#Entities General

1 messages · Page 20 of 1

sonic bolt
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but also specify "only 1 has special tag"

undone axle
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Fair

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slight problem tho

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I only have the OLD wolf spawn rules. Weren't they changed when varients got added?

sonic bolt
#
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I think I need all detail of your problem. I'm guessing does members naturally spawn? does leader naturally spawn? does .... etc. etc.

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so. I might never answer your problem at all lol. sry

undone axle
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It's my first time doing entities properly and I'm starting a passion project

sonic bolt
#

me too

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here is my first, currently add on

undone axle
#

I bet I can guess what it does

sonic bolt
#

still in dev

sonic bolt
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also cross breed possible

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I'm look like idoit obsessed with cats

undone axle
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Im just still tryna figure out how to add a condition to a spawn event

sonic bolt
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oo

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okok go dm. I could help. the Add-on doc is kinda hard to read.

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so, I dont want to flood general

undone axle
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like I need to have a "is_pack_leader" component or something so that the other members of the pack are spawned properly

undone axle
#

This is how I disable mob spawning right?

sonic bolt
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yes lol

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indeed. this is the only way

haughty tusk
little cloud
worthy hinge
#

How do I make an entity align with a block (0.50,0.50 coords) and rotate to a certain rotation forever after it's spawned?

worthy hinge
#

Ty!

strong tide
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[Geometry][error]-wypnt bab:deer I wypnt bab:deer | Locator: Error: model already has a locator armor_offset.default_neck that doesn't exactly match
the one wanting to be added - skipping new definition in baby(geometry.wypnt_bab.deer.baby)

strong tide
#

I don't have any locator on my mob, especially one called "armor_offset.default_neck".

haughty tusk
little cloud
# haughty tusk oof, do u have any guide for that by chance?

i do not. its quite simple though, if you can use rhe tnt runtime to remove movement interpolation from the renderer then spawn one for every player and keep it teleported above their heads. Then in the client-side you can set their position to -q.position(0)*16+(x*16).... but note that the z coord for model and entity space is reversed

strong tide
bleak fossil
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tried adding custom animations to my custom entity with blockbench's entity wizard as base. The method i used is from this vid: https://youtu.be/5wq_mw5AzIM?si=zdFowEmxvIXqbag-

Tho it just comes out as no texture. The mob doesn't have shadow either. Idk what's going on :(( when i installed the blockbench version without changing the code, it worked perfectly fine

In this tutorial i will show you how to create and add animations to your minecraft bedrock / PE entities usning two different aplications blockbench and brisge v2

Twitter: https://twitter.com/B0NY434445
Xbox Gamertag: B0NY434445
MCPEDL: https://mcpedl.com/user/b0ny434445/

================...

▶ Play video
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lemme send code

frank carbon
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This is close. I think you must enclose the list of animations you'd like to play with an array:

"states": {
  "default": {
    "animations": [
      // Comma-separated list of animations to play while in this state
      "idle"
    ]
  }
}
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Similarly within the "scripts" section of your client entity definition

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And if I am not mistaken, animations cannot contain colons. Try renaming your animation to animation.artsy.moth.idle

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See if those improve your results @bleak fossil

grim mural
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how do you put idle sounds on entities? like when you're near on it

hard orbit
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Or you can use ender dragon entity as the base, as it has some hardcoded stuff that allows you to see it from a huge distance. A lot of servers at this point makes the title using blocks, not entities.

bleak fossil
bleak fossil
bleak fossil
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sorry or the pic i use my other device for adidng code lol

rain egret
bleak fossil
rain egret
# bleak fossil nopee

But can you see the shadow of your entity, right? Can you show the behavior of your entity? Also, in which directory have you put your entity client?

heavy kernel
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anyone know why this animation isn't playing? /playanimation @e[type=minecraft:axolotl] animation.axolotl.play_dead

bleak fossil
bleak fossil
rain egret
bleak fossil
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oh wait lemme try that, i see its spawn egg tho it doesnt have a texture. i try to spawn it, no model or shadow

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no texture like its clear and not magenta

rain egret
bleak fossil
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i can see it on the mob list when i do summon and it says object successfully summoned tho its still invisible w no shadow

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i see, thats so weird cuz i based the code on blockbench entity wizard and added animations and controllers

rain egret
bleak fossil
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im sorry but idk what u mean about entity client, do u mean the entity file itself?

