#Items General
1 messages · Page 8 of 1
what does that even have to do with anything
hold up imma try that
if you change the image does it work?
what other files break it?
None of them 😭
I moved it all to a new RP and it works
huh
The only difference is the RP name and UUID
is this a joke?
Genuinely working
One sec lemme use CMD
I'll draw a tree
Ok the directories 100% match except for the manifest
If I switch back, it breaks
This is actually crazy how bad Bedrock is
I changed my rps uuid and name it still didn't work
Copy the entire folder then do it
Then swap the packs out
I've just moved to the new working folder
I've been sat here trying to fix this for about 9 hours now. It's nearly 3am
I need some help
I keep getting errors for one item in my addon
I tried doing everything I could
Here were the error that come through for the one item
[Item][error]- Error Parsing Item 'god:berry_of_all_pains':
[Item][warning]-god:berry_of_all_pains -> components -> minecraft:icon -> texture: this member was found in the input, but is not present in the Schema
[Item][error]- Failed to parse field ' -> description -> menu_category -> group: string must be prefixed with a namespace (eg. namespace:value)'
[Scripting][warning]-Item custom component 'infinity:food_effects' is not being used by an item
[Item][error]-Missing icon for data-driven item 'god:berry_of_all_pains'.
any way to make an item that can shoot typed arrows properly?
Am I able to make a custom creative menu group?
Tabs? No. The collapsibles yes.
How, I'm struggling with that, unless it's experimental still
tyy
Is there a component to make signs glow when clicked by a custom item?
Nope. You can only set Waxed and Dye Colour.
Damn
Does updating text on a pre-existing glowing sign remove the glow effect?
I guess the only workaround for this is to place a structure with a glowing sign
It should not.
Ok, thank you
Ok, I've come up with a better idea. I have completely forgot simulated players exist
simulated players??
Been working on getting an item like an apple to give effects like night vision but when I use on consume in the script nothing happens in game am I missing something I can try and upload the code if anyone is interested in helping
Is there a list for loot_table conditions?
Searched on the wiki
They only show looting and killedbyplayer
I need something like mined with tool
Check the MS docs.
Thanks lol, actually found it that way
{
"format_version": "1.10.0",
"animations": {
"animation.large_item.hold": {
"loop": true,
"bones": {
"rightitem": {
//These animations position it in the correct location
"position": [
"c.is_first_person ? -7 : 1",
"c.is_first_person ? 5 : -1",
"c.is_first_person ? -3 : -6"
],
"rotation": [
"c.is_first_person ? 35 : 15",
"c.is_first_person ? 40 : 0",
"c.is_first_person ? -9 : -165"
],
"scale": [
"c.is_first_person ? 0.5 : 0.5",
"c.is_first_person ? 0.5 : 0.5",
"c.is_first_person ? 0.5 : 0.5"
]
}
}
}
}
}
How do i make it looks like a normal item?
Im using 128x128 resolution in the item txt
But it still don't be good
Is there a clean way to add custom campfire recipes or are scripts the only way?
You can use furnace recipes for it, and give it the tag for campfires (I don't know the exact tag, check the vanilla recipe for food items)
They aren't in the sample pack.
Its the same recipe as the furnace recipe for food items
Love you
I'm having the exact same problem as you, can I ask if you've solved it?
Is there any word of vanilla tools being made full data driven?
As in "minecraft:diamond_pickaxe" added to the samples
All functionality (durability/unbreaking, log stripping, swinging animation, etc) done through the item.json (no scripts or custom components needed)
No.
Sadly doesn't seem to be on mojang's radar atm
is making an animated attachable texture also the same way of making an animated entity texture?
No
Is it possible to create an item that has textures in the inventory but when the player holds it, it has no model?
Make an attachable with a blank texture
has anyone managed to use "minecraft:cooldown" for items with use modifiers? I'm trying to only apply the cooldown AFTER the item has been consumed, but it triggers instantly on start use
The only thing I can think of doing is having "real" items with no cooldown, detecting when they are eaten, then replacing every instance of the item in the player inventory with the "fake" items that have a cooldown and starting it, then switching back to the real ones
nvm, scrapped this anyways since all the food items aside from the apple are locked to 1.10
How do you make a custom item without it getting stretched?
What does "getting stretched" entail
Like the texture
How to make it not do this and somehow rotate it
its supposed to be like a water bottle ;-;
Turn off hand_equipped
Tyysm
Np
Hey, I heard that mojang has a bit of an issue with gun addons in the marketplace, can anyone confirm or deny as in my addon I have a couple guns
they allow "blasters"
Interesting, might have to do some aesthetic tweaks then.
Appreciate it
Yeah.
like, some futuristic laser gun
that should be fine
Ah ok, and obviously bows and crossbows etc. are still on the table.
pretty much make them look like toy guns
Are things like grenades allowed?
same logic
needs to look unrealistic
but hey im no expert, I do not work in the marketplace, before doing things I recommend talking to someone who does, im just letting you know what I think based on what I see already in the marketplace rn
I get you, tbh for most of the stuff I have like grenades and guns a name and couple texture changed would make it look different enough
But thanks, I’m super new to this stuff so all opinions are welcome
well, probably not only textures
the model too, it probably cannot represent any real firearm irl
I ended up figuring out how to get it all working. the food component has cooldown properties that are readable via scripting when the item format is in 1.10. The only downside is that the visual cooldown displays in Minecraft very frequently break. They are prone to desync issues and will occasionally start playing without consuming the item.
how i can apply my custom item use animation in my attachable?
use this for your animationc.owning_entity -> q.is_using_item
thanks!
Is that actually necessary?
I have a many attachable use animations and I haven't used c.owning_entity once
i don't know if this is the right place to ask this but what is the best pixe art making app on pc
Aseprite
does anyone know why this is happening while attempting to make custom leggings?
bp/items/custom_pants.json: ```json
{
"format_version": "1.21.90",
"minecraft:item": {
"description": {
"identifier": "test:pants",
"menu_category": {
"category": "equipment",
"group": "minecraft:itemGroup.name.leggings"
}
},
"components": {
"minecraft:icon": {
"textures": {
"default": "pants",
"dyed": "pants"
}
},
"minecraft:dyeable": {
"default_color": "#55FFFF"
},
"minecraft:max_stack_size": 1,
"minecraft:wearable": {
"slot": "slot.armor.legs",
"protection": 2
},
"minecraft:durability": {
"max_durability": 75
}
}
}
}
rp/attachables/custom_pants.json: ```json
{
"format_version": "1.8.0",
"minecraft:attachable": {
"description": {
"identifier": "test:pants",
"materials": {
"default": "armor",
"enchanted": "armor_enchanted"
},
"textures": {
"default": "pants",
"enchanted": "textures/misc/enchanted_actor_glint"
},
"geometry": {
"default": "geometry.player.armor.leggings"
},
"scripts": {
"parent_setup": "v.leg_layer_visible = 0.0;"
},
"render_controllers": ["controller.render.armor"]
}
}
}
the texture in your attachable file is wrong
it should be the file path of the entity texture of the armour
pants is what it's called in the item_texture json
or do you mean something else
@fervent maple i set it to the direct path and it did this
is it supposed to be the full armor image?
i was following this https://wiki.bedrock.dev/items/custom-armor and it doesn't mention that so i was a little confused on it
oh it does have it.. nvm
the armour needs a separate texture for when it's rendered on an entity
this is the vanilla one
thanks
How do I make my item look exactly like the grass block in the player's hotbar
Is there some existing pathway I can use
You mean the 3d icon? Not possible unless you're doing a block item.
No, I'm trying to do a spawn egg (fake block)
Damn
Or wait can a block be entity_placer?
No. What you want then is to cancel the block placement then summon the entity using custom components.
Great idea thanks!
i'm stuck with this for now since i don't know how to put the exact hex color on the white as an overlay via paint.net
nvm.. i got the color going too
Hi yall, tf is this
animation controller broken on server
should send animation on server side?
Does anyone know why a custom icon for an item would be HUGE?
The resolution.
Oh, I thought it just had to be a power of 2 and it would scale.. Thanks!
Is there no way to name items by script and have the translation work in the inventory? It's only working in the hotbar
I found out the reason, in ui_common there is "localize": false, in the parts where it says the name of the text, if I set this to true it fixes it
hi there, what is the duty of "dispensable" in the minecraft:wearable component?
How do I fix this?
First person held in hand (the human is just for reference, but it didn't work as I thought it would) the hammer is also wonky at third person and I can't seem to move it
What's the best way to make a custom hat/custom wings or whatever? Would it take up an equipment slot (helmet, chestplate, etc.)?
How can I make custom swords unable to break blocks in creative
lol found
minecraft:can_destroy_in_creative
is it possible to make a custom arrow for vanilla bow?
