#Entities General

1 messages · Page 14 of 1

strong tide
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Yea

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But you understand, can I put dyed armor on my pet?

kind charm
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Yes.

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.

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Though, for wolf...maybe not since it doesnt have the humanoid slots.

strong tide
kind charm
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What?

strong tide
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In short, I would like to do what is already possible to do on the wolf, but in my custom entity, is this possible or is it impossible because there is no way for the mob to identify that it should apply dyed armor?

kind charm
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That's not what I'm saying.

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Custom armour is possible. The issue is whether or not you can equip that custom armour on an entity. For all non humanoid, it isnt possible since there is no slots for them.

strong tide
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is used in the wolf files

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I believe he is not a humanoid creature

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this is kind of confusing

modest trench
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Is there a way i can make it where when I use the horse power jump component on the entity im riding on shoots a projectile

oak imp
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Certainly hope so

heavy coral
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Anyone know why move_to_block doesn't work with doors?

lean geyser
#

why can't I kill this entity?

oak imp
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Immortal cube

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You’ve designed peak performance, like it or not

stray ermine
#

does anyone know how the beacon's light beam works? I'd also like to reproduce an entity that points infinitely skyward.

wanton dune
#

what's the health in the code.

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does it have a minimum of 1?

oak imp
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I’m very surprised there are not hundreds of goblin chef addons based on the Microsoft tutorial. I want one, but I don’t feel like following the tutorial to make one. I think he’s kinda cute. I’d make him hang out in swamps and make stew. 🍲

wanton venture
#

How can I make an entity go through walls?

fast kraken
#

Are entity properties preserved when the entity turns into another entity with the same properties?

wanton dune
#

I don't think the entity will preserve it.

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because it's a whole new entity with a different ID

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tho it's not hard to transfer it

quiet ore
#

Do the sittable "sit_event" and "stand_event" fields just not work?

They don't seem to trigger the event

*they do work, but the documentation is wrong. The documentation says it is just a string, but it's actually like this:

"minecraft:sittable": {
          "sit_event": {
            "event": "minere:follow",
            "target": "self"
          }
}
oak imp
#

Incidentally, curious about what you're doing with the sittable component. I've also been playing around with it lately with wolf behavior changes.

#

What does your event do?

quiet ore
#

if you use a bone or stick on a wolf, it removes the "follow" component

if you make it sit or stand, it re-adds it

so you can have tamed wolves wander your base

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Then also same thing for cats, but string instead of bone

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this did not work

"minecraft:sittable": {
          "sit_event": "minere:follow"
}
quiet ore
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Should 'Entity.isValid()' return false if an entity is unloaded?

heavy coral
#
"minecraft:behavior.move_to_block": {
                    "priority": 12,
                    "tick_interval": 1,
                    "start_chance": 1,
                    "search_range": 8,
                    "search_height": 5,
                    "goal_radius": 1,
                    "stay_duration": 40,
                    "speed_multiplier": 1.5,
                    "target_selection_method": "nearest",
                    "target_offset": [
                        0,
                        0,
                        0
                    ],
                    "target_block_filters": {
                        "test": "is_waterlogged",
                        "subject": "block",
                        "operator": "==",
                        "value": false
                    },
                    "target_blocks": [
                  "minecraft:acacia_door",
                        "minecraft:bamboo_door",
                        "minecraft:birch_door",
                        "minecraft:cherry_door",
                        "minecraft:copper_door",
                        "minecraft:crimson_door",
                        "minecraft:dark_oak_door",
                        "minecraft:exposed_copper_door",
                        "minecraft:iron_door",
                        "minecraft:jungle_door",
                        "minecraft:mangrove_door",
                        "minecraft:oxidized_copper_door",
                        "minecraft:spruce_door",
                        "minecraft:warped_door",
                        "minecraft:waxed_copper_door",
                        "minecraft:wooden_door"
                    ],
                    "on_reach": [
                        {
                            "event": "reach"
                        }
                    ]
                }

This dosen't work for some reason

quiet ore
#

It has priority 12

It might be getting executed

Try priority 0 and see what happens

Also simplify as much as possible while debugging

bitter nova
#

How can I make a player immortal?

quiet ore
bitter nova
#

And I have to do this without using effects

wanton dune
#

Did they removed the min in heksth component?

quiet ore
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You can use scripts to detect when a player takes damage and set them to full health

It won't stop 1hk though

wanton dune
quiet ore
wanton dune
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tho he got no choice.

bitter nova
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Isn't it possible to increase the player's health?

wanton dune
bitter nova
quiet ore
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Is there a way to detect if an entity is unloaded?

IsValid() still seems to return true

wanton dune
misty marten
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its possible to stop an animation in mid way and keep the positions?

smoky lion
#

can someone help me out? how does texture mesh works, because when i add a second bone to the model it simply vanish

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inside the game

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????

tacit ledge
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anyone know why my player json file is not working?

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i have given the tag safe to myself and my other acc

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and I still deal damage somehow

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I also use blockception's typings

frank carbon
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@tacit ledge What is the format version of the player definition you are editing?

tacit ledge
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1.21.0

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took it from the vanilla packs

frank carbon
#

Try 1.21.50

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In one of the more recent versions, Mojang changed the "deals_damage" property. It went from a Boolean to a string enum

tacit ledge
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hm doesn't work still

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my scripts work though

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wait i lied

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sorry i used wrogn tag

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wqorks now!

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thank you

wanton dune
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lmao

dusk knot
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Does anyone here know how to make a dragon that breathes fire or attacks with melee who can help me learn

modest trench
cold tree
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@lapis knot I've never dealt with this before, but apparently you have to put something like this in the information of the item you want to trade.

"functions": [
    {
        "function": "enchant_with_levels",

        "treasure": true,
        "levels": {
            "min": 15,
            "max": 25
        }
    }
]
dusk knot
#

Hey can anyone help me learn how to make a dragon...or any entity for that matter im terrible at block bench

grim mural
#

can i change opacity of a texture without modifying the texture itself?

shrewd abyss
#

My projectile entity (using arrow runtime identifier) is generating bubbles underwater despite having the breathable component with generates_bubbles set to false

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Is there any other way to disable the bubbles

dawn coyote
#

hi there, is there any material that allow me to change the color and also transparency?

dusk knot
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Hey can anyone help me learn how to make a dragon...or any entity for that matter im terrible at block bench

atomic jewel
#

So, i did this attack animation.

So... How i code it to work. I tried and didn't worked.

tacit ledge
#

Does anyone know if we're able to add custom animations to players without editing the player.json file?

wanton dune
soft oak
#

With an entity placer, how can you make an entity rotate to cardinal direction?

kind charm
soft oak
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Just the nearest

kind charm
#

In 1.21.70 that will be possible.

soft oak
#

I wonder how long that'll take

tacit ledge
#

are you able to play with with priority aswell?

wanton dune
tacit ledge
#

tang ina men

wanton dune
atomic jewel
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Hi, I would like to ask for help for something incredibly stupid but I don't know the reason for the failure:

I don't know what I touched. But trying to make the attack animation work, somehow, now the entity is invisible and I don't know what went wrong.

vale mantle
#

Helloo, would this line still work in current minecraft version?

It's part of a bat's json and was wondering if I could edit the specifics and still find it working, especially the health detection part of the mob

                        "filters":{
                            "test":"actor_health",
                            "subject": "self",
                            "operator": "==",
                            "value": 15
                        },
                        "event": "minecraft:bat_healt_15"
                    }
                ]
            }
        },
        "events": {
            "minecraft:bat_healt_15":{
                "run_command":{
                    "command":[
                    "help they attack me",
                    "effect @s instant_health 1 255 true"],
                    "target": "self"
tardy stratus
#

How do I make the transition between 2 animations smooth?

vale mantle
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Wouldn't you need proper animation controller and timing n stuff?

tardy stratus
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I managed to do it

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Ty

vale mantle
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Np. I didn't do anything.

vale mantle
wary radish
kind charm
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No, population control is used for the mob cap.

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Ah, I see the confusion. Population control just controls the global mob cap. Yuo're probably htinking of weight which factors in all mobs that can spawn in that biome.

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Yeah.

atomic jewel
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Now Teto does absolutely nothing, don't movie, react, anything.
It's supposed to, besides moving and everything, react to being hit or become hostile at night. But it doesn't do anything. WHY??

Look how stupid she looks

Somebody help. I can share the files for revision to find the error.

keen oxide
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Ksasane Teto Addon tomorrow

toxic minnow
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Does anyone know how I can delay the hit in area_attack

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Just like hit_delay_pct

vital badge
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What is more optimized? Having one damage sensor with many triggers or several damage sensors, each in a group of components

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dev?

frank carbon
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Technically the second one. But I find that pattern to not be very extendable.

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Having one damage sensor with many triggers lets you combine functionality much more easily than trying to build out every damage sensor combination

quiet ore
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Does behavior.go_home not work?

safe drum
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How to make a entity, not hittable ?

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like invisble, i want it to have no hitbox or anything

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@wary radish can u help

nova plume
safe drum
vale mantle
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Does anyone have the full list of damage sources?

