#Items General

1 messages · Page 8 of 1

latent sonnet
#

No, I took my folder which had the tutorial in it, deleted everything, changed the manifest "name" and "uuid"s and it worked

plush nebula
#

hold up imma try that

latent sonnet
#

This worked

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Just this

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But when all the other files go back, it breaks

plush nebula
#

if you change the image does it work?

latent sonnet
#

Uhh one sec

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Yes

plush nebula
#

what other files break it?

latent sonnet
#

I moved it all to a new RP and it works

plush nebula
#

huh

latent sonnet
#

The only difference is the RP name and UUID

plush nebula
#

is this a joke?

latent sonnet
#

Genuinely working

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One sec lemme use CMD

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I'll draw a tree

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Ok the directories 100% match except for the manifest

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If I switch back, it breaks

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This is actually crazy how bad Bedrock is

plush nebula
#

I changed my rps uuid and name it still didn't work

latent sonnet
#

Copy the entire folder then do it

#

Then swap the packs out

#

I've just moved to the new working folder

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I've been sat here trying to fix this for about 9 hours now. It's nearly 3am

patent kelp
#

I need some help

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I keep getting errors for one item in my addon

#

I tried doing everything I could

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Here were the error that come through for the one item

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[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'.

spice sierra
#

any way to make an item that can shoot typed arrows properly?

frigid zealot
#

Am I able to make a custom creative menu group?

wraith violet
frigid zealot
#

How, I'm struggling with that, unless it's experimental still

frigid zealot
#

tyy

sonic hornet
#

Is there a component to make signs glow when clicked by a custom item?

wraith violet
sonic hornet
#

Damn

sonic hornet
#

I guess the only workaround for this is to place a structure with a glowing sign

wraith violet
#

It should not.

sonic hornet
#

Ok, thank you

sonic hornet
#

Ok, I've come up with a better idea. I have completely forgot simulated players exist

hazy scaffold
#

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

bronze radish
#

Is there a list for loot_table conditions?

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Searched on the wiki

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They only show looting and killedbyplayer

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I need something like mined with tool

wraith violet
bronze radish
hazy onyx
#
{
  "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"
          ]
        }
      }
    }
  }
}
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How do i make it looks like a normal item?

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Im using 128x128 resolution in the item txt

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But it still don't be good

bronze radish
#

Is there a clean way to add custom campfire recipes or are scripts the only way?

fiery cradle
bronze radish
fiery cradle
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Its the same recipe as the furnace recipe for food items

cyan junco
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I'm having the exact same problem as you, can I ask if you've solved it?

split pumice
#

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)

fiery cradle
#

Sadly doesn't seem to be on mojang's radar atm

vagrant geyser
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is making an animated attachable texture also the same way of making an animated entity texture?

dark junco
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No

grand spade
#

Is it possible to create an item that has textures in the inventory but when the player holds it, it has no model?

dark junco
reef falcon
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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

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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

reef falcon
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nvm, scrapped this anyways since all the food items aside from the apple are locked to 1.10

latent temple
#

How do you make a custom item without it getting stretched?

dark junco
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What does "getting stretched" entail

latent temple
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Like the texture

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How to make it not do this and somehow rotate it

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its supposed to be like a water bottle ;-;

dark junco
latent temple
dark junco
#

Np

civic linden
#

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

civic linden
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Appreciate it

tranquil wind
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like, some futuristic laser gun

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that should be fine

civic linden
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Ah ok, and obviously bows and crossbows etc. are still on the table.

tranquil wind
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pretty much make them look like toy guns

civic linden
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Are things like grenades allowed?

tranquil wind
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same logic

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needs to look unrealistic

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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

civic linden
#

But thanks, I’m super new to this stuff so all opinions are welcome

tranquil wind
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well, probably not only textures

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the model too, it probably cannot represent any real firearm irl

reef falcon
vagrant geyser
#

how i can apply my custom item use animation in my attachable?

tranquil wind
vagrant geyser
#

thanks!

dark junco
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I have a many attachable use animations and I haven't used c.owning_entity once

silver zinc
#

i don't know if this is the right place to ask this but what is the best pixe art making app on pc

late sentinel
#

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"]
    }
  }
}
fervent maple
#

it should be the file path of the entity texture of the armour

late sentinel
#

pants is what it's called in the item_texture json

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or do you mean something else

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@fervent maple i set it to the direct path and it did this

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is it supposed to be the full armor image?

