#Projectile rotating even with no animation applied to it
1 messages · Page 1 of 1 (latest)
Here is server entity:
Here is client entity:
And here is the item that fires it:
@chrome barn
can you tell me how did you made the apricon tree
I am also made the pc model but it doest renders in hand can you help
I does render when placed
I just want to know how where you able to make the tree
and hanging apricons as well
I have some textures missing and language
few of the balls does have the same texture as well?
I used .py to extract
Once I added apricorn leaves, apricorn logs, and the apricorns itself to the game I just built the tree and used structure blocks to save the structure, and just used feature rules to make it generate everywhere. I made a different structure for each color of apricorn.
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
]
}
}
},
yeah but I used the guide on custom crops for that and the next update is about to make that not work anymore
does your models have flashing textures?
no
my models pretty much work
mine have flashing why?
few models have animation error and model is invisible only shadows are visible
also how do set the addon for poke_balls to work
i dont know why youre models are flashing
but the pokeballs work by calling a scriptevent command that goes to my code in javascript
hm
ok
can you provide your models?
for the apricorns or for the pokeballs?
pokemon, apricon
heres the apricorn model
what is cobblebuilt?
is it a website
no
is it possible to make apricons regrow?
I made the pokeballs an entity because I wanted them to be in 3d when I threw them just like in cobblemon
yes but you need a custom component for that
what kind of component a script?
I just read the attachables
how did you ported Gecko Lib animation to bedrock is it possible?
im pretty sure theyre the same as bedrock animations
no they aren't I do get geklib animation error log
only half of the models have the Bedrock animation
did u made lang file for Display Name or implemented it directly?about items
how do I set up the ball in addon?
@chrome barn
did u made the apricon model
?
can you give me the stages of it like 0 1 2 ..
models
I
got the models
when you save the structure you need to change the offset so that the structure block is not saved in the structure too
also sounds like you have the models so thats good
nice
yeah
i enabled the "minecraft:cardinal_direction" block trait and then had permutations based on that
so heres what my block looked like
I added a permutation for each direction
hi
[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.
how to solve this
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"
}
also the tree structure spawns has custom blocks only not my structure models
as in img
when I try to bonmeal the plant it spawns trees in diagonal not in place of plant
hi
I do have that but still error
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
{
"format_version": "1.20.80",
"minecraft:item": {
"description": {
"identifier": "wiki:apricorn_stages"
},
"components": {
"minecraft:display_name": {
"value": " Bud "
},
"minecraft:icon": {
"texture":"bud"}
}
}
}
look
{
"resource_pack_name": "custom-tree",
"texture_name": "atlas.items",
"texture_data": {
"apricorn_sapling_placer": {
"textures": "textures/blocks/apricorn_seed"
},
"bud":{
"textures": "textures/blocks/bud"
}
}
}
Odd. Looks good to me.
it doesn't
work
@chrome barn
why does my feature_rule spawn normal tress with custom blocks?
how to do so custom tree will spawn
also what is schema?
you need to make a feature that spawns the structure you saved.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/featuresreference/examples/features/minecraftstructure_template_feature?view=minecraft-bedrock-stable
This is mine:
schema just means how the json file is arranged / formatted
I have it
I have the files for feature
I placed void blocks in my structure to avoid breaking blocks did u did the same?
I didn't know thats how that worked
I'll have to do that later
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]
}
}
}
}
feature rule can provide the no they generate like crazy in plains
the offset on growth how to fix?
also void block allow this not destroyblock and also doesn't load with structure
also how to increase leaf decay time
3 queries to be solved
- 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
I dont what you are asking with the second one
- 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
feature_rule works now I had to dump the older files and recreated a new
everything is finalized now
so how do I create variants of it
or is manually done?
@chrome barn
i just manually created each type of apricorn tree
hm
I made a seperate feature for each of them
then used the weighted random feature and had my feature rule refrence that like this
wait
how does that work
also what value to set so they are spread equally? not a single type
how do I set the tree to spawn in every biome instead of doing like manual tags Is it possible
I used the biome tag "animal"
its every biome that spawns animals and I found that was good enough
yes
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
to put
what
+0
does?
I got the template from a website
to be placed in feature_rules folder right
i think the +0 is there in case you want to change it to make the feature float or sink in the ground
hm
you can do that but thats not what I did
I just have one
are fish considered animals?
and the "weighted random feature" I posted earlier makes them each variety in the features folder
scatter chance what should it be ?
mine is
"numerator": 1,
"denominator": 25
I need to check their spawning then
let me check because at 50 the do spawn close to each other
yeah but the animal biome tag doesnt include the ocean tho
so like I place the apricon prefab with other features
and apricon prefab rule in featurerules right
apricon prefab combines data into 1 file ?
how do I set the growth time of apricorns?
I want it to have a full day fo grow completely
are you on vacation?
it has to be coded in javascript now with custom components
https://learn.microsoft.com/en-us/minecraft/creator/documents/customcomponents?view=minecraft-bedrock-stable
the site is being wierd rn but you have to use this system now
you have to setup scripting in your addon
not as easy as hcf unfortunately
they dont have many tutorials yet
can u help in a code of log
the custom logs are not placing on each other
it's a script
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
you just have to crouch or remove the script and remove log stripping
hm
neither do leaves allow placing on each other or any custom blocks except for vanilla one's
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?
I removed the component it just decayed leaves even if it's attached to log somehow
abouts leaves I was trying to make them waterlogged so they weren't placing
@chrome barn
can you give the leaves component mine is making it decay no matter if the log is present