#Entities General

1 messages · Page 13 of 1

little cloud
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I've not finished my documentation on this topic or I'd link it but you can export the scene as a 3d model, load it into blockbench, then animate the entity

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to export it, use a structure block

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if the path is hard-coded, it should be easy

sterile flint
#

The "scene" you mean the entire construction? (well, the part that I need for that at least)

little cloud
#

yeah

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try keeping it small, I exported a 200x200x200 scene and it was 400mb once I converted it CRGoblinFire

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wouldve ran blender but not blockbench

sterile flint
#

Hmm let me see if I got it:

  1. Use a structure block to select the area of the animation (blocks and entities included)
  2. Import that into blockbench (somehow)
  3. Create the animation with the entity flying towards the destination
  4. Should I remove the blocks in blockbench? Or should I leave everything there?
  5. Save it as a entity animation
  6. Play the animation in-game... but not sure how to load it in the right coordinates
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Something like that?

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To be honest, I don't know if I'm going to make this work. It sounds that's beyond my knowledge (and I don't have the time right now to test it too much sadly 😦 )

little cloud
little cloud
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could be a while though, I have other priorities

sterile flint
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Absolutely! I want to try it as soon as I have the time

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So, besides this option, is there any other way I can make it work at least a little bit better?

clever fern
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What part of the render controller should I add so that the player does not appear?

#

I tried with "part_visibility": [
"root": false
],.
But it didn't work

little cloud
wanton dune
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the way part visibility works is it disables the cubes with that name

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Not the bone itself

little cloud
clever fern
#

Oh

wanton dune
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So if you hide the body it doesn't affect its children which are right arm, left arm

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You need to add them to part visibility individually

little cloud
#

you can use * at the stand and ends of the string too though
body* : body_1, body_2
*body : a_body b_body

clever fern
#

Ok thanks I'll try it.

clever fern
ruby cape
#

What is the appropriate locator id for the fox's equip behavior? i tried 'held_item' based on the geo of the fox but that didnt work.

          "minecraft:equip_item": {},  
          "minecraft:behavior.equip_item": {
            "priority": 2
          }
wanton dune
ruby cape
wanton dune
ruby cape
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okay thanks

clever fern
#

Guys

#

I have an error in my player.json

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I made a custom totem add on using player.json but I have an error

wanton dune
clever fern
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The error is that minecraft:damage_sensor cannot detect effects, so if I have resistance 255 but for example a warden attacks me, the totem is still activated

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When in reality thanks to the resistance effect it should not activate the totem

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is there a way to fix this?

clever fern
wanton dune
clever fern
#

Is it possible to put more than one query in an animation controller transition?

formal veldt
clever fern
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I tried to make controller animations for this model using property, but there are some errors

wanton dune
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Can you make an entity drop its inventory without killing it and the entity is in the same position?

clever fern
#

It is possible to make an entity like axolotls or fish, meaning that you can catch them with the bucket ?

gloomy crag
#

Is it possible to modify the player's collision when crouching? Because it seems that when I crouch my collision box returns to its default size

gloomy crag
wanton dune
gloomy crag
#

Letme try smt

clever fern
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Guys its possible to put "minecraft:knockback_roar" in a component_group of player.json?

gloomy crag
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@wanton dune

wanton dune
gloomy crag
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np

formal veldt
storm spire
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How do I set the offset of the projectile my entity is shooting is it in the projectile itself or in the entity shooting it?

wanton venture
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I have an animation playing based on minecraft:variant in a component group. However, removig this component group does not stop the animation from playing. Is this an error?

wanton dune
wanton venture
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Yeah that's what I'm doing

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wanted to know if this is an expected behavior or is an error

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the same happens with any other component like skin id, mark variant, is_chested, is_sheared, etc

wanton dune
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It's probably a bug on those two... What format version do you use and what mc version are you.

wanton venture
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Latest mc version, format version 1.21.30

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I will try again those two

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oh, is chested is being removed but there seems to be a delay

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hm

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Is removed with 0.5s delay aprox

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welp just reducing the timer to 0.5 fixes my problem

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Another reason why components like q.is_sheared are superior than the others for anims

wanton dune
wanton venture
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Yeah

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I think I might have set the condition yesterday to mark_variant && q.is_chested on accident

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Things that happens when coding late at night

gloomy crag
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Is there a way to anchor the item to the hand of my custom model? I added rightItem to the model but that doesn't seem to work, I would appreciate it if you could help me

rigid kiln
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how can you attach or couple the train to the wagons?

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how can i get the vehicles?

clever fern
storm spire
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Is it possible for a projectile to curve like a boomerang when shot I saw this angle offset parameter but I don't think it can achieve my goal

undone axle
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Is this correct?

gloomy crag
clever fern
clever fern
gloomy crag
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Ah

storm spire
undone axle
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I’m trying to get boats to be able to climb up blocks like horses do

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key word
“Trying”

wanton dune
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And boats have a "system" that they only work on waters I mean they are faster in water compared to land

undone axle
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The boat has a modifiable entity file I was tryna mess with

wanton dune
undone axle
undone axle
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There’s not really any other fluid way

wanton dune
#

Let's see I'mma do it with scripts cause scripts is quite flexible.

undone axle
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me and a friend have tried scripts

wanton dune
undone axle
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But it always leads to the boat desyncing from the player

wanton dune
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Ohh the applyImpulse()?

undone axle
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applying vertical knockback, directly changing the boat pos and a few others I can’t remember atm

wanton dune
undone axle
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Tbh the issue is the speed

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ice boats travel so fast that they’re capable of moving more than 1 block in a tick

undone axle
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so the 20 tick system that the game runs on is too slow to keep up

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even if you were to get the boat to be able to climb, there would a lot of scenarios where you would just crash

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you could try a 45 degree raycast but that seems like it would be a lot to handle

wanton dune
wanton dune
undone axle
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It was ages ago. I no longer have the files I’m afraid

undone axle
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Tbh it might be easier to create a separate entity that acts like the boat

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Or I just stick to flat tracks

wanton dune
wanton dune
undone axle
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I don’t think I’ll be able to recreate the feel of the original boat

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low friction racing is fun

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might just be worth trying to figure out how to apply KB again

harsh fern
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can someone explain how events and component groups work in simple terms, i looked at the wiki and i thought i understood but ig not since my events arent working properly

fast kraken
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Is there a way to stop my entity from wandering into the void when it has the minecraft:behavior.float_wander component?

wanton venture
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Component groups are like block states & events like commands you call to do something

frank carbon
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Component groups store ... groups of components. When applied, the components in that group are applied to the entity; any older values for each component are overwritten. Removing a component group removes each of the components.

harsh fern
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ok.. then my entity events should work unless i did something wrong with them

wanton venture
harsh fern
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im gonna try to debug but the debugger never said anything was wrong

frank carbon
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So if you had a "minecraft:variant" component with a value of 3, then you removed the variant component, the variant does not take on a value—so no equality comparisons work

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That's my guess anyway

wanton venture
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I thought that, but defining them in the components should set it to the one in components

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That's how my head thinks it should work, we are assigning it a default value and overwriting it with a component group

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Not sure if that is an intended behavior or an error

harsh fern
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and if they are its not working how i intended
(their behavior is not changing at all)

wanton dune
harsh fern
#

can i dm it.?

wanton dune
clever fern
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I have this error and I don't know how to fix it, I even tried changing to another entity.json

clever fern
wanton dune
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And if your models go to path models -> entity -> model.json

clever fern
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This happened to me after I tried to replace the model

wanton dune
clever fern
fast kraken
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Does anyone know why when I use minecraft:behavior.float_wander my entity never stops going upwards?

storm spire
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Where is the entities anchor I have this projectile that I want to set it's offset bu I don't know where to base it cause I don't know the entities anchor

storm spire
tall shard
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Does anyone know what render controller dragon uses when it moves to the center one last time upon death?

tall shard
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Ah, it was the default one. I set the query.death_ticks wrong by mistake so it was invisible for a bit.

ruby cape
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how far does a entity need to be for it to be out of render distance?

wanton venture
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How can I make an entity able to hold items?

wanton dune
wanton venture
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My guy here has a pickaxe on it's hand

wanton dune
wanton venture
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There is

wanton dune
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That's odd, why there're a lot of problems relating to the positioning of the item rn 🤔

wanton venture
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Been trying for a good while now

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not even using a vanilla model works

wanton dune
wanton venture
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Is there an animation needed to show it?

wanton dune
wanton venture
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I'm using vanilla holding but it does huh nothing

wanton dune
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Did you try the fox geom?

