#Projectile rotating even with no animation applied to it

1 messages · Page 1 of 1 (latest)

chrome barn
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Hi. I've made a custom projectile fired via item, just using the standard minecraft components. When I throw it north or south, it functions as expected, facing away from the player. However, when I throw it east or west, it starts rotating for seemingly no reason towards the player. Plz help.

worldly elk
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@chrome barn
can you tell me how did you made the apricon tree

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I am also made the pc model but it doest renders in hand can you help
I does render when placed

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I just want to know how where you able to make the tree
and hanging apricons as well

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I have some textures missing and language
few of the balls does have the same texture as well?

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I used .py to extract

chrome barn
chrome barn
# worldly elk I just want to know how where you able to make the tree and hanging apricons as ...

You can get the apricorns to hang in a certain direction by adding
"minecraft:placement_direction": {
"enabled_states": [
"minecraft:cardinal_direction"
]
}
to your block states, and then adding these to the block permutations:
{
"condition": "q.block_state('minecraft:cardinal_direction') == 'north'",
"components": {
"minecraft:transformation": {
"rotation": [
0,
180,
0
]
}
}
},
{
"condition": "q.block_state('minecraft:cardinal_direction') == 'south'",
"components": {
"minecraft:transformation": {
"rotation": [
0,
0,
0
]
}
}
},
{
"condition": "q.block_state('minecraft:cardinal_direction') == 'west'",
"components": {
"minecraft:transformation": {
"rotation": [
0,
270,
0
]
}
}
},
{
"condition": "q.block_state('minecraft:cardinal_direction') == 'east'",
"components": {
"minecraft:transformation": {
"rotation": [
0,
90,
0
]
}
}
},

worldly elk
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does the apricon grow and function?

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the same

chrome barn
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yeah but I used the guide on custom crops for that and the next update is about to make that not work anymore

worldly elk
#

does your models have flashing textures?

chrome barn
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no
my models pretty much work

worldly elk
#

mine have flashing why?

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few models have animation error and model is invisible only shadows are visible

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also how do set the addon for poke_balls to work

chrome barn
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i dont know why youre models are flashing
but the pokeballs work by calling a scriptevent command that goes to my code in javascript

worldly elk
#

hm
ok
can you provide your models?

chrome barn
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for the apricorns or for the pokeballs?

worldly elk
#

pokemon, apricon

chrome barn
worldly elk
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what is cobblebuilt?

chrome barn
#

its the tool i wrote to import everything
kinda like your .py

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its written in c# tho

worldly elk
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is it a website

chrome barn
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no

worldly elk
#

is it possible to make apricons regrow?

chrome barn
#

I made the pokeballs an entity because I wanted them to be in 3d when I threw them just like in cobblemon

chrome barn
worldly elk
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what kind of component a script?

worldly elk
#

how did you ported Gecko Lib animation to bedrock is it possible?

chrome barn
worldly elk
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no they aren't I do get geklib animation error log

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only half of the models have the Bedrock animation

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did u made lang file for Display Name or implemented it directly?about items

worldly elk
#

how do I set up the ball in addon?

worldly elk
#

structure block in my structure how to fix

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I used the export mod
android

worldly elk
#

@chrome barn
did u made the apricon model
?

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can you give me the stages of it like 0 1 2 ..

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models

worldly elk
#

I
got the models

chrome barn
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also sounds like you have the models so thats good

worldly elk
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yes

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got them from cobblemon discord

chrome barn
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nice

worldly elk
#

@chrome barn

how did you rotate the apricon

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it is crop right?

chrome barn
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yeah

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i enabled the "minecraft:cardinal_direction" block trait and then had permutations based on that

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I added a permutation for each direction

worldly elk
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it's only facing north

worldly elk
#

hi

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[Item][warning]-wiki:apricorn_stages -> components -> minecraft:icon -> texture: this member was found in the input, but is not present in the Schema

[Item][warning]-Item item.wiki:apricorn_stages requires either an icon atlas or icon texture.

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how to solve this

chrome barn
#

in the textures folder, you should have a file titled item_texture.json. That is the item texture atlas. You need to add the item texture there. So it would be like:
{
"resource_pack_name":"Cobblemon",
"texture_name":"atlas.items",
"texture_data":{
"black_apricorn":{
"textures":"textures/black_apricorn"
}
}
}

#

then in the item file you can set the icon like:
"minecraft:icon":{
"textures":"black_apricorn"
}

worldly elk
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also the tree structure spawns has custom blocks only not my structure models

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as in img

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when I try to bonmeal the plant it spawns trees in diagonal not in place of plant

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hi

worldly elk
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I have 2 files a item and block in beh
both of them don't show textures (transparent)

and like a texture file with subfolder blocks
it has all textures

worldly elk
#

{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "wiki:apricorn_stages"
},
"components": {
"minecraft:display_name": {
"value": " Bud "
},
"minecraft:icon": {
"texture":"bud"}
}
}
}

look

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{
"resource_pack_name": "custom-tree",
"texture_name": "atlas.items",
"texture_data": {
"apricorn_sapling_placer": {
"textures": "textures/blocks/apricorn_seed"
},
"bud":{
"textures": "textures/blocks/bud"
}
}
}

chrome barn
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Odd. Looks good to me.

worldly elk
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it doesn't

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work

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@chrome barn
why does my feature_rule spawn normal tress with custom blocks?