I don’t think so
with script api knowledge you can disable the bow from shooting and check the use duration.
and then shoot your custom arrow, and decrement your arrow type.
first item & first time scripting :P wip master sword, fires projectiles (placeholder arrow) on use only when health is full, requiring no ammo
had to steal some actions & stuff animations for now because i could not get the attachable swing to not look like garbage lol
can you add material glints on non attachables, or is my only option adding an attachables file?
"minecraft:glint: true"
I was looking at a custom glint, but it looks like I need to use attachables anyways for what I'm doing.
Ohhh, yeah that would definitely need an attachable
Can custom armor have trims? I thought there was a component for it as I assumed it just overlayed the texture?
Yes.
Thanks!
When creating custom tools, is there not an easy way to set its mining speed other than doing each block time individually?
You can give it a tag if that's what you mean.
As in the "netherite tier" tag? I was kinda aiming for a percentage faster than netherite, for example one that could then mine deepslate instantly once combined with haste 2.
Yeah, that you'll need to manually list it then.
Ah, alrighty, thanks, I'll give it a go
The more I test, the less sure I am about what "speed" actually does. All values between 11-19 do the same until it hits 20 then it's instamine. Is it blocks broken per second so it's the difference between 2 ticks per block and 1 tick maybe?
this is how vanilla pickaxes determine the blocks they mine faster
"minecraft:digger": {
"use_efficiency": true,
"destroy_speeds": [
{
"speed": 1,
"block": {
"tags": "q.any_tag('minecraft:is_pickaxe_item_destructible')"
}
}
]
}
I want to create an object that's like a fishing rod that drags the entity. How do I do that? Thanks.
If your armor has a different model than vanilla you can create a texture for each trim and add it to your armor's texture paths
Does Vibrant Visuals work on attachables or just regularly items?
Yes.
Yay🥳
Question I made a wearable bundle problem is the inventory disappeared when I equip it does anyone know of a fix or workaround
Srry, but can u send me the codes of your 3D items, just the view part, without the animations
I'm trying to create a 3D item but it is not working.
i would but i’m not home for a few days, i just used the item wizard in blockbench
Alright
I'm struggling to set lore like this for a custom disc. I assume it could be done with scripting but I can't find a component for it on the item itself
{
"format_version": "1.21.90",
"minecraft:item": {
"description": {
"identifier": "test:clothing_stall"
},
"components": {
"minecraft:display_name": {
"value": "tile.test:clothing_stall"
},
"minecraft:icon": "test:clothing_stall",
"minecraft:max_stack_size": 1
}
}
}
Why my 3D item is not working? Just showing the icon...
{
"format_version": "1.20.30",
"minecraft:attachable": {
"description": {
"identifier": "test:clothing_stall",
"materials": {
"default": "entity",
"enchanted": "entity_alphatest_glint"
},
"textures": {
"default": "textures/blocks/tables/clothing_stall",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.clothing_stall"
},
"animations": {
"first_person_hold": "animation.block.first_person_hold",
"third_person_hold": "animation.block.third_person_hold"
},
"scripts": {
"animate": [
{
"first_person_hold": "context.is_first_person == 1.0"
},
{
"third_person_hold": "context.is_first_person == 0.0"
}
]
},
"render_controllers": ["controller.render.item_default"]
}
}
}
Does anyone know what's going on?
Turn on content logs
The content log gives you live feedback for most errors that could occur while developing your add-on.
In Minecraft:
- Go to settings
- In the General section, select "Creator"
- Enable Content Log GUI
For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
Is the bone clothingStall connected to RightItem in any way?
// A bone
{
"name": "skeleton_head",
"binding": "q.item_slot_to_bone_name(context.item_slot)",
"pivot": [0, 4, 0],
"cubes": [
{
"origin": [-4, 0, -4],
"size": [8, 8, 8],
"uv": [0, 0]
}
]
}
Like this?
Or just a child of the rightItem bone
U mean, rename the clothingStall to rightItem?
You can do that but not what I meant
A child bone is the bone that is inside another bone and the parent bone is the bone that has another bone in it
I was saying make a new RightItem and then put clothingStall in it
Alright, so i just need to rename it to rightItem or use the context stuff right?
Yes, but using a RightItem bone is easier
Alright
Can somebody send me the doc for making custom armor dyeable
There is an item component to put a disc description and even the author, but if I'm not mistaken it's only possible to choose vanilla songs instead of custom ones.
Could anyone help make a multishot bow without the uhhh enchantment?
How do I make a throwable item, but when you throw it, it has a 3d entity/model. Similar to the wind charge
Make a texture and model
Give the entity the texture and model
The process of making a 3D model of an entity isn't different because the entity is a projectile
yes I have all the assets ready
my main question relies on the code
I made my item a shooter
I mean a throwable
"minecraft:icon": "paf_bomb",
"minecraft:display_name": {
"value": "Bomb"
},
"minecraft:max_stack_size": 16,
"minecraft:throwable": {
"do_swing_animation": true,
"launch_power_scale": 1.0,
"min_draw_duration": 0.1,
"scale_power_by_draw_duration": false
},
"minecraft:projectile": {
"projectile_entity": "paf:bomber_bomb"
}
}```
The entity model has nothing to do with the item file
That's a better place to go from
Share the code
I genuinely can't find the problem
I was just thinking of deleting the projectile and restarting
I'm not sure when this bug started
What does the geometry file look like?
"format_version": "1.12.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.bomb",
"texture_width": 32,
"texture_height": 16,
"visible_bounds_width": 2,
"visible_bounds_height": 2.5,
"visible_bounds_offset": [0, 0.75, 0]
},
"bones": [
{
"name": "bomb",
"pivot": [0, 0, 0],
"cubes": [
{"origin": [-4, 0, -4], "size": [8, 8, 8], "uv": [0, 0]},
{"origin": [-1, 8, -1], "size": [2, 1, 2], "uv": [0, 0]},
{"origin": [0, 9, -0.5], "size": [0, 3, 2], "uv": [0, 3]}
]
}
]
}
]
}```
And the render controller?
"format_version": "1.20.80",
"render_controllers": {
"controller.render.bomber_bomb": {
"geometry": "Geometry.default",
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Texture.default"
]
}
}
}```
First try changing the format_version to 1.10.0
only the render controller?
Oh, no, the entity file
Could've made that clearer, sorry
Good
the error didn't leave
Any other errors?
nope, it's the same ones
I meant are there any other errors that appear besides those 2, at all
ohhh
wait
oh yes there is a 3rd one but that's due to another entity
[Actor][error]-My World | actor_definitions | C:/Users/ryang/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/minecraftWorlds/KVyUkdx3gzU=/behavior_packs/skeleTON | paf:bomb_explosion | minecraft:entity | events | minecraft:entity_spawned | run_command | child 'run_command' not valid here.
[Geometry][error]-paf:bomber_bomb | paf:bomber_bomb | geometry not found?
[Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (geometry.:texture.default:material.default) - check your spelling?
my goal here is,
throw item -> 3d bomb model throws out -> after five seconds explosion happens
the explosion is a seperate entity
that run command error has been sitting there has been there for minute because it's not my priority at the moment
is it possible to make item icons have simi transparent textures?
i was thinking of giving it the block placer component(and give it an impossible placement condition) and make it use the block model. but is there an easier way?
Attachable if you're ok with it being transparent only in hand
no, i don't care about how it looks in the player hand, i want it to have translucency in the inventory
Not possible.
and what's about this method?
hewlp
Why does it throws that, the id is supposed to be no texture reference..
^ Behavior part, NOT RESOURCE
It will do that depending on how your setup is set up
How can I play an animation in an item with an attachable when the player attacks?
Does anyone know how to make items that have use durations require the user to stop pressing down on a button before they can use the use duration again?
dose anyone know what file i need to edit to change the pause screen doll?
i want to have it as a live render so my cosmetics can be viewed in the pause menu
Okay, doesn't seem like it's possible to require the user to stop holding it down to activate use duration again
Everytime I work with this component I hate it more and more
Wait, what do you mean exactly by stop holding to reactivate use duration
Crossbow functionality
shooter component requires use duration. However you will instantly start using the item again even when the item is charged to be fired
So you want to recreate the crossbow or a pseudo crossbow?
yep, that's what I'm working on
it just turns into an autofiring machine gun
mk, switched some things around
now the issue is that it starts using the item again the second the shot is fired
The only thing I can think of is a script, tbh
yeah, but I can't detect a player holding a button down
I already tried using 2 separate crossbows where one is when loading and the other is loaded
shooter component also appears to be very buggy and sometimes will not fire if the item is charged
ItemUse and its many variations
yes, I know what tools are available.
hey all, im trying to make a custom upgrade template. (for first slot of the smithing table) but its not allowing me to place my custom upgrade template in the smithing table here is my custom template code any ideas for fixes?