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The wiki says there's more but the link it directs to is not found

toxic minnow
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How to make an entity delay area attack damage, like with "delayed_attack"

vale mantle
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Chat why does this not work? Sorta wanna make an entity immune to all damage types save for magic damage like potions

"minecraft:damage_sensor":  [
                [
                    {
                        "cause":  "all",
                        "deals_damage":  false
                    },
                    {
                        "cause":  "magic",
                        "deals_damage":  true
                    },
                    {
                        "cause":  "fall",
                        "deals_damage":  false
                    }
                ],
                {
                    "cause":  "fall",
                    "deals_damage":  false
                }
heavy coral
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Does the delay_filter in spawn_rules count seconds or ticks?

#

Also, how to make my entity spawn twice a day? Like one at evening or night and one at sunrise or day

safe drum
#

It's maybe possible with scripting in my perspective

heavy coral
# kind charm ticks.

that's strange I tested it with min 200 and 300 and it spawned after like 7 or 8 minutes

kind charm
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I just double checekd my code, my bad.

heavy coral
tawny sandal
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is there a way to prevent the bobbing animation on attachables?

safe drum
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is there any filter tags for detecting slime chunk

bitter fractal
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Hello, is there a way to access an entity inventory only if you're holding a specific item?

tardy stratus
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how do I make spawn animations?

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like when a zombie spawns

white shale
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Does the add field present on minecraft:transformation component adds the selected groups to the entity after the transformation?

topaz lotus
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I think the code is wrong can you guys pls help?

white shale
tacit ledge
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does anyone know if we're able to make custom animation controllers for the player

topaz lotus
white shale
topaz lotus
white shale
topaz lotus
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Thanks that’s all I needed

white shale
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no problem

modest trench
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This is possible right? I want my entity to test if the block has a state

spring root
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following https://wiki.bedrock.dev/entities/entity-holds-item.html , why isnt the item rendering in the correct position? sounds like the same problem this person was having but they didnt say if they resolved it #1067870133328027730 message

EDIT: for some reason, it requires the hierarchy to be leftArm -> rightItem, not rightArm -> rightItem, i have no idea why, but that fixed it, putting this here incase someone else runs into the same issue

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hmmmmm is there any way to have it still work from within other groups? sucks i cant have it within my body group that is essential for existing animations to work with correct hierarchy

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need it to work in main -> body -> leftArm -> rightItem for example, surprised to see bedrock still so rigid for something so important

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gotta be a way to use a locator / attachable for a custom entity to display equipped item in hand that way

spring root
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ah, i didnt know about the enable_attachables flag for entites xD

so i guess i accidentally found a bug then, leftArm rightItem works without enable_attachables, which is just really weird, but it doesnt allow having it within other groups, once i set enable_attachables i was able to right rightArm rightItem and put it within other groups so animations work, derp
edit: the bug is probably a fallback so ancient entities work without attachables

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also this is for bartering which likes to use the left arm

heavy coral
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Does delay_filter in spawn_rules guarantee spawn after the min or max time running out?

mental frigate
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Hey guys, is it possible to make the death animation extend longer? (I am using custom death animations)

unborn coral
#

is there a way to make the player legs invisible when a certain armor is equipped?[i think this falls into entity, new ro coding please cprrect if im wrong!]

rain egret
#

Is there a trick to make an entity go down stairs faster? I'm not talking about stairs that go up vertically. I'm talking about a slope. I've tried everything and I can't think of anything anymore 😔

white shale
misty marten
#

how can I stop minecraft:npcchanging my entity name to NPC?

silent oak
#

How do I make creepers run away from players with the tag "cat"?

formal veldt
formal veldt
#

np

silent oak
# formal veldt np

Is there anything wrong with this code snippet? It doesn't seem to be working

        "minecraft:behavior.avoid_mob_type": {
        "priority": 3,
        "entity_types": [
            {
            "filters": {
                "any_of": [
                { "test": "is_family", "subject": "other", "value": "ocelot" },
                { "test": "is_family", "subject": "other", "value": "cat" }
                ]
            },
            "max_dist": 6,
            "sprint_speed_multiplier": 1.2
            },
            {
            "filters": {
                "test": "has_tag",
                "value": "race_feline"
            },
            "type": "player",
            "max_dist": 10,
            "walk_speed_multiplier": 1.2,
            "sprint_speed_multiplier": 1.5
            }
        ]
        }
formal veldt
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you cant have multiple filters keys

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edit the current filters.

silent oak
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ah ok

formal veldt
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all you need to do is add a new test in any_of

silent oak
# formal veldt all you need to do is add a new test in `any_of`

this still doesn't seem to be working

"minecraft:behavior.avoid_mob_type": {
  "priority": 3,
  "entity_types": [
    {
      "filters": {
        "any_of": [
          { 
            "test": "is_family", 
            "subject": "other", 
            "value": "ocelot"
          },
          { 
            "test": "is_family", 
            "subject": "other", 
            "value": "cat"
          },
          {
            "test": "has_tag", 
            "subject": "other", 
            "value": "race_feline"
          }
        ]
      },
      "max_dist": 6,
      "sprint_speed_multiplier": 1.2
    }
  ]
}
mental frigate
mental frigate
#

Why does the entity die?

"minecraft:damage_sensor": {
                "triggers": {
                    "on_damage": {
                        "filters": {
                            "all_of": [
                                {
                                    "test": "has_damage",
                                    "value": "fatal"
                                }
                            ]
                        },
                        "target": "self",
                        "event": "bd:death",
                        "deals_damage": false,
                        "cause": "fatal"
                    }
                }
            },
#

However, the event is fired

#

but the entity just die

mental frigate
scenic sandal
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how do i fix my projectile entity?

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it only looks in 1 direction

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and i cant do tp ^^^1

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it acts as if its ~~~1

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do i need a certain component to make the head look forward?

vale mantle
#

Can I ask here how I can make a spawn egg spawn a random premade variant?

warm tendon
vital badge
#

Does anyone have any tips on how I can make a Souls Like style boss?

vale mantle
warm tendon
#

Gotcha. So for that, the easiest way may be to have an item to spawn a random variation of one with a script through a custom component

vale mantle
#

I'm thinking, you get a "coin" that you hit with a custom mob, and if that custom mob is hit by that specific coin, it spawns a random mob from an array through a script?

warm tendon
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That could work with an entity hit entity event, yeah

#

Or I suppose a queue_command event in the entity which then triggers a script event would probably be slightly more performant overall so it isn't doing the checks every time you hit an entity

vale mantle
#

Mmm true

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I'm still learning scripting so I'll play around for a bit

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Thanks for your time :]

vale mantle
#

How can I make a mob use projectiles like snowballs? I tried with replaceitem but they turn it into melee using this

          "filters":  {
                                "test":  "has_ranged_weapon",
                                "subject":  "self",
                                "operator":  "==",
                                "value":  false
                            },
                            "event":  "minecraft:melee_mode"
                        },

Do I have to change their filter to detecting for projectile?

"test":  "has_ranged_weapon",
                                        "subject":  "self",
                                        "operator":  "==",
                                        "value":  true
                                    }
                                ]
                            },
                            "event":  "minecraft:ranged_mode"
#

Wait nvm, I'm just dum. I got it

quiet ore
#

Is there a guide/standard for making tutorial books?

vale mantle
#

Would projectiles (snowballs, enderpearls, throwable potions) be considered ranged weapons, and could they activate the filter

minecraft:has_ranged_weapon

?

vale mantle
#

Nvm, stoopid again. Just gotta give the mob a crossbow while the shooter component shoots the custom projectile

quiet ore
#

How feasible is it to make a mob that can threaten a player that is flying with an Elytra?

Like an Ender Raptor that shoots homing missiles

I would think that players just move too fast and the server wouldn't be able to keep up

quiet ore
#

If I have my sounds.json setup like this:

        "minere:dire_wolf": {
            "events": {
                "ambient": {
                    "pitch": [0.9, 1.2],
                    "sound": "mob.dire_wolf.howl",
                    "volume": 5.0
                },
                "angry": "mob.dire_wolf.growl",
                "death": "mob.dire_wolf.howl",
                "hurt": {
                    "pitch": [0.9, 1.4],
                    "sound": "mob.dire_wolf.growl",
                    "volume": 1.5
                },
                "step": {
                    "pitch": [0.8, 1.2],
                    "sound": "mob.wolf.step",
                    "volume": 0.85
                }
            },
            "pitch": [0.8, 1.2],
            "volume": 1.5
        }

Does "1.5" overwrite the volume for "ambient"? Or do they get combined into 7.5?

scarlet zinc
#

Does hurt_on_condition not fire an event?

wind spear
vale mantle
#

When in doubt

#

Lazers

lost jungle
#

I recall older addons having trouble with modifying the player model. Mainly bedrock player models that in turn changes the player's skin to either a bugged out mess, or defaulting to something else. Either way, it makes player with bedrock models and their cosmetics unusable and thus force them to use a skin similar to Java.

My question is there in fact a way for an addon to modify these player models?
Or is it truly hardcoded to simply not allow these cosmetic bedrock models to not work.

This is when you have addons that either change part of a player's model (ex. adding or replacing body parts), or even modifying the player's animations.

And that said, if it is not possible. Would a user rather be able to make a custom model of a player, and assign that model to a specific player?
Namely one or more players have customised models, but any other player (regardless of what type of player model/skin they are using) can still join with their default appearance.

rigid kiln
#

¿someone can tell me if is possible to make that an hostile entity able to add effects to its target (only player) when you look at the entity?