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It has the held_item... I forgot if it's locator or folder

wanton venture
wanton dune
# wanton venture

Hahaha, sorry I mean open the geom file of fox and you'll see something named held_item

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Then try adding the same to your original model

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-# tbh I'm just guessing here cause this shouldn't have any problems

wanton venture
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Doesn't work neither

wanton venture
nova plume
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it is working fine for me

formal veldt
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same

wanton venture
storm spire
storm spire
wanton venture
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My ientity is not rendering the item

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Is just an iron pickaxe

storm spire
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Are you sure your entity behavior file is working it has the right components

wanton venture
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Pretty much yeah

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Is there anything specific it needs?

storm spire
storm spire
wanton venture
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let me format the files so you don't judge me

storm spire
#

I can't really find the problem but did you try using vindicator

storm spire
wanton venture
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Vindicator behavior?

storm spire
wanton venture
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I mean the entity is equipping the item

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Is just invisible for some reason

wanton venture
storm spire
wanton venture
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And is not an animations problem because I even deleted the animations file

wanton venture
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And the only mentioned common problem, which is the one I'm having, the reason is not applicable for me

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Because as you can see I'm only using a single geometry

storm spire
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I haven't encountered this types of problems cause setting an entity equip an item should be easy

wanton venture
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I swear to god..

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I'm gonna be crazy at my 20

storm spire
wanton venture
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it works now

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For some.. reason

storm spire
wanton venture
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All I did was restart my game

wanton venture
storm spire
tall shard
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The vanilla model geometry.dragon used for ender dragon does something with animations that I can't see in the custom dragon model I use, weird... Then there is multiple neck and tail parts spawning everywhere if you use the original bone names... 🤔

wanton venture
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Is just bows and crossbows

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this is another level of nonsense

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Moved this to #add-ons

jolly bane
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How do i block player hit but allow mobs to hit you?

{
                        "on_damage": {
                            "filters": {
                                "test": "has_tag",
                                "subject": "self",
                                "value": "mobA"
                            }
                        },
                        "cause": "",
                        "deals_damage": false
                    }
tepid hedge
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How to remove shadow from an entity?

wanton venture
wanton dune
night kraken
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How did the Hive make custom block/player entities for their Hide and Seek game?

limpid wave
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Does anyone know if there is a way to make entities that can't get hooked by a fishing hook?

storm spire
wanton venture
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You could kill the hoow when in 1.5 block range from the entity

fading elm
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How to spawn a projectile after an animation is done

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I am making an entity that spawns through scripts, it does an animationd and despawns

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First animation is spawning animation, second animation is shooting animation, third animation is despawning animation. I want it when the second animation is done it spawns a projectile, then it despawns

vital badge
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How do I make my tamed entity disappear when I'm at least 16 blocks away from it?

eager barn
storm spire
tall shard
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I need help. I made custom armor models for zombies. But I can't get the armor trims to work properly. I put the trim textures inside "textures\trims" folder. But it looks like they are only used by the player while zombies still use the default trim textures. How can I fix this and make it work for non-player mobs only?

tall shard
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Ah, nvm. I got it working on every mob now. But I still want the player to be unaffected by it.

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I can probably work around this if I change the UV's of the player armor model and add both default and custom textures to a single texture file. But I don't wanna mess with the player stuff too much and I am looking for a straightforward way to do it.

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Also I don't think it's a good idea to have vanilla textures included in a pack.

tall shard
vernal crown
#

anyone happen to know how to detect if a specific AI Behavior component is active?

tulip dome
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Is there a way to add health to entity defined on his health? Like if his health is 50 it will add extra 5 and same with other healths

wicked scaffold
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Is there a way to check if the attacker & hurt have a tag that starts with something like "team:"?
Here is my current code:

{
            "on_damage": {
              "filters": {
                "any_of": [
                  {
                    "all_of": [
                      { "test": "has_tag", "value": "team:1" },
                      { "test": "has_tag", "subject": "other", "value": "team:1" }
                    ]
                  }
                ]
              },
              "event": "ds:hit_team_player",
              "target": "other"
            },
            "deals_damage": false
          }

Now instead of making multiple of these can I make it so if you have a tag that starts with "team:" and the player u are tryna hit has that same exact tag, it triggers the event?

wicked scaffold
# tulip dome Is there a way to add health to entity defined on his health? Like if his health...
// in component_groups object in player.json
"ds:normal_health": {
        "minecraft:health": {
          "value": 20,
          "max": 20
        }
      },
"ds:hearts_11": {
        "minecraft:health": {
          "value": 22, // the default value they should be on when this comp group is on them and they haven't lost health
          "max": 22
        }
      }

And then this (same file, basically to trigger do /event ??? (I don't really remember command, just see the args, you'll find ur event's id)

// in the events object within the player.json



"ds:set_health_normal": {
        "add": {
          "component_groups": [
            "ds:normal_health"
          ]
        }
      },
      "ds:set_hearts_11": {
        "add": {
          "component_groups": [
            "ds:hearts_11"
          ]
        }
      }
slender dirge
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did spawn rules break or something for custom entities in this update?

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mine dont spawn like at all no more

wanton dune
reef oyster
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how do I get an entity that fires projectiles but can't turn around from it's inital rotation, at least not on it's own?

sterile flint
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Guys, quick question

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When you use an /event command to change an entity texture that has a minecraft:npc component, by altering its variant (each variant is linked to a specific texture), the dialogue box still shows the default texture instead of the updated one. This happens because the "skin" change isn't applied to the NPC's UI. Manually updating the skin fixes this, but is there a way to update the dialogue box skin directly within the event?

wicked scaffold
barren plover
#

Is this somehow possible without much expenditure?json "minecraft:health": { "value": "query.property('heart_stealer:hearts')" }

wicked scaffold
#

Test it and try

barren plover
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I have tested it and it didnt worked, thats why I asked

fading elm
#

I don't know if this is the right channel, but I made a modal for an item (3d) and I want to add it, yet I'm not sure how

wanton dune
#

Unfortunately

barren plover
#

sad

humble shadow
reef oyster
#

how do I ban an entity from looking behind itself or at least unable to turn around from it's inital rotation?

true schooner
#

Ohhhhh

sterile flint
sterile flint
wicked scaffold
wicked scaffold
wicked scaffold
#

I wouldn't suppose it would be... has_property right?

fading elm
#

I want to create a player animation for when the player is holding a certain custom item I have

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How would I go about finding the player model, and putting the animation to the player, rather than to a custom entity

wanton dune
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I'll give you list of filter names

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bool_property, enum_property, float_property, int_property

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{
    "test": "enum_property",
    "subject": "self",
    "domain": "property:name",
    "operator": "==",
    "value": ""
}```
wanton dune
#

This is player's geom file, include slim, normal and cape

fading elm
wanton dune
fading elm
#

alr bet. Also, I've been told that theres a player model on blockbench, but I cant find it anywhere in bedrock entity or entity wizard

wanton dune
#

They probably meant thi

fading elm
#

alr, thanks!

reef oyster
#

how do I have an entity that shoots be unable to turn around and attack entities behind it?

soft oak
#

If an entity is in a block, can I make the entity interactable while also being able to break the block? Trying to 'make' a tile entity for something

kind charm
#

Why is it so hard to get your entity to pickup and equip armour 🙃

vernal crown
#

Anyone know if there's a way to detect an entity's behavior starting/stopping/changing from script?

elfin frigate
vernal crown
#

Unfortunately, no, I'm already handling that event and the component doesn't seem to get added or removed.

bronze rivet
#

Hey, I am working on a entity, but wants when it dies, that it doesn't have that anoying death sound and particles, hwo can you fix this? A custom sound or partciles is also good, like radom.burp. This is my code:
{
"format_version": "1.10",
"minecraft:entity": {
"description": {
"identifier": "mc:it",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false,
"max_health": 1,
"health": 1,
"minecraft:entity_collision": false,
"minecraft:pushable": false,
"minecraft:hitbox": {
"width": 0.6,
"height": 1.8
},
"minecraft:scale": 0.0001,
"minecraft:can_climb": false
},
"components": {
"minecraft:behavior": [],
"minecraft:physics": {},
"minecraft:collision_box": {
"width": 0,
"height": 0
},
"minecraft:pushable": {
"is_pushable": false
},
"minecraft:despawn": {
"despawn_from_distance": false,
"despawn_from_player_distance": false
},
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": false
}
]
},
"minecraft:tick_world": {
"on_tick": []
},
"minecraft:nameable": {
"allow_name_tag_renaming": true,
"always_show": true
}
}
}
}

reef oyster
crude gust
frail fractal
storm spire
#

Can I be able to override a health component with minimum value cause I tried overding it with a normal health component and it doesn't work

humble shadow
#

If I make weight 0 in spawn rules will it make the mob stop spawning? I want to disable all vanilla spawns

high schooner
#

I have the particle effect in the MCADDON file once extracted in the RP
Can some one please help by taking a look at it.
I dont know what to do...
I just want to attach the particle created on snow storm to the entity when its walking and sitting.

#

Could someone please take a look at this for me

pliant oak
#

is it possible to change the size of the player inventory?

ruby cape
#

im trying to mimic a warden behavior 'minecraft:behavior.emerge', but i wanted to see if there's a way to do it from a wall? Instead of the ground

devout galleon
#

Does anyone know how to make an entity reliably path to certain kinds of blocks on demand?

formal veldt
devout galleon
simple sinew
#

Is it possible to make a texture array in a render controller that uses string values instead of enums?

potent tiger
#

Anyone got the player.entity.json?

