#Problems with Mob Head Pack - Resolved
1 messages · Page 1 of 1 (latest)
Hi
hey!
good idea making a thread here. With respects to Foxy, I know he's retaining rights to the pack, so have been updating it myself for our own purposes.
Yeah.. eventually maybe a bunch of us can get together and make the model heads and textures.... only other thing that is his is the chance loot tables and the mob head entity files... so just need to see how he does it....
they were fairly straightforward to copy
one thing I did learn through experience, was to put the chance loot tables for bogged heads really low... I very quickly ended up with a whole stack of them after doing a couple trial chambers. lol
I'm just gonna get what my people have working as it was... I will fix what is missing later.
I personally have a village called Cat's heads with cat heads all over, cause I needed to kill them for strings....
without posting the whole code here:
Bogged:
"looting_multiplier": 0.01```
Breeze:
``` "chance": 0.01,
"looting_multiplier": 0.001```
trust me. lol
can you cross post your posts from Foxy's thread here, for anyone else who might be looking for the same info, please?
k
we actually had to make a tweak last season, before 1.21, when the wearable heads stopped stacking.
We made it so that the entites drop the non-wearable stacking miniblock style heads, and then added a "mask" wearable for each mob, which you craft with a skelly skull, and the head
from previous posts
For those with the wolf problem, get the latest wolf from mojang sample packs, add the loot table component (find it in the current wolf file to see how to use it)...
To get it to do the different wolves is more work... study how the cat is done and take it from there.
Fixes you can make now to the pack...
- replace all
run_commandwithqueue_command
You can do this with a mass replace in VSCode
Do mass replaces on the "format_version":"1.16.100" to "format_version":"1.21.0" or at least 1.20.80
Mass Remove: "minecraft:armor":{"protection":0},
Do the above before you format-fix any file for viewing. Use vscode and make sure you have the extensions that can highlight errors, like Blockception. Close the workspace and then open again, and any file that is red, do a right-click format file on it so you can see it un-flattened and find what the problem is.... may need to go to the Bedrock Addons discord for help. I suggest working with someone with a programmers aptitude who is willing and wanting to learn. It is not hard, but detailed oriented.
Update manifest.json to current min_engine_version.
Test test test... in preview stable.
may want to get the newest bee.json for the entity, has the flowers listed out, either that section or whole file and add the loot table entry. The flowers are listed in 3 areas in the file
Also noticed this... json "minecraft:breathable": { "totalSupply": 15, "suffocateTime": 0 }, that should be json "minecraft:breathable": { "total_supply": 15, "suffocate_time": 0 },
cool....
@tame horizon
He's sleep... east coast....lol.. I am on west
I actually do hope they delay the release until next week.
entities/wolf.json
add into component groups{
"minecraft:variant": {
"value": 0
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_wild.json"
}
},
"minecraft:wolf_ashen": {
"minecraft:variant": {
"value": 1
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_ashen.json"
}
},
"minecraft:wolf_black": {
"minecraft:variant": {
"value": 2
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_black.json"
}
},
"minecraft:wolf_chestnut": {
"minecraft:variant": {
"value": 3
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_chestnut.json"
}
},
"minecraft:wolf_rusty": {
"minecraft:variant": {
"value": 4
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_rusty.json"
}
},
"minecraft:wolf_snowy": {
"minecraft:variant": {
"value": 5
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_snowy.json"
}
},
"minecraft:wolf_spotted": {
"minecraft:variant": {
"value": 6
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_spotted.json"
}
},
"minecraft:wolf_striped": {
"minecraft:variant": {
"value": 7
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_striped.json"
}
},
"minecraft:wolf_woods": {
"minecraft:variant": {
"value": 8
},
"minecraft:loot": {
"table": "loot_tables/entities/wolf_woods.json"
}
}
},```
the armor protection part you removed... was there a way to leave that in? some of our custom items, from the Player Heads mod have that, with armour values
was the date planned already?
nudge nudge wink wink say no more
lol
but you never know, it is like a rocket launch.. you find one problem, gotta wait for the next window
do you use miniblocks, avatars and armour stands too?
I looked at my teams pack and I don't think they are using the new wolf....
I will have to look at it carefully to see how to make sure armor can stay... Did you take it out?
yes with the format version update... to at least 1.20.80 could be earlier when the change was made... but that is safe
And.. sometimes updating the format_version CAN introduce other errors...
yay
fortunately, I'm tracking all my changes with github... it's very easy to go back a step till it all works again. lol
"equip_item_slot": 0 associated with inventory/saddles and such... says it expects a string
that can most likely be updated from the vanilla files. my Wolf.json has it correct, for example
it's saddle
I think I'ma just grab the updated file from mojang and add the loot table... but does this have variants..
actually, the donkey and llama still use 0
Did you look at the preview version?
preview has it.... dang blockception
is slot.saddle correct then, in preview?
thing is mojang samples say 0 and preview says should be string. Imma backtrack my version to 1.20.80 to see if some of these go away
Some of these I am not sure why he has the entity file. If it has a loot table and he altered that, then technically there is no reason to overide mojangs entity file because it already points to the loot table
I wondered that same thing
only entities with no loot table need to be in there
perhaps it's to make sure it doesn't change away from the way he needs it to be?
but then you have update headaches...
Where he names a loot table <animal>_1 that means that the loot table was shared, so he had to create one
I think gear loot is tied to a component named minecraft:equipment. I've seen it in vex, and a few others
I think the shulker one can be expanded to include all the colors because we can color the entity while alive.... later tho.. seems simple to add...
