bolt
#

i need someone whos actually helpful pls

glacial wraith
chrome bolt
#

its 1:20 am bro i am not tryna deal with ur smart-ass responses

glacial wraith
glacial wraith
#

plus if its 1:20am dont code

solid aurora
#

Send screenshots of the current look

idle roost
tawdry axle
dark junco
#

Does "parent_setup": "variable.chest_layer_visible = 0.0;" still work on armour, because I've been using it in my armour attachables, but it hasn't had any effect

jaunty trench
#

hey has this been fixed or is there some workaround for it?

dry schooner
#

how can i make my item cannot burn in lava or fire like netherate tools

split pumice
#

Watched a Java tutorial on making a custom pickaxe

It's so much better there

You just use the pickaxe class, set texture, durability, and other variables, and it's fully functional

Don't have to reimplement durability, fortune, basic pickaxe functionality, etc with scripts

I hope Mojang is still working on this

It was a lot worse before the tags were added, but its still at the point where I don't really trust other add ons that add blocks/tools to have everything implemented correctly

wraith violet
split pumice
#

Even the blockbench block wizard is wrong

It sets mining speeds specifically for each vanilla pickaxe

Which won't work with add on tools

#

I would like to see vanilla tools and items made data driven, fully implemented using the API

Then people will just follow what is set by the diamond pickaxe

Also we could modify vanilla tools

wraith violet
#

Will they though?

split pumice
devout grail
#

how can i change the model of an item?

devout grail
#

is it possible to make a bow like item, meaning it changes model as its drawn?

modest island
#

is there an way to reverse the durability component ?

#

like when i craft a pickaxe that not damage the item

plain fjord
#

Is there a way to use variable.attack_time in an attachable or is there some sort of alternative other than editing player files?
I am trying to play an animation when attacking.

devout grail
#

can items be aded to existing vanilla creative tab item catalog groups?

dark junco
#

It is what the menu_category is for

devout grail
#

the + category

#

say i want to add stuff to the doors group

dark junco
vital venture
#

@devout grail @dark junco
The new format demands a namespace:
minecraft:itemGroup.name.door.

Even then, you should ideally not use this parameter, and instead use the new crafting item catalogues, as this lets you define a custom order (for your own items, not Vanilla).

devout grail
devout grail
vital venture
devout grail
#

so they appear inside an existing "+" group? Not sure if hee category refers to the items/equipment/construction/nature ones or the + stuff

#

is this marketplace safe btw? it doesnt override them right?

vital venture
#

Yes and yes; it's safe, and I should've said "group" rather than "category".

devout grail
vital venture
#

They currently can't intermix directly with any Vanilla items already in that group, you can only define the order of what is added.

#

(for some reason)

devout grail
#

i see. also a bit unrelated but can you add items to eixsting villager trades without overriding existing ones?

vital venture
#

no

dark junco
reef falcon
#

is making an RP file for an item the only way to do a first person animation while holding that item? I have everything working correctly in 3rd person just using the arm swings, but nothing plays in first person.

hollow zealot
#

Why aren't my items added to the game?

#

Like it doesn't even give me an error

#

It's especially weird cuz one of them is added

wraith violet
hollow zealot
#

1.21.70

wraith violet
hollow zealot
#
{
  "format_version": "1.21.60",
  "minecraft:item": {
    "description": {
      "identifier": "naker_hotu:long_rusty_sword"
    },
    "components": {
      "minecraft:icon": "naker_hotu:long_rusty_sword",
      "minecraft:max_stack_size": 1,
      "minecraft:cooldown": {
        "category": "attack",
        "duration": 1.5
      },
      "minecraft:custom_components": ["naker_hotu:long_sword_cc"]
    }
  }
}

This one was added

{
  "format_version": "1.21.60",
  "minecraft:item": {
    "description": {
      "identifier": "naker_hotu:health_vial_0"
    },
    "components": {
      "minecraft:icon": "naker_hotu:health_vial_0",
      "minecraft:max_stack_size": 1
    }
  }
}

This one didn't

hollow zealot
#

they don't even appear in /give

wraith violet
hollow zealot
#

imma try

#

WHY

#

why is that a bug

wraith violet
reef falcon
#

yeah there's gotta be some other way to make a 1st person swing animation for a tool without having to make 3D models for items and do all of this extra work

#

no way in hell am I doing this

tawdry leaf
#

I tried shrinking the vanilla items size using an attachable but it appears that it isn't working, can the arrow not be turned into attachable perhaps?

reef falcon
#

is the arrow data driven?

#

nope, the arrow isn't a data driven attachable

#

Does anyone know the exact rotations/positions for mimicking a vanilla tool? I actually tried seeing how far I could get with a 3D item and I'm pretty much there

#

but the offsets are still ever so slightly off, to the extent that the vanilla tool when held almost seems like it has it's scale reduced

#

All of this just to make the tool use animation for custom tools for things like making path blocks...

tranquil wind
real cypress
#

Whats the file path to the new minecraft egg textures?

devout grail
#

so I'm using minecraft:projectile item component with an entity of my own.
Thing is the entity isnt get shot with any velocity. is that normal?

bronze fog
#

heyy

#

How do I make a sword that when you hit a player or a mob it triggers or runs a command

tranquil wind
bronze fog
#

thanks so much, appreciate it!

glacial wraith
#

textures/items/spawn_eggs

shadow cedar
#

hello 👋 when working with the minecraft:digger component is there any way to get the vanilla numbers for blocks and also do i have to do it for every block i want it on?

#

i want to recreate the diamond pickaxe but from what i can find so far it looks like i will have to provide all the values myself

shadow cedar
#

^^^ sort of figured it out now (just need to figure out vanilla values and what tags are available)

tranquil wind
#

use the new tier_destructible tags that were added.

shadow cedar
dreamy wharf
#

6666

#

Well 6669 now

devout grail
#

how can i make an item have some lore text?