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oh it does have it.. nvm

fervent maple
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the armour needs a separate texture for when it's rendered on an entity
this is the vanilla one

late sentinel
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thanks

bronze radish
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How do I make my item look exactly like the grass block in the player's hotbar

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Is there some existing pathway I can use

wraith violet
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You mean the 3d icon? Not possible unless you're doing a block item.

bronze radish
#

No, I'm trying to do a spawn egg (fake block)

bronze radish
#

Or wait can a block be entity_placer?

wraith violet
#

No. What you want then is to cancel the block placement then summon the entity using custom components.

bronze radish
#

Great idea thanks!

late sentinel
#

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

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nvm.. i got the color going too

humble minnow
#

animation controller broken on server

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should send animation on server side?

latent sonnet
#

Does anyone know why a custom icon for an item would be HUGE?

wraith violet
latent sonnet
#

Oh, I thought it just had to be a power of 2 and it would scale.. Thanks!

ebon wren
#

Is there no way to name items by script and have the translation work in the inventory? It's only working in the hotbar

ebon wren
torpid steppe
#

hi there, what is the duty of "dispensable" in the minecraft:wearable component?

green crow
#

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

pine silo
#

What's the best way to make a custom hat/custom wings or whatever? Would it take up an equipment slot (helmet, chestplate, etc.)?

dry pilot
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How can I make custom swords unable to break blocks in creative

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lol found

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minecraft:can_destroy_in_creative

vagrant geyser
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is it possible to make a custom arrow for vanilla bow?

dry pilot
#

I don’t think so

tranquil wind
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and then shoot your custom arrow, and decrement your arrow type.

regal falcon
#

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

reef falcon
#

can you add material glints on non attachables, or is my only option adding an attachables file?

reef falcon
dark junco
#

Ohhh, yeah that would definitely need an attachable

latent sonnet
#

Can custom armor have trims? I thought there was a component for it as I assumed it just overlayed the texture?

latent sonnet
#

Thanks!

#

When creating custom tools, is there not an easy way to set its mining speed other than doing each block time individually?

wraith violet
latent sonnet
wraith violet
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Yeah, that you'll need to manually list it then.

latent sonnet
#

Ah, alrighty, thanks, I'll give it a go

latent sonnet
#

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?

fervent maple
deep knoll
#

I want to create an object that's like a fishing rod that drags the entity. How do I do that? Thanks.

ebon wren
dark junco
#

Does Vibrant Visuals work on attachables or just regularly items?

dark junco
#

Yay🥳

hazy scaffold
#

Question I made a wearable bundle problem is the inventory disappeared when I equip it does anyone know of a fix or workaround

hazy onyx
#

I'm trying to create a 3D item but it is not working.

regal falcon
latent sonnet
#

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

hazy onyx
#
{
  "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?

dark junco
#

Turn on content logs

daring garnetBOT
#
What is Content Log?

The content log gives you live feedback for most errors that could occur while developing your add-on.

In Minecraft:

  1. Go to settings
  2. In the General section, select "Creator"
  3. Enable Content Log GUI

For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log

hazy onyx
#

But didn't received nothing

dark junco
#

Is the bone clothingStall connected to RightItem in any way?

hazy onyx
dark junco
#

Or just a child of the rightItem bone

hazy onyx
dark junco
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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

hazy onyx
# dark junco

Alright, so i just need to rename it to rightItem or use the context stuff right?

dark junco
#

Yes, but using a RightItem bone is easier

hazy onyx
silver zinc
#

Can somebody send me the doc for making custom armor dyeable

ebon wren
green crow
#

Could anyone help make a multishot bow without the uhhh enchantment?

tropic dew
#

How do I make a throwable item, but when you throw it, it has a 3d entity/model. Similar to the wind charge

dark junco
tropic dew
#

my main question relies on the code

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I made my item a shooter

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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"
            }
        }```
dark junco
#

The entity model has nothing to do with the item file

tropic dew
#

my main problem right now is that it says the geometry is not found

dark junco
#

That's a better place to go from
Share the code

tropic dew
#

I genuinely can't find the problem

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I was just thinking of deleting the projectile and restarting

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I'm not sure when this bug started

dark junco
#

What does the geometry file look like?

tropic dew
#
    "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]}
                    ]
                }
            ]
        }
    ]
}```
dark junco
#

And the render controller?