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "myname:bone_upgrade_template",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 64,
"minecraft:icon": {
"texture": "bone_upgrade_template"
},
"minecraft:transform_templates": {},
"minecraft:transform_materials": {},
"minecraft:recipe_smithing_transform": {}
}
}
}
We can't make custom smithing templates
these 3 are not components
They might be tags, but I've never really tried doing anything with custom smithing recipes since everything is hardcoded
I might be dropping my attempt to try and make a custom crossbow ig, the shooter component is way too broken (if you're using the charge version, half the time it doesn't fire the projectile on the first click after charging), use duration is a terrible component that just exacerbates these issues, and it doesn't seem like scripting can even solve them unless I were to just say screw it and spawn the arrow that I'm trying to fire instead of using the shooter component.
is it possible to hide my item on hand ?
I believe by using attachables, you can make it invisible in your hand.
Interesting, I’ve seen a few people here with custom upgrade templates so I thought that you could
What did you try when making a makeshift one
I have an idea
Want to hear it?
Eh, I'm just going to let players use the crossbow like a machinegun
custom crossbows like vanilla are actually unable to made right now unless you go the route of just ignoring the shooter component and summon arrows
The second part was my plan minus the extra steps mine has
It would use itemStartUse, ItemStopUse, dynamic properties and Date.now()
nope won't work
How come?
well what exactly are you thinking of doing with those?
Oh and the "minecraft:food" component
Why would you ever use that component
I know it sounds kinda dumb but hear me out
First:
- Give the item the food component and set the
use_durationinuse_modifiersto a really large number like 9999999 (basically spam the number 9)
You don't need the food component to use use_modifiers
Yeah but its what I normally do just because habits
I'd send a clip of what I'm doing, pretty much resorting to custom implementation and ignoring the existing way crossbows work, but I'm knee deep in stopping some weasel thieves at the moment, they hijacked some turrets and I need to disable them so this girl can put her dead pet beetle to rest atop one of the hills.
Plus I'm not sure of whether query.is_using_item works without that component
Understandable, of course
Second:
- A script that detects the player starting to hold on the interact button
- Then sets a dynamic property of
Date.now() / 1000(I'll call it date for less confsion) and sets another dynamic propertyfalse(I'll call it"projectile"for less confusion) - Then an itemStopUse to detect when the player lets go of the interact button and does
Date.now / 1000(possibly as a constant) subtracted by the"date"dynamic property to get how long the player held on the button for - Then if the time the player held on the button for is equal to or more than the desired duration it then sets the dynamic property
"projectile"totrueand if it is true when the player uses the item again it shoots a projectile and sets the"projectile"dynamic property back tofalseto start the loop again
This was all very messily written from my perspective and so if I didn't make sense you can let me know
I used a similar logic in this so im positive it will work
To start and stop my runInterval
This seems like a lot of extra steps, so you're already using the use_duration and setting it to a ridiculouisly high value just so you can use the itemStartUse event?
I guess this also give you a use time that you can actually read in scripting
As I said here ⬆️, I have heard query.is_using_item doesn't work without the food component, so without it you can't play animations and a low value to the food component means the player will eat the item
Unless you don't care about animating the player, in which case all of that doesn't really matter
Attachables are a system in resource packs to give items custom models and animations when held.
Ey
has anyone found a solution for this? (item lores without scripting)
How do I make a snowball-like item?
Throwable component
It worked in parts, it still looks very strange, is there some basis or something?
I don't know if the problem will be the entity or some component of the item.
https://wiki.bedrock.dev/items/throwable
I found this tutorial, is the runtime_identifier really mandatory?
I can't use this lol
Why don't you use runtime identifiers
Ive seen you say the same thing somewhere else lol
Marketplace does not allow
Yea
guys uh is there a way to recolor the tint of the glint effect?
How to make an item icon dyeable?
There a full tutorial for dyables somewhere on the microsoft learn site... tried to find it but I have no idea what search it's under
@reef falcon
Thank man
I really can't use this site for anything other than API scripting.
I find it a bit disorganized
Gng is there a way to make custom glint effects?
nvm i found a way
could someone tell me or help me to make this look like an actual coin? a bit smaller i mean
Try adding an animation that reduces the item's bone scale, rightItem, And run the animation when the player has the item in his hand
I've tried but I'm ass, I cant make it yet
Could you help? I just have imported the texture and that's the shape it takes by itself
@worldly vessel (sorry for pinging you) could you help me?
Thanks!
Hey! Do any of you have an idea how e.g. my custom tool could reference the vanilla icon from an array as this?
Can't.
im trying to make an dual wielded weapon and when placing it in offset hand its flipped. Is there a way to unflip it?
Do you have a animation for the holding
yes, i have one for mainhand holding which is ok but the offhand animation which looked good in blockbench first person view didnt even show up in-game :[
Has anyone seena solution for this error? It's preventing my texture from working.
[Texture][warning]-Failed to find either texture set or image file of name (ms-appx:/data/images/textures/items/test_item)
Never seen that issue before
hey
Hello
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "bloodbound:lycanis",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": "lycanis",
"minecraft:glint": true
}
}
}
how do i make it rright clikable
?
?
right click it
what
Add the use_modifiers component and a use_duration of 0 or higher
that won't do anything unless you have another component applied that makes the item usable
Honestly, I normally say that too but other people tend to say otherwise so I'm conflicted
Cause some say that it doesn't need food, shooter etc but never tried it so 🤷
can i make an item like a bundle ??
Yes.
Check the vanilla bundle code.
i did this but no errors and also not doing anything
Format version is outdated.
ty
check this
a way to solve it
cause i didnt understand the error
works ty
how can I make specific items spawn in structures
for example: I want a specific goat horn variant to be found in my structure
is this possible?
Making a Custom Potion Type
Is there a way to make an item only stackable to 1 but only consume 1 space in a bundle instead of all 64?
No.
Truly heartbreaking
How the HECK do you do “carried” textures for items that have tiles not block renders as their item textures. I’m trying to do the “waxed” textures for the new copper stuff and I’m STRUGGLING.
Also, for the ones that do have block renders, how do you make the dropped item still have the “carried” texture?
I don't think I understand. Can you please explain
inventory only textures. so like, the texture looks different when you are holding it, than it does when it is placed. Its used in a lot of packs for infested stone and waxed copper, so you can see the differnece in your inventory, but when you place the block it looks the same as it always does.
but the texture also works for when the item is thrown on the ground, you can still see the 'special' texture, but the block, again, looks normal when placed.
^^^anyone got any insight for me😅
One message removed from a suspended account.
Does anyone know if you can make a piece of armor into a storage item?
Yeah.
Huh then why arent my cargo pants working
If the storage item doesn't have an explicit open/close texture will it just use the base texture
{
"format_version": "1.21.110",
"minecraft:item": {
"description": {
"identifier": "cmd:cargo_pants",
"menu_category": {
"category": "equipment",
"group": "minecraft:itemGroup.name.leggings"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": "cargo_pants",
"minecraft:wearable": {
"slot": "slot.armor.legs",
"protection": 2
},
"minecraft:storage_item": {
"allow_nested_storage_items": true,
"max_slots": 64
},
"minecraft:bundle_interaction": {
"num_viewable_slots": 12
}
}
}
}
here's the json
It should, yes
quick question,item animations aka animation controlls to animate models goes usually in the re folder?
{
"format_version": "1.21.90",
"minecraft:item": {
"description": {
"identifier": "cmd:cargo_pants",
"menu_category": {
"category": "equipment",
"group": "minecraft:itemGroup.name.leggings"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"textures": {
"default": "cargo_pants"
}
},
"minecraft:wearable": {
"slot": "slot.armor.legs",
"protection": 2
},
"minecraft:storage_item": {
"allow_nested_storage_items": true,
"max_slots": 64
},
"minecraft:bundle_interaction": {
"num_viewable_slots": 10
},
"minecraft:storage_weight_limit": {
"max_weight_limit": 64
}
}
}
}
there's my current item and i cant put anything in it
like when I try to put something in the pants it just doesn't go in, and this isnt with the armor component I removed it and it still doesn't work.
@wraith violet halp
How do i make a custom component for an item so i can make it do a command when use. Because i check out the wiki.bedrock site and it doesn't say everything i need to do.
u have to use script api
Ik that, but idk how to go about making properly? Like what script version should i be using and do i have to define my custom_component.js in the main.js
all u need is system but i have it all tho
u dont need that random function
@mighty anvil
Oh, ok thank you for helping me
np
One question, is that function required or its just the code on the bottom. I do know i need the minecraft/server part
nah
.
u have to close it btw as i didnt show u the rest of the file
Mb 😅
Do i have this right?