#

the text that shows below an item name

tranquil wind
devout grail
#

i needed to have some text always be on an item

#

i could add with just scriptig but items gotten in creative tabs wont have it

tranquil wind
reef falcon
#

Anyone know if there's way to preserve lore on an item that is being converted to another item? I can throw something janky together using scripting but want to check in case something supports it. I'm not finding anything.

tranquil wind
#

because there's no option in setItem() to keep the data.

reef falcon
#

Yep already did it

#

It was daunting until I realized completeItemUse has the itemStack even after it's gone

#

Then it took 2 minutes

rigid badger
#

hello i have an item and i want to play an animation in first person when i hit an entity (left click) with this specific item

#

does anyone have an idea how I can do this?

dark junco
#

Or you can give your item a tag and use the query.any_tag since I personally find it easier than using query.is_item_name_any

torpid steppe
#

hi there, can someone help me? I used to play always on my server thru PS5, which is fine, but today I notcied a player on PC that when he was on first person the items with attachables was not being show... kinda weird then I checked again on my PS5 and it was working just fine...
so the problem is on PC version, for some reason attachables is not being properly rendered, have someone faced this issue? Any suggestion what could be? I m totally lost here, no clue idea...

torpid steppe
#

well... did some tests... it is rendering but indeed the offsets from PS5 are different than the PC version, it is weird, even the items looks bigger on PC version.
is there any way to identify the client type so I can change the offsets with animations?

left crow
#

Just wanna ask, how do you make a tool lose durability while breaking blocks, mine has a durability and digger component but it doesnt lose durability.

wraith violet
#

Durability only automatically damages when hitting a mob, using the shooter component, or taking damage when worn.

left crow
thin lark
left crow
thin lark
#

meanwhile i have to install node js to ACTUALLY diagnose my scripts

left crow
#

also, i got the mod working, the problem was in the RP, the num_mip_levels were set 12

left crow
#

does the minecraft:crafting_items_catalog work?

short rock
#

Just want to ask, is it not possible for attachables to have different geos? Something like this:

"geometry": "Array.Models[q.is_first_person == 0.0 ? 0 : 1]"
"geometries": {
    "Array.Models": [
          "Geometry.first_person",
          "Geometry.third_person"
    ]
}```
It's not working for me so I'm not sure
lean iron
#