tropic dew
#
    "format_version": "1.20.80",
    "render_controllers": {
        "controller.render.bomber_bomb": {
            "geometry": "Geometry.default",
            "materials": [
                {
                    "*": "Material.default"
                }
            ],
            "textures": [
                "Texture.default"
            ]
        }
    }
}```
dark junco
#

First try changing the format_version to 1.10.0

tropic dew
#

only the render controller?

dark junco
#

Oh, no, the entity file
Could've made that clearer, sorry

tropic dew
#

it's okay

#

okay im about to test

dark junco
#

Good

tropic dew
#

the error didn't leave

dark junco
#

Any other errors?

tropic dew
#

nope, it's the same ones

dark junco
#

I meant are there any other errors that appear besides those 2, at all

tropic dew
#

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

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the explosion is a seperate entity

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that run command error has been sitting there has been there for minute because it's not my priority at the moment

thick crane
#

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?

dark junco
thick crane
spiral idol
#

Why does it throws that, the id is supposed to be no texture reference..

#

^ Behavior part, NOT RESOURCE

small dragon
dry pilot
#

How can I play an animation in an item with an attachable when the player attacks?

reef falcon
#

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?

harsh harbor
#

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

reef falcon
#

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

dark junco
reef falcon
#

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

dark junco
#

So you want to recreate the crossbow or a pseudo crossbow?

reef falcon
#

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

dark junco
#

The only thing I can think of is a script, tbh

reef falcon
#

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

dark junco
reef falcon
#

yes, I know what tools are available.

civic linden
#

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": {}
}
}
}

reef falcon
reef falcon
#

They might be tags, but I've never really tried doing anything with custom smithing recipes since everything is hardcoded

reef falcon
#

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.

wraith hearth
#

is it possible to hide my item on hand ?

small dragon
civic linden
dark junco
#

Want to hear it?

reef falcon
#

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

dark junco
#

The second part was my plan minus the extra steps mine has

#

It would use itemStartUse, ItemStopUse, dynamic properties and Date.now()

reef falcon
#

nope won't work

dark junco
#

How come?

reef falcon
#

well what exactly are you thinking of doing with those?

dark junco
#

Oh and the "minecraft:food" component

reef falcon
#

Why would you ever use that component

dark junco
#

I know it sounds kinda dumb but hear me out

#

First:

  • Give the item the food component and set the use_duration in use_modifiers to a really large number like 9999999 (basically spam the number 9)
reef falcon
#

You don't need the food component to use use_modifiers

dark junco
#

Yeah but its what I normally do just because habits

reef falcon
#

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.

dark junco
#

Plus I'm not sure of whether query.is_using_item works without that component

dark junco
# dark junco First: - Give the item the food component and set the `use_duration` in `use_mod...

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 property false (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" to true and if it is true when the player uses the item again it shoots a projectile and sets the "projectile" dynamic property back to false to 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

reef falcon
#

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

dark junco
#

Unless you don't care about animating the player, in which case all of that doesn't really matter

daring garnetBOT
winter imp
#

Ey

blissful garnet
ebon wren
#

How do I make a snowball-like item?

dark junco
ebon wren
#

I don't know if the problem will be the entity or some component of the item.

ebon wren
#

I can't use this lol

dark junco
#

Why don't you use runtime identifiers

#

Ive seen you say the same thing somewhere else lol

ebon wren
dark junco
#

Ah

#

Have you used the projectile component?

ebon wren
spice vault
#

guys uh is there a way to recolor the tint of the glint effect?

hexed meadow
#

How to make an item icon dyeable?

reef falcon
hexed meadow
#

@reef falcon

#

Thank man

#

I really can't use this site for anything other than API scripting.

#

I find it a bit disorganized

spice vault
#

Gng is there a way to make custom glint effects?

spice vault
#

nvm i found a way

dreamy lagoon
#

could someone tell me or help me to make this look like an actual coin? a bit smaller i mean

worldly vessel
dreamy lagoon
#

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?

onyx elm
#

<@&1065713026369593434>

#

Tf is this

unborn epoch
#

Thanks!

dreamy belfry
#

Hey! Do any of you have an idea how e.g. my custom tool could reference the vanilla icon from an array as this?

dreamy belfry
#

💀

#

thanks for the info though, rip

iron glacier
#

im trying to make an dual wielded weapon and when placing it in offset hand its flipped. Is there a way to unflip it?

onyx elm
iron glacier
remote stag
#

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)

small dragon
#

Never seen that issue before

dark junco
shadow cedar
#

{
"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

#

?