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lemme see the identifiers holdon

rain egret
bleak fossil
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res and beh both have the same identifier

bleak fossil
rain egret
bleak fossil
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ohh lemme see

rain egret
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so that's not the problem your error log is reporting?

bleak fossil
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lemme provide a bit of context, i used blockbench entity wizard to generate a file (this worked fine on its own)
and then i added animation and controllers in which the mob's texture/model vanished

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i think it had something to do with the animations and animation controllers that i added

rain egret
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An animation error does not make the model invisible. it will only be invisible if the entity client has a syntax error.

bleak fossil
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ohh i se i see

#

here it is

bleak fossil
# bleak fossil

i get confused about values and arrays so maybe that's it? my device prevents me from editing like this

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so i see it more of a list than code

rain egret
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There's a syntax error, let me fix it

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{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "artsy:moth",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/moth"
},
"geometry": {
"default": "geometry.moth"
},
"render_controllers": [
"controller.render.default"
],
"spawn_egg": {
"texture": "moth_spawn_egg"
},
"animations": {
"idle": "animation.moth.idle",
"controller": "controller.animation.moth"
},
"scripts": {
"animate": [
"controller"
]
}
}
}
}

bleak fossil
#

may i ask what part u fixed? so that i would spot it when i do other mobss

rain egret
bleak fossil
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i see, so its not an array?

rain egret
bleak fossil
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it works now!!! thank you so much

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i wouldnt have seen that error

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all the "invisible" moths that i spawned were right there all along lol

haughty tusk
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how to add a locator above player's head?

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basically i want to put a locator so that the particle follows the player when emitted

sterile iron
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Do entities mantain component groups behaviours even if the component group is not longer registered?

sonic bolt
rain egret
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For example, if you have a speed component in "component" and you change the speed in a "component group" and then modify the code by deleting that group, the entity could retain the modified speed.

fringe dock
#

Does anyone know if you can make it so that you can make a custom mount that can attack while being ridden. As in the mob does a melee attack on command when you ride it?

bleak fossil
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Omg im sorry to be back so soon but i've been having trouble with the interaction component with my moth mob again, I have this code that's suppoused to work like when a sheep gets sheered but the button is not showing up and idk why. I pasted the same minecraft:interact code to another modded mob with variants and the "shear" button showed up. I even put the same code to the moth mob before i added variants and it worked. Idk why it doesn't specifically work on the mob that im working on right now :/ (also im sorry for asking so much help aaa). for additional context, i put the interact component inside a variant component group. I didn't have trouble with this before

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Here's the code:

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oh wait its too long hold on

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"minecraft:interact": {
"interactions": [
{
"use_item": false,
"swing": true,
"hurt_item": 1,
"spawn_items": {
"table": "loot_tables/entities/moth_pinkyellow_shear.json"
},
"play_sounds": "shear",
"interact_text": "action.interact.shear",
"on_interact": {
"filters": {
"all_of": [
{
"test": "has_equipment",
"subject": "other",
"domain": "hand",
"value": "minecraft:shears"
},
{
"test": "is_family",
"subject": "other",
"value": "player"
}
]
},
"event": "artsy:pinkyellow_sheared",
"target": "self"
}
}
]
}
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i deleted some things so if there's missing brackets, it's probably on me. I use an app that shows the code as lists (json genie if yall know it)

void scarab
#

Do you know how I can make projectiles with scalable damage without using scripts?

sterile iron
#

For now i fixed it creating a new world

rain egret
frank cipher
#

Finally figured this out, having a "0.05" probability was somehow affecting the amount of time it looked at the player within the "look_at_player" component. Just upped it to 0.5 and that fixed it.

glossy yew
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Maybe the probability is evaluated on every tick? 🤷‍♂️

bleak fossil
# bleak fossil ``` "minecraft:interact": { "interactions": [ { "use_item": false, "swing": true...

Art's Moth Update Blong #3

I'm gonna make this like a blog cuz it's what makes me sane ❤️

Remember this? i did some dilly dallying the code actually WORKS. the problem is that something inside the variations code aren't accurate to how they're rendered for some reason?? I would have a moth that's all white but it'll show up as a brown moth but i wouldnt know because I don't see the values in game. I noticed this when the "shear" button is popping up when i interact with one of the variants even though it wasn't the variant that i implemented the interaction on.

Now I'm trying to figure out why the variants are all jumbled up. it's so weird because I did this before with other mobs successfully but now it's all over the place D:

bleak fossil
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wait lemme picture it so it's clearer

bleak fossil
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UPDATE I FIXED IT it turns out i need the variants to be in order in render controllers OOOOPS

bleak fossil
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yaaaaaay

obsidian pier
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That's cute and some nice concept also

bleak fossil
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thank u :DD

bleak fossil
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Art's Moth Update Blong #4

HELLO ADDON MAKERS MORE ON MY MOTH ❤️

I added silkworms!!! Tho they have this weird animation jitter after they "walk". i tried blend transitions but that somehow makes it worse now im trying to figure out how to fix that.

Anyways, WORMS

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should i make a channel or something bahashdskul

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it literally went to the fridge after a spawned it 💔 #BigFatBUH

wanton venture
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What is rarity on spawn rules?