#

I downloaded one of the vanilla but

#

Have some mistakes

verbal marsh
#

How do i stop look_at_target anim from playing when i play my own animation where it involves with moving head?

wanton dune
verbal marsh
#

genuinely not giving me any instructions whatsoever that i have to resort using some hacky method

wanton dune
#

Btw you can just stop the Lok at target animations if you have some query used

verbal marsh
#

well i do need to disable the whole animation really

#

either way doesn't really matter anymore i got it to work.

soft oak
#

Anyone know what I would use to make an entity hold the item in its first inventory slot?

steel creek
#

One question, how can I make a mob spawn quite rare?

#

It is a very difficult mob to find.

storm spire
#

Is it possible to make an entities hitbox rotate with the animation of the body in RP?

Cause I have this entity that bends it's head so hitting the head doesn't damage it cause the hitbox is still stuck on its original position?

modest trench
#

Does anyone know how to make a entity test if a player is riding them then execute a command only on that player that's riding them

earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

keen creek
#

are there any youtube tutorials for resource animation controllers? because mine keep glitching

scarlet hornet
random ingot
#

what "minecraft:color" do?

random ingot
#

how minecraft:color component works?

true schooner
#

How do I make it so that when an entity's inventory is full (in this case, 3 slots), it triggers an event?

true schooner
#

How can I make an entity float?

wooden radish
#
            },
            "minecraft:physics": {
                "has_collision": false,
                "has_gravity": false
wooden radish
#

such as tropicalfish etc

bronze cove
#

why does it activate just once?

#

{ "format_version": "1.12.0", "animation_controllers": { "controller.animation.geschenk.closing": { "states": { "default": { "transitions": [ { "closing": "query.is_roaring" } ] }, "closing": { "blend_transition": 1, "animations": ["closing"], "transitions": [ { "default": "query.all_animations_finished" } ] } } } } }

clever fern
#

How can I make the name of the player not appear using player.json?

lunar fable
#

How do I remove this?

lime reef
#

is the looked_at component broken?

latent sinew
#

did you ever find a solution to this? im having a similar issue

scarlet hornet
#

You could create a dummy entity, that uses your spawn rules, to spawn naturally in the world. Via transform you could instantly transform this dummy into your actual entity, without it triggering the "minecraft:entity_spawned" event
Then the egg of your entity and the /summon command will alwas trigger "minecraft:entity_spawned" event and the naturally spawned will not.

ripe nebula
#

Does anyone know if this is a bug or not?
Pretty sure the block has the state.
Block:

{
  "format_version": "1.20.20",
  "minecraft:block": {
    "description": {
      "identifier": "better_on_bedrock:pale_pumpkin",
      "states": {
        "pog:is_open": [ false, true ]
      }
    }
  }
}

Entity component:

{
  "minecraft:inside_block_notifier": {
  "block_list": [
    {
      "block": {
        "name": "better_on_bedrock:pale_pumpkin",
        "states": {
          "pog:is_open": true
        }
      },
      "exited_block_event": {
        "event": "better_on_bedrock:instant_despawn",
        "target": "self"
      }
    }
  ]
}
lost jungle
#

Is it possible (wiuthout scripts or experimental features) to have an entity transform from a lightning strike?
aka, Mob A gets struck by lightning and instantly dies and Mob B spawns in its place.
Or alternatively, Mob A is struck by lightning and changes model, health, and behaviour. Basically becoming a different mob (Mob B).

kind charm
#

The villager json file may assist you.

lost jungle
#

when an entity spawns, can you have lightning summoned at their location (ideally without scripts)?

kind charm
lost jungle
#

As part of the spawn rules, entity.json, or ...scripts?

forest storm
#

Is there a way to remove the riding text from a rideable entity? Setting it to just a space in the lang file makes it so the gray backing appears but I'd rather nothing showed up at all

forest storm
#

Yes

kind charm
forest storm
#

I don't believe interact_text works in rideable anyways, I haven't ever had success with setting that to anything outside of the language. Also that's a string without a boolean option to turn it off

bright sun
#

hey by chance is it possible to set up multiple geometrys inside one entity? and if so can they be changed using the get_name query?

winter olive
winter olive
bright sun
random ingot
#

how to set custom properties outside the enum values
like

"causal:testProperties": {
"values": ["test","test2"]
}
then set the property outside the "values" like "test3"

wanton dune
#

Otherwise it will throw error

random ingot
#

that can be accessed using molang query function

wanton dune
pliant oak
#

how to determine the sounds of an entity based on it's actor properties?

#

is it even possible?

nimble bramble
#

Was the limit on the number of actor properties removed? It was 32 before, but I vaguely recall the limit being removed.

lofty citrus
#

my entities other side is dark

#

what could be the issue in te json file?

#

1 side is always dark and 1 side is always light

solar jungle
#

how to use properties in materials?

stray shore
#

Can someone tell me what does that mean?

#

I still dont understand how to use animation controllers. I add a folder animation_controllers in an RP folder or BP?

nimble bramble
#

The issue here is that "idle" is not a defined animation on the entity.

nimble bramble
nimble bramble
stray shore
nimble bramble
#

Can you send the client-side entity definition here?

stray shore
#

Thats a good question. What is client side?

nimble bramble
#

The one in the resource pack.

#

From the entity folder.

stray shore
#

Give me a few minutes.

#

{
"format_version": "1.20.20",
"minecraft:client_entity": {
"description": {
"identifier": "my:guide_book",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/guide_book"
},
"geometry": {
"default": "geometry.guide_book"
},
"render_controllers": ["controller.render.default"],
"animations": {
"basic_controller": "controller.animation.guide_book.new"
}
}
}
}

stray shore
nimble bramble
#

That's the one.

#

There is no reference to idle in the animations compound.

#

You have basic_controller in there, but not idle.

stray shore
#

Ah, that how it works, i need a reference in the entity?

nimble bramble
#

The way it works is that an animation controller will play animations that are defined within the entity that is using the controller, not referencing the animations by their absolute ID.

#

That way, two entities can use the same animation controller, but have completely different animations connected to it.

#

For instance, you might have an animation controller for handling a walking animation, and whether the entity will be idle, walk, or run. But if you have a humanoid mob, those animations will be much different than, say, a giant spider mob.

stray shore
nimble bramble
fleet void
#

One message removed from a suspended account.

solar tendon
#

What is "origin" and "size" in geometry? I am trying to make a 16x16 pixel hud element that changes from a molang query

wanton venture
#

origin is the position of the geometry and size is the size of it

solar tendon
#

on the screen?

nimble bramble
#

In the model's space, measured in pixels.

serene spruce
#

How do you decrease the spawn rate on entities

solar tendon
#

Do animations require animation controllers?

wanton dune
#

you can have animation that doesn't have an animation controller and you can play it /playanimation

solar tendon
#

kk

#

you said "not really". what are the exceptions?

wanton dune
solar tendon
#

does swimming have to do with HUD elements and their position?

reef oyster
#

"minecraft:ageable": {
"duration": 1200,
"feed_items": [
{
"item_tag": "minecraft:is_meat"
},
{
"item_tag": "minecraft:is_fish"
}
],
"grow_up": {
"event": "minecraft:ageable_grow_up",
"target": "self"
}
}
why won't this work? do I have to type out every id for this?

heavy coral
#

How to detect if my entity was spawned in using a spawn egg or summoned using commands and after detecting it, I can run an event on the entity. I know I can detect it using scripts but those things require specific versions but I wanna make my addon compatible with all versions. So I need alternatives.

dusk tendon
#

Which component makes the rider not get off when pressing jump?

#

"minecraft:can_power_jump" didn't work

wanton dune
wanton dune
sweet nimbus
#

anyone got an idea as to why the transparent areas on my mob are showing as black?

fast kraken
#

Does anyone know how to stop my mob from ejecting the rider when getting inside water?

wanton dune
fast kraken
#

Maybe I also moved something else, but I think thats what I did

fast kraken
#

Now I'm trying to make it so you can ride it under water but I can't make it go up or down

#

I guess I'll have to do it the hard way with scripts

blissful marten
#

I'm triying to make a villager like entity that is able to attack with arrows to mobs in bedrock but for some reason it starts to attack other villages randomly

#

If someone can help me with this issue please DM me

#

Or ping me here

ruby cape
#

is this how you handle enum properties? Because for some reason when i put the variables in a anim controller nothing happens, even when the property was updated in the BP.

BP/entity/dragon.behavior.json
        "maniacc_fns:dragon_state": {
          "client_sync": true,
          "type": "enum",
          "default": "init",
          "values": [
            "init",
            "sleep",
            "wakeup",
            "groundIdle",
            "startairguard",
            "aerialguard",
            "endaerialguard",
            "groundGuard"
          ]
        },...

RP/entity/dragon.entity.json

      "scripts": {
        "initialize": [
          "variable.sleep = query.property('maniacc_fns:dragon_state') == 'sleep';",
          "variable.wakeup = query.property('maniacc_fns:dragon_state') == 'wakeup';",
          "variable.groundIdle = query.property('maniacc_fns:dragon_state') == 'groundIdle';",
          "variable.startAirGuard = query.property('maniacc_fns:dragon_state') == 'startairguard';",
          "variable.airGuardPath = query.property('maniacc_fns:dragon_state') == 'aerialguard';"
        ]...
wanton dune
ruby cape
#

Neither of my animations are playing unfortunately

analog magnet
#

Hey. Does someone know how to make the ghast the shooting texture? The render controller says it uses variable.ischarging.
But how is this variable set?

tall shard
analog magnet
tall shard
analog magnet
#

Could you tell me how its called on the render controller? Maybe I figure out a way to do that.
I dont have the experience for client sided variables since I mainly do server sided stuff...

tall shard
# analog magnet Could you tell me how its called on the render controller? Maybe I figure out a ...