Does someone know why this doesn't work?
If I use

			"minecraft:icon": {
				"texture": "diamond_sword"
			},``` it doesn't work 
But if I use
```js
			"minecraft:icon": {
				"texture": "diamond"
			},```
It works
#

(i want to use the diamond sword texture in my item)

lean iron
#

Just figured it out

left crow
#

what's wrong with this? it doesnt show up in the game:

{
"format_version": "1.21.40",
"minecraft:recipe_shaped": {
"description": {
"identifier": "buzzy_broader:mad_honey_bottle"
},
"tags": [ "crafting_table" ],
"unlock": [
{
"item": "minecraft:honey_bottle"
}
],
"pattern": [
"AB"
],
"key": {
"A": {
"item": "minecraft:honey_bottle"
},
"B": {
"item": "minecraft:nether_wart"
}
},
"result": {
"item": "buzzy_broader:mad_honey_bottle"
}
}
}

#

there are no syntax error and the items exist

left crow
icy granite
#

How can I make it so my custom food doesn't start any sound when consumed?

wraith tiger
#
"minecraft:icon": {
          "textures": {
            "default": "potion_bottle_empty",
            "dyed": "potion_overlay"
          }
        }

I hate this game, these are vanilla's icon key texture btw. How do I make it partially dye its icon and not override the default base?

wraith violet
lean yarrow
#
"minecraft:entity_placer": {
  "entity": "my:entity<my:event>"
}

Is this format for triggering events when an entity is placed no longer working? I'm getting the error "Missing referenced asset my:entitymy:event"

fervent maple
#

ignore the warning
it still works

rose badge
#

So basically i want to make a sword that shoot projectile

fathom dune
#

Anyone know how to make some chargeable item? Like bow or crossbow

fallow iris
#

^ was looking for that too

dark junco
#

Use the minecraft shooter component in the item

icy ginkgo
#

im trying to implement https://discord.com/channels/523663022053392405/1353570049280966829 and i receive this error:

components -> minecraft:block_placer -> replace_block_item: this member was found in the input, but not present in the Schema

and i have this code

{
  "format_version": "1.20.70",
  "minecraft:item": {
    "description": {
      "identifier": "blackout:menu",
      "menu_category": {
        "category": "items"
      }
    },
    "components": {
      "minecraft:block_placer": {
        "block": "blackout:menu",
        "replace_block_item": true,
        "use_on": [
          "blackout:menu"
          ]
      },
      "minecraft:max_stack_size": 1
    }
  }
}```
wraith violet
icy ginkgo
#

oh didnt notice that

devout grail
#

is it possible to get an item that places a specific permutation

onyx viper
#

Is there a way to make a custom item use an attachable to render a 3D model instead of using the icon for when the item is floating out in the world (i.e. an item drop)?

devout grail
#

Yes

loud bolt
#

How to mimic mob heads where if equipped, not seen on the map

ebon wren
wraith violet
frail sparrow
#

How to simply replicate the vanilla armor trims to my custom armor without any new texture, using only the vanilla trim textures? What do I need to do in my item and/or attachable? (I just have the minecraft:trimmable_armor tag added)

glacial wraith
#

I aint reading all of that

dapper elbow
devout grail
fathom dune
#

Now I already got what I need

devout grail
#

if you solved it, how did you solve the model rotations? thats my biggest problem as i dont see vanilla files or those and adding an attachable to an item means its geometry is overwritten and it renders very differnt in first person

fathom dune
#

"The Item need to charge like 4 second or less and you can hold it when you release it will shoot some projectile base on player shooting component"

stiff palm
#

Hey yall, I'm really new to addons but I'm trying to make an item that has a separate texture in the hotbar slot than it does in the hand. Is there a way to do this?

stiff palm
#

Ok what's that

#

Actually nvm ill figure it out, thanks

dark junco
#

First of all if you are really really new then here's a guide

#

Go through the whole beginners guide section first

#

Then use this to make your item

stiff palm
#

I'm currently following that lol

dark junco
#

When you make it, make sure that you do it in an app called blockbench if you haven't come across it yet

stiff palm
#

Ok, thanks, I'll give that a read!

shadow wharf
#

So, in Vibrant Visuals, we have some emissive items by default, like the ender pearl and eye of ender. Is that something we can do now for custom items?

tepid acorn
#

how do i make an item compostable in the composter?

wraith violet
modest acorn
#

short question: how do i change the texture of a item with the bundle_interaction component if it contains items?

leaden hull
#

Is it possible to make items using Minecraft block or not?

leaden hull
#

In blockbench

fervent maple
dark junco
#

You should just use bedrock legacy model

leaden hull
leaden hull
dark junco
#

Bedrock legacy models work for essentially everything

leaden hull
dark junco
#

First you need to make an animation to make the item appear

#

Then use query.is_first_person to detect if the player is in first person

#

However, if you want to edit this for all items then you would need to replace the animations in the player.entity.json file to your new, custom one

leaden hull
#

Yea I'll just use attachable

#

Thanks anyways

stiff palm
#

This might be a better question for entities but if I have an attachable, is there a way to keep the players hand from disappearing when holding it in 1st person?

dark junco
#

Make an animation

stiff palm
devout grail
#

I have an item. how do i change its model to be a cube?

modest acorn
#

attachable

dark junco
#

Make a player animation that edits the position of the players hand to position it where it would be in first person

dark junco
#

I have an example if one if you want it but I'm not entirely sure if it will help in the exact same way

devout grail
hard locust
#

Anyone know if it's possible to change where the right item is held when wearing an attachable?

dark junco
devout grail
#

And even if you manage to get values more or less right, chances are the animations will be way off as your pivot point also needs to be right. Just look at the vanilla bow. It's a mess

#

It's swing animation doesn't match other items, it's scale and rotations are also inconsistent

stiff palm
dark junco
stiff palm
#

Well i get that, but how do I make the player play them? I'm used to putting the animation controller in the mob's entity file, but i don't have one for the player

dark junco
#

Your supposed to make one

#

Or set the animation to always play in the same way that animation controllers are

#

And then use queries to make them play at certain events

dry jacinth
#

I tried making a custom snowball. I copied its entity file and added a custom shooter item which shoots the custom snowball, but its gravity (and speed) is very off from that from a normal snowball...