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Armadillo file

wanton venture
bleak fossil
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trying to integrate my separate silkworm and moth entities into one mob but different states and it's killing me 😔 it shows up invisible again FAAAAAAAAAH

bleak fossil
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is there a way to transform a mob into another mob but it has a specific variant? i tried adding components like with what the bedrock dev said about minecraft:transformation but it doesnt work :/

rain egret
bleak fossil
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tho rn i just converted back to my separate silkworm/moth route although thats making me have problems too because the minecraft:transformation component isnt adding component groups to the transformed moth even tho minecraft dev explicitly said that its possible

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cuz im tryna mimic this system

rain egret
bleak fossil
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lemme just boot up my stuff

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the one with the integrated silkworm and moth mob or the one w the separate mob lol

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Entity CLient

  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "artsy:moth",
      "materials": {
        "default": "entity_alphatest"
      },
      "geometry": {
        "default": "geometry.moth",
        "baby": "geometry.silkworm"
      },
      "render_controllers": [
        "controller.render.moth"
      ],
      "spawn_egg": {
        "texture": "moth_spawn_egg"
      },
      "textures": {
        "moth_offwhite": "textures/entity/moth/moth_offwhite",
        "moth_gray": "textures/entity/moth/moth_gray",
        "moth_brown": "textures/entity/moth/moth_brown",
        "moth_pinkyellow": "textures/entity/moth/moth_pinkyellow",
        "moth_purpleorange": "textures/entity/moth/moth_purpleorange",
        "moth_greenblue": "textures/entity/moth/moth_greenblue",
        "sheared_offwhite": "textures/entity/moth/sheared_offwhite",
        "sheared_gray": "textures/entity/moth/sheared_gray",
        "sheared_brown": "textures/entity/moth/sheared_brown",
        "sheared_pinkyellow": "textures/entity/moth/sheared_pinkyellow",
        "sheared_purpleorange": "textures/entity/moth/sheared_purpleorange",
        "sheared_greenblue": "textures/entity/moth/sheared_greenblue",
        "silkworm": "textures/entity/silkworm/silkworm",
        "silkworm_mutated": "textures/entity/silkworm/silkworm_mutated"
      },
      "scripts": {
        "animate": [
          "controller"
        ]
      },
      "animations": {
        "fly": "animation.moth.fly",
        "wiggle": "animation.silkworm.wiggle",
        "move": "animation.silkworm.move",
        "look_at_target": "animation.moth.look_at_target",
        "controller": "controller.animation.moth"
      }
    }
  }
}```
#

render controls

  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.moth": {
      "arrays": {
        "textures": {
          "Array.baby": [
            "Texture.silkworm",
            "Texture.silkworm_mutated"
          ],
          "Array.shade": [
            "Texture.moth_offwhite",
            "Texture.moth_gray",
            "Texture.moth_brown",
            "Texture.moth_pinkyellow",
            "Texture.moth_purpleorange",
            "Texture.moth_greenblue",
            "Texture.sheared_offwhite",
            "Texture.sheared_gray",
            "Texture.sheared_brown",
            "Texture.sheared_pinkyellow",
            "Texture.sheared_purpleorange",
            "Texture.sheared_greenblue"
          ]
        }
      },
      "geometry": "query.is_baby ? Geometry.baby : Geometry.default",
      "textures": "query.is_baby ? Array.baby[query.variant] : Array.shade[query.variant]",
      "materials": [
        {
          "*": "Material.default"
        }
      ]
    }
  }
} ```
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in this instace, there's a shadow but no geometry

rain egret
bleak fossil
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it has behavior, i can even interact with it with shears

bleak fossil
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and it also moves

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or like do u mean u wanna see the behavior file too lol

rain egret
bleak fossil
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oh no its a bit too long

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i might send the file instead :"))

obsidian pier
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Which is the reason why your entity looks invisible but has collision box in it

bleak fossil
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ohh? so i need it to be an array is wht ur saying?

obsidian pier
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It should be like this js "textures": [ "query.is_baby ? Array.baby[query.variant] : Array.shade[query.variant]" ] not this js "textures": "query.is_baby ? Array.baby[query.variant] : Array.shade[query.variant]"

bleak fossil
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im tryna shrink the behavior file im just taking some default bee stuff lol

rain egret
bleak fossil
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is the same applied to geometry or nahh

obsidian pier
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It does not need array

bleak fossil
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okii

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oki update: the moths show up!! but im not seeing any silkworms yet so im adjusting spawn chance for now

obsidian pier
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Great, just tell me if there's something off about your entity

bleak fossil
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THANK YALL IT SHOWS UP NOW @obsidian pier @rain egret

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THhere's a problem with the baby animation but ill think about that tomorrow

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thysmmm

bleak fossil
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Art's Moth Update Blong #5

we are one step closer to finishing my moth mob then i can move onto butterflies for my lepidoptera addon I'M SO HAPPY THANK YALL FOR UR HELP ❤️

nimble bramble
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For some reason, my entity won't display that it is holding bows, crossbows, spears, shields, basically anything that has some special holding animation. Swords, sticks, blocks, etc. all render fine. My entity has both the rightItem and leftItem bones in its geometry. Anyone know what's up?

iron swift
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Hi, is there a way to combine molang and filter in entity.json
Like this?