{ "format_version": "1.8.0", "render_controllers": { "controller.render.ghast": { "arrays": { "textures": { "Array.skins": [ "Texture.default", "Texture.shooting" ] } }, "geometry": "Geometry.default", "materials": [ { "*": "Material.default" } ], "textures": [ "Array.skins[variable.ischarging]" ] } } }

You use Array.skins in render controller. In textures, you switch depending on the state of ischarging variable. But you need to also set the ghast.entity.json file inside resource_pack/entity if you don't use the default texture path and add two texture file (regular and shooting textures) locations there.

#

"textures": { "default": "textures/entity/ghast/ghast", "shooting": "textures/entity/ghast/ghast_shooting" }

This defines the texture directories. Then render controller takes the names "default" and "shooting" from here.

#

Just edited my comment for a little more information.

analog magnet
#

ty

blissful marten
reef oyster
#

how do I have this give the player a spear item? the arriw makes its animations work and it works overall but it is annoying to have the spear turn into an arrow when you try to pick it up. I'd except an infinite arrow glitch if I have to.

wooden radish
#

entity.jay:grenade_ent.name=Grenade

#

whats wrong wroth this?

reef oyster
wooden radish
#

so turns out its suppose to be en_US

#

not en_us

#

that is mb

bright sun
#

hey does anyone have an updated version of the wolf render controller? the MCB RP doesnt seem to be updated

wanton dune
#

Compare it with the MCB RP

bright sun
#

tysm

jade prism
#

I wanted to know what vanilla material (if any) I could use to make a stained glass type entity

#

Basically I want translucency but I don’t want to be able to see through the entity

#

Or I guess I don’t wanna see the textures behind it

frail fractal
#

Does anybody know how to make a mob unable to drop their gear?

vital badge
#

When using ""minecraft:scale": { "value": 12.5 }" the entity becomes gigantic, but this greatly affects the performance of the minecraft server, is it possible to increase the size of the entity without affecting the server?

vital badge
# wanton dune Use animations I guess?
      "scripts": {
        "scale": "q.mark_variant == 0 ? 1.0 : q.mark_variant == 1 ? 2.0 : q.mark_variant == 2 ? 4.0 : q.mark_variant == 3 ? 6.0 : q.mark_variant == 4 ? 8.0 : q.mark_variant == 5 ? 10.0"
}
#

Is this form optimized?

wanton dune
wanton dune
wooden radish
tame bobcat
#

Is there a way to make on_interact's use_item take more than one item? I don't want to have to use interact multiple times and I don't particularly want to use commands

#

^ I guess it also needs to "require" that amount of item through the interact so commands wouldn't really work

fickle vault
#

Does anyone know why my border entity won't show up?
[border.ce.json]

{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "evident:border",
      "render_controllers": [
        "controller.render.evident_border"
      ],
      "textures": {
        "default": "textures/entity/sg_border"
      },
      "materials": {
        "default": "entity_alphatest"
      },
      "geometry": {
        "default": "geometry.evident:border"
      },
      "animations": {
        "preview": "animation.sg_border.preview",
        "always": "animation.always",
        "always_offset": "animation.always_offset.hub_static"
      },
      "scripts": {
        "initialize": [
          "variable.pos_x=0;variable.pos_y=0;variable.pos_z=0;"
        ],
        "animate": [
          "preview",
          "always",
          "always_offset"
        ]
      }
    }
  }
}
#

[border.se.json]

{
  "format_version": "1.16.0",
  "minecraft:entity": {
    "description": {
      "identifier": "evident:border",
      "runtime_identifier": "minecraft:tnt",
      "is_summonable": true,
      "is_spawnable": false,
      "is_experimental": false
    },
    "components": {
      "minecraft:breathable": {
        "breathes_water": true
      },
      "minecraft:physics": {
        "has_gravity": false,
        "has_collision": false
      },
      "minecraft:custom_hit_test": {
        "hitboxes": [
          {
            "pivot": [
              0,
              100,
              0
            ],
            "width": 0,
            "height": 0
          }
        ]
      },
      "minecraft:damage_sensor": {
        "triggers": {
          "deals_damage": "no"
        }
      },
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": false
      },
      "minecraft:collision_box": {
        "width": 0.0001,
        "height": 0.0001
      }
    }
  }
}
#

The reason I'm using the TNT runtime identifier is to make it show at any distance, something very useful for a border

fathom hinge
#

Is it possible to have an entity that is not pushed by water?

bleak fossil
#

Is there anyone here who's familiar with coding mob variants? I need help :>> #1323353171720011898

bronze cove
#

Hi do you know if its possible to apply texture to a mob/block based on the block below them(like when the mob stands on grass it gets the grass texture?

rare heath
# bronze cove Hi do you know if its possible to apply texture to a mob/block based on the bloc...

So what I would do for entities is you can have an event constantly running that has the command of 'execute if block ~ ~-1 ~ grass run event entity @s id:turn_grass_event' . Therefore inside your entity you can have events that activate component groups that have different variants or mark_variants (whichever you prefer) defined inside them for each type of block you want to use. Then all you have to do is setup the rendercontroller of the entity to use specific textures when the variant or mark_variant is a specific value.

#

not sure how I would do blocks

bronze cove
#

i want it so that every block works. every time the entity goes over a block it should apply the texture

#

is there a way to just get the textures?

wanton venture
rare heath
bronze cove
#

ok

warm verge
#

Can I make it so if I right click my animal it gives me an item

wanton dune
# warm verge Can I make it so if I right click my animal it gives me an item
"minecraft:interact": {
    "interactions": [
        {
            "on_interact": {
                "filters": {
                    "all_of": [
                        {
                            "test": "is_family",
                            "subject": "other",
                            "value": "player"
                        },
                        {
                            "test": "has_equipment",
                            "domain": "hand",
                            "subject": "other",
                            "value": "bucket:0"
                        }
                    ]
                }
            },
            "add_items": {
                "table": "loot_tables/gameplay/entities/cow_milking.json"
            },
            "cooldown": 0.0,
            "cooldown_after_being_attacked": 0.0,
            "hurt_item": 0,
            "particle_on_start": {
                "particle_type": "smoke",
                "particle_y_offset": 0.25,
                "particle_offset_towards_interactor": true
            },
            "swing": true,
            "use_item": true,
            "transform_to_item": "bucket:1",
            "play_sounds": "milk",
            "interact_text": "action.interact.milk",
            "spawn_entities": "minecraft:cow_adult",
            "spawn_items": {
                "table": "loot_tables/entities/cow.json"
            }
        }
    ]
}```
steel charm
wanton dune
# steel charm

use queue command

"event:name": {
   "queue_command": {
      "command": "say test"
   }
}```
steel charm
#

Ok Thank you

tall shard
#

Why does ender dragon spawner render two models? 🤔 There is the regular model next to the miniature model. I want to get rid of the first one but I don't know how.

lofty wedge
#

Can someone help me fix this the problem is the dialogue not showing up even I click the Talk button I'm making a custom npc

#

Here the file

glass hedge
#

Uh guys

#

Actually one sec

solar jungle
#

how do i render items in custom player model

glass hedge
#

So

#

Is the zombie horse not being capable of acquiring a target intentional?

#

I added the attack, move towards target, etc, components and it still does not function as intended

lost jungle
#

I am tired and dont understand it.

I have this fish (shark) that is supposed to swim, but it does not. It was based on dolphins, so removed the navigation and used cod instead.
But still. They just sit there (and no errors as far as I can tell and the game cares to say).

May I ask if anyone knows what is the go to for entities to move/swim?
Here is the json for reference.

kind charm
lost jungle
kind charm
# lost jungle I realised. I dont think sharks with the dolphin's code would look right. So op...

https://wiki.bedrock.dev/entities/runtime-identifier.html

Swimming mobs are notorious to implement due to the movement components not behaving as expected(or working at all) hence why most aquatic mobs use rnutime ids(barring marketplace projects).

lost jungle
#

darn.
Ok, I see what you mean (was reading runtime identifiers)

I get how that is a fix to an otherwise annoying issue for anyone making a mob that swims.

Thanks, I will try these.

#

now they just flop about on the ground and still stationary while swimming....

I will have to gut the whole code and figure out why these fish are broken.

I swear if the error is a random character....

dusty jasper
#

Is it a known issue that rideable entities on format version 1.20.0 can't jump up single blocks when ridden, when I put the format version down to 1.16.0 it can jump up single blocks?

#

or is there a new component on 1.20.0 that determines how high a entity can path

lost jungle
lost jungle
#

ok, they work nicely.

Is there a way to get a mob to attack a boat.
I can get them to go ham on armor stands (family: inanimate), but not boats.

rare heath
#

just make sure you add a filter in the component to where it will only work on boats

lost jungle
# rare heath I've tried to get some things to attack boats, but it does not work with basic t...