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how to do so custom tree will spawn

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also what is schema?

chrome barn
worldly elk
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I have it

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I have the files for feature

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I placed void blocks in my structure to avoid breaking blocks did u did the same?

chrome barn
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I didn't know thats how that worked
I'll have to do that later

worldly elk
#

also

{
"format_version": "1.20.20",
"minecraft:feature_rules": {
"description": {
"identifier": "wiki:apricorn_tree_feature_rule",
"places_feature": "wiki:apricorn_tree_feature"
},
"conditions": {
"placement_pass": "surface_pass",
"minecraft:biome_filter": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "plains"
}
]
},
"distribution": {
"iterations": 1,
"x": {
"distribution": "uniform",
"extent": [0, 16]
},
"y": "q.heightmap(variable.worldx, variable.worldz)",
"z": {
"distribution": "uniform",
"extent": [0, 16]
}
}
}
}

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feature rule can provide the no they generate like crazy in plains

worldly elk
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the offset on growth how to fix?

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also void block allow this not destroyblock and also doesn't load with structure

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also how to increase leaf decay time

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3 queries to be solved

chrome barn
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  1. change the coordinates in the structure load command in your sapling block to ~-3 ~ ~-3 instead of ~-2 ~ ~-2. So it should be
    structure load custom_tree_name ~-3 ~ ~-3
    because your tree is bigger than the tutorial one
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I dont what you are asking with the second one

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  1. I dont think theres any easy way to do that. You can maybe make a timer by using a block state to count down, but honestly you can just change the randomTickSpeed gamerule
worldly elk
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feature_rule works now I had to dump the older files and recreated a new

worldly elk
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everything is finalized now
so how do I create variants of it

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or is manually done?

worldly elk
#

@chrome barn

chrome barn
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i just manually created each type of apricorn tree

worldly elk
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hm

chrome barn
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I made a seperate feature for each of them
then used the weighted random feature and had my feature rule refrence that like this

worldly elk
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wait

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how does that work

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also what value to set so they are spread equally? not a single type

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how do I set the tree to spawn in every biome instead of doing like manual tags Is it possible

chrome barn
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I used the biome tag "animal"
its every biome that spawns animals and I found that was good enough

worldly elk
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oh ok

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test": "has_biome_tag",
"operator": "==",
"value": "animal"
}

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like this

chrome barn
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yes

worldly elk
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distribution":
{
"iterations":1,
"scatter_chance":50,
"x":{ "distribution": "uniform",
"extent": [0, 16]
},
"y":"query.heightmap(variable.worldx,variable.worldz)+0",
"z": {
"distribution": "uniform",
"extent": [0, 16]
}
}

what values

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to put

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what
+0
does?
I got the template from a website

worldly elk
chrome barn
worldly elk
#

hm

chrome barn
worldly elk
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are fish considered animals?

chrome barn
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and the "weighted random feature" I posted earlier makes them each variety in the features folder

worldly elk
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scatter chance what should it be ?

chrome barn
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mine is
"numerator": 1,
"denominator": 25

worldly elk
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I need to check their spawning then
let me check because at 50 the do spawn close to each other

chrome barn
worldly elk
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ok

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thx

worldly elk
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so like I place the apricon prefab with other features
and apricon prefab rule in featurerules right

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apricon prefab combines data into 1 file ?

worldly elk
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how do I set the growth time of apricorns?

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I want it to have a full day fo grow completely

worldly elk
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do I have make multiple scripts for different apricorns

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@chrome barn

worldly elk
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are you on vacation?

worldly elk
#

@chrome barn 👋

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hcf is removed how can I make sapling grow?

chrome barn
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it has to be coded in javascript now with custom components

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you have to setup scripting in your addon

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not as easy as hcf unfortunately

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they dont have many tutorials yet

worldly elk
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can u help in a code of log

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the custom logs are not placing on each other

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it's a script

chrome barn
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Mine cant place on each other either
i dont think you can fix that
the script makes them that way when you use onPlayerInteract() unfortunately

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you just have to crouch or remove the script and remove log stripping

worldly elk
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hm

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neither do leaves allow placing on each other or any custom blocks except for vanilla one's

chrome barn
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I'm not sure why your leaves would also not allow placing on itself
the log doesnt work because of the log strippling logic, but your leaves shouldn't have any interactions on them. What does your leaves component look like?

worldly elk
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I removed the component it just decayed leaves even if it's attached to log somehow

worldly elk
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abouts leaves I was trying to make them waterlogged so they weren't placing

worldly elk