Example: Tinky Winky in Slendytubbies 1, he ONLY can kill the player when the player LOOKS AT HIM, ¿how can i make something similar like that but instead of a insta kill it gives a wither effect to the target?

crisp vessel
#

Is there any documentation of the pre-defined materials resource file(s) used for all entities in the game (like a sheep or a chicken), and if so where to view it?

crisp vessel
#

I mean examples of the materials being used for vanilla entities

#

Sorry

strong tide
#

Is it possible to activate the creeper with a custom item without changing the entity's json?

wanton dune
quiet ore
#

Are there plans for EntityCustomComponents?

wanton dune
#

you want to make making entities hard?

quiet ore
#

It doesn't make it harder

It's only used for scripting

It's an alternative to having to listen for entity damage events, entity spawn events, etc

You just attach the component and you can write all of the logic for an entity in one place

A lot cleaner

wanton dune
#

why would they make another one if that exists already? Also the only missing parts are before vents in entity hurt and entity die

#

also iirc they don't plan to do it in entities at all, not rn but future probably but it's kinda useless to add the custom components thing yet.

#

custom components are not even Custom components more like custom tags

quiet ore
#

They did for item components

It's a cleaner way to attach events to a specific entity

Instead of having something like

  1. entity hurt event

  2. Is entity a yeti?

  3. Do something

You would just have a component attached to the yeti, and when the hurt event triggers you already know what it is

Same logic behind Item and Block custom components

You could implement the logic without the custom components, but the components make it a lot nicer

wanton dune
#

sigh

wanton dune
#

imo, it's not needed to support custom components like blocks and items.

kind charm
kind charm
#

It's just additional stuff utilising the scriptAPI. Ideally, using custom components for custom navigation.

wanton dune
#

i mean yah, I never said they shouldn't add it.

kind charm
wanton dune
#

tho idc, if they add it then add it lmfao

wanton dune
kind charm
dusk ice
#

Some oen can help me #1349847728024191057 ?

strong tide
vale mantle
#

If a mob uses a function command, for example,

Tp @s ^^^0.75
Function tp_2

tp_2

Tp @s ^^^0.75

Would this work? Like, if the mob activates it through events, would the second function still teleport the mob "@s"?

scarlet zinc
#

although you might need to use execute at @s since the position of the command isn't given

vale mantle
#

Someone else also said, thank you

bitter fractal
#

Hello!

#

I have a quick question, how can I make custom geometries appear in the menu/hotbar instead of an icon?

heavy coral
#

How to make my entity break blocks but not instantly. Break it like like the player taking time?

#

Also what's the maximum start_chance number in move_to_block?

rigid kiln
vale mantle
#

If I have both sonic boom attack and summon (used by evokers) Should I set priority lower for Summon attack so it uses that first before any sonic/melee attack?

wanton dune
left vortex
#

can anyone help

#

unhandled request for unknown variable 'context.item_slot'

#

error on attachable
tl

high plinth
#

is it possible to not render the item that the player is holding on to?
in first and third-person
I tried to set the model's rightItem to 0 but it won't help

high plinth
#

i see there is some possible files
item_default.render_controllers
item_sprite.render_controllers
persona.render_controllers
player.render_controllers
i am not sure which one can affect the item

wanton dune
high plinth
#

is it possible to find "geometry.humanoid.custom" ?

high plinth
#

i think i can't do it
it must be replaced by something
i tried to adjust rightItem position but it is not working
mc keeps me from doing it

#

i tried to bypass it by making a array in geometry
but it turned out that the item stuck at 0,0,0 , like everything is affected except the item

#

(╯°□°)╯︵ ┻━┻

high plinth
balmy plume
#

Is it possible to change the texture of the nameTag of 1 entity?

vale mantle
#

Chat, when I add fingers, should I keep them straight before I animate them? Like how the guardian's spikes are only animated to the entity rather than being sculpted directly on the entity?

steel cairn
#

help me?

rain egret
#

Hi, has anyone had trouble running large functions? Like 500 or 1000 commands in a single function? In my addon they lag sometimes they are not even 50 command functions

#

I'm not sure if it's my addon, or the latest version has problems

#

It works fine on PC, but not on mobile.

marble dust
#

I swear to god the hives uses another render controller for its cape rendering
When trying to enable persona for the player, I’ve done anything to remove the hive’s cape but it’s still there!
There must be a hidden render controller that they are using

dusk knot
#

why does my armor stand still break in survival {

  "minecraft:entity": {
      "description": {
          "identifier": "minecraft:armor_stand",
          "is_spawnable": false,
          "is_summonable": true,
          "is_experimental": false
      },
      "components": {
          "minecraft:type_family": {
              "family": [
                  "armor_stand",
                  "inanimate",
                  "mob"
              ]
          },
          "minecraft:collision_box": {
              "width": 2.0,
              "height": 2.0
          },
          "minecraft:health": {
              "min": 600,
              "value": 999,
              "max": 999
          },
          "minecraft:knockback_resistance": {
              "value": 1.0
          },
          "minecraft:nameable": {},
          "minecraft:persistent": {},
          "minecraft:physics": {},
          "minecraft:pushable": {
              "is_pushable": false,
              "is_pushable_by_piston": true
          },
          "minecraft:conditional_bandwidth_optimization": {},
          "minecraft:damage_sensor": {
              "triggers": [
                  {
                      "cause": "all",
                      "deals_damage": false
                  }
              ]
          }
      },
      "events": {}
  }
}```
modern hawk
#

what's the vanilla knockback_resistance value for players?

hushed rain
tacit ledge
#

do you guys know the best way to create entity containers

#

and why people use the despawn componend?

vale mantle
#

Chat can I edit the family type to be a custom family?

               "priority":  1,
               "duration":  1.0,
               "attack_time":  0.5,
               "cooldown_time":  0.0,
               "knockback_damage":  8,
               "knockback_horizontal_strength":  3,
               "knockback_vertical_strength":  2,
               "knockback_range":  3,
               "knockback_filters":  {
                   "test":  "is_family",
                   "subject":  "other",
                   "operator":  "!=",
                   "value":  "player"
               },
               "damage_filters":  {
                   "test":  "is_family",
                   "subject":  "other",
                   "operator":  "!=",
                   "value":  "player"
               }
           },
vale mantle
#

Nice

fading elm
#

i trying to make the worm but the 3rd teeth keep geting disappear even i change to alphatest or alphablend. Pls someone help

#

nvm remove and add back the geometry fixed it. Weird bug :/

dawn tusk
#

I was doing stuff with my custom mob and it suddenly stopped working. The log tells me this:

#

the part of the code looks like this:

#

idk why there's an error, i couldn't find anything (but i am probably just blind :P)

dawn tusk
#

can someone help please?

heavy coral
#

How to make my entity spawn in the air? Like 20-30 blocks high from the player

vale mantle
dawn tusk
solar valley
#

Can I do something like this? Because I have so many items

"minecraft:behavior.tempt": {
        "priority": 5,
        "speed_multiplier": 1.0,
        "within_radius": 16,
        "items": [
          {
            "tags": "query.any_tag('hycraft:is_food')"
          }
        ]
      },
heavy coral
#

How to make my entity spawn in the air? Like 20-30 blocks higher from the player

heavy coral
dawn tusk
#

i dont think it's possible to make an entity spawn in an exact location, since spawn rules define the bioms entitys can spawn in, i think

heavy coral
#

Hmm honestly, I think I might have to teleport it up in the after it spawns or give it levitation or smth

dawn tusk
#

ye

earnest flare
#

One message removed from a suspended account.

wanton venture
earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

wanton venture
#

I don't really know much about materials to be able to help you 🙏

gloomy hemlock
#

someone know how to fix this? i'm using slime outer and looks like this when i step out

#

@proud wharf sorry for the ping :<

proud wharf
#

+states DisableDepthWrite

frosty niche
#

Hey does someone know how to make multiple variants of an entity that can spawn? E.g. I spawn zombie but then zombie2 gets spawned with the chance of 50% or zombie3 with the chance of 10%

dawn tusk
# frosty niche Hey does someone know how to make multiple variants of an entity that can spawn?...

you have to make a companent group for each varient like this:

"zombie": {
"minecraft:varient": {
"value": 0
}
},

"zombie2": {
"minecraft:varient": {
"value": 1
}
}

for the spawning, you have to write like this inside events:

"minecraft:entity_spawned": {
"randomize": 
[
{
"weight": 50,
"add": {
"component_groups": 
[
"zombie"
]
}
},
{
"weight": 10,
"add": {
"component_groups": 
[
"zombie2",
]
}
}
dawn tusk
dawn tusk
#

custom zombies?

frosty niche
#

yep

dawn tusk
#

you can add the namespace of your mod infront of the component groups name

frosty niche
dawn tusk
#

depends on which kind of movement

frosty niche
#

wait a sec

dawn tusk
#

you mean when you hit it or when it spots you?

frosty niche
#

both

#

json ist mein endgegner

gloomy hemlock
modest mortar
#

hi I wanted to know if someone can help telling me how can I make zombies snore blocks like doors

dawn tusk
frosty niche
dawn tusk
frosty niche
#

You joined discord on my birthday

dawn tusk
#

omg lol

scarlet zinc
#

das ist so herzerwarmend

#

Is it possible to use variables in geo files?

modest mortar
#

Hi, can someone help me with this? I want to make an entity that traps the player when hit in this way, but I've been trying for several months now, but I can't get it to work properly.

vale mantle
#

How can I make an entity sit inside another entity and have their hit box override the entity they're riding on so they get hit instead?

dawn tusk
vale mantle
#

Might make it harder to fight once the riding entity dies.. but I'll consider it

dawn tusk
vale mantle
#

For it to be like, inside the entity

vale mantle
#

Is entity hitbox proportional to their size?

modest mortar
#

my idea was that it is as shown in the image a mountable entity and that when this attack on the player the player gets on it and it is not heard to go down until the entity dies or reaches a certain height

dawn tusk
ruby cape
#

Has anyone worked on replicating a warden's targeting behavior? Which components are responsible for targeting a valid entity? Or is the warden summoned via sound and will target any entity after that? I'm not exactly sure how it works

modest mortar
#

I managed to make the phantom a raidable entity and compatible with the commando ride. Now, how do I make it so that the player cannot get off by himself, that he can only get off when he reaches a certain height or when the phantom dies, and that the player gets on when the phantom attacks him?

modern hawk
#

what's the vanilla damage animation called? the thing that makes entities become red when they're hit

modern hawk
#

is there any way to trigger it without applying damage?

formal veldt
#

no

vale mantle
# ruby cape Has anyone worked on replicating a warden's targeting behavior? Which component...