That sounds interesting.

The issue I have is they flat out ignore boats. They can't damage something that they won't target.
I also noticed when they go for armour stands when I had them target inanimate entities, they attack but dont deal damage (which included boats but they still ignored them). At least, they are not breaking the stand.

I liked the idea of them chasing boats and chomping at them to scare the player, but end up not damaging the boat.
It would be interesting to see them break boats if provoked so that players can still sail around them when left alone.

rare heath
#

do you want them to attack players?

lost jungle
# rare heath do you want them to attack players?

Only when provoked, so when they are hit by the player.

They do that and will naturally chase boats when the offending player is in it.
They also go for undead mobs as a different behaviour and will also target the mob even if in a boat.

So the issue of targeting the 'rider' of a boat is not the issue. I am not sure why the code can identify the family of the entity, but still not go for boats.
My best guess is there is another piece of code that prevents them from doing so.
And whether it is something a casual coder can feasibly have access to is beyond me.

Either way, it is not the end of the world.
It is simply a limitation I assume folks will have to compromise on for bedrock.

rare heath
lost jungle
#

My best guess is that bedrock coding will always have its limitations, bugs and other wacky quirks that has to be dealt with to achieve whatever it is one intends to do/make.

Either way it goes, it is a blessing to have have a great community still.

crisp vessel
#

How can I make an entity check another entity's bool property?

broken marsh
#

Can you define an enum property's default value with Molang?
Since they're both strings idk whether it would differentiate "value" from "{ return 'value' };"

frank carbon
#

I am not sure I understand. Do you mean putting Molang in the default value field for a property?

"my:property": {
  "type": "enum",
  "values": ["value"],
  "default": "{return 'value';};",
  "client_sync": true
}
broken marsh
#

yes

frank carbon
#

No, I doubt that works

#

You might be able to set a Molang variable to a string and assign the property through the set_property event response, though.

broken marsh
#

the ms learn docs make it sound possible

An error can still occur if a numeric result is returned from the expression for an enum property (which expects a string result)

#

(default value section)

frank carbon
#

How bizarre. I agree, that does imply it

kind charm
#

I cannot see why it would not?

broken marsh
#

I don't know when I'd use it personally but I'm rewriting the wiki page

kind charm
#

Nice.

frank carbon
#

Nevermind what I suggested a moment ago, then. According to that what I suggested would fail too

#

Indeed, I think that insinuates a string value returned in Molang is a unique pointer to that string, which itself is a number

broken marsh
#

i guess it could check if the string is one of the enum values and, if not, treat it as Molang

#

I'll test at some point

frank carbon
#

I wonder if you could use an int property to store string values!

mental salmon
#

how can i add a component or trigger an event when an entity attacks a player?

#

i tried to use damage sensor on player.json but it seems it doesnt work

frank carbon
#

Although the only query it can take is 'had_component_group'

frank carbon
#

It could be done through scripting if one wrote a hashing function to convert a string to a number.

rare heath
#

is it just me... or is the projectile component super iffy? I literally copy past the projectile from an arrow tweak what it does when it hits the ground and it has super weird gravity behaviors and inertia seems to have no effect. I wish I could just use runtime identifiers, but that screws up everything that I did for when it hits the ground. My projectile works, but the movements is super finiky... like it will be flying forward fine, but then it just stops moving and falls. 😢

frank carbon
#

@rare heath The projectile component works best with runtime identifiers, regrettably. Without them, Minecraft tries to combine the projectile physics with entity inertia, and you get the result you see.

dusty jasper
#

What component could be used to make an entity move towards a certain entity?

#

I think I could use a mixture out of some sort of sensor that will set an entity as the target and a move towards target.

but really not sure how to do this nicely

rigid kiln
glass hedge
#

Are conditions possible in damage_sensor?

#

Cuz i need to disable damage only when the entity has a specific tag

kind charm
glass hedge
#

Ok since it did not show up in auto completion but i will check

#

Ok, it was in on_damage

glass hedge
#

Oh, well uhh

#

The deals_damage property is not dependent on the filters in on_damage

#

As in, it will be false regardless of conditions

devout shell
#

Hello guys, i dont really know where to post this question, so sorry if i am posting this in the wrong channel. Does anybody know whats this sound that get played when you hit a invunerable enity, i dont like it and i want to remove it, but i cannot find that specific sound. Can someone please help me. (Dont ignore my message please 😢 )

rare heath
# glass hedge As in, it will be false regardless of conditions

You have to have two entries. The first will be the one that tests for the tag and has deals_damage set to true. The second will be your deals_damage set to false entry. If my knowledge of damage sensors is correct, it should try to run the test on the first one, if it is successful it will deal damage, if not it will go to the next and no damage will be given. Im not sure if this matters, but make sure the on_damage is before/above the deals_damage entry in the first one

glass hedge
#

So it does in fact affect deals_damage, correct?

rare heath
#

yes you just need that second entry

#

how do yall get it to show the code properly btw... ive never rly used discord before so no clue how that works

#
    "triggers": [
        {
            "cause": "all",
            "on_damage": {
                "event": "col:damage",
                "filters": {
                    "all_of": [
                        {
                            "test": "has_tag",
                            "subject": "player",
                            "value": "double_frozen_damage"
                        },
                        {
                            "test": "has_tag",
                            "value": "frozen"
                        }
                    ]
                }
            },
            "damage_multiplier": 2
        },
        {
            "cause": "all",
            "on_damage": {
                "event": "col:damage"
            }
        }
    ]
}  ```
#

ignore my tags but this makes it to where the entity takes double damage when they have the tags that I have specified. since you are not using damage multipliers, just substitute those for deals_damage

glass hedge
#

Use ``` at the beginning and end

#

Not the quotation marks, the backtick

rare heath
glass hedge
#

Ok I'll try your method and see if it works

#

I can't even do it cuz i can't use queries in the value property, but thank you for answering anyway

rare heath
#

didnt you say it was a tag?

glass hedge
#

Well yes

#

It was testing for a tag but the value of the tag was actually a molang query

rare heath
#

ah.. you can test for a range of values, but i dont think you can do molang

glass hedge
#

Ok ima drop what i was trying to do

#

So i was thinking of liie

#

Like*

#

A peace system where players can disable pvp for each other, and my idea was that the players would get each others' usernames as tags, then the damage sensor would check for said tag and determine whether to deal damage or not

rare heath
#

Yeah i cant see that being possible without molang

#

tragic

glass hedge
rare heath
#

genuine

glass hedge
#

Well rip, gotta break it to the bois that we ain't getting a friend system bao_panda_crying

rare heath
#

Kind of off topic, but im not sure what forum to put this in, but this one seems active enough. Is there a way to substitute scoreboard values into things like /say You have killed <insert scoreboard entry> ogres...

rare heath
glass hedge
#

Or /tellraw

rare heath
#

oh shoot. Didn't even know that was a command. thx

wanton stag
#

Does anyone know how to make a mob get progressively stronger

Or for it to spawn at a specific time in game

solar cliff
#

Not at the point that I can really test this myself again, still brushing up on the docs since last time I messed with addons in 2022, are new mobs at least viable yet to include as regular spawns? Back then I made a few that spawned in various biomes and even having more than 10 or so was enough to make mobile unplayable and they were not complex mobs (screenshots attached). Thanks 🙂

lost jungle
#

If I wanted an entity to sleep in a bed at night. What type of behavior would I need?

Context: This mob is like a villager, but I cannot get them to go to a bed and lay in it.

lost jungle
lost jungle
#

there has been an interesting development where a mob from an addon was given the ability to open doors.
The thing is, me and a friend did not realise that it also meant the same mob would be able to open iron doors.

I have no idea how to remove that without also removing the ability to open normal doors. Nor understand why that is a thing because no vanilla mob should be able to do that. XD

rare heath
#

im guessing that will fix the issue

true schooner
#

How do I make an entity always look down at the ground?

true schooner
#

How do I fix this???

Code:
"minecraft:behavior.nearest_attackable_target": { "priority": 2, "set_persistent": true, "must_see": true, "entity_types": [ { "filters": { "any_of": [ { "test": "is_family", "subject": "other", "value": "player" }, { "test": "is_family", "subject": "other", "value": "mob" } ] }, "max_dist": 32 } ] },

true schooner
#

FYI the Withered Symbiont entity doesn't have "mob" in the family component

winged saddle
#

Hello is anyone aware of how to make animations play faster if my entity is moving faster?

tall shard
winged saddle
#

can u please tell me what property/how should i add it. I's created a post if you're fine with sending it there #1326281334733148302

drowsy swift
copper cradle
#

hiii, so I was making an entity, whom I added the minecraft:behavior.delayed_attack component. it does work, but only as long as I'm further than at least 1 block from him. anyone knows how to make sure it attacks me even when I'm inside its model?

tall shard
#

How do you make a mob spawning in a village have a specific texture? Can I use behavior components to help me out? For example, a wandering trader spawning inside a village without its hood.

frigid charm
#

even with the player attracting her attention she keeps swimming just on top of him and not at the same height

wanton oar
#

Hey, how can I make an infinite animation

#

I mean in a loop

bitter nova
#

How can I make a chest minecraft 54 slots?