{
    "filters": {
        "all_of": [
            {
                "test": "is_family",
                "subject": "other",
                "value": "undead && q.is_on_fire"
            }
        ]
    },
    "max_dist": 16
}
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Wait I see this

wraith isle
fringe coyote
golden sand
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how can i make a projectile do override damage? (the one that bypasses resistance)

rocky shadow
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how do yall make entity sounds?

golden sand
rocky shadow
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Thats not how you make sounds lol

obsidian pier
surreal arch
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Is it possible to make an entity find whatever block it is currently on and morph its texture into that?

formal veldt
fringe coyote
golden sand
bleak moat
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anyone know how to make "Minecraft:dash_action" work when in the air (its the camel dash)

warped kite
azure echo
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how do i make it so an entity that is behind me does NOT derender? its a large entity so i should be seeing it even if im not facing its center

worthy hinge
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Is there documentation or a tutorial on what is possible with the player.json?

obsidian pier
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You can modify it like health and other stats

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So it is possible for that

obsidian pier
azure echo
#

and when you say center the offset, I would do [ 0, 0, 0 ] ?

glacial summit
#

I ported my add-on from preview over to stable and started getting errors like this related to "q.item_slot_to_bone_name"

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not too sure what caused it, add-on works perfectly fine on preview and I don't see any changes to the files from preview to stable in recent updates

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All items that don't have 3D models are invisible

fringe coyote
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What's the error? Is it just silence one but it doesn't work?

obsidian pier
fringe coyote
obsidian pier
glacial summit
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player model still has the bone name as "rightItem"

broken kiln
#

Quick question, if lets say I've made a health component, inside the components, it became a default right?

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So if i were to change it using component groups, when that got removed using events or something, it'll automatically goes back to the default

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Am i right?

fringe coyote
broken kiln
covert sphinx
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is on_kill still broken

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💔

glacial summit
nova robin
#

is it possible to give a custom mob the regeneration effect given by a beacon?

covert sphinx
tranquil schooner
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Hello, i'm looking for a way to code an entity that attacks like this way but i cannot find anything. i mean. something that allows the ranged mobs move while shooting instead of stay static in one place like the skeletons.

tidal sonnet
#

Did they change something about jump.static? I was updating an entity in my pack that uses it and now it's not working (just the behavior of going up blocks), I didn't even touch the component

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Nevermind, somebody helped me out. If anybody has the same issue, apparently you need to use "minecraft:variable_max_auto_step": {} instead

glacial summit
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Do entities holding a projectile weapon with the power enchantment not deal more damage? I swear they did

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It doesn't seem like power multiplier does anything either

nova robin
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This is probably a simple dumb question so I don't wanna give it its own thing. I was trying to use the dev tool but it keeps breaking lol.
Essentially I have a mob I made in the blockbench entity wizard who's behavior is based on a parrot. If I want to keep everything about it, except allow it to attack those who attack it , how would I add it to the json file?

golden sand
#

how can i make a loot table drop a item guaranteed?

glacial summit
vital badge
#

Is it possible to create an entity that only moves on top of a specific block? I want it to ignore the other blocks.

charred cargo
vital badge
wraith isle
vital badge
verbal tundra
#

just a quick question, what is the entity equivalent of "getBlock()"

formal veldt
verbal tundra
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ah its a dimension method thats why i didnt find it

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was lookin in the wrongg place

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idk why i expected it to be different, cuz thats where getblock is too

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🤷‍♂️

formal veldt
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well, there's world.getEntity

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you need it's unique id though

verbal tundra
#

oooh thats probably what i want

formal veldt
#

yeah, thought so

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btw there's a channel specifically for scripting
#1067535382285135923

verbal tundra
verbal tundra
#

o well

formal veldt
verbal tundra
#

yea

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its on topic and i got my answer soooo

verbal tundra
formal veldt
verbal tundra
#

and what does it return

formal veldt
#

the entity with that unique id

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lol

verbal tundra
#

just one of them? or

formal veldt
#

yeah, it's Entity, not Entities

verbal tundra
#

or by unique id do you mean like each entity in the world has its own id? even if its the same type?

formal veldt
#

also even if it did, entities cant have the same unique id, that's what makes it unique

verbal tundra
#

yah okay

#

ye at block location definitely what I'm looking for then

formal veldt
verbal tundra
#

yeah i figured that if it is unique to each entity its probably unrelated to the type

formal veldt
#

you can get an entity's unique id by doing entity.id

verbal tundra
#

but just making sure :P

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ahhhhh phone typing

#

alr anyways

quiet river
#

a question

#

If you noticed, in first-person cubecraft only what the player sees is rendered and when they turn they just load those entities, how would you achieve that?

storm forum
#

can I completely disable interpolation on an entity?