The warden has an anger meter based on nuisances (noise, etc) it also has a filter for what doesn't cause it nuisance (other wardens and inanimates = armor_stand). If you want it to target any entity immediately, just lower the anger required for it to target anything faster than having it sniff and approach slowly.
Forgot to add that whatever causes it nuisance will be the target

wanton dune
#

You could use /inputpermission command

modest mortar
wanton dune
modest mortar
modest mortar
wanton dune
#

So yeah you could.

modest mortar
#

how do I do it hahaha

#

I just want him to not let the player of a specific entity go down.

vale mantle
#

Could use radius

ruby cape
vale mantle
#

Happy to help.

vale mantle
#

Helloo. Will a mob's hitbox remain the same even if the size component of the mob is small? Like, a baby villager for example. I think it shrinks with the size xe

oblique lichen
#

Question: I've seen people create custom storage containers with entities. But doesn't that slow the world down if there is too much?

oblique lichen
#

That was fast lol.

kind charm
#

Oh sorry.

#

Let me respond to your next question in 10 years.

oblique lichen
#

LOL

#

But if that's the case, is there any component that can help with lag?

kind charm
#

No.

oblique lichen
#

Now I suddenly feel myself joining the group wanting tile entities. Or at least some sort of chest component.

wintry geyser
oblique lichen
bitter helm
#
{
    "format_version": "1.16.0",
    "minecraft:entity": {
        "description": {
            "identifier": "cw:tick",
            "is_spawnable": true,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {
            "cw:despawn": {
                "minecraft:instant_despawn": {}
            }
        },
        "components": {
            "minecraft:tick_world": {
                "never_despawn": true,
                "radius": 6
            },
            "minecraft:damage_sensor": {
                "triggers": {
                    "cause": "all",
                    "deals_damage": false
                }
            }
        },
        "events": {}
    }
}```

How do I get my "cw:despawn" to run after some time after the entity spawns?
kind charm
bitter helm
#

I see

#

thanks :)

dusty jasper
#

Is there some way other than a custom spawn rule to make it so spawn rates of mobs are adjustable using for example a scoreboard value

vale mantle
#

How can I make a mob reliably equip any equipment or weapon I drop towards it?

vast bluff
#

I have been out of the loop for a few months, has anything changed that would allow an item to store entity NBT like a bucket does?

kind charm
vast bluff
kind charm
warped kite
#

Uh

#

Is it possible to make an entity that once spawned does a command?

#

},
"wiki:execute_event": {
"queue_command": {
"target": "self",
"command": [
"function bos_initiate1",
"function bos_initiate2"
]
}

#

Like I got this, But even if the function part is changed to another command it wont work

#

WAIT

#

I think I fixed it with an animation controller code, Just looked through the wiki and found one for it for the behavior pack

wanton dune
#

The event name should exactly be that.

ebon needle
#

Is there anyway I can create a new look_at_target behaviour that allows both the head bone and a neck bone to move

lost jungle
#

I have a rather odd bug.
In my addon on a server, I cannot see a mob though can tell it is in fact there (water is splashing and killing the entity confirms it). But for some reason the entity's model and name does not appear correctly.

I asked other players who play on switches and pc. And they can see it. Though I cannot even though I am on pc and can see other creatures from the same addon.
What on earth? lol

halcyon pawn
#

do you have the documentation for entity event responses?

#

i can't find it on the offcial page

#

im looking for "set_home" in specific

formal veldt
ebon needle
#

uh whats the default swim speed for the player I've set it to 1 and that is too high

ebon needle
#

ok the default speed is 0.02 lol

vale mantle
#

What component can I add to make an entity pursue targets from further distances, or at least not lose sight of them? Like, losing their aggro if the mob just moved 10 blocks out of their range

steel charm
#

Someone helps me with these error is that it does not open my ui menu with the custom item

fading elm
#

"controller.animation.horse_idle_move": {
"initial_state": "default",
"states": {
"default": {
"animations": ["idle_timer"],
"transitions": [
{
"idle_move": "query.all_animations_finished"
}
]
},
"idle_move": {
"on_entry": [
"variable.idle_move = math.random_integer(0, 1);"
],
"animations": [
{
"idle_move1": "variable.idle_move==0;"
},
{
"idle_move2": "variable.idle_move==1;"
}
],
"transitions": [
{
"default": "query.all_animations_finished"
}
]
}
}
}

Can anyone help me. I'm trying to make a various animation of my mob to play base on the variable value that has been randomize but the animation isnt playing. Its like the variable value cant be read in the controller.

steel charm
frank carbon
#

can anyone help me
in block bench
my animation is not exporting
with entity wizard

unborn pier
#

hi,someone can help me?

#

I've been struggling with a question for a long time. I'm making attack animations for vanilla mobs, but if I use v.attack_time to detect, the actual situation is that the damage is already dealt, and then the attack animation starts playing. The normal logic should be that the damage is caused after the attack action is made during the attack animation, but I can't detect the moment just before the attack damage is dealt. However, if I use delay_attack, some vanilla mobs like husks or cave spiders lose the potion effects that come with the damage after the attack, and they stand still while attacking, which greatly affects the vanilla experience. Is there a good way to solve this?

warped kite
#

Since when did entitys not allow numbers at the start of an identifer

#

You can do it with items

warped kite
#

there is a sample for animation controller

unborn pier
warped kite
#

"controller.animation.ghost.attack": {
"states": {
"default": {
"transitions": [
{
"attacking": "q.is_delayed_attacking"
}
]
},
"attacking": {
"blend_transition": 0.2,
"animations": ["attack"],
"transitions": [
{
"default": "!q.is_delayed_attacking"
}
]
}
}
}

unborn pier
#

My current issue should be how to check before an attack occurs, for example, I want to predict whether an entity will attack

warped kite
#

Animation controller for it, This is one I use

#

and it works

unborn pier
warped kite
latent talon
vale mantle
#

What entity uses the "minecraft:move_around_target" component?

#

I guess no vanilla mobs uses it, welp. Time to sink hours testing it out :3

surreal arch
#

Is it possible to make it so that you put something in an entities inventory but you can take it out

vital badge
#

I placed my aggressive entity above 7 blocks but it doesn't jump to attack me, is there some component that makes it ignore the fear of heights?

vale mantle
#

Resist fall damage?

        "minecraft:damage_sensor":  [
            {
                "cause":  "fall",
                "deals_damage":  false
            }
        ],
cobalt violet
#

"parent_centric_attribute_blending" not set Array of strings [EXPERIMENTAL] List of attributes that should benefit from parent centric attribute blending. For example, horses blend their health, movement, and jump_strength in their offspring. DOES ANYONE KNOW what other attributes can benefit

heavy coral
#

Why does my entity not do anything after spawning?

vale mantle
#

Someone help in the posts, heheh.

quiet ore
#

Do hostile mobs only spawn at light level 0? The spawn rules for zombies, skeletons, etc say they can spawn up to level 7. Is there something in the runtime identifier that makes them only spawn at 0?

heavy coral
sage field
#

Did they add input air controlled after the happy ghast was introduced?

#

Or just colliable

halcyon pawn
#

Does someone has the entity file for the happy ghast?

quiet ore
#

Are spawn density caps for spawn rules global for a whole dimension, or just in a radius around a player?

Ex: can more than 2 ghast spawn in the nether if there are multiple players?

Referring to https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/definitions/nestedtables/density_limit?view=minecraft-bedrock-stable

Any idea what that radius is?

A reference document detailing the 'density_limit' entity filter

quiet ore
kind charm
quiet ore
#

Ah, sorry 😞

tardy stratus
#

how do i remove the entity collision?

vital badge
#

How can I calculate this to know the % of the second option coming?