#

?

onyx elm
#

right click it

dapper elbow
#

what

dark junco
fervent maple
#

that won't do anything unless you have another component applied that makes the item usable

dark junco
dry schooner
#

can i make an item like a bundle ??

wraith violet
#

Check the vanilla bundle code.

dry schooner
#

i did this but no errors and also not doing anything

wraith violet
#

Format version is outdated.

dry schooner
#

1.21 is fine?

#

let me try

wraith violet
#

1.21.110

dry schooner
#

ty

dry schooner
#

a way to solve it

#

cause i didnt understand the error

wraith violet
tropic dew
#

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?

unreal scaffold
#

Making a Custom Potion Type

sudden coral
#

Is there a way to make an item only stackable to 1 but only consume 1 space in a bundle instead of all 64?

sudden coral
#

Truly heartbreaking

frank grotto
#

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?

small dragon
#

I don't think I understand. Can you please explain

frank grotto
#

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.

frank grotto
#

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.

frank grotto
#

^^^anyone got any insight for me😅

cosmic pebble
#

One message removed from a suspended account.

plush goblet
#

Does anyone know if you can make a piece of armor into a storage item?

plush goblet
#

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

plush goblet
#

{
"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

worldly dagger
#

quick question,item animations aka animation controlls to animate models goes usually in the re folder?

plush goblet
#

{
"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

plush goblet
#

Ok I was missing a storage weight modifier component

#

But my item are disappearing

mighty anvil
#

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.

mighty anvil
restive rune
#

all u need is system but i have it all tho

#

u dont need that random function

#

@mighty anvil

mighty anvil
restive rune
#

np

mighty anvil
# restive rune np

One question, is that function required or its just the code on the bottom. I do know i need the minecraft/server part

restive rune
restive rune
mighty anvil
civic linden
#

Hi does anyone have the ids for different enchantment books, e.g fortune i or sharpness II ?

latent sonnet
#

What component is necessary for playerInteractWithBlock to fire when holding the item?

radiant kiln
#

What should I do if my subject has no texture?

icy granite
#

is registering custom components for items no longer a thing?

icy granite
#

is not letting me use this: 'world.beforeEvents.worldInitialize.subscribe'

#

am I missing something? :b

#

it says worldInitialize is undefined

wraith violet
#

I suggest reading the docs and keeping up with the updates.

icy granite
#

okay, found the changes

#

thanks

ebon wren
#

I'm curious now, when will addons be able to start adding items?

ebon wren
wraith violet
ebon wren
#

On the Bedrock wiki it is documented in history only 1.20.0+

fervent maple
#

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

ebon wren
still meteor
#

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

still meteor
# ebon wren What?

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

latent sonnet
#

When modelling custom armor for attachable items, is there a correct way to do it, like origin in Blockbench?

worldly dagger
#

guys, which format version should i use for items for mc 1.21.101 or whatever for the newest versions

worldly dagger
#

welp

#

this place belongs me now

dark junco
last orchid
#

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"
}
}
}
}
}

latent sonnet
#

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

tacit vigil
#

is it possible to make custom category for custom items?

tacit vigil
crude hollow
#

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"
            ]
          }
        ]
      }
    ]
  }
}```
brazen plover
#

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.

plucky thicket
#

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?

plain elbow
#

¿can i make custom spawn category?

wraith violet
latent sonnet
#

What's the correct way to have a pickaxe/shovel digger take durability damage when mining?

latent sonnet
keen kite
#

how do you all do those custom 3d items with animation?

tranquil wind
hexed geode
#

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!

tranquil wind
hexed geode
#

Thanks

keen kite
hearty arrow
#
{
    "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?
dark junco
devout grail
#

are components v2 stable API? can they be used in marketplace addons?

devout grail
#

Ty

serene silo
#

Dose "minecraft:swing_sounds" work?

#

I can't get it to work

fervent maple
#

If you want to play custom sounds you'll have to use scripts

rich ivy
#

is "minecraft:knockback_resistance" still exist in armor?

ebon wren
rich ivy
past oasis
#

does anyone know if you can make the bundles have custom sounds? (for example, a custom sound when putting an item into a bundle)

deft crater
#

anyone has the individual vanilla armor models?