Hi does anyone have the ids for different enchantment books, e.g fortune i or sharpness II ?
What component is necessary for playerInteractWithBlock to fire when holding the item?
What should I do if my subject has no texture?
is registering custom components for items no longer a thing?
It still is.
is not letting me use this: 'world.beforeEvents.worldInitialize.subscribe'
am I missing something? :b
it says worldInitialize is undefined
You're using the V1 API.
I suggest reading the docs and keeping up with the updates.
I'm curious now, when will addons be able to start adding items?
What?
In which version of the game did it become possible to make items?
Since...basically forever.
So since Bedrock existed it was possible to create custom items in addons?
On the Bedrock wiki it is documented in history only 1.20.0+
the oldest format version I've seen for items is 1.10 I think
it has stuff like minecraft:seed which is the old block placer component
I understand, I'm looking for documentation, but I only found 1.16.100+, but at that time it was already possible to make items
Are u making a better than wolves addon lol? Gosh i want that
Anyways did minecraft update? My food items aren't giving effects when consumed anymore
It's basically a mod that reimagines minecraft updates, it usually starts at the earliest minecraft version and modders add mods to it
"Better than Wolves" is a modpack created on a version before wolves were added. It's for nostalgia's sake:)
Idk how it would work on pocket edition but the thought of it existing is nice
When modelling custom armor for attachable items, is there a correct way to do it, like origin in Blockbench?
guys, which format version should i use for items for mc 1.21.101 or whatever for the newest versions
I would reccomend versions 1.21.90 and above
hello, i'm new here, how can i run custom blank item's component as arrow using bridge v2
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "bridge1:nsuz",
"menu_category": {
"category": "nature"
}
},
"components": {
"minecraft:icon": "bridge1_nsuz",
"minecraft:on_use": {
"on_use": {
"event": "bridge1:example",
"target": "self"
}
}
},
"events": {
"bridge1:example": {
"shoot": {
"projectile": "arrow",
"launch_power": 5,
"target": "other"
}
}
}
}
}
Did the new update break something or have I just never noticed... my custom tools with minecraft:digger aren't taking durability damage when breaking blocks. My sword item does, but not the pickaxe, axe, or shovel:
{
"format_version": "1.21.90",
"minecraft:item": {
"description": {
"identifier": "ores:lucky_pickaxe",
"menu_category": { "category": "equipment", "group": "minecraft:itemGroup.name.pickaxe" }
},
"components": {
"minecraft:icon": "ores:lucky_pickaxe",
"minecraft:display_name": { "value": "Lucky Pickaxe" },
"minecraft:max_stack_size": 1,
"minecraft:hand_equipped": true,
"minecraft:durability": {
"max_durability": 700,
"damage_chance": { "min": 1, "max": 1 }
},
"minecraft:enchantable": { "slot": "pickaxe", "value": 10 },
"minecraft:damage": 4,
"minecraft:repairable": { "repair_items": [ { "items": ["ores:lucky_ingot"], "repair_amount": 0.4 } ] },
"minecraft:digger": {
"use_efficiency": true,
"destroy_speeds": [
{
"block": { "tags": "q.any_tag('minecraft:is_pickaxe_item_destructible')" },
"speed": 6
}
]
},
"minecraft:tags": {
"tags": [ "minecraft:is_tool", "minecraft:is_pickaxe", "minecraft:iron_tier" ]
}
}
}
}
I feel like it did previously work, but now, nope
is it possible to make custom category for custom items?
it is.
how
bp/item_catalog/crafting_item_catalog.json
Here's an example i made some time ago
"format_version": "1.21.60",
"minecraft:crafting_items_catalog": {
"categories": [
{
"category_name": "construction",
"groups": [
{
"group_identifier": {
"name": "titi:locks",
"icon": "titi:steel_lock"
},
"items": [
"titi:steel_lock",
"titi:golden_lock",
"titi:bone_lock",
"titi:ice_lock"
]
}
]
},
{
"category_name": "equipment",
"groups": [
{
"group_identifier": {
"name": "titi:keys",
"icon": "titi:steel_key"
},
"items": [
"titi:steel_key",
"titi:golden_key",
"titi:bone_key",
"titi:ice_key",
"titi:key"
]
}
]
},
{
"category_name": "items",
"groups": [
{
"group_identifier": {
"name": "titi:treasure_items",
"icon": "titi:golden_shard"
},
"items": [
"titi:golden_shard",
"titi:magma_fragment",
"titi:guidance_book",
"titi:mask_shard"
]
}
]
}
]
}
}```
Hello I’m one of the owners of a Minecraft server that I’m working on. I hope I’m asking this in the right place. I’m looking for anyone who is good at making armor and tools.
Having managed to get armour dyeing working, I’m now wondering how to create an area that doesn’t get dyed, like with vanilla leather armour?
¿can i make custom spawn category?
No. You'll need to make a custim item that has an entity placer
What's the correct way to have a pickaxe/shovel digger take durability damage when mining?
Scripting.
Oof I kinda expected minecraft:digger to just do it, I'll try a custom event and see, thanks!
how do you all do those custom 3d items with animation?
Hello! I'm learning Bedrock modding .
Could someone show me a simple example of how to make a custom item that damages the player when used (right-click)?
Thank you!
https://wiki.bedrock.dev/items/item-events
https://stirante.com/script/server/2.3.0/classes/Entity.html#applydamage
Thanks
thanks
{
"format_version": "1.21.40",
"minecraft:item": {
"description": {
"identifier": "jay:sword1"
},
"components": {
"minecraft:hand_equipped": true,
"minecraft:display_name": {
"value": "§7Rustedge Blade\n\n§7| §c+??? §fATK"
},
"minecraft:max_stack_size": 1,
"minecraft:icon": "Sword_1"
}
}
}
{
"resource_pack_name": "vanilla",
"texture_name": "atlas.items",
"texture_data": {
"chicken_egg": {
"textures": "textures/items/egg_chicken"
},
"cow_egg": {
"textures": "textures/items/egg_cow"
},
"pig_egg": {
"textures": "textures/items/egg_pig"
},
"sheep_egg": {
"textures": "textures/items/egg_sheep"
},
"turtle_egg": {
"textures": "textures/items/egg_turtle"
},
"Sword_1": {
"textures": "textures/items/swords/Sword_1"
}
}
}``` Why isnt my Sword texture appearing but everything else is?
My recommendation would be to remove the number and/or capital letter
are components v2 stable API? can they be used in marketplace addons?
Yes.
Ty
It should, you can only use vanilla sound events
If you want to play custom sounds you'll have to use scripts
is "minecraft:knockback_resistance" still exist in armor?
It's really strange that they'd make a sound component that only accepts vanilla sounds; it should accept custom sounds as well.
then should i have to use script .applyKnockback() right?
does anyone know if you can make the bundles have custom sounds? (for example, a custom sound when putting an item into a bundle)
anyone has the individual vanilla armor models?
i cant seem to get the leggings right
Blockbench does
is this how i make the basic icon for a item in format version 1.21.120?
If u have defined it in the item_texture.json file then yes
yes but you can also use the shorthand
"minecraft:icon": "my:texture_atlas_entry"
Ty
Is there a way to have item icons be visible in the hotbar but invisible in the hand?
Make an attachable with a blank texture, geometry with no cubes, or both
you might be able to just leave everything except identifier out
True, but it can alao throw annoying errors to deal with in a larger scale
Got it working, thanks 👍
No problem 👍
Happy to help
i would honestly use scripts to simulate the cooldown
gives u more control over it anyway
is there any website to generate item.json like recipe generator?
why not just use vscode extension
or existing mc addon tools, like bridge for example
you got it
what's the extension name?
Blockception
yes that's it
is there any way how can i make this?:
the player uses a item 3 times and its set on cooldown
With scripting you can detect the number of times the item has been used by setting a dynamic property that represents the number of uses
Then when the number is 3 the cooldown is triggered
ok, is there any page about it?
No, but to clarify, your question is that only when an item is used 3 times does the cooldown happen
yes
The script is simple enough that it would be really easy to create quickly
Would it be wrong for me to be assuming that you aren't experienced with scripting?
yeah im not that experiencied with scripting, only with commands
I'll quickly do one for you, it'll be just a minute
thank you!
Here
import { world } from '@minecraft/server';
world.afterEvents.itemUse.subscribe(({ source, itemStack }) => {
const player = source;
const item = itemStack.typeId;
const uses = player.getDynamicProperty("use");
const num = any_number_of_seconds
if (item == "item:name") {
if (uses == 0) {
player.setDynamicProperty("use", 1);
} if (uses == 1) {
player.setDynamicProperty("use", 2);
} if (uses == 2) {
player.setDynamicProperty("use", 0);
player.startItemCooldown("your_category", num * 20);
}
}
});```
Change some of the values to the equivalent you have for all of the following words:
- "item:name",
- "any_number_of_seconds",
- "your_category"
And set the cooldown time to be 0 in the item.json since the script sets the actual cooldown
ok
If you do all of those things then it will work
sure
Also look at this article to make your manifest work with scripting in general
https://wiki.bedrock.dev/scripting/scripting-intro#create-your-first-project
It worked
Great!