          {
           "weight": 20
          },
          {
           "weight": 1,
        }
solar tendon
#

hey, quick question. when i animate an object and change its position does it actually change the position of the entity in space? or does it just move it in the animation and then once the animation is over it moves to its actual coordinates in the world

wary radish
wary radish
solar tendon
wary radish
#

You could do the animation and at the same time as it ends teleport the entity to the same location

solar tendon
#

and also track the length

wary radish
#

You would have to calculate the distance between the two locations and with that know how long the animation should last until the entity reaches the other location in the animation

solar tendon
#

since i know the animation length i could probably just wait for that time and then teleport

fading elm
warped kite
#

all from resource pack

solar tendon
#

How do I create an entity only spawnable(via the player using an item) on certain blocks(blocks implemented via the same addon for the entity)

quiet ore
heavy coral
#

Which material makes the whole skin glow instead of having to select which parts glow using emissive?

tardy stratus
quiet ore
tardy stratus
#

didn't work

devout cairn
#

Guys is there an animation for the player blink?

heavy coral
safe drum
vale mantle
#

If I just place this on my entity, would it just explode?

        "minecraft:charged_exploding":  {
            "minecraft:explode":  {
                "fuse_length":  1.5,
                "fuse_lit":  true,
                "power":  6,
                "causes_fire":  false,
                "destroy_affected_by_griefing":  true
            }
        },
frank carbon
#

Not on its own. I assume you mean placing this component group on your entity

#

The full "minecraft:explode" component on its own would make it explode, yes.

#

That component in a component group would need to be applied in an event to do anything, though

#

@vale mantle

vale mantle
#

I see, thank you

quiet ore
fervent whale
#

Is there any proper way to rotate entity to given rotation degree. Using tp ~~~ yRot xRot doesn't seem to work, the entity seems to turn against the given rotation

wanton dune
fervent whale
wanton dune
#

Also, do you have the locked rotation in entity?

#

no matter what you do the rotation in horizontal axis always works.

#

the vertical axis also works not just visible.

placid sun
fervent whale
formal veldt
#

lol

fervent whale
#

Pretty obvious

wanton dune
nimble nova
#

Ok, I'm completely stumped on how to get entity animations into Minecraft. I have an entity with a single bone that I'm just trying to spin on its axis continually, and I can't for the life of me figure out how to set up the animation controller to make it work. Can I get some help?

fervent whale
fervent whale
nimble nova
# fervent whale There is this step by step tutorial on how to set up animation on an entity in h...

I got the basic animation at least working in the game, but now I'm stuck on some molang nonsense. This isn't working, even though I defined that property in the entity's behavior pack. I know it's defined, because in the script associated with it I'm debug messaging out the value and that value is correct. Why does the query.has_property and query.property not work here?

            "scripts": {
                "animate": [
                    {
                        "rotate1": "query.has_property('my_namespace:my_prop')"
                    }
                ]
            }
nimble nova
#

How am I supposed to query the entity's custom properties?

#

Also frustrating, there is a query.relative_block_has_any_tag, but nothing for block state. I am using the entity as a display entity for a block by summoning the entity in on placement. The inability to access states or properties is driving me crazy.

wanton dune
nimble nova
placid sun
#

Is there more to body rotation axis aligned then just adding the component. Entity just shakes, I paired it with blocked and it still just shakes

fervent whale
main cedar
#

how do i make an entity play no animation or particles when killed, such as when killed by a command. Pls ping if you know 🙏

charred cargo
#

What do I need to add to an entities behaviour to make them able to rotate on their x axis when using the summon or tp command?

vale mantle
main cedar
#

I did that but it still makes it red for a split second

#

Absolutely unacceptable 😤

#

I've seen some addon do It where there was no red

vale mantle
#

On death, add a component of "instant_despawn"

#

Or on damage sensor detects fatal damage, event adds instant despawn component

nimble nova
#

I'm trying to rotate an entity vertically, but I can't figure out how to do it. Right now, when I do entity.setRotation({ x: 0.0, y: 90.0 }), the Y rotation will do what I want and rotate it about the y axis, but no matter what I set the x value to, the entity never rotates on the x axis. Essentially, I'm trying to make the entity be facing the sky instead of the horizon. How do I accomplish that?

main cedar
wanton dune
#

Looking up and down isn't visible without animations.

nimble nova
main cedar
#

whats the difference between setDynamicProperty and setProperty?

wanton dune
main cedar
#

ah i see. dynamic seems nicer as since its not defined it should be able to store arbitrary strings

wanton dune
main cedar
#

I just needed to store some stuff in my entity, for what im doing with scripting only they seem very similar

#

woah items have it too

nimble nova
#

I think if the info is specifically unique to each entity, you should probably use an entity property.

tulip karma
#

entity projectile help

#

help pls

main cedar
#

dont you just add a gravity component to you entity and use the hitBlockEvent / hitEntityEvent?

wanton dune
#

Is possible, no Blocks yet.

#

tho, that dynamic property isn't accessible to otehr packs who doesn't have the the same uuid, since dynamic property is stored in manifest uuid

unique dragon
#

Hello, can I make mobs with the same name or tag not attack each other but attacks everyone else?

wanton dune
main cedar
# vale mantle On death, add a component of "instant_despawn"

hey sorry to bother, i was sure that worked but upon further inspection it seems to just make the particles go away, entity still makes the hurt sound and beomes red for a split second. I'm using the entityDie event and I'm simply triggering an entity event that adds that instant_despawn component. What am i doing wrong?

wanton dune
main cedar
#

because the game doesnt call remove when the kill command is issued, neither it applies max damage to the entity like it does in java where one could react to damage dealt

main cedar
#

so anybody knows how to do this? seemsto be quite common tech used by many addons, cant believe i cant figure it out 💀

devout cairn
#

Is there a filter that detects player gamemode

heavy coral
#

Is there any way to make my entity spawn in caves inside blocks and then mine to the player?

main cedar
#

is there a way to open an entity inventory gui on request?

main cedar
#

Thats super dumb 💀💀
I swear entities are so limited. What about a way to run some scripts form an entity event?

main cedar
#

oh thank god

formal veldt
#

its great

nimble nova
formal veldt
bitter helm
#
"minecraft:damage_sensor": {
    "triggers": [
        {
            "on_damage": {
                "filters": {
                    "test": "has_tag",
                    "subject": "self",
                    "value": "protect"
                }
            },
            "deals_damage": false
        },
        {
            "cause": "starve",
            "deals_damage": false
        }
    ]
}```

for some reason this doesn't cancel damage on starvation.
#

The protect tag thing is a seperate system

somber dune
#

I’m having trouble with getting a biome variant to work, should I ask here or make a new thread?

heavy coral
#

Is there any way to make my entity spawn in caves inside blocks and then mine to the player?

vale mantle
#

Other than

        "priority": 4,
        "speed_multiplier": 1.2,
        "cooldown_time": 0.0,
        "melee_fov": 180
      },

And

                "minecraft:behavior.delayed_attack":  {
                    "priority":  4,
                    "reach_multiplier":  2,
                    "speed_multiplier":  1,
                    "attack_duration":  0.4,
                    "track_target":  true,
                    "hit_delay_pct":  0
        },

Are there any other way to increase entity attack speed?

warped kite
vale mantle
#

Ya, but I was wondering. Does the first component actually increase attack speed?

fringe coyote
vale mantle
#

The ones I sent-

fringe coyote
#

Try it in-game, last time I checked it kinda works. Just need to pathfind to the target.

vale mantle
#

I'll try it out

true schooner
warped kite
#

Hence me saying "Im pretty sure"

drifting kite
true schooner
#

I do code in that font

solar valley
nimble nova
#

Weird entity issue... I am summoning a display entity when placing a block. Most of the time it works fine, but if I am placing it while looking up and I select an adjacent block's side to place it, the entity y location ends up about 0.005 below where the block is. That's causing the block onDestroy event to not remove the entity when I destroy the block, and I can't place any other blocks below it because the entity is in the way. If I place a block below first and then place above, then the entity doesn't fall slightly and everything keeps working fine.

#

Debugging message output:

#

The top line is the location of the display entity that is leftover from destroying the block at y-70. This message was triggered when I destroyed the block at y-69

#

So the y-69 one works fine, but the y-70 one should NOT be affected when I destroy y-69, and it SHOULD be affected when I destroy y-70.

#

How do I keep this entity from falling ever so slightly down?

solar jungle
#

how do i render entities that are only visible to a certain player

nimble nova
#

Running /kill @e will no longer affect your entity. I don't know why it needs the string "no" there instead of the boolean value the documentation says, but it's very annoying that the docs are incorrect. At least for "format_version": "1.21.50"

wanton dune
nimble nova
nimble nova
wanton dune
#

Why delete message void?

nimble nova
#

Yeah. It can be frustrating sometimes because of that.

formal veldt
#

didnt read his msg

visual garden
#

In which version were Entity Properties added?

formal veldt
sage field
#

Pop quizzes be like

formal veldt
grim mural
#

is it possible to add minecraftTen font to player nametags above their head?

wet shuttle
#

Has anyone else been attempting to use the minecraft:behavior.swim_up_for_breath AI goal? It seems to be broken even on the vanilla Dolphin, they can't seem to actually breach the water surface and instead just hover under it and drown.

wet shuttle
#

Turns out using minecraft:navigation.swim actually works with this component but breaks lateral movement

fringe coyote
#

Why does NPC no longer have their nameable always_show to true anymore 😔

drifting isle
#

Can a TNT give a random effect when it explodes?

safe drum
formal veldt
#

there's a listener for when an explosion occurs

#

check if the source is tnt, then use the getEntities, loop it, apply effect to them.