#
"minecraft:inventory": {
        "container_type": "minecart_chest",
        "inventory_size": 27,
        "can_be_siphoned_from": true
      }
#

But when I set the inventory size to 54 it doesn't work.

wanton dune
bitter nova
#

So is it possible to make this entity available to only 1 player?

fading elm
#

Is it possible to eliminate the event where the fish spawns from the fishing rod?'

glass hedge
#

Btw

#

Is there a component that allows a mob to rest on a specific face of a block, similar to a bat

fading elm
#

guys im new to scripting and i have this code: import { world, EntityHurtAfterEvent } from "@minecraft/server";

// Define a list of selected mob types to track
const trackedMobs = ["minecraft:zombie", "minecraft:skeleton", "minecraft:creeper"];

// Event listener for when an entity gets hurt
world.events.EntityHurtAfterEvent.subscribe((eventData) => {
const entity = eventData.hurtEntity;

// Ensure the entity exists and is in the tracked list
if (!entity || !trackedMobs.includes(entity.typeId)) return;

// Get the health component to check if the entity has died
const healthComponent = entity.getComponent("health");
if (healthComponent && healthComponent.current <= 0) {
    const damageSource = eventData.damageSource;

    // Determine the cause of death
    let causeOfDeath = "unknown";
    if (damageSource) {
        if (damageSource.cause === "explosion") {
            causeOfDeath = "explosion";
        } else if (damageSource.cause === "fire" || damageSource.cause === "lava") {
            causeOfDeath = "fire";
        } else if (damageSource.damagingEntity) {
            causeOfDeath = "normal attack";
        }
    }

    // Execute the command to notify about the death cause
    runEventCommand(entity.typeId, causeOfDeath);
}

});

// Function to execute a command based on the death cause
async function runEventCommand(mobType, causeOfDeath) {
try {
const dimension = world.getDimension("overworld");
await dimension.runCommandAsync(say A ${mobType} died due to ${causeOfDeath}!);
console.log(A ${mobType} died due to ${causeOfDeath});
} catch (error) {
console.error(Failed to execute command: ${error});
}
}

#

the code have this error and i dont know how to fix
[Scripting][error]-Unhandled promise rejection: TypeError: cannot read property 'EntityHurtAfterEvent' of undefined

[Scripting][error]-Unhandled promise rejection: TypeError: cannot read property 'EntityHurtAfterEvent' of undefined

[Scripting][error]-Plugin [Hollow Earth BP - 1.0.0] - [main.js] ran with error: [TypeError: cannot read property 'EntityHurtAfterEvent' of undefined at <anonymous> (blood_eff.js:7)
]

#

can anyone help me

wanton dune
wanton dune
#

It should be this.

#

if you detect death. Why not just use entityDie?

#
world.afterEvents.entityDie.subscribe(({ deadEntity, damageSource: { damagingProjectile, damagingEntity, cause } }) => {
   if (!mobs.includes(deadEntity?.typeId) return;
});```
fading elm
#

thanks. i did code myself but getting error so i put that on AI and its still error lol.

glass hedge
wooden radish
#

is it possible to add items into its inventory?

dawn coyote
#

hi there, I m trying to make my entity have 100% accuracy shooting arrows, but I still see that missing a lot.
how can I handle that? the server is set on hard and I have made that config on the arrow:
"uncertainty_base": 6,
"uncertainty_multiplier": 0,

any idea?

latent sinew
#

tried making uncertainty_base 0?

cloud creek
#

Is it possible to make an entity that only can be seen by specifiec player?

kind charm
#

Can we assign different sounds to the same entity depending on its variant/entity property?

iron swift
#

hey

#

how can i make transparent part of the entity render infront of another part

#

without hiding it

dawn coyote
#

hi there, on server side shouldnt the q.is_charging return 1 when entity is charging with : json "minecraft:behavior.ranged_attack": { "priority": 3, "swing": false, "speed_multiplier": 1.0, "burst_shots": 1, "charge_shoot_trigger": 1.30, "charge_charged_trigger": 0.85, "attack_radius_min": 0.5, "attack_radius": 20.0, "target_in_sight_time": 0.1 },
because I m trying to test it with simple message it and never gets triggered:json "standby": { "transitions": [ { "shooting": "q.is_charging" } ] }, "shooting": { "on_entry": [ "/say I m shooting" ], "transitions": [ { "register_type": "!q.is_charging" } ] }, "register_type": { "on_entry": [ "/say Now registering type of ranged" ] },

fickle vault
#

What does this mean? Are these chunks or blocks of radius?

dawn coyote
#

chunks

weary dirge
#

how to force an entity to be ALWAYS looking at the player?

formal veldt
weary dirge
#

it does, but the entity looks at player but when the player moves, the entity takes a few seconds then looks at him

solar valley
#

Someone can help me?
I put the locators on player hand, but...

weary dirge
#

I have the priority at 0

#

still doesn't work

dusty jasper
#

Is it possible to have multiple spawn eggs for a single entity, for example I would like to have spawn eggs for multiple color variants of my entity.

little cloud
dusty jasper
#

Thanks a lot!

dawn coyote
#

hi there, can a entity have multiple minecraft:timer?

true schooner
#

For component groups, yes
For components, no

dawn coyote
#

but what happens if you have one in the components and then another in components groups and it get activated? will that overwrite the one from the cmoponents?

true schooner
#

Uhhhhh

#

Uhhmmmmm

#

Idk

formal veldt
winter olive
pine panther
#

Hey can any1 help me?

#

I’m making a machine entity that represents a fighter jet but u have modular weapons(can remove or swap out weapons).

#

If any1 DM’s, to help me I’ll show the text of the machine.

unborn pier
#

How to run commands in entity's BP entity event?

winter olive
unborn pier
#

@winter olive Yes, I did it this way, but I don't know why it reported an error, the Minecraft version is 1.20.

winter olive
wooden fractal
#

How to make eastergg nametag variant like Toast rabbit?

#

I managed to make one but I want more

unborn pier
#

How do I use on_attack in minecraft:behavior.delayed_attack to trigger an event? I tried writing it as shown in the image, but the event bafm_attack_event was not successfully triggered.

pine panther
#

How can I improve this?

scarlet hornet
pine panther
unborn pier
#

How does action && stuff control dust particles?

#

Place the particles inside the animation or control them with an animation controller?

frank carbon
#

Could be either. Could be both. It really depends on what would be more convenient or would make more sense.

#

There is a ton of flexibility with the particle system and with animations. For example, if you wanted a particle to emit periodically, you have a couple of choices:

  • To control the emission with the animation (i.e. looping enabled, the particle emits at every certain key frame interval, and the particle definition uses a simple steady/instant emission rate component)
  • To control the emission within the particle (i.e. use expression/looping lifetime component, and the animation or controller simply emits the particle)
#

The choice between which to choose comes down to the complexity of the animations that need implemented. I would expect that non-looping math-driven animations played conditionally would probably not use particle key frames, since it would emit once and then never again. It would make more sense to attach the emitters onto the entity (perhaps via animation controllers) and have them activate conditionally.

unborn pier
wanton dune
#

is there a way to make an entity not selectable by Commands?

#

and no, I don't want to disable spawnable option
-# tho it's kinda just, not make it put the id but still selectable lol

frank carbon
#

No.

#

What do you need to hide them from?

wanton dune
#

Tho I don't think you can make it.

#

Just a hunch lol

frank carbon
#

Simply do not teleport them. What is the problem you are trying to solve?

wanton dune
frank carbon
#

Since we cannot fine-tune control over the player's commands, I would look into disabling that access and giving the player an alternative that I could control.

#

E.g. a form that lets the player put in an entity's information, then teleports them to it. You can then pre-parse an error/failure if the identifier matches your entity.

wanton dune
#

hmm...

dusky kraken
#

how do I change the background nameTag image for a certain entity?

fading tendon
#

You can't

lucid cypress
#

Have you all had issues with mobs spawning at high y values?

#

I've found a totally okay workaround, but spawn rules haven't been my friend exactly

little birch
#

Anyone know what's wrong with this float property? I keep getting an error saying default value does not match specified float type.

rigid kiln
#

there's a way to make that a entity summon a row of a ground attack in more directions like the Evocation Fang?

grand summit
#

how to change the player's horizontal jump velocity?

heavy coral
#

does the "delay_filter" component in spawn rules talk about min and max time in ticks or seconds?

proud wharf
mental trench
#

How do you add a sit option on a entity chair

wanton dune
#
"minecraft:rideable": {
        "seat_count": 2,
        "family_types": [
          "creeper"
        ],
        "pull_in_entities": true,
        "seats": [
          {
            "position": [ 0, -0.2, 0 ],
            "min_rider_count": 0,
            "max_rider_count": 0,
            "lock_rider_rotation": 0
          },
          {
            "position": [ , -0.2, 0 ],
            "min_rider_count": 1,
            "max_rider_count": 2,
            "lock_rider_rotation": 0
          }
        ]
      }```
lucid cypress
#

Does anyone know which damage types bypass the immunity timer?

heavy coral
#

does the "delay_filter" component in spawn rules talk about min and max time in ticks or seconds?

heavy coral
quiet ore
#

Have they made Minecarts data driven yet?

latent sinew
#

they are minecart track driven

bitter nova
#

How can I make a custom chest ui for an entity?