golden sand
#

does anyone have this error with your entities?
When your entity kills another entity BUT the victim transforms into another entity on death (like a corpse) your entity simply freezes

golden sand
fast kraken
#

How can I make it so my entity targets a player if they are in a 3 blocks distance and not sneaking? I tried like this but it keeps forgetting the player if they get outside the 3 blocks range

      "minecraft:follow_range": {
        "value": 32,
        "max": 32
      },
      "minecraft:behavior.nearest_attackable_target": {
        "priority": 2,
        "persist_time": 20,
        "set_persistent": true,

        "entity_types": [
          {
            "filters": {
              "all_of": [
                { "test": "is_family", "subject": "other", "value": "player" },
                { "test": "is_sneaking", "subject": "other", "operator": "!=" }
              ]
            },
            "max_dist": 3
          }
        ]
      }
covert sphinx
golden sand
#

and i never found the reason why this happens

covert sphinx
covert sphinx
#

alr

covert sphinx
# golden sand

i think now i know why.

delayed attack and melee attack shouldn't be used in the same time by the mob

#

so try making your mob only use one of the components, depends on which type suits it the most.

covert sphinx
golden sand
golden sand
covert sphinx
#

np

mint gyro
#

My entity jus stops attackint entirely

#

Its a boss mob and i always put boss mobs against a warden to check

#

And make my friends fight it to check its AI

#

But my mob jus stops attacking and doesnt move either

#

Jus stays

golden sand
indigo ether
#

hi

#

is it possible to make snowball runtime entities not despawn when an explosion occours next to them?

kind charm
indigo ether
#

when thrown it flies then drops abruptly

kind charm
#

Can you wait for the Custom Projectile experiment?

indigo ether
#

whats that :0

#

does it fix this issue?

kind charm
#

Yes

indigo ether
#

worth waiting then

winter condor
#

Y'all, im gonna ask for help again for numerous time if anybody will be willing to help me for my problems about this animations and animation controller since I've been stuck for 3 weeks already here so here's my screenshots of my bridge codes

#

I'll be thankful for any kind souls out here to help me for my problems 🤞

untold viper
#

Can we make an entity that doesn't block light with vibrant visuals enabled?

winter condor
#

I can't get a resource animation controller

covert sphinx
#

oh

winter condor
#

Its always this red movie clipper thingy when i creating a file in bridge

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I just realized it last night

covert sphinx
#

RP/animation_controllers

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when you open the file

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and save it in your project

covert sphinx
#

lol

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the one from the resource pack should be blue

winter condor
#

Is this the one that i should put it the RP?, im minda confused since its my first time making my own addon

covert sphinx
#

just open the file you already made

#

and import it with a new name

#

then change the directory manually

#

-# it sucks i cant show how its done since bridge is kinda slow in my device for no obvious reasons

winter condor
#

Do i have to change the bame with a animation controller?, since its already in my animation controller folder

winter condor
#

Im kinda confused on what to rename it

winter condor
#

I have my animation controller in the RP/animation_controllers folder but still have that red movie clipper thing when i opened the file

winter condor
#

The movie clipper thingy or icon still red even when i put into the resources/animation_controller, i don't know if i did it correctly

solemn notch
#

Does anyone have a player client that doesn't have errors?

bleak moat
#

does anyone know how to make a grabbing mechanic ? i was assuming it'd be done using forced riding but i couldnt get it working that way

#

anyone know if its possible to detect if a mob or player is in seat 1 or seat 2 when riding an entity with multiple seats?

formal veldt
strong tide
restive jasper
#

Does someone know why my entity stops holding here crossbow back when i add "minecraft:drink_potion" behaviour, is there any fix using js and events , or something i did wrong in the behaviour file ?

covert sphinx
#

so you'll have to find a way to make your mob hold a crossbow again after she drinks potions.

kind charm
#

I'm guessing xp_orb giving players xp is hardcoded?

spare peak
#

So for some reason when I try to get my animation to work in game it doesn't show up
Here's the code

{
    "format_version": "1.8.0",
    "animations": {
        "animation.stand-punch": {
            "animation_length": 0.4167,
            "bones": {
                "stand": {
                    "rotation": {
                        "0.1667": [0, 35, 0],
                        "0.2917": [27.8112, 18.4617, 2.8597]
                    },
                    "position": {
                        "0.0": [0, 0, 7],
                        "0.1667": [15, 0, -23]
                    }
                },
                "Head2": {
                    "rotation": {
                        "0.1667": [0, -22.5, 0],
                        "0.2917": [12.5, -45, 0]
                    }
                },
                "Body2": {
                    "rotation": {
                        "0.1667": [0, 10, 0],
                        "0.2917": [10, -35, 0]
                    }
                },
                "Right_Arm2": {
                    "rotation": {
                        "0.1667": [-85, 45, 0],
                        "0.2917": [-149.778, -3.0908, 68.9768]
                    },
                    "position": {
                        "0.1667": [-1, 2, 2],
                        "0.2917": [12, 6, -9]
                    }
                },
                "Left_Arm2": {
                    "rotation": {
                        "0.1667": [-52.5, 0, 0],
                        "0.2917": [34.306, -45.8964, -36.2876]
                    },
                    "position": {
                        "0.1667": [0, 0, 0],
                        "0.2917": [0, 0, 5]
                    }
                }
            }
        }
    }
}