#

i cant seem to get the leggings right

dark junco
cerulean grove
#

is this how i make the basic icon for a item in format version 1.21.120?

deft crater
fervent maple
wicked sequoia
#

Is there a way to have item icons be visible in the hotbar but invisible in the hand?

dark junco
fervent maple
#

you might be able to just leave everything except identifier out

dark junco
#

True, but it can alao throw annoying errors to deal with in a larger scale

jagged yoke
#

its supposed to have a cooldown

wicked sequoia
dark junco
spiral lotus
#

gives u more control over it anyway

rich ivy
#

is there any website to generate item.json like recipe generator?

noble raptor
#

or existing mc addon tools, like bridge for example

rich ivy
#

you got it

rich ivy
noble raptor
#

bloception

#

i forgot the spelling, something like that *iirc

rich ivy
#

Blockception

noble raptor
#

yes that's it

delicate aspen
#

is there any way how can i make this?:
the player uses a item 3 times and its set on cooldown

dark junco
delicate aspen
dark junco
#

No, but to clarify, your question is that only when an item is used 3 times does the cooldown happen

dark junco
#

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?

delicate aspen
dark junco
delicate aspen
dark junco
#

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
delicate aspen
#

ok

dark junco
#

If you do all of those things then it will work

delicate aspen
#

sure

dark junco
delicate aspen
#

i already have my script working (the manifest thing)

#

thanks

dark junco
delicate aspen
delicate aspen
dark junco
#

Did you get a content log error

delicate aspen
dark junco
#

And what did you change the values of the script to?

delicate aspen
#

num to 3, category to tycdash and item to ads:tycdash (the category tycdash is on the .json)

dark junco
#

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)

delicate aspen
dark junco
#

You would probably be more likely to find someone who'll help you quicker if you sent through here, but do either

storm warren
#

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?

wraith violet
storm warren
visual mural
#

can anyone help me #1447213792462241972

#

i have no idea what ive done wrong

red lichen
#

Is it possible to trigger an event when the player attacks a mob with a specific item?

dark junco
#

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

Contents of the @minecraft/server.EntityHitEntityAfterEvent class.

Contents of the @minecraft/server.Entity class.

red lichen
#

Thanks guys

#

Where can I start learning scripting 😵‍💫

dark junco
# red lichen Where can I start learning scripting 😵‍💫
red lichen
#

oooo thanks

daring kite
#

does anyone else just not have swing animations this update?

lavish leaf
#

custom crossbow, is it configurable in the shooter component? Not sure how

lost orchid
#

What is the enchantment slot for Maces?

late sentinel
#

Yay... 😭 💀

#

I'm just gonna remove the resource pack.. I'm not dealing with this shit 🤣

tepid acorn
#

With the new components can I recreate the cooldown attack of the spear?

tropic dew
#

can I make items immune to lava like netherite???

wraith violet
white shore
#

Hey ive got a question, is it possible to make a custom made bow item shoot a different projectile using the minecraft:shooter conponent

coral sinew
#

Hillo

#

Is there a way to make recipe only for creative players not survival?

white shore
#

Im tryna make the player run an animation when the custom bow i made is being drawn then another when the bow is released

tranquil wind
rancid plaza
#

How can I make an item activate a function or cast a skill?

fiery cradle
#

You'd need to use custom components

daring garnetBOT
#
HCF Removal and Custom Components

The Holiday Creator Features experimental toggle has been removed. Along with it includes JSON block and item events. This functionality has been replaced with custom components.

Please take a look at the following links to learn more about custom components:

Bedrock Wiki

MS Docs

austere tide
#

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 ?

fiery cradle
# austere tide Hi hi I'm here to ask a question So how to make let's say an compass when hold ...

An introduction to writing and deploying scripts in Minecraft: Bedrock Edition.

Landing page containing a high-level introduction of Script APIs for Minecraft: Bedrock Edition.

hidden zinc
#

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

tropic dew
cerulean grove
#

it looks like this

tropic dew
#

Thank you!

hidden zinc
#

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

tropic dew
#

we can't make recipes for the smithing table??

rancid plaza
#
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?

white shore
#


[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
white shore
#

Just change the parts that say "function none"

#

Amd make sure the part ace_item:trigger is your own custom conponent

white shore
#

[Molang][error]-ace:arrow_piercing | Error: unhandled request for unknown variable 'context.is_first_person

white shore
rich ivy
tropic dew
#

I have to add the smithing_table tags to my items?