No problem
it didnt work 😔
im using @minecraft/server 1.19.0 and script on the version 3.0.0
i didnt clarify that it was the manifest one tho, mb
Did you get a content log error
no
And what did you change the values of the script to?
num to 3, category to tycdash and item to ads:tycdash (the category tycdash is on the .json)
Check to be sure that you have no content logs, then if none send the script and behaviour item file to be safe (although, I won't be able to check to see what you put cause i need to leave now, my apologies)
i dont have any content logs, can i send the files through dm?
You would probably be more likely to find someone who'll help you quicker if you sent through here, but do either
I'm trying to get rid of the long list of errors I have. 21:56:00[Item][warning]-/storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/development_behavior_packs/abaBP/item_catalog/crafting_item_catalog.json | The item plantalia:jam_block_pure_berries was created with the category set to 'none', and is now being set to 'items' Anyone know what this means?
Set the items menu category to items.
It actually worked, thank you!
Is it possible to trigger an event when the player attacks a mob with a specific item?
Yes with scripting
Use the entityHitEntity event to detect an entity being hit, detect if it was a player that did the attacking, then get the item in the player's hand, then use the entity.triggerEvent() on the entity you want an event to happen to
https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/entityhitentityafterevent?view=minecraft-bedrock-stable
https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/entity?view=minecraft-bedrock-stable#triggerevent
you can do this with just damage sensor
but if you mean all entities, scripting is the way to go.
if its a custom item, you can register a custom component and use this event.
https://stirante.com/script/server/2.3.0/classes/ItemComponentHitEntityEvent.html
Documentation for @minecraft/server
These are the links I tend to send for those who are new to scripting https://wiki.bedrock.dev/scripting/api-modules
https://wiki.bedrock.dev/scripting/resources
https://wiki.bedrock.dev/scripting/what-is-script
https://wiki.bedrock.dev/scripting/scripting-intro
oooo thanks
does anyone else just not have swing animations this update?
custom crossbow, is it configurable in the shooter component? Not sure how
there is
What is the enchantment slot for Maces?
Yay... 😭 💀
I'm just gonna remove the resource pack.. I'm not dealing with this shit 🤣
With the new components can I recreate the cooldown attack of the spear?
Yes.
can I make items immune to lava like netherite???
There is fire resistant component.
Hey ive got a question, is it possible to make a custom made bow item shoot a different projectile using the minecraft:shooter conponent
Nvm I just got it
Im tryna make the player run an animation when the custom bow i made is being drawn then another when the bow is released
just make a custom command that can only be successfully used in creative mode.
How can I make an item activate a function or cast a skill?
You'd need to use 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
- Block Events
- Block Events Migration to Custom Components
- Item Events
- Item Events Migration to Custom Components
MS Docs
Hi hi I'm here to ask a question
So how to make let's say an compass when hold click it trigger an command let's say
/summon zombie ?
Youd need a script for that. Here are some resources for getting started with scripting
https://wiki.bedrock.dev/scripting/scripting-intro
Once you learn the basics, heres the docs on it: https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/?view=minecraft-bedrock-stable
is their away to make an on hit script for a weapon when the main hand weapon hits an entity that the off hand weapon will attack afterwards
do I put "fire_resistant: true" because it doesn't seem to be working for my item
Thank you!
import { system } from "@minecraft/server";
/** @type {import("@minecraft/server").ItemCustomComponent} */
const dualstrikeComponent = {
onBeforeDurabilityDamage(event) {
event.(Tepo deal damage to targets)note: this Pierre's writing not code = 0;
},
};
system.beforeEvents.startup.subscribe(({ itemComponentRegistry }) => {
itemComponentRegistry.registerCustomComponent("Az.:dualstrike", dualstrikeComponent);
});
onHitEntity(event) {
Event.attackingEntity // The attacking entity.
Event.hadEffect // Whether the hit landed or had any effect.
Event.hitEntity // The entity being hit.
Event.itemStack // The item stack used to hit the entity.
tryna written an event when one weapon in the main hand attacks a mob the other weapon attacks after
import { system } from "@minecraft/server";
/** @type {import("@minecraft/server").ItemCustomComponent} */
const dualstrikeComponent = {
onHitEntity(event) {
Event.attackingEntity // The attacking entity.
Event.hadEffect // Whether the hit landed or had any effect.
Event.hitEntity // The entity being hit.
Event.itemStack // The item stack used to hit the entity.;
},
};
system.beforeEvents.startup.subscribe(({ itemComponentRegistry }) => {
itemComponentRegistry.registerCustomComponent("Az.:dualstrike", dualstrikeComponent);
is this th right wat to set up and on hit event
we can't make recipes for the smithing table??
world.afterEvents.itemUse.subscribe((eventData) => {
const player = eventData.source;
const item = eventData.itemStack;
if (!player || player.typeId !== "minecraft:player") return;
if (!item || item.typeId !== "hj:tw_summoner") return;
player.runCommand(`function <tw/tw_f>`)
})```
Why doesn't my item execute its function even when I right-click it?
[Molang][error]-ace:arrow_standard | Error: unhandled request for unknown variable 'context.is_first_person'
[Molang][error]-ace:arrow_piercing | Error: unhandled request for unknown variable 'context.is_first_person'```
I got these errors testing my addon but I don't understand where its coming from
onUse: e => { e.source.runCommand("function none"); },
onUseOn: e => { e.source.runCommand("function none"); },
onHitEntity: e => { e.attackingEntity.runCommand("function melee/slash"); },
onMineBlock: e => { e.source.runCommand("function none"); },
});```
Try this, it works for me
Just change the parts that say "function none"
Amd make sure the part ace_item:trigger is your own custom conponent
Anyone know what this is
For some reason its making my arrows not shoot, as if they have no power
[Molang][error]-ace:arrow_piercing | Error: unhandled request for unknown variable 'context.is_first_person
Could someone help me out in
https://discord.com/channels/523663022053392405/1453214895104593992
you can, in recipe.json, you have to use smithing_table tags
there's a limitation:
Cannot use any other than netherite ingot if upgrade level item recipe
Other case, the item you wanted to add must have tags that required
so I have a custom diamond item and a custom netherite item, I want the player to be able to upgrade my diamond item to netherite item using a smithing table, and then of course a netherite upgrade template
I have to add the smithing_table tags to my items?
wait
add this
minecraft:transformable_items
if you have a custom smithing_template, then add "minecraft:transform_template" tags into your custom template
wait I'm adding this to my item json?? cus Im ngl I don't see it
"format_version": "1.21.110",
"minecraft:item": {
"description": {
"identifier": "paf:diamond_dragon_armor",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:icon": "paf_diamond_dragon_armor",
"minecraft:display_name": {
"value": "Diamond Dragon Armor"
},
"minecraft:max_stack_size": 1
}
}
}```
yes
add new component
"minecraft:tags": {}
ohhh
ok mb
ok wait let me like summarize what I understood
I added minecraft:transformable_items to my diamond item, where do I go from there
i have an example:
"minecraft:tags": {[
"miinecraft:transformable_items",
"minecraft:is_armor"
]}
Im trying to do:
diamond_dragon_armor -> netherite_ingot -> netherite_upgrade_smithing_template = netherite_dragon_armor
I added the is_armor tag rn
nice
{
"format_version": "1.21.130",
"minecraft:item": {
"description": {
"identifier": "wiki:example_item"
},
"components": {
"minecraft:tags": {
"tags": [
"minecraft:transformable_items"," minecraft:is_armor"]
}
}
}
}
this is what I have
"format_version": "1.21.110",
"minecraft:item": {
"description": {
"identifier": "paf:diamond_dragon_armor",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:icon": "paf_diamond_dragon_armor",
"minecraft:tags": {
"tags": [
"paf:dragon_armor",
"minecraft:is_armor",
"minecraft:diamond_tier",
"minecraft:transformable_items"
]
},
"minecraft:display_name": {
"value": "Diamond Dragon Armor"
},
"minecraft:max_stack_size": 1
}
}
}```
Do I need to do anything else?? Do I have to create a recipe.json file
it's good
where's your protection component and also durability?
i guess you can check mctools.dev for armor example
this item is for a dragon mob, it's supposed to be treated like horse_armor
that's why it has no durability, and the protection is done in the mob's BP file with damage_sensor
wait so that's all you have to do to make an item be able to be upgrade-able? Add a transformable tag?