originally I wanted to make one without any gravity, but then looking up it went straight and then it bended up further. Same for looking a bit down, it then exponentially crashed down

So please someone explain why the snowball doesnt behave like it should

tight prawn
#

is there a way to have 2 different geometries for one item and just let one of the geometries have an enchantment glint?

dark junco
#

Yes, use a render controller

loud bolt
#

can i combine vanilla helmet and chestplate in single custom item

dark junco
#

You'll need to make a custom one

#

And all you would need to do is just make a model that has both the chestplate and helmet

jagged yoke
#

anyone got a clue how to make this able to mine ores and such json "components": { "minecraft:max_stack_size": 1, "minecraft:icon": { "texture": "drill" }, "minecraft:damage": 8, "minecraft:digger": { "destroy_speeds": [ { "speed": 12, "block": { "tags": "query.any_tag('stone')" } }, { "speed": 12, "block": { "tags": "query.any_tag('metal')" } } ] }

jagged yoke
#

the block tags dont even work@wraith violet

wraith violet
jagged yoke
#

@wraith violetthanks mate i figured it out

ebon wren
#

Is it possible to choose the sound the armor will make when wearing it?

dark junco
stiff palm
#

Is there any way to play a custom particle when a projectile hits something? I can get it to play vanilla particles but not my custom one

stiff palm
tepid acorn
#

what's the new way to add custom components in V2

#

?

wraith violet
wet helm
#

guys, what is custom components v2 new features?

wraith violet
wet helm
#

what is that exactly?

wraith violet
wet helm
#

thx

stoic nebula
#

looks like this in BB but like this ingame, anyone got a clue?

#

using the item wizard*

split oyster
#

help

#

my pickaxe is not pickaxing

#

when i mine some materials

#

it will go slow asf

#

for some reason

#

{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "myname:ads",
"menu_category": {
"category": "equipment",
"group": "itemGroup.name.pickaxe"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "ads"
},
"minecraft:damage": 3,
"minecraft:digger": {
"destroy_speeds": [
{
"speed": 17,
"block": {
"tags": "query.any_tag('stone')"
}
},
{
"speed": 19,
"block": {
"tags": "query.any_tag('metal')"
}
}
]
},
"minecraft:hand_equipped": true,
"minecraft:enchantable": {
"slot": "pickaxe",
"value": 14
},
"minecraft:durability": {
"max_durability": 2100
},
"minecraft:repairable": {
"repair_items": [
{
"items": ["iron_ingot"],
"repair_amount": 525
}
]
}
}
}
}

jaunty bane
#

60 is close to instamine speed so maybe try like 30 ish.

#

Also those tags don't cover all that picks can mine

hasty parrot
#

hi just wondering i have an addon im currently working on and i have an item that looks like a hardware piece but i dont get it to show on main hand just on 3rd person view can someone help me? is there any option so it can render like an apple or something?

glacial wraith
#

if not then it should

keen kite
#

anybody here has the item.json for the bucket? im trying to figure out what is this is, is it an item state?

#

I forgot anymore

daring garnetBOT
#
What Vanilla Things Can We Modify?

Can

  • Entities
  • Certain Items(Any food items or those found in the windowsapp folder)
  • Entity loot tables
  • Features
  • Feature Rules
  • Biomes

Can't

  • Blocks
  • Block loot tables
  • Items not found in the windowsapp folder
  • Dimensions
keen kite
ebon wren
nova juniper
#

does anyone know if it's possible to make dyeable armor like leather

nova juniper
#

nvm i figured it out

nova juniper
#

but how to prevent certain parts of the model from dying

hasty parrot
#

i have a 3d item is there any way the 3D item displays its model when drop/on the hotbar

dark junco
hasty parrot
dark junco
#

Yh, I know, it's pretty annoying

#

You could use a block that can't be placed instead of a regular item

#

Or something much more complicated that involves a dummy entity and making the item you have rideable

devout grail
hasty parrot
devout grail
#

Yeah, what other model would they use then? If you give an item a custom model via attachments or block item geometry that's the one that will be used everywhere

dark junco
#

With a block, sure

#

But items show up as their icon, not as the attachable model, when dropped

devout grail
#

Well that's turbo dumb them. Add a block to them, use it's custom component before place method to make it never get placed

#

And use it's item geometry

dark junco
#

That's what I said already

raven sierra
#

can you create custom item tags for items, or are vanilla tags the only valid ones that can be added?

raven sierra
#

good to know, thanks

devout grail
#

You can however just tag your own stuff which really defeats the tag purpose

echo seal
#

does anyone know how to add a use animation with attachables

#

it's for a custom item

dark junco
#

And if you know the format for adding an animation in an entity, then the process is the exact same, just in the render controller

opaque merlin
#

can you animate an item texture?

dark junco
#

You can either make a block that you can't place or make an attachable

tranquil beacon
#

Is it possible to have multiple tags attached to the same pattern key in a recipe?

#
{
    "format_version": "1.21.70",
    "minecraft:recipe_shaped": {
        "description": {
            "identifier": "dmframes:framed_stair_recipe"
        },
        "tags": ["crafting_table"],
        "pattern": [
            "s",
            "sp",
            "sss"
        ],
        "key": {
            "s":{
                "item": "minecraft:stick"
            },
            "p":{
                "tag": "minecraft:planks"
            }
        },
        "unlock": [{
            "tag": "minecraft:planks"
        }],
        "result": {
            "item": "dmframes:framed_stair1",
            "count": 1
        }
    }
}```
#

For example, I want to have multiple tags for "p"

wraith violet
#

No.

echo seal
#

Is there a channel for animations?

tranquil wind
echo seal
#

Sad

echo seal
#

It's my first time playing with entities and attachables so am not really sure

dark junco
#

But an animation controller is what your using

#

Unless the animation is intended to loop

minor gust
#

Can I add states to items?

dark junco
minor gust
#

just for items

dark junco
dark junco
minor gust
#

different strengths

dark junco
#

Are there conditions for how it would work

minor gust
dry pilot
#

How can I make this:

"minecraft:entity_placer": {
                "entity": "kai:scarlettanager<kai:scarlettanager_female>"
            }

Without a content log error?

wraith violet
dry pilot
#

Thanks!

dark junco
# minor gust or can I make custom data?

Sorry for the late reply