rich ivy
#

wait

#

add this

#

minecraft:transformable_items

#

if you have a custom smithing_template, then add "minecraft:transform_template" tags into your custom template

tropic dew
#

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
        }
    }
}```
rich ivy
#

add new component

#

"minecraft:tags": {}

tropic dew
#

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

rich ivy
#

i have an example:

"minecraft:tags": {[
"miinecraft:transformable_items",
"minecraft:is_armor"
]}

tropic dew
#

Im trying to do:

diamond_dragon_armor -> netherite_ingot -> netherite_upgrade_smithing_template = netherite_dragon_armor

#

I added the is_armor tag rn

rich ivy
#

nice

#

{
"format_version": "1.21.130",
"minecraft:item": {
"description": {
"identifier": "wiki:example_item"
},
"components": {
"minecraft:tags": {
"tags": [
"minecraft:transformable_items"," minecraft:is_armor"]
}
}
}
}

tropic dew
#

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

rich ivy
#

where's your protection component and also durability?

#

i guess you can check mctools.dev for armor example

tropic dew
#

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

rich ivy
#

nice

#

then you good

tropic dew
#

wait so that's all you have to do to make an item be able to be upgrade-able? Add a transformable tag?

lost orchid
#

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'
dark junco
#

You would need to use the player.json to make it a global variable

lost orchid
#
"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

lost orchid
#

nvmd

#

I just added 'c.owning_entity->' before the variable at the animation

#

now it works

twilit python
#

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

frail yarrow
#

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

daring garnetBOT
#
Please, no screenshots or photos!

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.

white shore
rancid plaza
tropic dew
#

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"
    }
}```
ruby pike
#

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?

tropic dew
#

can you not set non-equip able items be able to be upgraded in a smithing table

#

like horse armor??

wraith violet
tropic dew
#

it only works If I make my horse-armor like item wearable

white shore
#
        "ace_item:trigger"
      ]```
white shore
rancid plaza
dark junco
onyx elm
#

player.typeId !== "minecraft:player" is peak code

dark junco
warped coral
#

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...

tropic dew
#

is this loot table structure correct??

#
                    "type": "item",
                    "name": "bow",
                    "weight": 7,
                    "functions": [
                        {
                            "function": "specific_enchants",
                            "enchants": [
                                {
                                    "id": "power",
                                    "level": [
                                        2,
                                        4
                                    ]
                                }
                            ]
                        }
                    ]
                },```
#

(the function)

gentle valley
#

Does anyone have the recipe for the golden apple?

vague canopy
#

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

rich ivy
#

you can also check an example from Bedrock-Samples

unreal scaffold
#

How do I make the same blur that the pumpkin head appear on other wearables?

tropic dew
#

How do I add text like "Bad Omen (100:00)"

vague canopy
#

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

reef falcon
vague canopy
#

Ok thank you

reef falcon
#

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

wraith violet
reef falcon
#

oh, did something change with them? I am on 1.21.90

reef falcon
wraith violet
reef falcon
#

One versioning problem solved, another one created

modest island
#

hllo guys is it possible to change vanilla items ?

#

like the spear is it possible de modify the cooldown ?

wraith violet
modest island
#

it can also work with netherite

#

like the knockback resistance

#

cuz im trying to remove the knockback resistance so

wraith violet
#

No.

#

Onky certain items can be edited.

modest island
#

no way

modest island
lethal iris
#

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?

lethal iris
#

Got this log error

lethal iris
#

However I dont think the kinetic_weapon or piercing weapon components are working

wraith violet
fringe orbit
# lethal iris However I dont think the kinetic_weapon or piercing weapon components are workin...

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 😅

lethal iris
lethal iris
fringe orbit
lethal iris
wraith violet
lethal iris
#

Nope

#

In regular mc

#

No custom components

vague canopy
#

How do I put the hand in a weapon animation?

iron glacier
#

hi, how can i add a dynamic property to an item as soon as its held, using the least complexity?

wraith violet
iron glacier
#

oooh playerInventoryChange sounds good

#

works, thanks!

dark junco
# vague canopy How do I put the hand in a weapon animation?