Don't work ;-;
variable.attack_time is not avaliable in animations of attachables?
[Molang][error]-minecraft:player.0.persona-218ffefd02863d05-8 | C:/Users/.../AppData/Roaming/Minecraft Bedrock/Users/Shared/games/com.mojang/development_resource_packs/PTW RP/animations/held.animation.json | animations | animation.attack_fix | bones | item | rotation | -math.sin(1 * (1.0 - variable.attack_time) * (1.0 - variable.attack_time) * 280.0) * 20.0 | Error: unhandled request for unknown variable 'variable.attack_time'
No, it is not
You would need to use the player.json to make it a global variable
"variables": {
"variable.fp_melee_spear_use_attachable_rotation_z": "public",
"variable.tp_melee_spear_use_attachable_rotation_z": "public",
"variable.fp_melee_spear_attack_attachable_rotation_z": "public",
"variable.tp_melee_spear_attack_attachable_position_z": "public",
"variable.attack_time": "public",
"variable.item_use_normalized": "public"
},
this is in the player.entity.json
nvmd
I just added 'c.owning_entity->' before the variable at the animation
now it works
what is this error meaning
i created it like normal with a blank item template just like all the items ive made for the pack, but for some reason no matter what, the name, identifier, or texture it throws this error every time
this error is now being seen in random places in my resource pack content too, that was previously fine an hour ago
hello yall, ive been trying to make a weapon have a custom hit sound for a few hours now, and after a while of trouble shooting, all ive done is make the weapon itself, does anybody know how to make it work? (im using vscode and currently using a runcommand to do playsound and then the custom sound)
just read very top message, ill make a post
Screenshots are hard to read, and photos even more so. This is especially true if you are using bridge or another tree editor, as this format obscures the JSON format.
We can help you best if you copy and paste your code here, or send it directly as a file.
Did you add a custom component to the item?
Is the custom component like giving it a last name or something like that?
Why I am getting this error?
[Recipes][error]-recipes/items/netherite_dragon_armor.json | paf:netherite_dragon_armor_recipe | Smithing Transform Recipe: paf:netherite_dragon_armor_recipe base item is not a piece of armor or equipment.
I'm trying to make a smithing template recipe
"format_version": "1.18.0",
"minecraft:recipe_smithing_transform": {
"description": {
"identifier": "paf:netherite_dragon_armor_recipe"
},
"tags": [
"smithing_table"
],
"template": "minecraft:netherite_upgrade_smithing_template",
"base": "paf:diamond_dragon_armor",
"addition": "minecraft:netherite_ingot",
"result": "paf:netherite_dragon_armor"
}
}```
hey, does anybody know how to play a sound effect whenever an item starts being used exactly like the drinking potions in mc that also stops whenever the player stops the interaction?
can you not set non-equip able items be able to be upgraded in a smithing table
like horse armor??
It needs the proper tag no?
what tag would that be?
it only works If I make my horse-armor like item wearable
Add this to your item json file
it still doesn't work for me
What is the actual name of the function?
What were your content logs?
Did you write this with AI?
Is it imported into your main.js or is it in the main.js?
player.typeId !== "minecraft:player" is peak code
Im pretty sure he didn't even take it to chat himself, in another post the same code was written by someone else first too 😭
I want to create a 15‑slot bundle where each slot can only hold a single item. The item itself is custom and normally stacks up to 64, but I need the bundle to restrict each slot so that only one item can be placed there. If I try to add another item into the same slot, it shouldn’t be allowed.
just curious if u actually could...
is this loot table structure correct??
"type": "item",
"name": "bow",
"weight": 7,
"functions": [
{
"function": "specific_enchants",
"enchants": [
{
"id": "power",
"level": [
2,
4
]
}
]
}
]
},```
(the function)
Does anyone have the recipe for the golden apple?
How would one go about making a model from block bench render it in the hand and have Minecraft swing animations or do I need to make it a first person and third person animation to do that
How do I make the same blur that the pumpkin head appear on other wearables?
Does anyone know how to make a weapon like a sword and can run me through the steps I want it to be able to be compatible with prizma animations but for some reason the tutorials are outdated or not showing the way for the pivot to work
https://wiki.bedrock.dev/items/custom-weapon#custom-sword-item This goes through how to make a custom sword, but I don't know anything about other packs.
Ok thank you
Are custom components broken in later format versions right now? All I remember was that you just define them as something like "my_component:component": {}, inside of the components section, but Minecraft is reading these incorrectly
Erroneously adding a ":" to the end
You need to use 1.26.0 assuming this is the preview.
oh, did something change with them? I am on 1.21.90
Isn't it 26.0.25 then?
Nope.
One versioning problem solved, another one created
hllo guys is it possible to change vanilla items ?
like the spear is it possible de modify the cooldown ?
The spear yes.
W
it can also work with netherite
like the knockback resistance
cuz im trying to remove the knockback resistance so
no way
Thanks anyway for your reply, it's always helpful.
peak profile
When I change the format version of my weapon from 1.20.80 to 1.21.100 it no longer parses and I have no clue why
For context I’m trying to use the new kinetic_weapon component, I copy pasted the wooden spear code onto the existing file and formatted it correctly,changing some values
I also changed the format version of different weapon, and made no other changes and it too didn’t parse leading me to believe the change in the format version was the issue
Was there any changes needed to my manifest for this to work?
Got this log error
I changed the format ver to 1.21.20 and the item parsed
However I dont think the kinetic_weapon or piercing weapon components are working
Whats the cintent log? Why are you showing your manifest?
Hey, I faced a similar issue (the kinetic_weapon aspect not working) when updating my personal copy of your addon. I realized that a lot of it seemed to just be formatting differences with the 1.21.100 version.
If you want, I can send you my personal edit. I got everything working on my end, granted you may want to change the first person animation for "spears" I'm terrible at that, so what I made is fine for me 😅
That would be great
I was showing my manifest as I thought that could be a reason why it wasn’t working
Nothing major on the content log other than the item not parsed message
I'll send it to you via dms if that's ok.
Yes that’s fine
Are you in Preview? Are you using custom components?
How do I put the hand in a weapon animation?
hi, how can i add a dynamic property to an item as soon as its held, using the least complexity?
You can:
- system run to check for nainhand equipment
- PlayerInventoryChange
If you're referring to when the player has their hand in a first person animation, then you will need to create fake hands for the player, if you don't want to edit the player files, and edit the player's first person render controller to allow the hands to be seen
If you meant something else, please do elaborate
or you can do this.
https://discord.com/channels/523663022053392405/1093013856772698193
I was thinking about like a fake hand but it shows like the player hand but it’s like animation like this
click the link I sent you.
should give you a thing to work off of.
Ok but is that for a custom skin ?
yes, it supports the player's skin.
make sure to change the min engine version in the player file before you edit it though
otherwise everyone will be steve, which is unrelated to the thing I sent and goes for editing the player file in general
But not when adding animations?
(About the editing the player file thing)
Ok and all I have to do is add a fake hand into the swords I made first person animations ??
what I linked is not about adding a fake hand.
Oh so wait it just moves the hand from 3rd person into first person?
it just positions and renders it
Oh ok hmm what about a swing animation
v.attack_time
😭that’s just making a swing animation and putting it in attachable
Hmmm😭ngl I’m like lowkey kinda lost about all this
to add animations, you need to edit the file.
I know how to make animations in block bench and then add it into bridgeV2 and add it into an animation folder and reference it into an attachable but that’s from a YouTube. Video which they don’t go in depth on things
So idk how to make a swing animation and I heard you need a animation controller
just look up instances of other people using it here for examples.
Ahh ok
if I dont know something, thats what I do most of the time
Ok
can we do biome specific fishing loot?
i think so
iirc it's determined by the fishing bobber entity file
No not that, you said "make sure to change the min engine version in the player file before you edit it though. otherwise everyone will be steve, which is unrelated to the thing I sent and goes for editing the player file in general."
I was essentially asking when did everyone turning into Steve when editing the player.entity.json occur?
I'm on a slightly lower version and not changing the min_engine_version doesn't do that for me
Ty, I’ll check it out
I got a question so I’m making a first person animation and a 3rd person when I go into first person my weapon isn’t there just blank but in 3rd person it’s where it should be
I’m using prizma visuals animations but can anyone tell me why the animations are different and how I can make the animations the same
Or how do I make my own attack animations for 3rd person
You need to find which of the animations in the animation controller for the player are attack animations, then edit the query to make it work when your weapon is in hand
Animation controller? What’s that and I don’t have the file for prizma
Visuals since it’s a marketplace addon so idk how I would do that
Client animation controller right?