If it's not

  • through commands
  • or in a different way in the context of blocks
    Then I don't believe it can be done
    If you meant the second one then that doesn't exist
keen kite
#

anybody know how do I refer this on minecraft:icon?

wraith violet
keen kite
devout grail
#

You cant

#

Will be blocked on the marketplace if you re upload vanilla assets

#

I know it's mega dumb

#

You need to add the same texture again to the atlas

keen kite
#

for god sake

keen kite
devout grail
devout grail
unreal scaffold
#

How to make a potion that is thrown like a snowball and does damage similar to a splash potion?

unreal scaffold
#

Still don't get it

unreal scaffold
#

@dark junco

barren canyon
dark junco
finite crest
#

why is the item still stackable & why does the glint not show

{
  "format_version": "1.20.0",
  "minecraft:item": {
    "description": {
      "identifier": "ultra:key"
    },
    "components": {
      "minecraft:stacked_by_data": true,
      "minecraft:max_stack_size": 1,
      "minecraft:icon": "gold_nugget",
      "minecraft:glint": true,
      "minecraft:render_offsets": "miscellaneous"
    }
  }
}

finite crest
latent sonnet
#

I have these UI items, which the player clicks inside of a container to pick up and then it's cleared from the cursor. Is there a way to make it so they can't go on the floor or be picked up without scripts?

fiery cradle
#

You can use a ticking function that kills all items with their name. Note that anvil renames affect this

wary elk
#

Is it possible to make a custom fishing rod?

lethal iris
#

Any1 know why this might be happening

#

It’s only affecting the moustache

still imp
royal tundra
#

Does custom component still work in 1.21.90

wraith violet
#

Yes.

spark swift
#

Does anyonew know why custom armor takes more damage than vanilla armor even if it has the same protection level?

#

And is there a way to fix it? whenever I try increasing the amount of protection to exceed the max 20 armor points it does decrease damage but sometimes its just flat out inconsistent

dry jacinth
#

MInecraft seems to have stacked all sword textures into one item_rtexutes alias, how do I only get the diamond sword one inside "minecraft:icon": "sword"?

    "sword": {
      "textures": [
        "textures/items/wood_sword",
        "textures/items/stone_sword",
        "textures/items/iron_sword",
        "textures/items/gold_sword",
        "textures/items/diamond_sword",
        "textures/items/netherite_sword"
      ]
    },
fervent maple
#

you have to make your own atlas entry

"diamond_sword": {
  "textures": "textures/items/diamond_sword"
}
viscid veldt
spice sierra
#

how do i make an item lose durability when breaking blocks with minecraft:digger?

wraith violet
rich ivy
#

do i have to create script to apply knockback_resistance in my custom armor?

rich ivy
#

nice information then, if i do it, then i can write the knockback_resistance in the json file right after create the script? is it correct?

blissful adder
#

where can i learn how to make custom weapons/tools with abilities and such? i assume its to do with scripting but im not really sure where to look

ebon wren
rich ivy
#

nice then

dusky wasp
#

is there also json files for item textures?
to enlarge them?
i want my item to go outside the slot bounds
what i have

#

what i need

#

i have the same exact textures of those items, but those r for java and they have itemsadder / oraxen which auto does it for them, however for us bedrock users, we dont have that kind of addon
so is it possible, if so any directions or where i can look?

#

for example, in java they have this

dusky wasp
#

ill pay if anyone knows how 🙏

knotty dome
# dusky wasp

While I dont know how to help you, this looks sick af

knotty dome
sharp frigate
#

try change the size of the item renderer

hollow zealot
#

Is there a way to remove the sound of equipping custom armor?

restive imp
#

Guys

#

Who has 1.21.10+ shield json?

onyx elm
#

Is the format version causing my item not to appear ?
I used 1.21 but it didn't appear in inventory category, I think like 1.12 worked iirc idk, but why?

dusky wasp
deep barn
#

someone drop the onitemuse tempalte ts is not working

wheat gazelle
#

How do I give myself an item with lore

dark junco
tranquil wind
#

just noticed this is not the script api channel, oops.

#

you can use the lore function inside your loot table and spawn it

wheat gazelle
#

Oh no I just meant with commands in game

tranquil wind
wheat gazelle
#

😦

tranquil wind
#

not that hard to create a loot table that does that

ocean kiln
#

why does my attachable not displaying as i wanted?

deep barn
dark junco
# deep barn Run command on right click

Use this instead

world.afterEvents.itemUse.subscribe(({ source, itemStack }) => {
  const player = source;
  const item = itemStack.typeId;
  if (item == "item:name") {
    player.runCommand("...");
  }
});
deep barn
#

Okay thank you

dark junco
#

No problem

wheat gazelle
#

Also how do I make it do something else on a crouch right click

wheat gazelle
#

But how do I make it do another thing on a crouching right click

#

And thx btw

dark junco
#

But it goes in the scripts folder

#

And you both need to prepare your manifest to work with scripts

#

I reccomend this video

dark junco
#

Sorry I was gone, here's the video
https://youtu.be/-34dn_mKkMA?si=i8u9BxtKqkXKyAAy
You'll need 2:32 - 7:36 as timestamps, but feel free to use the rest of the video to learn about scripts

In this video you'll learn how to add JavaScript code to your addons and packs to create a more fun and exciting experience, or simply to do things you couldn't normally do with addons.

We cover many things, so don't be overwhelmed if you don't remember absolutely everything from the video - Just go over it again as many times as necessary. The...

▶ Play video
deep barn
#

how to deal durability damage to itemstack?

fiery cradle
#
let durability= itemStack?.getComponent(ItemComponentTypes.Durability);

if(durability){
durability.damage++;
}```
keen kite
#

all 3d items only works in attachables right?

fiery cradle
#

Attachables are really the only method which handles every situation, yes

storm warren
#

Anyone know how to create custom recipes for existing potions using custom items? Cuz no matter the identifiers I use for the vanilla potion, it won't brew properly.

distant orbit
#

How to made item can keep item like a bundle in mc?

#

i mean how to made item have bundle feature

#

someone help me plz i wanna learn

daring garnetBOT
#
Info

This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.

Managing Entries

To manage entries, please make a pull request on GitHub.

Source Code
keen kite
#

it's possible to have animated attachables right?

distant orbit
dark junco
#

In the same way you would an entity

keen kite
dark junco