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

vague canopy
tranquil wind
#

should give you a thing to work off of.

vague canopy
tranquil wind
#

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

dark junco
vague canopy
tranquil wind
vague canopy
#

Oh so wait it just moves the hand from 3rd person into first person?

tranquil wind
#

it just positions and renders it

vague canopy
#

Oh ok hmm what about a swing animation

tranquil wind
#

v.attack_time

vague canopy
#

😭that’s just making a swing animation and putting it in attachable

#

Hmmm😭ngl I’m like lowkey kinda lost about all this

tranquil wind
vague canopy
#

So idk how to make a swing animation and I heard you need a animation controller

tranquil wind
tranquil wind
#

if I dont know something, thats what I do most of the time

vague canopy
#

Ok

frank grotto
#

can we do biome specific fishing loot?

cerulean grove
#

iirc it's determined by the fishing bobber entity file

dark junco
# tranquil wind to add animations, you need to edit the 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

frank grotto
vague canopy
#

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

vague canopy
#

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

dark junco
#

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

vague canopy
#

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?

dark junco
#

Yep

vague canopy
# dark junco Yep

So would I have to reference my animations for third and first person

dark junco
#

The file is the thing that controls when animations play in the form of a state machine

vague canopy
#

Ok I see so I can have a animation idle

#

And attacking and running?

#

But would I have to touch the player.json file?

vague canopy
dark junco
#

The attachable can't control the player arm

vague canopy
#

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

dark junco
vague canopy
vague canopy
#

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

lost portal
#

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...

keen kite
#

how do you override vanilla armor texture?

rich ivy
#

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)

shadow cedar
#

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?

fervent maple
rich ivy
#

any idea when will mojang add "minecraft:shelf"?

fervent maple
#

except for that time they randomly added loads of item tags, they usually only add tags when they're needed in vanilla

rich ivy
#

understandable

frank grotto
#

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

dusky panther
#

Hi, does anyone know how to fix the tool durability? Even the Minecraft tools aren't showing their durability anymore.

frank grotto
dusky panther
#

Not even the vanilla items.

spice sierra
#

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
        }
    }
}

spice sierra
median jacinth
#

Does anyone have a script of a way to make custom tools lose durability instead of just having infinite

median jacinth
wraith violet
#

Yes.

median jacinth
#

Ye, I was wondering if maybe anyone made one yet, like a template

fervent maple
#

That doesn't exist because it's impossible to properly replicate tool durability

median jacinth
#

Ohhh

fervent maple
#

The damage should be built into the digger component

median jacinth
#

Then maybe I’m just not doing it right-

fervent maple
#

It isnt, I'm saying mojang should update the component so that it is
Or give us access to block hardness via scripts

median jacinth
#

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?

lament skiff
#

How to make an animated texture?

spare tree
#

This is jist so funny

dark junco
# lament skiff How to make an animated texture?

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

dark junco
tranquil wind
#

item textures that are bigger than 16x16 will do that but thankfully they finally fixed this in the latest preview.

tranquil wind
dark junco
tranquil wind
#

took awhile but yeah

dark junco
#

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

median jacinth
#

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

wraith violet
median jacinth
#

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 😭😭

median jacinth
#

Oki

#

Thank you!!

vague canopy
#

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

lament skiff
spare tree
sly iron
#

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?

dark junco
sly iron
#

I don't know how to enable or send the content logs.

daring garnetBOT
#
What is Content Log?

The content log gives you live feedback for most errors that could occur while developing your add-on.

In Minecraft:

  1. Go to settings
  2. In the General section, select "Creator"
  3. Enable Content Log GUI

For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log

wraith violet
#

@sly iron

sly iron
#

thank you

rich ivy
#

is it a wrong typing or just Golden_Boots can be transformed?

fervent maple
#

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

solemn sinew
#

how do I make thrown entities, such as a snowball, face the same direction as the player?

ebon wren
fervent maple
#

it's a script in a behaviour pack that loops through all of the ItemTypes

ebon wren
#

Oh yea

rich ivy
rich ivy
#

then i'll create one

#

🗣️ 🔥 🔥 🔥

#

Easy

ebon wren
# rich ivy then i'll create one

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.

fervent maple
#

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

old compass
#

someone can enlight me on how the main.js should look like? im trying to create a run command event

white shore
#

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

dark junco
# old compass someone can enlight me on how the main.js should look like? im trying to create ...

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

vague canopy
#

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 ?

dark junco
dark junco
vague canopy
dark junco
#

"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.

old compass
dreamy belfry
#

heya! How can i resolve a flipped texture when the fishing rod is held in the offhand?

dark junco
white shore
dark junco
dark junco
white shore
#

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?

dark junco
vague canopy
#

Ngl 😭why is making Adrin’s harder then making Roblox games holy

old compass
#

1st is main.js the second the manifest, trying first to make it say hello when i reload

#

Bit so far nothing happens

dark junco
old compass
#

Im not sure how to find them

daring garnetBOT
#
What is Content Log?