Yep
So would I have to reference my animations for third and first person
The file is the thing that controls when animations play in the form of a state machine
Ok I see so I can have a animation idle
And attacking and running?
But would I have to touch the player.json file?
And I have to make the states and reference it in my attachable or no?
The attachable can't control the player arm
Ooh it just sits the model in the arm
So I would have to make a attack animations? And use it in a animation controller
And do we reference it in the attachable
Or no
Exactly
So how can I make it work with the weapon
I dont know
I lowkey lost with animation controllers how would I make the animations for the characters for the sword?
I got the rig player rig but how would I make it for my weapon ?
Ngl idk what I’m doing with the animation controller I made a dummy animation don’t know how to set it up
Is there a way to access use_modifiers in format version 1.10 or modify movement speed of vanilla food items when consuming the item via scripts?
I want to be able to move normally when consuming minecraft:cookie so i changed its format version but it gave me an error in game "cannot be registered using minecraft namespace".
help...
how do you override vanilla armor texture?
any new item_tags added? i have checked recently, it seems to be have no update
(i mean like add minecraft:is_spear, minecraft:is_shelf)
I got a question, but since I'm kind of new to Minecraft code (I'm just going to explain it in short words);
There's was this addon I found (MoreVanilla Bows) and I want to fix it myself (due to custom arrow in the code returns back to original arrow in MC) how do I fix this issues? (It's irritating me personally)
Can anyone help (or guide) me?
the list at https://wiki.bedrock.dev/items/item-tags#list-of-vanilla-tags is up to date
any idea when will mojang add "minecraft:shelf"?
except for that time they randomly added loads of item tags, they usually only add tags when they're needed in vanilla
understandable
yall, does anyone know a way I can add a tag to the entity of a thick splash potion? and just that potion type.. not others..?
nvm i got it
Hi, does anyone know how to fix the tool durability? Even the Minecraft tools aren't showing their durability anymore.
Wdym? In an add on your making?
Yeah, man. I don't know what that is, the items don't show durability.
Not even the vanilla items.
whats wrong with the definition?m the game wont load the item but i dont get any lods either
{
"format_version": "1.21.10",
"minecraft:item": {
"description": {
"identifier": "rareloot_wt:exit_camera_item",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:icon": {
"textures": {
"default": "exit_camera"
}
},
"minecraft:display_name": {
"value": "Exit Camera"
},
"minecraft:custom_components": [
"rareloot_wt:exit_camera"
],
"minecraft:max_stack_size": 1
}
}
}
You sure no logs at all?
nope
Does anyone have a script of a way to make custom tools lose durability instead of just having infinite
You need to use scripting.
Is that how u do it or?
Sorry I’m still rlly new to all this 😭
Yes.
Ye, I was wondering if maybe anyone made one yet, like a template
That doesn't exist because it's impossible to properly replicate tool durability
Ohhh
The damage should be built into the digger component
Then maybe I’m just not doing it right-
It isnt, I'm saying mojang should update the component so that it is
Or give us access to block hardness via scripts
I hope they fix it
And make it way easier
Ok, does anyone at least have an up to date code for tools and weapons?
How to make an animated texture?
This is jist so funny
Not actually possible, but you can fake it:
Method 1: Use an attachable
- You can make an animation that flips between "frames" to switch between different bone groups that are differently textured
Method 2: Use an attachable (again) - You can use separate render controllers to flip between texture files
Method 3: Use an a block - You can make a animated texture block that can't be placed down and effectively make an animated item texture
I would only ever reccomend method one if you aren't good with the other 2
If you do need help with it (can't tell), what is the texture size?
item textures that are bigger than 16x16 will do that but thankfully they finally fixed this in the latest preview.
They did?! 🥹
took awhile but yeah
This is so great
The number of times I've seen people with armor item problems and not being able to make a second attachable is insane
I’m curious if possible can I make it to where some items can take alternate materials for repairs instead of the main ore, except it does less repair
Example
For an iron sword, for a more bigger repair you’ll need iron as well
Is it possible to add Aluminum as an option for repairing too? Except it’ll repair less compared to iron
The idea is based off the image Funny_Anar showed on twt back in February of last year
Should be handled via the repairable component.
Oooooo, is there by chance a section where I can learn that in the wiki!
I looked through and didn’t find it, tho again I tend to look right past stuff on accident 😭😭
The item component page.
Hey so I got these custom model swords that use action and stuff animations but I wanted to know how can I go about making a right click ability or a book that holds right click ability’s with animations and particles where you can put them with swords and they play that animations if right click
Example if you put a enchant on a sword it has the enchant how would I go about doing that with like a right click ability but can put it on weapons like a enchant and the weapon will play the corresponding animation and effects for that said ability
How fix this problem?
FINALLY
I made an item that was supposed to be interactive, but when I try to interact with it, it doesn't work. What could it be?
XD
I would suggest turning in content logs and then telling us them so we can help you further
I don't know how to enable or send the content logs.
The content log gives you live feedback for most errors that could occur while developing your add-on.
In Minecraft:
- Go to settings
- In the General section, select "Creator"
- Enable Content Log GUI
For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
@sly iron
thank you
is it a wrong typing or just Golden_Boots can be transformed?
It's an issue with vanilla
That list is auto generated so there wont be any typos outside of the functionality column
I made a bug report but it was closed as I didn't know what to put as the steps to reproduce since it doesn't cause any issues in-game
how do I make thrown entities, such as a snowball, face the same direction as the player?
One question: where is this list generated from?
it's a script in a behaviour pack that loops through all of the ItemTypes
Oh yea
hmm... but any transform recipe for golden_boots exist?
Well, I think this is the only item that's possible besides diamond items, since normally we can't change the tags of vanilla items.
I've moved the vanilla item groups documentation to here, they're separated by category now so it should be easier to find the identifier you're looking for
An excellent change
someone can enlight me on how the main.js should look like? im trying to create a run command event
Is it possible for me to animate an item with the player model on blockbench? So, for example, let's say I've got wings. And then, how would I go about, like, animating the wings with the player model using something like /playanimation
Basically, i made a double jump ability, amd I wanna make wings come out from the players back when they double jump
There is no "how it should look like" for any given addon, because scripting is an individual experience and two scripts that do the exact same thing can be written in different ways
There is a "how it could look like" but no one knows that for you because you're not being very specific 🙃
By the way, there isn't such a thing as a "run command event" in scripting
There is, however, events and the runCommand method in scripting, seperately, so if you can provide us with more clarity as to what you're doing, then we can help you
Hey I got a question if I wanted to make a weapon that has a sheath and the weapon in the main hand and the sheath in the other while you have the weapon pick how do I do that
Like if someone made 2daggers and there in both hands ?
To make a model that persists outside of the attachable for the entity, would require editing the player.json, or making a piece of custom armor stuck to the player so long as they require the sheath, or making an entity that rides the player for as long as the player would require the sheath
😭what
Should I put it in layman's terms
What’s layman’s 😭
"Layman's terms" refers to terms of a "lay" person, meaning unprofessional and easily understood
Meaning to rephrase it in a way that few people would misunderstand
So, to put it in layman's terms, you've got 3 options:
A: edit the player.entity.json to add a custom model connected to the player
B: you make custom armor that only has the sheath model. Then make it so the player can never take off the armor, unless they get rid of the sword
C: make an entity that rides on the player's shoulder, like a parrot, or make a custom seat on the player's body. Make this entity your sheath. Then position the model to be where you want it.
okay, no need to get narky -_- what i mean, is how to make a java script work, im already testing a basic one but for some reason its not loading in my world
heya! How can i resolve a flipped texture when the fishing rod is held in the offhand?
Narky = funny 🙃 🤷♂️
Can we see the contents of your files as in the manifest, main.js
And do you have any content logs (If you don't know what those are, I can help you, by the way)
Hey peeps, hope yall are doing good, just wondering if anyone has an answer to this
You'll likely need to make an attachable that uses a render controller to the change the texture of the regular rod to a flipped texture, so that the texture flips twice and is unchanged
I've never seen the fishing rod texture do that before but 🤷♂️
If the wings are a part of the item only, then they are not possible to animate with playanimation
Dang..
Do you know how I could get this done thos
Maybe a work around or something
Just wanna make wings appear when the player jumps
How about this...
I have an entity spawned that rides the player and plays the animation when spawned
How does that sound?
That would, most certainly, work
Ngl 😭why is making Adrin’s harder then making Roblox games holy
1st is main.js the second the manifest, trying first to make it say hello when i reload
Bit so far nothing happens
Did you have any content logs?
Im not sure how to find them
The content log gives you live feedback for most errors that could occur while developing your add-on.
