#Custom flower not shown properly in creative menu

1 messages · Page 1 of 1 (latest)

limber chasm
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I created my custom flower but the hitbox of is a 16x16x16 block and it can be placed anywhere, unlike vanilla flowers. I created it with Blockbench Block Wizard.

nocturne hound
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Remove collision True in your block code and modify the selection box.
If your flower is 8x12x8 set the selection box origin to -4 12 -4
It will center the hit box and will be exactly the size of your flower

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I will past you the exact code when home is you don't see what I mean

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The origin is minus half the size of your texture if you have other flower sizes

limber chasm
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Yep I didn't manage to do it

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Thank you I'll look forward to your message

lusty marlin
nocturne hound
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If you want it to behave like a minecraft flower , you can add on_interact component that detect bonemeal and trigger an event to run the command loot. You create a custom loot table for your block and you are good.
The component:
"minecraft:on_interact": { "event": "givemore", "condition": "query.get_equipped_item_name=='bone_meal'" }
The event:
`"events": {
"givemore": {

                "run_command": {
                "command": [
                    "loot spawn ~ ~ ~ loot \"blocks/my_beautiful_flower_loot_table\""
                ]
            }
            
        }
    }`

Create a folder loot_tables in your BP and another folder called blocks inside it, and create a new file called my_beautiful_flower_loot_table.json(same name specified in the event)
Open it and you past this:
{ "pools": [ { "rolls": 1, "entries": [ { "type": "item", "name": "your_item_identifier", "weight": 1, "functions": [ { "function": "set_count", "count": { "min": 1, "max": 4 } } ] } ] } ] }

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For your main problem :
Open your block file in your BP with a text editor. I suggest notepad++
Find the line :
"minecraft:selection_box": true,
And replace this line with this code:
"minecraft:selection_box": { "origin": [-3, 0, -3], "size": [6, 8, 6] },
In y case my flower texture is 6 blocks wide and 8 blocks tall(open your texture in photo editor to know exactly the size of your flower).
You can see I have set this in the size parameters.
For the origin part, you just need to do a basic calculation. Y should always stay 0 as your flower is on the ground.
For X and Z you divide your flower texture size by 2 and add minus sign in front.
(for me it's 6 then I have set the origin for both X and Z to -3

nocturne hound
limber chasm
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Thanks, looks like it works as I want now

limber chasm
limber chasm
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Do you know how can I make it so it only shows the texture, and not the block form in inventory?

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I think it shows the block form in the inventory (or the texture just looks smaller lol)

nocturne hound
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Even minecraft flowers or items are displayed the same way(small when the texture is small)

limber chasm
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But it's just the same thing with the blue orchid and my item looks different than that

nocturne hound
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You would need to recreate another version of your texture, bigger and use attachable but it doesn't worth it imo

limber chasm
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Well tbh I would want it to look like vanilla ones shrug

nocturne hound
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Oh you are right lol, I have made exactly 96 customs flowers the last week and not even noticzd that minecraft is cheating lol.

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I just noticed something else proving they use a system we don't have access:
Their flower texture in inventory are touching the bottom. Not ours even if our texture are done at y 0

tidal copper
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For each of your flower blocks make sure the option "register_to_creative_menu" is set to false in your behavior pack. Then you make an item file for each of your custom flowers and use the "minecraft:icon" component using your flower's texture. Your flowers will now display correctly in your inventory.

limber chasm
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I wanna bump this up because I'm making some other flowers now.

limber chasm
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            "minecraft:icon": "textures/blocks/poinsettia",```
Says these are not valid
limber chasm