#

No problem

distant orbit
dark junco
#

If you use an item with a format version of 1.21.40 at least, you can use the storage item component to create a custom bundle

#

I'll send you the documentation and you can ask me any questions you have after

distant orbit
dark junco
#

No problem

wheat gazelle
#

How do I make a command run when a player puts on a specific armor piece and a different command run when they take it off

dark junco
#
  • Detect the players wearing the armour
  • Tag all players wearing the armour that don't already have the tag
  • Run a command at the same time
  • Detect all the players that don't have the armour on but still have the tag
  • Remove the tag from all players that don't have the armour
  • Run the other command at the same time
  • The cycle (in-game) repeats
wheat gazelle
#

Ok ty

dark junco
#

No problem

hollow zealot
#
{
  "format_version": "1.21.80",
  "minecraft:item": {
    "description": {
      "identifier": "test:test"
    },
    "components": {
      "minecraft:display_name": {
        "value": "Test"
      },
      "minecraft:icon": "test:test",
      "minecraft:damage": {
        "value": 1.0
      }
    }
  }
}

Is this item misformatted in any way? Cause the game doesn't want to parse it "error parsing item test:test", without an error

fervent maple
hollow zealot
#

well that means i'll need to make my generator api differentiate between floats and integers

keen kite
#

can we modify

"minecraft:storage_weight_limit": {
        "max_weight_limit": 64
      },

?

#

this is the one that allows for a single stack right?

#

if it's 128 then it allows 2 stacks? e.g 2 sword

keen kite
#
"minecraft:bundle_interaction": {
  "format_version": "1.21.30",
  "minecraft:item": {
    "description": {
      "identifier": "minecraft:bundle"
    },
    "components": {
      "minecraft:icon": {
        "textures": {
          "default": "bundle"
        }
      },
      "minecraft:max_stack_size": 1,
      "minecraft:storage_item": {
        "max_slots": 64,
        "max_weight_limit": 64,
        "weight_in_storage_item": 4,
        "allow_nested_storage_items": true,
        "banned_items": [
          "minecraft:shulker_box"
        ]
      },
      "minecraft:bundle_interaction": {
        "num_viewable_slots": 8
      }
    }
  }
}

it doesn't work somehow

#

the docs is frekaing confusing

fervent maple
#

the item shouldn't be inside minecraft:bundle_interaction

#

this is the actual bundle file

{
  "format_version": "1.21.80",
  "minecraft:item": {
    "description": {
      "identifier": "minecraft:bundle"
    },
    "components": {
      "minecraft:icon": {
        "textures": {
          "default": "bundle",
          "bundle_open_back": "bundle_open_back",
          "bundle_open_front": "bundle_open_front"
        }
      },
      "minecraft:max_stack_size": 1,
      "minecraft:storage_item": {
        "max_slots": 64,
        "allow_nested_storage_items": true,
        "banned_items": ["minecraft:shulker_box", "minecraft:undyed_shulker_box"]
      },
      "minecraft:storage_weight_limit": {
        "max_weight_limit": 64
      },
      "minecraft:storage_weight_modifier": {
        "weight_in_storage_item": 4
      },
      "minecraft:bundle_interaction": {
        "num_viewable_slots": 12
      }
    }
  }
}
keen kite
keen kite
fervent maple
#

have you given the item a menu category?

keen kite
fervent maple
#

oh wait you're trying to modify the vanilla bundle

#

I think the maximum for the max weight might be 64

keen kite
#

it works now

#

it just need a menu category like you said

#

welp 64 is the hard limit

#

can't do more than that

slender otter
#

Has anyone else's bows stopped working?

#

My ranged weapons stopped working

#

And I don't know what they changed in the documentation for this to happen

#

Maybe...

#

Let me see

#

Ok, work

#

Before I didn't need this, just the shooter

reef falcon
reef falcon
slender otter
#

Hmmm, I dont know

reef falcon
reef falcon
#

genuinely just seems like something you have to live with for now. use modifiers requires shooter so you'd think these would work properly together but they don't

ancient moth
#

How do item icon texture properties work? Specifically the ability to define trim texture overlays.

#

I made this super convoluted system to add trims to my custom armor, that involves a metric ton of recipes and if possible, I would love to cut out all that fat. Basically, can I communicate to an item file to swap textures if an item is trimmed, and can that also translate to the item's attachable file to also determine which overlay texture is used?

ancient moth
#

Thanks. I don't see in that guide where you define the texture for the icon of the trimmed armor, how does that work?

wraith violet
#

Or sorry,

icon_trim

loud bolt
#

how to give armor toughness

wraith violet
somber hinge
vagrant geyser
#

is it possible to use the model as item icon?

dark junco
#

You'll need to make an unplaceable block to do that

vagrant geyser
#

can custom blocks be detected in itemUse, just like items?

dark junco
#

Do you mean for placing them down in the ground

vagrant geyser
#

no, like rightclick

dark junco
#

To be fair, on mobile its the same button

wraith violet
vagrant geyser
#

im trying to display my staff as a model in the hotbar/inventory

misty venture
#
{
  "format_version": "1.10.0",
  "minecraft:attachable": {
    "description": {
      "identifier": "minecraft:bow",
      "materials": {
        "default": "entity_alphatest",
        "enchanted": "entity_alphatest_glint"
      },
      "textures": {
        "default": "textures/items/bow_standby",
        "bow_pulling_0": "textures/items/bow_pulling_0",
        "bow_pulling_1": "textures/items/bow_pulling_1",
        "bow_pulling_2": "textures/items/bow_pulling_2",
        "enchanted": "textures/misc/enchanted_item_glint"
      },
      "geometry": {
        "default": "geometry.bow_standby",
        "bow_standby_offhand": "geometry.bow_standby_offhand",
        "bow_pulling_0": "geometry.bow_pulling_0",
        "bow_pulling_1": "geometry.bow_pulling_1",
        "bow_pulling_2": "geometry.bow_pulling_2"
      },
      "animations": {
        "wield": "animation.bow.wield",
        "wield_first_person_pull": "animation.bow.wield_first_person_pull",
        "wield_offhand_first_person": "animation.bow_weild.offhand",
        "wield_offhand": "animation.bow_weild.offhand2"
      },
      "scripts": {
        "pre_animation": [
          "variable.charge_amount = math.clamp((query.main_hand_item_max_duration - (query.main_hand_item_use_duration - query.frame_alpha + 1.0)) / 10.0, 0.0, 1.0f);"
        ],
        "animate": [
          "wield",
          {
            "wield_first_person_pull": "query.main_hand_item_use_duration > 0.0f && c.is_first_person && query.is_item_name_any('slot.weapon.mainhand', 0, 'minecraft:bow')"