#

Is there a video or wiki about this?

iron swift
#

erm

#

how i can make loot table to drop multiple item?

proven sluice
#

i've tried many methods but nothing works

fast kraken
#

Does the any_slots_empty test not work in the move_to_block behavior?

#

I just keep getting this

#

I have it like this```json
"minecraft:behavior.move_to_block": {
"start_chance": 1,
"search_range": 16,
"goal_radius": 1,
"tick_interval": 20,
"stay_duration": 2,
"target_selection_method": "nearest",
"target_blocks": [ "minecraft:chest" ],
"target_block_filters": {
"test": "any_slots_empty",
"value": "inventory",
"subject": "block",
"operator": "=="
},
"on_reach": {
"event": "rsg:save_to_chest"
}
}

maiden rapids
#

hey yall, I haven't touched my addon for a while. could someone remind me how to make an entity's texture render with transparent elements? my sheep has black areas where it's meant to be clear 😔

fast kraken
#

I always use "bat" for transparent textures

maiden rapids
#

hmmm wouldn't that mess up the sheep's ability to change colors?

fast kraken
#

Not that I know

#

What method are you using for the colors?

#

Just different textures?

maiden rapids
#

uhhh the sheep has one TGA texture

fast kraken
#

I'm not sure if this will affect

#

I don't think if that has something to do with the material

maiden rapids
#

it's definitely odd since the vanilla sheep does have transparent elements

wooden radish
#

is it possible using

            "minecraft:inventory": {
                    "container_type": "container",
                    "can_be_siphoned_from": true,
                    "inventory_size": 27,
                    "restrict_to_owner": false```
to load a loot table into their inventory
wanton dune
maiden rapids
#

changing the materials to bat in the entity file just completely gets rid of the skin 😂

maiden rapids
# wanton dune try using `entity_alphatest`

that's what I did - it gets rid of the semi-transparent elements (the skin). the sheep originally has "sheep:entity_change_color" as the material, but I have no idea why won't some elements be transparent

warm wedge
#

Does anybody know how to add interaction to mobs

#
      "minecraft:interact": {
        "interactions": {
          "on_interact": {
            "target": "self",
            "filters": {
              "test": "has_tag",
              "operator": "=",
              "value": "slayer"
            },
            "event": "bossfight"
          }
        }
      },
#

This doesn't work and I don't know why

modest trench
warm wedge
modest trench
warm wedge
#

Tried alot of ways lol

warm wedge
modest trench
#

Ok then your missing "subject"

warm wedge
#
      "minecraft:interact": {
        "interactions": {
          "on_interact": {
            "target": "self",
            "filters": {
              "test": "has_tag",
              "operator": "==",
              "subject": "player",
              "value": "slayer"
            },
            "event": "bossfight"
          }
        }
      },
#

?

modest trench
#

Not only =

modest trench
warm wedge
#

Okay I'll test this on bridge then Minecraft

modest trench
#

Ok

warm wedge
#

Something else

#

It's very minor aswell

modest trench
#

What is it?

wanton dune
modest trench
wanton dune
#
{
  "minecraft:interact": {
    "interactions": [
      {
        "on_interact": {
          "filters": {
            "all_of": [
              {
                "test": "is_family",
                "subject": "other",
                "value": "player"
              },
              {
                "test": "has_tag",
                "value": "-"
              }
            ]
          },
          "event": "-",
          "target": "self"
        },
        "interact_text": ""
      }
    ]
  }
}```
warm wedge
modest trench
warm wedge
#

Currently testing it

modest trench
warm wedge
#

How

modest trench
#

Because I'm trying to figure out how to make a inventory ui like the horse

warm wedge
#

It doesn't workk

warm wedge
#

Idk how doesn't say anything wrong

#

On bridge

wanton dune
#

It works fine with me

warm wedge
#

What is the format version of the mob

wanton dune
modest trench
wanton dune
#

#1067869374410657962

modest trench
warm wedge
warm wedge
#

Idk why isn't it working

modest trench
#
"minecraft:interact": {
    "interactions": [
        {
            "on_interact": {
                "filters": {
                    "all_of": [
                        {
                            "test": "is_family",
                            "subject": "other",
                            "value": "player"
                        },
                        {
                            "test": "has_tag",
                            "subject": "other",
                            "value": "demonslayer"
                        }
                    ]
                },
                "event": "rengokubossfight",
                "target": "self"
            },
            "interact_text": "Start Fight"
        }
    ]
}
modest trench
wanton dune
#

you only added the interact text

-# I didn't see you added operator lol

#

Also, try using queue_command not run_command

#

I also advise you to always add an identifier in your event

#

instead of test do it as coddy:test

warm wedge
#

Brr

wanton dune
warm wedge
#

Doesn't work

#

it just doesn't want to

#

Thanks for trying to help I'll probably figure it out one day what's the problem

#

Do you guys know why damage sensor doesn't work also on player

wanton dune
warm wedge
wanton dune
fast kraken
modest trench
#

I recommend to also add

"speed_multiplier": {}

Tho it's not necessary

fast kraken
#

It's having problems with the test filter

modest trench
modest trench
spring root
#

bedrock: "addons can't use runtime identifiers"
also bedrock: "Can't use SwellGoal unless Mob is a Creeper mob"

excellent design choices there

modest trench
#

They can

#

I've used them and they work

spring root
kind charm
spring root
pliant oak
#

question regarding nbt editing:
how can i replace the items of a chest minecart inside a structure with a loot table?

trim craterBOT
kind charm
#

You'll want to find the entities in the NBT.

pliant oak
# trim crater

i know how to do it for blocks, i don't know how to do it for entities tho

#

i tried to do the same thing i do for blocks but it didn't work

#

i tested the loot table with /tool command, it's valid

#

i have also tried to look for mineshafts in the game files and it's not there

pliant oak
#

anyone?

pliant oak
# pliant oak see

never mind, this worked, apparently i have made a typo in the file name and repeated the same typo in the loot command

agile spoke
#

how do you use this? I put it never works

#

"minecraft:world_age_filter": {
"min": 48000
},

earnest flare
#

One message removed from a suspended account.

scarlet hornet
#

Hello,
I got a question: I want the vanilla zombie to move to a custom block, that I created, but the mob doesn't want to go to it.
I added this to its components:
´´´json
"minecraft:behavior.move_to_block":{
"priority": 1,
"goal_radius": 0.5,
"search_height": 10,
"search_range": 100,
"target_blocks": ["rm:broken_egg"]
}´´´

#

Could it have something to do with the fact, that the block is only 0.2 blocks in hight?

modern hawk
#

test..

#

okay like

modest mortar
#

hola

#

alguien habla español xd

spring root
#

is there any way to prevent player items from dropping on death without cheats on? seems insane that you cant have the gamerule keepinventory set to true without cheats on, if you turn cheats off it turns the gamerule back to false

rare relic
#

If I delete the enderman entity out of the Minecraft files will it be fine? I’m just trying to stop that specific entity from spawning

raw marten
#

Hi

#

I tried modifiyng the texture of the pig

#

But the torso keeps getting rotated

fast kraken
#

Idk why my entity doesn't want to use the behavior.random_stroll component, I have literally no other components than these```json
"components": {
"minecraft:health": {
"value": 20,
"max": 20
},
"minecraft:movement": {
"value": 0.2
},
"minecraft:collision_box": {
"width": 0.5,
"height": 1
},
"minecraft:inventory": {
"container_type": "inventory",
"inventory_size": 3,
"private": false
},
"minecraft:can_climb": {},
"minecraft:jump.static": {},
"minecraft:movement.basic": {},
"minecraft:behavior.float": {
"priority": 0
},
"minecraft:navigation.walk": {
"can_path_over_water": true,
"can_pass_doors": true,
"can_open_doors": true
},
"minecraft:behavior.random_stroll": {
"priority": 1,
"speed_multiplier": 1
},
"minecraft:physics": {},
"minecraft:is_hidden_when_invisible": {}
}

#

Its just standing there, occasionally looking around as if it were trying to walk somewhere but doesn't

fast kraken
#

Nvm, it was an event running over and over and for some reason that was interrupting the behavior

latent talon
#

as a ✨ fun fact ✨ the set_persistent property is also not working

latent talon
#

both are reported to Mojira now

modern hawk
#

is it possible to change the amount of immunity frames that something has?

unborn pier
dawn coyote
#

hi there, what compoenent can I use to set a target when a mob is hit by a player that is not the current target? is it possible?
I m facing a situation where players can kill some mobs on distance as it is not on target of the mob, and at the end the mob dont do anything

hushed rain
wooden radish
#
{
    "format_version": "1.10.0",
    "minecraft:client_entity": {
      "description": {
        "identifier": "jay4x:chunk_hopper",
        "materials": {
          "default": "entity"
        },
        "textures": {
          "default": "textures/entity/Chunk_Hopper"
        },
        "geometry": {
          "default": "geometry.chunk_hopper"
        },
        "render_controllers": [
          "controller.render.chunk_hopper"
        ],
        "spawn_egg": {
          "texture": "textures/items/hopper"
        }
      }
    }
  }```
#

my spawn egg texture isnt popping up, any reason why?

clever fern
#

How can I make my entity able to equip armor?

quiet ore
modest mortar
#

hello someone knows how I can make a mob when attacking a player the mob grab it and the player does not oue to let go until the mob dies or something specific happens

dark niche
#

Does anyone know why my car entity isn't walking over 1 block high blocks? It just stops, I have the necessary components, yet it just stops. Any help is appreciated!