#

here's the docs relating to it: #1067535608660107284 message

formal veldt
#

so the microsoft docs show the filter has_equipment_tag, but it gives me an error ingame saying it does not exist, and I never seen anyone here mention it

formal veldt
#

it's a new filter?

kind charm
#

Yws.

formal veldt
#

thank you.

formal veldt
#

sweet, looking forward to it.

drifting isle
#

i added a tnt like entity, also their own entity textures and models

#

but got invisible and their egg too

royal token
#

Or well

#

Issue

#

Could someone help me?

nimble nova
drifting isle
#

the entity as the egg, are invisible

nimble nova
#

I guess my question is, does the behavior pack work as expected? Is it ONLY a rendering issue?

#

You should have a file: RP/textures/item_texture.json And it should look something like this:

{
    "resource_pack_name": "My mod pack",
    "texture_name": "atlas.items",
    "texture_data": {
        "tnt_fool": {
            "textures": "textures/items/tnt_fool.png" // This is the path to the inventory icon picture
        }
    }
}
#

I haven't messed around with spawn eggs, but you should then put a key entry in the entity's description section of its resource pack file. Something like this:

"spawn_egg": {
    "texture": "tnt_fool",
    "texture_index": 0
}
broken marsh
warped kite
#

All of mine does that it and it works perfectlly.

#

Or maybe you meant it shouldnt but it will work

neat sky
#

I wonder if it's possible to force an entity with an "is_collideable" component to actually drag the player with it. I was trying to make an elevator with it, but it only works downwards with the default setup 🙃

quiet ore
#

Question about mob spawns

Vanilla monsters seem to only spawn at light level 0, despite their spawn rules saying they can spawn up to level 7. I think this is block light level 0 and overall light level 0-7.

Should add on monsters be set the same way, or should they be explicitly set to only spawn at light level 0?

drifting isle
#

how can i implement the blinking animation like a tnt?

charred cargo
static osprey
#

Is there a way to cancel the player being dismounted when they sneak while riding an entity?

kind charm
static osprey
tired kettle
#

Why is the background like this?

shadow lichen
#

what is the best way to get back in to minecraft 'modding' its been about 3-4 yearssince i last worked with minecraft a lot has changed.
and i don't really know anything anymore.
I tried to make something simple (a pig that explodes when i hit it) but i can't even get that to work :/

neat sky
# tired kettle Why is the background like this?

I assume you have alphatest material and the texture has some pixels left from removing the background. In the graphic editors they are almost invisible, but the alphatest turns their visibility to 100%.
Try clearing it manually with an eraser

ripe glacier
#

Is there a way to disable NPCS right click menu

wanton dune
#

or override the open npc screen with on interact component.

#

or just scripts before events of playerinteractwithentity.

ripe glacier
devout cairn
shadow lichen
#

Is behavior pack modifications not a thing anymore?

shadow lichen
#

Like instead of using scripting? I used to be able to do it with just json

devout cairn
#

All those have migrated to scripts

kind charm
#

Also, you can still do a lot of things with JUST JSON.

ripe glacier
#

I need some help i made a post but no one looked at it

main cedar
#

what should I put here? this is a component is giving me errors: it says that the exit event and dismount mode properties dont exist and throws an error on reload

kind charm
main cedar
#

not in preview, 1.21.60

modern hawk
#

is there a component to change how much a player's health naturally regenerates by?

kind charm
main cedar
#

oh i see,makes sense thanks

noble cypress
#

Hi, I have a question. Is there a way to remove the riding animation on a custom entity?

loud sable
#

I have a ticking entity, but I think it, ironically, unloads itself until a player is within simulation distance. My issue is each entity is ~2000 blocks from the next and all of them are +10000 blocks away from spawn. Is there something I did wrong?

{
    "format_version": "1.16.100",
    "minecraft:entity": {
        "description": {
            "identifier": "lambda:tickingentity",
            "is_spawnable": true,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {
            "tickingentity:despawn": {
                "minecraft:instant_despawn": {}
            }
        },
        "components": {
            "minecraft:physics": {
                "has_gravity": false,
                "has_collision": false
            },
            "minecraft:pushable": {
                "is_pushable": false
            },
            "minecraft:push_through": {
                "value": 1
            },
            "minecraft:tick_world": {
                    "distance_to_players": 128,
                    "never_despawn": true,
                    "radius": 6
            },
            "minecraft:damage_sensor": {
                "triggers": [
                    {
                        "cause": "all",
                        "deals_damage": false
                    }
                ]
            },
            "minecraft:collision_box": {
                "height": 0.1,
                "width": 0.1
            }
        },
        "events": {
            "tickingentity:despawn": {
                "add": {
                    "component_groups": [
                        "tickingentity:despawn"
                    ]
                }
            }
        }
    }
}
neat sky
tacit basin
#

I added this component to the chest_minecart entity but I'm still able to hit and kill it. Is there a way to prevent chest minecarts from dying?

            "minecraft:damage_sensor": {
                "triggers": [
                    {
                        "cause": "all",
                        "deals_damage": false
                    }
                ]
            }
noble cypress
#

Hi, does anyone know how to change the player's riding animation but on a specific entity?

nimble nova
nimble nova
#

I'm glad it is now. It wasn't when I was struggling with it. Also, a bunch of the examples on that page still is the old boolean values.

kind charm
lone basalt
wanton dune
nimble nova
lone basalt
#

At least the poor creature could join heaven

modern hawk
#

anyone have a floating text entity I can use?

dusty jasper
#

Is there no pale_garden biome tag?

dusty jasper
oblique lichen
#

Is the "minecraft:behavior.move_to_block" component bugged? My entities only move towards minecraft blocks, but not my custom ones for some reason.

oblique lichen
kind charm
oblique lichen
kind charm
#

I wonder if its due to it not being solid?

oblique lichen
#

Let me try a solid custom block then...

#

I think I know the issue. Any block that is connected to an item with the replace_item option in the block-placer component doesn't work, any other custom block does.

oblique lichen
cosmic crown
#

Npc custom skin?

fluid harness
#

How i cancel fall damage if player have a tag?

true surge
#

Add this to your player.json

main cedar
#

how do I make an entity not take any damage? do I need to add a damage sensor trigger for all known damage sources or is there a better way

broken marsh
#

some vanilla entities use that for doors

oblique lichen
main cedar
#

i got this projectile component in my entity. the gravity bit seems to work but the inertial doesnt. shot projectile completely stops after a short while. Any idea?

      "minecraft:projectile": {
        "power": 1,
        "gravity": 0.05,
        "inertia": 1,
        "liquid_inertia": 1,
        "anchor": 1
      },```
frank carbon
#

Projectiles require a runtime identifier to work properly. Try "runtime_identifier": "minecraft:snowball" in your entity's description

#

@main cedar

main cedar
frank carbon
#

Nope, not allowed. That's the grand flaw

#

Either you have these weird in-between projectiles with crappy physics, or you can try designing a custom projectile driven by commands/scripting

main cedar
#

it does sound like a huge hack anyways.
anyway is there anothe way to alter entity intertia/friction while traveling throgh air?

#

the one it has now seems to be very aggressive and inconsistent even

main cedar
frank carbon
frank carbon
#

I have been working on a custom projectile system for a personal project too. Uses purely scripting to track velocities and locations

#

Given a location, velocity, acceleration, and inertia, this is what I put together. Acted every tick

//https://gamedev.stackexchange.com/questions/15708/
location = Vector3.add(
    this.location,
    Vector3.scale(
        Vector3.add(
            this.velocity,
            Vector3.scale(this.acceleration, 10 * DELTA_TIME)
        ),
        20 * DELTA_TIME
    )
);
velocity = Vector3.add(
    this.velocity,
    this.acceleration,
    Vector3.scale(
        this.velocity,
        // |v| * 1-i / (1 - 0.05 * (1-i))
        -Vector3.magnitude(this.velocity) * (1-this.inertia) / (1 - 0.05 * (1-this.inertia))
    )
);
main cedar
#

Well I thought of doing something like that but problem is being entirely server driven it relies on constant communication to the entity client counterpart and what I noticed before is that it tends to look jittery as the entity interpolates with the previous location so movement doesn't seem responsive. Did you also notice that?

frank carbon
#

Mine uses particles for visuals 🤷 but I can see that being an issue

#

I wonder if the entity component "minecraft:conditional_bandwidth_optimization" could help?

#

If your projectile will follow a deterministic, static path, I suppose you could animate the visuals on the client and let the server handle the logic. Build the trajectory out of Molang and all that

#

That sounds like a whole new way to desync stuff though

#

Perhaps not if it used query.time_stamp ...? That would need some R&D

main cedar
main cedar
earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oblique lichen
pearl grotto
fluid harness
main cedar
pearl grotto
scarlet zinc
main cedar
#

for some reason i had it like that before and it gave errors, couldnt find that on the wiki so i did with the always true target thing

#

i likely had it wrong somehow

strong tide
#

Is it possible for me to create a fully functional villager? Like vanilla where I place a certain block they change profession?

vivid coyote
#

How to make player invisible using player.json ?

fringe coyote
slender dirge
#

is there a place i can get the current biome tags list for the enviroment_sensor component cause the microsoft wiki thing hasnt been updated

pulsar pumice
#

Is there a set entity spawn limit for mcpe?

formal veldt
pulsar pumice
#

If I make my own addon can i make it so Mc original mobs cant spawn

crystal oyster
#

(model is the same, random color is just picked each time the model is loaded)

#

ah wait this maybe the wrong channel\

#

mb

warped kite
#

just edit the spawn_rules for them to not spawn in any light level or any mode (peaceful to hard)

formal veldt
#

you could trying using minecraft:spawns_on_block_filter and use a block that does not exist

quiet ore
#

Quick question

Do vanilla monsters only spawn at light level 0 in Bedrock?