And I've also sent the gif of what it's supposed to look like

haughty tusk
#
"components": {
            "minecraft:inventory": {
                "container_type": "container",
                "inventory_size": 45
              },

is the entity container limited to 27? i kept trying with 36/45/54 but still shows 27 slots

mint gyro
#

Probaly yea

haughty tusk
#

also

mint gyro
#

Unless u use the large chest ui via modification

haughty tusk
#

what causes this to happen

mint gyro
haughty tusk
#

it sinks the npc when water hits

mint gyro
#

Its only 27 and 27x2( large chests )

haughty tusk
mint gyro
#

Otherwise u can try to use a chest hud editor

haughty tusk
mint gyro
#

And link it with a name

#

Which shuf be thr name of the mob

#

It works

haughty tusk
#

ight thanks

mint gyro
#

Use the chest ui editor in the dev resource

#

It helps a lot

haughty tusk
# haughty tusk it sinks the npc when water hits

heres the component for this one

{
    "format_version": "1.16.100",
    "minecraft:entity": {
        "description": {
            "identifier": "gv.npc:pvp",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:nameable": {
                "allow_name_tag_renaming": false,
                "always_show": true
            },
            "minecraft:damage_sensor": {
                "triggers": {
                    "cause": "all",
                    "deals_damage": false
                }
            },
            "minecraft:knockback_resistance": {
                    "value": 1
            },
            "minecraft:custom_hit_test": {
                "hitboxes": [
                    {
                        "width": 2.1,
                        "height": 3,
                        "pivot": [0, 1.5, 0]
                    }
                ]
            }
        }
    }
}
mint gyro
#

Currently at schl-

haughty tusk
#

thanks

restive jasper
#

guys where can i find the correct potions AUX_VAls

glacial summit
#

Does anyone actually know what "version" in "minecraft:experience_reward" is for?

golden sand
#

how can i make my entity ignore falls?

vital badge
#

new component projetil has bug using component "minecraft:spawn_entity"?

trim craterBOT
#
"Unknown" in inventories

You can make an entity with named inventory this way:
Summon entity via command: /summon furniture:fridge_upper_container tile.furniture:fridge_upper.name ~~~ then put tile.furniture:fridge_upper.name=Freezer in the lang file

haughty tusk
#

i tried this one but seems like it shows up as a name tag

covert sphinx
golden sand
covert sphinx
#

but isn't that supposed to be natural

sonic bolt
#

How do we dye entity like sheep, cats or wolfs collar??

sonic bolt
#

Okay I found the way

#

Just make sure your render controller using enyity_alpha_color_change material

#

For the part that you want to make it dyeable

golden sand
covert sphinx
proven sluice
#

Do you guys know if there's a particular reason of why an entity stops making an attack when the rideable and player navigation components get added (but not when riding)

I'm coding a drake and at the moment i equip it my saddle, it stops attacking, keeps following the targets but never attacks, then if i remove the saddle, it works again :/

mint gyro
#

Is there a way to leave after images of an entity guys? Like a non opaque shadow or smth like tht

#

Or give the boss mob an aura ( like how wither at hp < 50% has the blue shield thingy )

glacial summit
#

Anyone know how to get behavior.move_to_block to actually get the entity to move to the block? The only success I've had is making the entity collision box smaller than the goal radius

sonic bolt
vale mantle
mint gyro
#

So i hav to make another mob righr?

vale mantle
#

Might be better ways yo do this but this is how I do it

night kraken
#

For the future, make sure your entity has the physics component

wanton venture
#

How can I make an entity change of color like tint?

formal veldt
#

i think you need a material that supports it though

glacial summit
glacial summit
#

Fixed it, it does involve the collision box preventing the entity from reaching it's goal.

#

I got it around this by removing the collision box and using "minecraft:custom_hit_test"

spare peak
#

So I'm new to render controllers and I'm trying to use a scoreboard to make my model appear but I know that can only be used in behavior so I put the scoreboard as the value for the property and now minecraft is saying it has no actor can I get some help please

fringe coyote
spring root
#

that newish feature of entities going translucent/transparent as the player camera gets close to the screen, can it be disabled for custom entities? so they can get really close to it and read something on it without it fading away

spare peak
fringe coyote
charred cargo
spare peak
fringe coyote
fringe coyote
#

Then what's the query for? Other entities?

formal veldt
#

ive seen it used combined with that query

#

thats all

#

thought I would mention it

knotty gazelle
#

Is there a way to make riding position follow a locator or bone in animation?