          },
          {
            "wield_offhand": "!c.is_first_person && query.is_item_name_any('slot.weapon.offhand', 0, 'minecraft:bow')"
          },
          {
            "wield_offhand_first_person": "c.is_first_person && query.is_item_name_any('slot.weapon.offhand', 0, 'minecraft:bow')"
          }
        ]
      },
      "render_controllers": ["controller.render.bow"]
    }
  }
}
#
{
  "format_version": "1.10",
  "render_controllers": {
    "controller.render.bow": {
      "arrays": {
        "textures": {
          "array.bow_texture_frames": [
            "texture.default",
            "texture.bow_pulling_0",
            "texture.bow_pulling_1",
            "texture.bow_pulling_2"
          ]
        },
        "geometries": {
          "array.bow_geo_frames": [
            "geometry.default",
            "geometry.bow_pulling_0",
            "geometry.bow_pulling_1",
            "geometry.bow_pulling_2"
          ]
        }
      },
      "geometry": "(query.is_item_name_any('slot.weapon.offhand', 0, 'minecraft:bow') && !query.is_first_person) ? geometry.bow_standby_offhand : array.bow_geo_frames[query.get_animation_frame]",
      "materials": [
        { "*": "variable.is_enchanted ? material.enchanted : material.default" }
      ],
      "textures": [
        "array.bow_texture_frames[query.get_animation_frame]",
        "texture.enchanted"
      ]
    }
  }
}
#
{
    "format_version": "1.8.0",
    "animations": {
        "animation.bow_weild.offhand": {
            "loop": "hold_on_last_frame",
            "animation_length": 19.25,
            "bones": {
                "rightitem": {
                    "rotation": [213, -60, -243],
                    "position": [2, 5, -27]
                }
            }
        },
        "animation.bow_weild.offhand2": {
            "loop": "hold_on_last_frame",
            "bones": {
                "leftitem": {
                    "rotation": [0, 0, 0],
                    "position": [-2, -4, 1]
                }
            }
        }
    }
}```
#

so i am trying to fix a rendering bug

#

where minecraft:bow is rendered incorrectly when held in offhand

#

so what i did is created a new geometry for the bow which is attached to the leftitem bone

#
{
  "format_version": "1.12.0",
  "minecraft:geometry": [
    {
      "description": {
        "identifier": "geometry.bow_standby_offhand",
        "texture_width": 16,
        "texture_height": 16,
        "visible_bounds_width": 1,
        "visible_bounds_height": 1,
        "visible_bounds_offset": [0, 0, 0]
      },
      "bones": [
        {
          "name": "leftitem",
          "pivot": [0, 0, 0],
          "texture_meshes": [
            {
              "texture": "default",
              "position": [2, 1, -2],
              "rotation": [0, -135, 90],
              "local_pivot": [6, 0, 6]
            }
          ]
        }
      ]
    }
  ]
}

here it is

#

so the issue I am having right now is, the bow is rendered properly in 1stperson and 3rd person when bow is held in mainhand

#

and it renders properly when in 3rd person offhand

#

but doesnt render at all in 1st person when in offhand

#

what i have tried is, (this wont help) but messing with the conditions, i have tried using the same left item geometry of the bow i created in the rendercontroller when item is offhand but i think leftitems are not rendered in first person (i am probabily wrong).

#

hence i am using rightitem for the first person animation

#

I might be going in the wrong direction maybe, so if there is a better way to do this, like making a completely new geometry attached to the body or something, and make it work that way, then let me know

#

i am kinda lost here

fiery cradle
#

So, in general, first person rotations are fairly difficult. There is a blcokbench mode that can help, but its not perfect. As my guess for why its not appearing is the animation takes it off screen

#

So, in general, first person rotations are fairly difficult. There is a blcokbench mode that can help, but its not perfect. As my guess for why its not appearing is the animation takes it off screen

onyx elm
#

double paste

misty venture
fiery cradle
#

That could still make it render off screen due to the geometry

misty venture
#

its just the plain bow geometry

#

lemme see

#

just a doubt, if my item is in leftitem

#

will it be visible in fisrt person?

#

or does it have to be in rightitem to be visible in first person

fiery cradle
#

no, leftItem can be visible in first person. But it still is very possible for it to not be visible with default values in the model

misty venture
onyx elm
#

What are you trying to do

#

Its easy

misty venture
#

i want to fix the bow when in offhand

#

thats it

onyx elm
#

Fix what

misty venture
#

as, lets say the default behavior is

onyx elm
#

Like the behaviour don't work of the bow?
Or do you want to change hold position in offhand

misty venture
#

when the bow is put in lefthand, the position in 1st person and 3rd person is incorrect

#

lemme show you using a ss

onyx elm
#

Oh

misty venture
onyx elm
#

ohhhhh

misty venture
onyx elm
#

I know

misty venture
#

yup

misty venture
onyx elm
#

I maybe know the issue

loud bolt
#

Can I give an item a custom property using Scripting that can be accessed (read only) by Molang?

shy echo
#

Hi guys how can i make attack animation for attachable that doesn't require modify the player.entity file

dark junco
shy echo
#

can you give me example

dark junco
#

I could, but so long as you understand how using queries work, you dont really need one

#

Also I wrote it incorrectly
c.owning_entity -> variable.attack_time > 0

shy echo
#

"scripts": {
"animate": [
{
"1st":"c.is_first_person"
},
{
"3st":"!c.is_first_person"
},
{
"use": "c.owning_entity -> variable.attack_time > 0"
}
]
},

like this right @dark junco

dark junco
shy echo
#

but it seem not working. Thanks for the help btw

ocean kiln
ocean kiln
dark junco
#

Yeah, i just found that out too

opaque merlin
#

can you use item tags in loot table conditions instead of specific item identifiers?

#

if so how pls

opaque merlin
#

ok but how

opaque merlin
#

😐

opaque merlin
#

wtv it's ok because i figured it out before that ¯_(ツ)_/¯

ebon wren
#

Is the item tag minecraft:stone_bricks a new and recent tag? I don't remember it

keen kite
#

somehow I am incapable of understanding this, can somebody simplify this to me? I do not understand what weight means here

fervent maple
#

by default the weight is 64 divided by the max stack size of the item, so a 64 stackable item would have a weight of 1

#

meaning 64 can fit in the bundle

fervent maple
fervent maple
keen kite
#

so what does weight modifier really do?

fervent maple
#

sets the weight of the item