The spawn rules say they can spawn up to level 7, but I think that's a lie and the runtime identifiers make them only spawn at 0

Which of course means that spawning is all messed up if you base custom mob spawn rules on the vanilla rules

warped kite
#

I mean some mobs with helmets and that do tend to (Ive seen it, but it could be a bug)

main cedar
#

I have an entity that I've set immune to all damage. with this

Despite that however when damaged by a lingerig potion not only does it play the red hurt animation but it also jumps up

long oriole
#

yo

#

was there a technique to cancel damage with a dynamic tag?

pearl grotto
pearl grotto
long oriole
#

but I guess that would be impossible

south sandal
#

Someone help me with this

#

The walk animation doesn't play

#

And it doesn't drop anything when killed

main cedar
#

Is there a way to show entities hitboxes? for debug purposes?

rose briar
#

is there a way to fix/workaround the little lag that happens whenever you rotate an entity? Like you can rotate them with a command or scripts but they always take a few seconds to actually finally rotate to that direction.

rose briar
#

nvm i figured sumn out

south sandal
#

Somebody please find me the link to where I can learn to set up an entity breeding and growing up T-T

main cedar
rose briar
#

I used animations so it's client side and overwrites the interpolation. I made a custom property for the rotation of the entity, and the RP I made animations for the cardinal directions by just rotating the root

#

So it's technically a visual rotation, not an actually rotated entity

main cedar
rose briar
#

If you make a forum post I can send stuff there, I don't wanna clutter this general chat

#

just @ me

calm hollow
#

is it possibe to mak an entitie with no hitbox?

#

aka invincible or ghost entitie

leaden ruin
#

I just made this entity, which is supposed to be like a painting. How can I make it so it doesn't take damage and has no shadow below it

main cedar
leaden ruin
main cedar
#

axis aligned component

wanton venture
#

How do I make a part of an entity glow?

charred cargo
# wanton venture How do I make a part of an entity glow?

Use a render controller, separate geometries, textures and materials if the material you want to use is entity_beam_additive as your material
Use differences in opacity, 1 texture, and 1 material if you want to use entity_emissive_alpha as your material
If you do not know what these materials are, please ask for further information

formal veldt
wanton venture
#

Oh I can do it with bones? How?

formal veldt
#

you dont need to do seperate geo.

formal veldt
#
            "materials": [
                {
                    "*": "Material.default"
                }
            ],
wanton venture
#

Any example syntax?

#

oh right the wildcard is the bone lol

#

Thanks!

formal veldt
wanton venture
#

Now

#

what query is recommended for flying animation

formal veldt
#

trying looking at flying entity files

formal veldt
#

thats what I used for my bird

#

no problems

formal veldt
#

I dont know how your entity is, because you might want transparent and emissive textures at the same time.

charred cargo
wanton venture
#

I'll play around with that after I fix animations

#

Fly is never being played:

{
    "format_version": "1.10.0",
    "animation_controllers": {
      "controller.animation.kai.lumenbug.general": {
        "initial_state": "state_picker",
        "states": {
          "state_picker": {
            "transitions": [
              { "explode": "q.hurt_time > 0" },
              { "fly": "!q.is_on_ground && query.modified_move_speed >= 0.2" },
              { "idle": "q.is_on_ground && query.modified_move_speed <= 0.1" },
              { "play1": "math.random(0,10) <= 2" },
              { "play2": "math.random(0,10) <= 2" },
              { "play3": "math.random(0,10) <= 2" },
              { "play4": "math.random(0,10) <= 2" }
            ]
          },
          "idle": {
            "transitions": [
              { "state_picker": "q.is_on_ground && query.all_animations_finished && query.modified_move_speed <= 0.1" }
            ],
            "animations": [
              { "idle": "(1.0)" }
            ]
          },
          "fly": {
            "transitions": [
              { "state_picker": "!q.is_on_ground || query.modified_move_speed < 0.2" }
            ],
            "animations": [
              { "fly": "(1.0)" }
            ]
          },
          "play1": {
            "transitions": [
              { "state_picker": "query.all_animations_finished" }
            ],
            "animations": [
              { "play1": "(1.0)" }
            ]
          },
          "play2": {
            "transitions": [
              { "state_picker": "query.all_animations_finished" }
            ],
            "animations": [
              { "play2": "(1.0)" }
            ]
          },
          "play3": {
            "transitions": [
              { "state_picker": "query.all_animations_finished" }
            ],
            "animations": [
              { "play3": "(1.0)" }
            ]
          },
          "play4": {
            "transitions": [
              { "state_picker": "query.all_animations_finished" }
            ],
            "animations": [
              { "play4": "(1.0)" }
            ]
          },
          "explode": {
            "transitions": [
              { "state_picker": "q.hurt_time <= 0" }
            ],
            "animations": [
              { "explode": "(1.0)" }
            ]
          }
        }
      }
    }
  }
  
#

Any ideas?

charred cargo
wanton venture
#

Fixed fixed

#

How can I make my entity fly more often

#
"minecraft:behavior.random_fly": {
          "priority": 0,
          "xz_dist": 6,
          "y_dist": 2,
          "y_offset": 3,
          "speed_multiplier": 1,
          "can_land_on_trees": true,
          "avoid_damage_blocks": true
        },
        "minecraft:behavior.look_at_player": {
          "priority": 1,
          "look_distance": 8.0
        }
#

These are all my priorities

#

it can take a whole minute for it to fly

#

okay fixed

#

random_fly is trash

#

hover is the way

formal veldt
#

lol

main cedar
#

how can i make an entity be imune to all damage but the one from players?

wanton venture
#

Use minecraft:damage_sensor

narrow jetty
#

Would someone be able to should be how to code my custom entity in bridge some time?

wanton venture
charred cargo
wanton venture
charred cargo
wanton venture
#

It should only be this part, and those pixels are emissive

#

What do I have to do exactly to make only that part glow? Do I just have to use the material you said or something more

charred cargo
#

Do you want emissive or additive

#

Or would you like an example of how additive looks

wanton venture
charred cargo
#

Emmisive and ignores lighting
But compatible with transparency

wanton venture
#

That’s additive?

charred cargo
wanton venture
#

I see, hm

nova plume
#

what the cause of this?
the geo does exist, blockception do detect it

wanton venture
#

Make sure there are no typing issues

#

In the geometry file, or entity file

young flax
#

Basic question. I have a parameter for an animation rate. I wish to increase or decrease based on the entity's testable behaviour state. Looking at other a few examples of code, they just hard code several near identical animations with different rates, one for each state. Is this the way to go? I could test the entity's state for each frame (I think?) to set the rate but I'd rather pre-calculate using a certain rate value for a set amount of animation time, and then test state and transition to another rate if the state changes.

This is not related to entity speed or distance.

nova plume
young flax
#

I assume this is a common animation goal but I can't seem to find an answer yet.

wanton venture
#

I don't understand your question, sorry

young flax
heavy coral
#

How to make my entity visible from very far away without needing the Ender Dragon runtime indentifier?

vale mantle
#

Persistent/persist

subtle glade
#

What's the error? Why isn't it working?

"minecraft:damage_sensor": {
  "triggers": [
    {
      "on_damage": {
        "filters": {
          "all_of": [
            {
              "test": "has_damage",
              "value": "fatal"
            },
            {
              "test": "is_family",
              "subject": "other",
              "value": "player"
            }
          ]
        },
        "deals_damage": false,
        "event": "fatal"
      }
    }
  ]
}```
formal veldt
#

nothing seems to be wrong, but depending on your format version deals_damage is no longer boolean.

nova plume
#

can this be fixed by custom materials?

subtle glade
subtle glade
formal veldt
placid sun
#

If I have dyeable(with cauldron) attachables, is there something I can add to the files that when you put it on other entities it's still the custom dye or is the only way dyeing it with dyes after it's on the entity?

subtle glade
formal veldt
#

which is what?

subtle glade
formal veldt
#

1.21.40 is when it was changed.

#

so yes.

subtle glade
subtle glade
#

@formal veldt I discovered that it is the filters that are not working, the "event" happens, but the damage still continues, because the filter is not working.
But I don't know how to fix it

bitter fractal
#

Has anyone used the ‘has_equipment_tag’ filter test?

#

The game says it doesn’t exist lol

formal veldt
#

I find it weird that it's showing in the stable docs.

bitter fractal
#

Ooooh, that’s why

#

Thanks you for clarifying!

main cedar
#

I'm facing a very odd issue with an entity I have. Itsa rideable entity, despite the fact that im rotating at various angles (with scripting, right after i spawn it), when i ride it it only lets my player face north

main cedar
# formal veldt do not lock rider rotation

i dont have that component, nothing with rotation, i checked. Maybe i didnt explainright, its not the fact that the rider cant rotate, it can, but its preferred sitting position is facing north

#

so obviously cant rotate 180 degrees and such

formal veldt
#

its not a component, its a property in the rideable component

#

within seats

#

lock_rider_rotation

#

you dont have it?

main cedar
#

yeah i dont have that

#

these are the other components if that matters

#

this im using to set the yaw and i know thats being set ok

formal veldt
#

thats odd, seats should rotate

main cedar
#

bet its another component overriding something

formal veldt
main cedar
#

yup i nuked all the components and low and behold it now works

formal veldt
#

because think of the player with a parrot

#

the parrot rotates obviously with the player's body

formal veldt
#

it would be nice to know which component was doing that.

main cedar
#

im getting to that

formal veldt
#

perhaps it was minecraft:body_rotation_axis_aligned

#

trying adding that back

#

tell me if it works or not

main cedar
main cedar
formal veldt
#

what families did you have

main cedar
#

i had a family of mine and inanimate. im doing more testing but it seems to not be tied to those

#

im getting inconclusive results. it could be that buoyant component is also related

wintry geyser
#

My geometry file is correct, so is the path, but when I put the geometry in the entity, I get this error [Geometry][error]-crafter:custom_test | crafter:custom_test | geometry not found?