#

I am trying to make riding feel more natural for my entity

spare peak
glacial summit
#

what do people use to determine when an attack animation fires on a mob? I thought it was query.attack_time >= 0 but that only makes it fire once then never again

covert sphinx
#

that's how i use it ever since anyway

glacial summit
covert sphinx
#

so i tried using !v.attack_time and it works well

glacial summit
#

oh I understand how it works, I'm just saying it doesn't make sense that you need to transition it back when it's only animated when v.attack_time > 0.0

#

When they stop attacking, attack time should go back to 0 by itself

covert sphinx
#

hmmmmm yea

#

although i still suspect that it can also use the same logic that molang queries use

strong tide
#

Is it possible to configure a helmet on a mob without adding the head field to the geometry? For example, using animation?

fringe coyote
sonic bolt
#

Idk does he still need it lol

strong tide
long sundial
#

I know this is a very broad question so sorry, but what would be the best way to do the path finding for a long range missile style entity, and what would it look like, I've been stuck on trying to get a good way to do this for a good while TwT

proven sluice
#

even if the priority is 1

sonic bolt
#

I think it's ony work if it's not in control. so might have to remove the mount contol components

sonic bolt
proven sluice
#

or environment sensors might work?

sonic bolt
#

It's tricky

#

more lke button for switching mode

#

because you can detect when play press key and mount -> add moutn control componet

#

not pressing anything made mount go into pathing mode

#

but it's awkward

fast kraken
#

Does anybody know why my entity with minecraft:avoid_mob_type only tries to get away from the player for about 3 seconds and then stops?

covert sphinx
#

if its very high the mob only flees once and there's like a cooldown

fast kraken
#

If I ran behind the entity and never getting out of range, it eventually would stop running

covert sphinx
charred cargo
#

I'm making a projectile that I want to freeze in midair after a certain amount if time
I was thinking I would add the projectile component through a component group and then I would use a timer to remove the component and give the entity no gravity to keep it stuck in that position. I don't see anything wrong with this, but I'm open to suggestions
Does anyone have alternative suggestions for anything that could work better?

strange sentinel
#

I don't think adding/removing component group is enough to stop it

#

But have you tried it

charred cargo
#

Haven't, but if it doesn't then there's always an event that runs a scriptevent to clearVelocity

vital badge
#

"offset" in "minecraft:projectile" For some reason, it's not working with the update.

#
        "minecraft:projectile": {
          "on_hit": {
            "impact_damage": {
              "damage": 150,
              "knockback": true,
              "semi_random_diff_damage": false,
              "destroy_on_hit": false
            },
            "stick_in_ground": {
              "shake_time": 0.35
            },
            "arrow_effect": {}
          },
          "power": 1.6,
          "gravity": 0.00,
          "uncertainty_base": 0,
          "uncertainty_multiplier": 0,
          "should_bounce": false,
          "inertia": 1,
          "liquid_inertia": 1,
          "anchor": 0,
          "offset": [
            0,
            1.5,
            0
          ]
        }
violet vector
#

why is god apple the only item using Camel Case , while all the other items use snake case

glacial summit
#

Does anyone know how to get the move_to_block behavior to reliably actaully move the entity to a block?

#

I put my mob 3 blocks away from the target and it proceeded to run in the opposite direction and still won't find it

glacial summit
#

If I have it in an isolated area it will path to it properly

#

But inside of an actual cave the behavior just becomes a mess

kind charm
#

Ah, nvm then. I havent issues with it unless the block had a block item.

gentle remnant
#

guys i have a problem when i set the equipment for player it only render the spear or any item that have attachble but the normal item is not

fading shadow
#

is there any way to make a mob unable to pathfind over a specific block?

glacial summit
# kind charm Ah, nvm then. I havent issues with it unless the block had a block item.

I think I've figured it out. the "target_blocks" field of the behavior is terribly inefficient. The more blocks near the entity, and the larger the target list is, the longer it will take. So it's technically still triggering, it's just taking forever to search for the block. Not really sure if there's a solution for this which kind of sucks. Destroys the entire concept for the mob.

kind charm
glacial summit
#

I had it as the only behavior for one of my tests

#

It's actually crazy how slow it is

#

First one is with the list unchanged, I'm not recording the whole thing but it will take over 30 seconds and up to a minute before it finds a block

#

I think I can actually fix this by using a timer to check the entities dimension and height, then giving it different component groups with different move_to_block behaviors based on that. That's pretty much the only thing I can think of

#

would be nice if this behaviour just accepted a "tag"

kind charm
#

Does it not?

glacial summit
#

looking at it right now, would it actually still go in the "target_blocks" field?

kind charm
glacial summit
#

are you sure that's actually valid for behaviors?