#

the amount added to the total weight of the bundle

keen kite
#

The weight of this item when inside another Storage Item I still don't understand the meaning of this line

keen kite
fervent maple
#

"max weight limit" is the bundle (storage item) equivalent of max stack size
Each item has a "weight" which is the equivalent of a stack size

If the max weight limit of a bundle is 64, that means you can add 64 items to it assuming they all have a weight of 1
If you set the weight of an item to something higher, like 4, each item would take up more of the bundle's max weight limit, meaning fewer items can fit in the bundle before it becomes full

keen kite
#

so all items in the game has this storage weight modifier?

fervent maple
#

yes
the ms docs seem to have the wrong default value

keen kite
keen kite
fervent maple
#

yes

#

that is done automatically due to their max stack size of 1

keen kite
#

thanks a lot quazchick 🫡 never seen you on other threads but you're very active here

latent sonnet
#

Quick question on custom components:

system.beforeEvents.startup.subscribe(({ itemComponentRegistry }) => {
  console.warn("Registering Netherite Heart item component");
  itemComponentRegistry.registerCustomComponent("lifesteal:netherite_heart_consume", ItemFoodEffectsComponent);
});
{
    "format_version": "1.21.80",
    "minecraft:item": {
        "description": {
            "identifier": "lifesteal:netherite_heart",
            "menu_category": {
                "category": "items",
                "is_hidden_in_commands": false
            }
        },
        "components": {
            "lifesteal:netherite_heart_consume": {},
            "minecraft:icon": {
                "textures": {
                    "default": "netherite_heart_icon"
                }
            },
            "minecraft:use_animation": "eat",
            "minecraft:use_modifiers": {
                "use_duration": 1.6,
                "movement_modifier": 0.33
            },
            "minecraft:max_stack_size": 16
        }
    }
}

On loading up, it says that no item is using the custom component even though it's listed in the components of an item which I can see in game? Is it possibly a file issue somehow?

fervent maple
latent sonnet
#

Oh wow tysm! I totally forgot about versioning

split pumice
#

Is it possible to reset the number of repairs on an item through command or script?

keen kite
#

is it possible to have a multi texture item?

#

is there any method?

wraith violet
keen kite
#

like in entities and blocks

wraith violet
#

Not possible.

keen kite
wraith violet
#

No.

keen kite
#

no one has done it yet?

#

welp thanks for the help smokey

fervent maple
#

you can only use the built-in texture variants
like trim, dyed and open bundle textures

dark junco
dark junco
#

For the purpose of?

keen kite
#

if I could only manipulate the UV

dark junco
#

Yeah, you'd need to make several items instead then, sadly

keen kite
#

DANG

#

thanks a lot though

dark junco
#

No problem, sorry I couldn't have been of any further assistance

keen kite
dark junco
#

If that last one didnt make sense, I have an example file you can have a look at

keen kite
#

It's possible I guess

#

I wonder if you can control attachables RC with scripts?

dark junco
dark junco
keen kite
#

I was wondering if this thing on entities is could be odne similar to attachables

gray tiger
keen kite
gray tiger
#

nope

keen kite
onyx elm
# gray tiger nope

isn't there any custom component v2 tutorial for items in bedrock addons doc site?

#

i cant find anywhere

#

someone help

#

oh found

blissful garnet
#

how can I add lore on items

dark junco
#

ItemStack.setLore in scripting

onyx elm
#

I need help why is my flashlight item model not working?

#

I am holding it in hand, But the model doesn't show

#

I have a lot of errors

#

I'm confused what is causing my item model not to show, please help

#

Also i am using format version 1.20.30 for my flashlight item

#

help please

vagrant geyser
#

is it possible to make animated item texture?

wraith violet
onyx elm
vagrant geyser
#

thanks!

solar lark
#

Guys, who can make a quick check up on the item I made in the game, it doesn't seem to work for unkown reasons

dark junco
latent sonnet
#

Is there some kind of caching I should be aware of that is massively messing with me right now? I'm trying to set an item texture but Minecraft insists it doesn't exist. I've retyped and remade all the files like 3 times now so I know it's not typos, I've tried with and without namespace, copied my exact code from previous packs, yet nothing. Just "Missing referenced asset..." I've tried reloading my entire game, PC, and checking within file explorer. I know the RP is working as I have other textures for entities no issues. The image is the correct resolution and swapping it out makes no difference. This really feels like some internal caching that would be really simple to fix if I knew how...

#

Like seriously, I feel like I have nothing but issues till randomly I come back and it's working

dark junco
plush nebula
#

hi guys did they change how you define item textures

I keep getting

[Json][error]- -> components -> minecraft:icon -> texture:  Missing referenced asset addon:my_item

the folders and files are correctly named idk what's going on

latent sonnet
#

I loaded up the world twice without making any changes and got 2 different errors

#

* and the error only appears when I find it in the creative inventory. Still no item

plush nebula
latent sonnet
#

Nope. New error

#
"minecraft:icon": {
  "textures": {
    "default": "bundle_light_blue"
  }
}

Works for me

plush nebula
#

i got tme the same error using textures: {default:"" } instead of texture: ""

latent sonnet
#

Nope, vanilla

#

That's a good test

plush nebula
#

I keeps saying my custom texture doesn't exist

#

I'm about to cry

latent sonnet
#

It's just standard bedrock bugs

#

I got so annoyed I went back to modding with fabric, then that sucked because of bad docs so I came back

plush nebula
latent sonnet
#

I'm 99% sure the issue is in item_texture.json

plush nebula
#

yeah but what's wrong I copied the item_texture from other mods same thing

latent sonnet
#

Yeah if I copy my exact other mods in, nothing works still

#

It's 100% some kind of internal bug at this point

plush nebula
#

what version of Minecraft are you using?

latent sonnet
#

Whichever the latest is

plush nebula
#

I'm using 1.21.92

#

that was released some time ago

#

never saw anyone talked about it though

latent sonnet
plush nebula
latent sonnet
#

Ok I got it working

#

Well

#

I duplicated my addon, changed the name, UUID, and deleted everything but what's in the tutorial and it works

#

So something else breaks it

plush nebula
#

huh

latent sonnet
#

What's your namespace?

plush nebula
plush nebula