#

The geometry is in the entity of crafter:custom_test, and it's the exact same as the geometry identifier in the geometry model file

hollow panther
#

I have a script that adds and removes a tag to a specific entity when the player is currently looking at it. Is there a way I can change the entity's geometry based on whether it has that tag or not? The goal is to have the entity switch geometry while it's being looked at by the player and removed when it's not.

main cedar
#

can I have an entity that visually displays the armor it has equipped?

gentle blade
#

soo

#

using block bench

#

title generator

#

how would i make this an entity?

cinder socket
#

How do I make it so that I am not slowed by cobwebs?

charred cargo
charred cargo
cinder socket
charred cargo
#

Not really possible

reef oyster
#

I am just wandering, is it possible to have an texture array switch to a different one depending on if the mob is a baby or not?

fleet void
#

One message removed from a suspended account.

true schooner
#

How do I make my entity immune to lightning_bolts

wanton venture
#

How can I play an animation with a random chance while still playing another

#

Also, what material should I use for this?

#

None of what I've tried are working well. Is either translucency as transparency or mess everything else

#

Oh, entity_custom seems to work great

#

nvm

#

Not from the bottom, lol

charred cargo
wanton venture
#

I'm having a bad time figuring what to do here mostly:

"pre_animation": [
          "variable.state = (!query.is_on_ground && query.modified_move_speed >= 0.2) ? 0 : 1;"
        ]

My brain isn't braining when doing a new variable with math

#

I made that for idle and fly

#

Works perfectly

#

Now I have to make a new variable (I think) to choose randomly between 4 animations

charred cargo
wanton venture
#

Yes

#

It works great when looked from the top

bitter fractal
#

Hello guys!

Is it possible to stop the player from using an item when interacting with my custom entity?

#

Example: if holding a piece of armor, stop the player from putting on the armor when interacting with my entity

reef oyster
dusk tendon
#

is there any material that can get render controllers' "color" to work for attachables?

wanton venture
wanton venture
reef oyster
# wanton venture What is not working? Any content log errors? What are you trying to achieve?

[Molang][error]-jurassic:triceratops | render_controllers/triceratops.render_controllers.json | controller.render.triceratops | textures | query.is_baby ? array.baby[v.index] : array.textures[v.index] | Error: unhandled request for unknown variable 'variable.index'

[Molang][error]-jurassic:triceratops | MolangScriptArg::get<>() called on incompatible type

[Rendering][error]-jurassic:triceratops | Render Controller: controller.render.triceratops is missing its default texture


I am trying to have a different model/texture for the baby varient and have the hot and cold varients like a chicken or cow.

reef oyster
#

I fixed it, apparently I was just missing something in the entity file

bitter fractal
wanton venture
#

A fake block using what method?

wanton venture
#

Why is this not working? The event is not being triggered:

"minecraft:looked_at": {
                    "search_radius": 64.0,
                    "set_target": "once_and_stop_scanning",
                    "find_players_only": true,
                    "looked_at_cooldown": 5.0,
                    "looked_at_event": {
                        "event": "kai:blind_player",
                        "target": "other"
                    },
                    "filters": {
                        "test": "has_equipment",
                        "domain": "head",
                        "subject": "other",
                        "operator": "not",
                        "value": "carved_pumpkin"
                    }
                },
warped kite
rain egret
vale mantle
#

Passed tense 💔

rain egret
vale mantle
#

It's look_at

rain egret
#

If it doesn't work use lookat

vale mantle
#
            "minecraft:lookat":  {
                "search_radius":  64.0,
                "set_target":  true,
                "look_cooldown":  5.0,
                "filters":  {
                    "all_of":  [
                        {
                            "subject":  "other",
                            "test":  "is_family",
                            "value":  "player"
                        },
                        {
                            "test":  "has_equipment",
                            "domain":  "head",
                            "subject":  "other",
                            "operator":  "not",
                            "value":  "carved_pumpkin"
                        }
                    ]
                }
            },

From enderman

rain egret
vale mantle
#

Fair. Though I'd assume lookat still works

rain egret
#

If we use format version 1.21.30 it will probably work fine.

vale mantle
#

The min version right?

rain egret
#

Format_version

#

I think that depends on the entity's format_version

#

And of course the minimum version of manifest.json should be the current one, to avoid similar problems

wanton venture
#

Thanks guys, I’ll give this a try

unique dragon
#

Is there a way to put back the discount stacking when you cure villagers multiple times? Thank you!

rain pilot
#

hello i have an entity how do I make it be ignored by mobs?

vale mantle
#

Give it an undefined family, or a random family

#

By that I mean don't name it "Mobs" "Zombie" or any hostile/non-hostile mob

subtle glade
#

How to cancel fatal damage on an entity?

magic crystal
#

How does one make my entity move to within a couple blocks of the player?

heavy coral
#

How to increase or decrease player hunger without player.json?

nova plume
#

You can't, even with the player.json

rare delta
#

hello, anyone knows how it is possible to hide an item held by an armour stand? (like in actions and stuff)

nimble nova
#

Does anyone know how to reference vanilla textures in your custom entities? I have my entity and render controllers all working with my custom textures.
RP/entity/myentity.json:

"textures": {
    "default": "textures/blocks/default_texture",
    "texture1": "textures/entity/texture1",
    "texture2": "textures/entity/texture2"
},

But I want to change texture2 to use a vanilla texture, say oak planks. How would I reference that to make it work?

crimson pumice
#

probably just change the filepath to "textures/blocks/planks_oak"

nimble nova
#

Another question... can I make the texture selectable via querying the entity's property states?

crimson pumice
#

maybe but im not sure what that means exactly

nimble nova
#

So if I set the entity file in the BP to have a property, say material = oak, birch, mangrove, etc... Can I then in the RP definition for that entity query that property and set "texture2" equal to the applicable plank texture?

#

I just tried "default": "query.property('wfir:prop_1') ? textures/blocks/brass_block : textures/blocks/planks_oak; ", and it didn't like that. Couldn't find the textures.

magic crystal
#

Is it possible to make my entity when looking around not adjust its body?

kind charm
magic crystal
#

ty ty

magic crystal
crimson pumice
#

I'm trying to make a slime that splits infinitely, but Idk how to make each generation smaller
how do i do this 🙏

main cedar
#

how can i set the pitch of a sound in an animation?

rare delta
#

anyone knows another way?

heavy coral
#

how to make entity textures emissive in vibrant visuals?

gaunt zodiac
#

Does anyone know how I can modify a Minecraft entity? Like the cow, for example.

sage field
spare peak
#

How do I detect a punch with animation controllers

frank carbon
#

You can read the variable attack_time. It returns a value between 0 and 1, indicating the percentage duration of the current attack.

#

Attacks last 0.3 seconds.

#

@spare peak

frosty swift
#

anyway to fix the issue where an entity turns black when it is inside a block i set the collision to false but it doesnt seem to work

barren plover
#

Why do I get this errors?```[Molang][error]-test:abc | test:abc | controller.render.test.abc | Geometries | friendly name 'geometry.test.abc' not found in entity friendly name list (geometry.default:texture.default) - check your spelling?

[Molang][error]-test:abc | test:abc | controller.render.test.abc | Materials | friendly name 'material.default' not found in entity friendly name list (geometry.default:texture.default) - check your spelling?

[Molang][error]-test:abc | MolangScriptArg::get<>() called on incompatible type

[Molang][error]-test:abc | Error processing expression geometry.test.abc

charred cargo
charred cargo
#

You named the geometry wrong in the render controller

#

Your supposed to use the short name of the geometry, defined in the entity.json file, not the actual file name

barren plover
#

what is the short name?

charred cargo
#

Default

#

Like with the texture

barren plover
#

thanks, but I still get this error```[Molang][error]-test:abc | test:abc | controller.render.test.abc | Materials | friendly name 'material.default' not found in entity friendly name list (geometry.default:texture.default) - check your spelling?

[Rendering][error]-test:abc | Mesh material doesn't exist

main cedar
#

how do i make an entity I dont own play an animation?

#

animation that has particles

charred cargo
#

In the entity.json file

quiet ore
#

Anyone have issues with entities sometimes falling through the ground?

Not very consistent, but I'm finding when I use an entity placer my entity just does not have collision ~5% of the time

gilded shore
#

how do i stop fall damage from a player ONLY if they have a certain tag?

barren plover
#

How can I give my Mob a component group if a player is nearby?

charred cargo
#

There's no real way to disable fall damage per player

#

You only actually have 2 options

#

Both need to be scripted