#
"minecraft:behavior.move_to_block": {
                    "search_range": 24,
                    "search_height": 5,
                    "goal_radius": 1,
                    "tick_interval": 1,
                    "target_selection_method": "nearest",
                    "on_reach": {
                        "event": "mimic_block",
                        "target": "self"
                    },
                    "target_blocks": [
                        {
                            "tags": "q.any_tag('ore')"
                        }
                    ],
                    "priority": 2
                },``` my blocks all have "tag:ore": {},
kind charm
glacial summit
#

blockception seems to think it's valid but undocumented

kind charm
#
        "minecraft:behavior.tempt": {
          "priority": 2,
          "items": [
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_bouncy')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_regular')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_slow_bouncy')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_slow_flat')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_fast_flat')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_light')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_fast_sliding')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_slow_sliding')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_sticky')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_high_resistance')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_explosive')" },
            { "tags": "q.all_tags('minecraft:sulfur_cube_archetype_hot')" }
          ],
          "within_radius": 16,
          "on_tempt_start": { "event": "minecraft:on_gain_target" },
          "on_tempt_end": { "event": "minecraft:on_lose_target" }
        },
``` For sulfur cubes yeah.
glacial summit
#

but blockception thinks a lot of things

#

maybe it's format version restricted?

kind charm
#

Blockception might not be updated?

glacial summit
#

Tried in 26.30, same thing, I guess this change was only made to the tempt behavior

glacial summit
#

okay this is beyond terrible, even with just 10 entries it stalls

#

rip my entity

spice lodge
#

Not sure if this is the right place but has anyone else had the issue with blockbench entity wizard causing horses, donkeys and mules to use their old spawn egg and baby models? For some reason any pack I make has this issue

cobalt violet
#

Is it not possible to put loot tables on baby animals at all

kind charm
cobalt violet
#

Is there something I’m doing wrong it only works for the adults

#

@kind charm

trim craterBOT
#
Please, no screenshots or photos!

Screenshots are hard to read, and photos even more so. This is especially true if you are using bridge or another tree editor, as this format obscures the JSON format.

We can help you best if you copy and paste your code here, or send it directly as a file.

cobalt violet
#

the adult works fine the other two dont just for loot tables everything else works

kind charm
cobalt violet
#

"events": {
"eat": {
"sequence": [
{
"queue_command": {
"command": "scoreboard players add @s Hunger 50"
}
}
]
},
"minecraft:entity_spawned": {
"randomize": [
{
"weight": 1,
"trigger": "minecraft:spawn_adult"
},
{
"weight": 1,
"remove": {
"component_groups": ["baby"]
},
"add": {
"component_groups": ["teen"]
}
},
{
"weight": 1,
"remove": {},
"add": {
"component_groups": ["baby"]
}
}
]
},
"minecraft:entity_born": {
"remove": {},
"add": {
"component_groups": ["baby"]
}
},
"minecraft:ageable_grow_up_teen": {
"remove": {
"component_groups": ["baby"]
},
"add": {
"component_groups": ["teen"]
}
},
"minecraft:ageable_grow_up_adult": {
"remove": {
"component_groups": ["teen"]
},
"add": {
"component_groups": ["adult"]
}
},
"minecraft:spawn_adult": {
"add": {
"component_groups": ["adult"]
}
}
}
}
}

cobalt violet
#

so apparently if it has minecraft:ageable it does not work unless someone can figure out how to get loot tables to work with it

drowsy swift
#

what should i use to make the entity immune to /kill?

#

health -> min:1 instantly kills the entity, cant even spawn it

ebon arrow
#

Yo! Is there a vscode extension that have auto completions for any json files like items, blocks, ect.

#

Like bridge

#

But I don’t want to use that

wraith isle
#

the "cooldown_time" field in the behavior.send_event component seems to be bugged

#

anyone else noticed that?

covert sphinx
#

i think

ebon arrow
#

At this point you can check the wiki 😅

#

Autocompletion like bridge in vscode would be the best for me but unfortunately, there’s none

covert sphinx
languid cedar
#

Is there docs to make animations for walk, idle, jump, attack and head rotating to where it is looking instead of whole body

wise pine
#

Did mojang (mammerla?) fogot to change this value? This makes the game can't read any changes I make

golden sand
#

ye

vale mantle
#

Entities have min version too??

covert sphinx
#

rp

vale mantle
#

Right

bronze comet
bronze comet
vale mantle
#

Lmao

scarlet current
#

Any ways to make an entity drop all its gear ? and should be able to be triggered using an event

undone axle
#

Is it possible to have spawn rules obey a world property as 1 of its spawn conditions?
Eg. Only spawn this enemy if world.property(level) > 1

#

The instant despawn method just seems like it would waste a bunch of spawn attempts and result in less overall mobs

boreal wyvern
royal olive
#

Dosen’t work

      "minecraft:spell_effects": {
        "add_effects": [
          {
            "visible": false,
            "effect": "invisibility",
            "duration": "1"
          }
        ]
      },
kind charm
golden sand
#

how can i make the nether roof buildable

#

?

wraith isle
golden sand