{
    "format_version": "1.20.80",
    "minecraft:entity": {
        "description": {
            "identifier": "car:black_cobblecar",
            "is_spawnable": true,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {},
        "components": {
            "minecraft:movement.basic": {},
            "minecraft:jump.static": {},
            "minecraft:collision_box": {
                "height": 0.9,
                "width": 0.9
            },
            "minecraft:movement": {
                "value": {
                    "range_min": 0.25,
                    "range_max": 0.5
                }
            },
            "minecraft:input_ground_controlled": {},
            "minecraft:physics": {},
            "minecraft:rideable": {
                "controlling_seat": 0,
                "crouching_skip_interact": true,
                "family_types": [
                    "player"
                ],
                "interact_text": "Ride Black Cobblecar",
                "passenger_max_width": 0.00,
                "pull_in_entities": false,
                "rider_can_interact": false,
                "seat_count": 1,
                "seats": {
                    "position": [
                        0,
                        0.10,
                        -0.25
                    ],
                    "max_rider_count": 1,
                    "min_rider_count": 0,
                    "rotate_rider_by": 0
                }
            }
        },
        "events": {}
    }
}
modest mortar
undone axle
#

is there not anything that causes an entity to load chunks around it?

#

I know ticking area is a thing but I couldve sworn there was a property

hushed rain
#

i think its world_ticking

#

or smth

crystal temple
#

Could someone pass me the vanilla model of the player?

formal veldt
#

geometry.humanoid.custom:geometry.humanoid

crystal temple
#

Nicee

#

Thnx

#

Someone should pin that message

solar jungle
#

why does using multiple render controllers on player.entity.json cause lag spike when wearing steve or persona skin

#

and not when u use a custom skin pack or a marketplace skin

sage field
#

Are seat positions moved when an entity is animated?

sage field
#

Rip

bitter nova
#

Hello

#

Is it possible for an entity that has this in its features to die?

#
    "minecraft:damage_sensor": {
        "triggers": {
          "deals_damage": false
        }
      }
wanton dune
#

with any damages except /kill

bitter nova
#

So is it impossible for him to die right now?

wanton dune
#

don't add that if you want it to be killable

bitter nova
#

Thanks

bitter nova
untold jewel
#

How to change death sound to another

reef oyster
#

I have this turret entity that attacks villagers and player but for some reason players have to be a sertain distance before it attacks yet villagers can be right up to it and it attacks, but it won't shoot if a player is right up to it. why is that?

shrewd abyss
#

When using the tick_world component, what does the radius parameter represent - chunks?

earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

crimson maple
modest mortar
crimson maple
#

the username in the picture is his

reef oyster
#

how do I have an entity build up and then release entities for when it opens? it's hard to explain but the entity looks a bit like this

warm tendon
#

It would probably be easiest to have a behavior pack animation running alongside that animation, which spawns the entities at the same time as when it opens on the rp animation

dawn coyote
#

hi there, when using variable_max_auto_step on mobs to auto step one block higher it works fine, but to step down I see that the mob have a small wait period before jump down from the block, is there anything that I can do to remove this small period?

grim mural
#

where can i find the docs for filters? like {"test": "has_tag"...}

atomic jewel
#

For some reason, when this guy attacks, he launch himself to max speed. And i don't want that
There's any way to fix in and mantain his normal walk speed?

fluid path
#

Could help

grim mural
#

how do i make my custom entity to wear an armor?

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i have already enabled attachables

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but it doesnt seem to show right in game

modest mortar
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Hello, I have a question and I wanted to see if someone could help me. I want to make an entity look big but if I make it very big in blocbench it won't render how I do it. I understand that you have to use "minecraft:scale" but I don't know where and how to use it.

scarlet hornet
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Hello,
Does anybody know, how I would play an animation, if my entity is given a special item?
Like how do I implement it in my animation controller?😅

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Forget about it, I will do it via "minecraft:interact"

modest mortar
scarlet hornet
modest mortar
scarlet hornet
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I just tried it with a chicken:

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Should work

modest mortar
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It should be much bigger

modest mortar
languid sentinel
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is there a quick way or really any way to copy a bunch of entities from one world to another?

languid sentinel
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oh ya. im gonna try that

granite stratus
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One message removed from a suspended account.

fluid path
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anyone know how to spawn entities by placing blocks like irongolem

nimble bramble
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I am attempting to switch out an entity's custom_hit_test component with an alternate version of it to change the size in real-time. However, this doesn't appear to function correctly. It seems to resync on world reload, but it refuses to update in real-time. I reckon this is a bug?

fluid path
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How can I also see description like this guy on yt?

scarlet hornet
scenic sandal
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How would i use the variable.attack_time ?

cold tree
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Which vanilla entity does not have the health component?

cold tree
maiden totem
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Any advice on how to fix my custom NPC entity having NPC as theyre name when looking at them? I tried removing it, turning it off, yet it remains :/

wanton venture
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You need to rename them to make the NPC text be something else. You can do this in many ways, the most common being summoning the NPC with the custom name itself.

That's if with "fix" you meant change, because there is technically nothing to fix as that is an intended behavior xd

cold tree
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Can't spawn eggs go to the spawn eggs creative munu?

wanton venture
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They can

tall shard
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How can I make a player that holds the interaction button (e.g. right mouse button) on an entity to trigger an event on it?

I know how to do the clicking but I don't know how to do the holding.

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Then I also need to stop the event after not holding the interaction button anymore.

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It could be when using an item or when the player is bare hand.

oak imp
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Anybody here know of a working example of an interaction counter for an entity? I want to make an interaction allowable only once every 24 hours for my entity but can't seem to figure it out. The closest I've come is using a filter for "clock_time" == 0.25 (Sunset), but that's not once a day--that's just all while it remains Sunset.

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And only at Sunset.

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I need something that allows me to basically milk a wolf (not what it sounds like) once a day, and then that's it for the day until at least 24 (game) hours goes by...

tall shard
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Does anyone know why behavior.melee_box_attack or behavior.melee_attack does not work very well when I put it or any other AI goal component inside a component group?

As soon as I put an AI goal component inside a component group, the entity still tries to attack the target entity but it cannot hit the target entity at all...

tall shard
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behavior.ocelotattack works though. bao_ext_toldyouso

tall shard
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Now, random stroll and look at components fail to work when I have a component group AI goal component. Why?

oak imp
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Also wonder if chatgpt knows, or if it would just provide some bullshit guess lol

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I’ve been using 3o-mini high model for advice and it’s about 60-70% accurate.

modest trench
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minecraft:input_air_controlled
Does this need any components to work with it?

modest trench
mystic oracle
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Guys, I need to know if there is any way to have the glowing effect in Minecraft, if it can be replicated to give the effect to entities with some addon or if it can be done somehow?

mystic oracle
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Is there a way to make an NPC not split in half when an animation is executed and that the feet also execute the animation since I want to make an animation of a sitting NPC?

dawn coyote
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hi there, do someone know where I can download the vanilla materials? or may I know what are the available masked materials that I can use on a player?

stray shore
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Is there a way to prevent leaving a vehicle when Space button is pressed?

scarlet hornet
dawn coyote
tall shard
tall shard
tall shard
oak imp
tall shard
oak imp
# tall shard Okay, I got it work now. I don't exactly know what resolved it lol. I put these ...

Almost definitely the format version mattered in your case. It’s frustrating working with “older” formats (I say it in quotes because technically they’re not supposed to indicate that they’re “deprecated” our “outdated” in any way—just different). As they develop new formats, oftentimes new functionality is only possible in those new formats, and sometimes (often) old functionality is changed or moved around in the new format (or removed/unsupported entirely).

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They may never “update” or reformat prior format versioned entities—there’s little reason to, unless they add behavior to the mob that can’t be achieved in the original format.

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This is part of the reason there are 3 horse entity files in the resource pack side of things lol

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3 different formats and they don’t want anyone’s 15-year-old horsie “Sea Biscuit” getting 86’d on world startup by removing a legacy file

tall shard
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I just found a weirdly specific game breaking bug. It causes a crash if you hit a custom entity holding a crossbow, throw a shareable item that the entity doesn't eat and wait for it to pick it up over crossbow.

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Edit: Nvm, my behavior.charge_held_item component was in the wrong place.

oak imp
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I hate them

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I’m still learning as well

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It truly feels like an awards ceremony when you finally get it all worked out, but then you remember this would have been so much easier if it was just thoroughly documented!

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Exhibit A: “Entity format version 1.21.40 and all entities that share this version” —> and then all child documentation for every component group, component, and event possible for that format version.

strong tide
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Is it possible to make dyeable armor for entities?

kind charm
strong tide