The content log gives you live feedback for most errors that could occur while developing your add-on.

In Minecraft:

  1. Go to settings
  2. In the General section, select "Creator"
  3. Enable Content Log GUI

For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log

hybrid olive
#

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 ://

lament skiff
#

I don't know how to make a sword correctlybao_ext_toldyouso

indigo fossil
#

Does anyone know how to change the icon color of an item, like the leather helmet when it's dyed?

indigo fossil
half moth
#

Hello, how do I make custom categories, I don’t see the item file thing in my BP on bridge

wraith violet
#

In the components.

half moth
#

Or I just have to create it from scratch

indigo fossil
#

It doesn't exist.

wraith violet
#

I dont use bridge so Idk.

indigo fossil
#

Forget it was the version, I had it on 1.21.80

half moth
#

Please

half moth
#

Nvm found out

median jacinth
#

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 😭😭

fading rivet
#

how to do flipbook item textures?

dark junco
fading rivet
#

i cant find the default sword attachable file

dark junco
#

There also isn't a "default sword", so what did you mean by that

delicate aspen
#

how can i make it so the items dont appear in the creative menu?

idle roost
#

is it possible to edit armor toughness on custom armor

cerulean grove
ebon wren
ebon wren
delicate aspen
delicate aspen
dark junco
left crow
#

quick question, is there any way to avoid clipping textures when you drop vanilla items with custom ones?

frank grotto
#

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.

thick crane
#

Is there a component that changes the size of a custom item in vanilla bundles?

wraith violet
lethal iris
#

Any1 know how to fix this log issue

fervent maple
#

are you sure you need both

lethal iris
fervent maple
#

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

jagged yoke
#

any way to make my own custom expandable category

fervent maple
#

you shouldn't use this at the same time as menu_category btw

#

you can remove menu_category from the items

frigid zealot
#

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

white shore
#

The new piercing weapon component looks like its gonna fix my melee hitbox and reach problems🔥 ❤️

ivory pelican
#

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?

plain moth
#

where can i find the vanilla wooden_shovel item

wraith violet
plain moth
#

with the same stats

wraith violet
#

Learn the items components.

#

You would want to look into the digger, durability, and tags.

plain moth
#

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

wraith violet
#

The MC Wiki is your best reference.

wraith violet
#

How does digger speed work again, I want to make mining stone slower.

leaden grail
#

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.

dreamy belfry
#

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 😅

dreamy belfry
#

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 💀

harsh viper
#

Hello everyone, may I ask if I can customize the texture of the elytra like this, just like on Java?

peak aspen
#

Does this go inside or outside of "components"?

wraith violet
peak aspen
#

Oh

#

So how do I fix de position rn? (It's a sword)

wraith violet
#

Gotta use attachables.

daring garnetBOT
peak aspen
#

hmm

#

K

#

Thanks

remote cobalt
#

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

civic zinc
#

am i able to move the spawn egg of an entity outside the spawn egg group category?

fervent maple
#

no, you have to make a custom entity placer item

civic zinc
fervent maple
#

no

civic zinc
#

that doesnt help :/

fervent maple
#

you can do what armour stands do where there is no spawn egg but instead a separate item

civic zinc
fervent maple
#

you wouldn't be able to do that

ebon wren
#

In this case, I'm referring to where you create new groups.

civic zinc
slender nimbus
#

{
"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

wary elk
#

Can i make an item with an attachable, render the model as an icon instead of a 2d sprite?

dark junco
wary elk
#

Similar to how blocks render 3d

dark junco
#

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

tropic dew
#

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

finite crest
#

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
    }
  }
}

wraith violet
#

1.20.5 is not a valid format.

finite crest
#

well 1.20.50 then but that's not the issue the item loads ingame

#

the texture is just invisible

delicate aspen
#

am i tripping or is there a component for armor items that makes them absorb all of the damage?

wraith violet
#

damage absorption

delicate aspen
wraith violet
delicate aspen
#

nvm

dapper stirrup
#

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.

dark junco
#

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

tropic dew
#

how can I add specific goat horns or banner patterns to my loot tables??

#

figured out the banner pattern, still stuck on goat horns

ebon wren
tropic dew
#

you refer to the function "set_data"?