In Minecraft:
- Go to settings
- In the General section, select "Creator"
- Enable Content Log GUI
For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
Is there anyone who I could DM about restoring addon item functionality from 1.17 to 1.21 for an addon I need? Some items show up in the world, others don't and simply by looking at the file I can't pinpoint what exactly is broken ://
I don't know how to make a sword correctly
Does anyone know how to change the icon color of an item, like the leather helmet when it's dyed?
Use the dyeable component.
And where do I use it in item.json?
Hello, how do I make custom categories, I don’t see the item file thing in my BP on bridge
In the components.
Is it a “once u download, u get it type file” or smth else
Or I just have to create it from scratch
It doesn't exist.
I dont use bridge so Idk.
Forget it was the version, I had it on 1.21.80
Nvm found out
Hello!! I was wondering if anyone is able to assist me with this slight issue I’m currently trying to resolve
For context, I added dough to my addon I had in mind to make for me and a few friends! I want to make it where in order to make bread now, you have to “bake” the dough, I got the code working but the way to originally make bread (3 wheat in the crafting table) still exists, is there any way I can remove that code or make it to where it doesn’t exist in the crafting table, my only solution rn is just to make the crafting recipe be bedrock 😭😭
how to do flipbook item textures?
#1067870355814895687 message
i cant find the default sword attachable file
It doesn't have one
There also isn't a "default sword", so what did you mean by that
how can i make it so the items dont appear in the creative menu?
is it possible to edit armor toughness on custom armor
I don't think so
Not at the moment, but I suppose it will come someday in the future.
Set the category to none.
tendi
that didnt work and all the items resulted in error
If I recall correctly, It isn't possible without removing the item from the game
When you set the item to be in commands or the other ones only it stops existing
alr
quick question, is there any way to avoid clipping textures when you drop vanilla items with custom ones?
Yo I need ideas. I am trying to make mechanics so that everything is obtainable/doable in skyblock. I am currently stuck trying to figure out how tf to do armor trims, I have SOME taken care of, like the ones you get from vaults, i have guardian to elder guardian conversion with lighting, and I have rare piglin spawns with a upgrade template, but beyond that i dont think I have much.. any ideas.. I am not necessarily looking for a crafting recipe.. but I am pretty good with scripting and just looking for IDEAS, none are too small or big.
Is there a component that changes the size of a custom item in vanilla bundles?
Any1 know how to fix this log issue
what is the difference between those recipes?
are you sure you need both
The recipes produce a different item
they make different items but have the same pattern?
Or are the patterns mirrored versions of each other?
By default crafting tables allow you to mirror recipes in the crafting table to craft the item
To disable that and treat the mirrored version as a separate recipe you need to add "assume_symmetry": false to the recipes
Mirrored
I did that
any way to make my own custom expandable category
you shouldn't use this at the same time as menu_category btw
you can remove menu_category from the items
Can you make a helmet that does an overlay like the pumpkin? Im wanting multiple helmets with different overlays and wonder the best way. Ive thought about json ui but not sure thats the easiest
The new piercing weapon component looks like its gonna fix my melee hitbox and reach problems🔥 ❤️
Hi, I'm putting a shield on my game, but I'm having a really hard time positioning it because I have to log in every time to check when I've changed a value. Is there a way to see it live or something more simplified?
where can i find the vanilla wooden_shovel item
You cannot.
Learn the items components.
You would want to look into the digger, durability, and tags.
how do i learn the values of the wooden shovel digger component if there isnt one to reference
i need to replicate the wooden shovel but as a custom item
The MC Wiki is your best reference.
How does digger speed work again, I want to make mining stone slower.
Does anyone know why, when I create an item, its texture doesn't appear in the creative inventory?
I'm using Minecraft Preview 1.26.10.20.
I might be living behind the moon in terms of resource packs, but, is there no vanilla attachable for the fishing rod in the samples pack?
Trying to add a render controller, but i'm not sure what to do with the attachable 😅
Correct.
ouch
i just wanted to fix the flipped texture in first-person view when held in the offhand, how could that possibly be this difficult 💀
Hello everyone, may I ask if I can customize the texture of the elytra like this, just like on Java?
Does this go inside or outside of "components"?
That component has been removed.
Gotta use attachables.
The render_offset component has been removed. This functionality has been replaced with attachables instead.
Learn more about attachables: https://wiki.bedrock.dev/items/attachables.html
Learn how to resize your item: https://wiki.bedrock.dev/items/high-resolution-items.html
Hey guys
"format_version": "1.20.20",
"minecraft:item": {
"description": {
"identifier": "liminal:leap",
"category": "Items",
"group": "liminal:powerups"
},
"components": {
"minecraft:max_stack_size": 64,
"minecraft:glint": false,
"minecraft:icon": {
"texture": "gui"
},
"minecraft:display_name": {
"value": "§bLeap\nleaps Your Forward On use"
},
"minecraft:cooldown": {
"category": "leap",
"duration": 20
}
}
}
}```
how would i make this into its own subcategory
is this right
"format_version": "1.21.60",
"minecraft:item": {
"description": {
"identifier": "liminal:leap",
"menu_category": {
"category": "items",
"group": "liminal:powerups"
}
},
"components": {
"minecraft:max_stack_size": 64,
"minecraft:glint": false,
"minecraft:icon": {
"texture": "gui"
},
"minecraft:display_name": {
"value": "§bLeap\nleaps Your Forward On use"
},
"minecraft:cooldown": {
"category": "leap",
"duration": 20
}
}
}
}```
"format_version": "1.21.60",
"minecraft:crafting_items_catalog": {
"categories": [
{
"category_name": "items",
"groups": [
{
"group_identifier": {
"icon": "gui",
"name": "liminal:powerups"
},
"items": [
"liminal:leap",
"liminal:medkit"
]
}
]
}
]
}
}```
just changed the minecraft:icon
am i able to move the spawn egg of an entity outside the spawn egg group category?
no, you have to make a custom entity placer item
will this replace the spawn_egg?
no
that doesnt help :/
you can do what armour stands do where there is no spawn egg but instead a separate item
but if you were to 'pick' (scroll wheel) the entity will it still give you the same item?
you wouldn't be able to do that
It's not possible using the group configuration, is it?
In this case, I'm referring to where you create new groups.
well no, you just get an error. And the egg doesnt go anywhere
{
"format_version": "1.16.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.sword_universal",
"texture_width": 16.0,
"texture_height": 16.0
},
"bones": [
{
"name": "rithitem",
"pivot": [ 6.0, 0.0, 6.0 ],
"texture_meshes": [
{
"local_pivot": [ 6.0, 0.0, 6.0 ],
"position": [ 2.05, 1.3, -3 ],
"rotation": [ 0.0, 45.9, 270.0 ],
"scale": [ 1.0, 1.0, 1.0 ],
"texture": "default"
}
]
},
{
"name": "outline",
"parent": "rithitem",
"pivot": [ 6.0, 0.0, 6.0 ],
"texture_meshes": [
{
"local_pivot": [ 6.0, 0.0, 6.0 ],
"position": [ 2.05, 1.3, -3.05 ],
"rotation": [ 0.0, 45.9, 270.0 ],
"scale": [ 1.15, 1.15, 1.15 ],
"texture": "outline"
}
]
}
]
}
]
}
I want to make an item with an outline effect
Can i make an item with an attachable, render the model as an icon instead of a 2d sprite?
Those essentially are the same thing
What do you mean by an icon?
Like rendering the model as the items inventory icon
Similar to how blocks render 3d
You can do this, but attachables aren't suited for the job
You'll need an item that has a block model that can't be placed, making an item that is 3D in the inventory, in hand and when dropped
I believe there's a template
I’m not entirely sure where to ask this but is it possible to extend the length of Minecraft music discs?
Not entirely sure how it works
No.
Guys I'm so confuzzled help
The texture on this works just fine
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "aven:key"
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": "gold_nugget",
"minecraft:glint": true
}
}
}
But on this it does not I also tried just "minecraft:icon": "book"
{
"format_version": "1.20.5",
"minecraft:item": {
"description": {
"identifier": "aven:ce"
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "minecraft:book"
},
"minecraft:glint": true
}
}
}
1.20.5 is not a valid format.
well 1.20.50 then but that's not the issue the item loads ingame
the texture is just invisible
am i tripping or is there a component for armor items that makes them absorb all of the damage?
There is yes.
damage absorption
i cant find it on the bedrock wiki
nvm
thank you
Would it be possible to render two different models in an attachable item? I want to render two different models at the same time, where one of them will have a texture that changes according to the variant of the player holding it.
That's not how it works
When it says use it means item that actually get used, as in right click
The shield is an item that is used but not in that sense
how can I add specific goat horns or banner patterns to my loot tables??
figured out the banner pattern, still stuck on goat horns
The wiki doesn't mention it, but I think it's related to data in the case of the goat horn.
you refer to the function "set_data"?