{"minecraft:icon":{"texture":" is not happy... testing if should be simple or complicated
Either"minecraft:icon": "fmh_allay_item"or "minecraft:icon": {"textures": {"default": "fmh_axolotl_cyan_item"}},I still need to make sure the short version shows up. But that is ALOT of item files to manually fix. BOTH WORK
you can't dye a shulker in survival, AFAIK, and there's only one colour of shulker mob head
Yes you can... check out the json file... not easy but possible
I am having a problem with seeing the head once I place it. For some reason, even though everything seems fine, no texture
" : "has_ability","subject" : "other", "value" : "instabuild"}
Wolf, Blaze, Bogged head textures - my own assets freely shared
Re-uploading to include item icon
well that is not fair... should take that out
haha
okay I can see them.... not sure what I did... now the wearable component still gives warnings
which file are you talking about above?
all of them. It does not like dispensable
I mean which folder
gotcha
dispensable not a thing Mass change:"minecraft:wearable":{"dispensable":true,"slot":to"minecraft:wearable":{"protection":0,"slot":
for your texture problem above:
using VSCode, do find & replace in files and use the following:
find (with regex (.*) enabled)
"minecraft:icon": \{
"texture": "(.+)*"
\},
with
"minecraft:icon": "$1",
lol. I hate discord formatting
Finally! Got it
I suck at regex... how do I enable
I see how to enable... but not getting anything... most of those files are flat.. one line. so I tried
"minecraft:icon":{"textures": "(.+)*" },
I had already did the s part
maybe the {
Here is the flat version , pre formatting so I can read it
"minecraft:icon":{"textures":"fmh_cat_black_item"},
here is the regex
"minecraft:icon":{"textures":"(.+)*"},
is it right?
cause not getting any hits
hey @tame horizon wakey wakey.... I've started the mob heads and am working with a fellow enthusiast from Foxy's discord... if you can check the other packs, then get with me for testing on this one.... was not easy
you need to add the backslash before the curly brackets, to escape them
"minecraft:icon":\{"textures":"fmh_cat_black_item"\},
oh they are there...
right. discord just hid them
try without the *. that shouldn't be there
and you have an extra space after "textures":
in the flat files, he has no space, everything squished
but you put one in your search string
fixed that... still nada
found another space.. HIT PAY DIRT
OMG.... can I keep you
K so catchin up here you guys are working on the mob heads pack and I’ll start on the camera mod and checking the armour stands?
Yep... @glass shell had you done anything with those packs?
Jango provided the resources for the breeze and bogger, so I added that in
The camera mod I’ve already customized recently (changed out the mayfly for a custom flight system to avoid education toggle need)
Oh that’s exciting!!
oh, and the different wolves
lol
Excellent! I saw Jango has a sneaky workaround for the stacking of them too?
I still need to look at Armour Stands, Mini Blocks, and Avatars.
yea, basically, we have both items, the mini block, and the wearable... and one is crafted from the other
"format_version": "1.12",
"minecraft:recipe_shaped": {
"description": {
"identifier": "fmh:bogged_mask_recipe"
},
"tags": [
"crafting_table"
],
"pattern": [
"X",
"#"
],
"key": {
"X": {
"item": "fmh:bogged_item"
},
"#": {
"item": "minecraft:skull",
"data": 0
}
},
"unlock": [
{"item": "fmh:bogged_item"}
],
"result": [
{
"item": "fmh:bogged_mask",
"count": 1
}
]
}
}
Love it! That’s a great solution!
I suspect some of the changes here will also apply to these others too
how about the angry ones, you had the item pngs for them
Technically the most important thing, in order to not lose any heads placed and in inventory is for the entities and items to be solid. Same UUIDs.. but I updated the version to 3.3.3.. we are using the 3.3.2 one.
Look the mods are prepping...
wolved only get angry when they are wild, right?
Yeah wild or tamed they still get angry the same way
I do not see in the json where the tamed gets angy component group
"minecraft:become_angry": {
"remove": {
"component_groups": [
"minecraft:wolf_wild"
]
},
"add": {
"component_groups": [
"minecraft:wolf_angry"
]
}
},
"minecraft:on_calm": {
"remove": {
"component_groups": [
"minecraft:wolf_angry"
]
},
"add": {
"component_groups": [
"minecraft:wolf_wild"
]
}
}```
Yeah you’re right I guess a tamed wolf doesn’t get angry? Huh I thought they did
They wil kill for you... but nicely
😂 the friendly assassin
Not gonna lie this talk of wolves makes me want to add huge dire wolves that you can ride 😆
Your list of addons to make it gonna be too long soon
Lol seriously!
I actually hadn't found a solution for the angry wolf heads, except to randomise which you got:
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "loot_table",
"name": "loot_tables/fmh/wolf_chestnut_head.json"
},
{
"type": "loot_table",
"name": "loot_tables/fmh/wolf_chestnut_angry_head.json"
}
],
"conditions": [
{
"condition": "killed_by_player"
},
{
"condition": "random_chance_with_looting",
"chance": 0.2,
"looting_multiplier": 0.01
}
]
}
]
}```
I can work one out within the json, but wolf is last priority since we still have the other heads... IT just dropped and I do not even have time to read the release notes yet.
- will need component groups and events for it
- use the enviro sensor to detect when angry is active and with each skin variant.. will have to do the same for if wild but point back to happy set.... once they are tame, then they only need the happy set
something like that... I use something that helps automate it, so once I work out the logic I can auto build most if and incorporate into current wolf.json
I also copied the wolf_wild to wolf_pale... because I needed consistency
oh god... the update dropped
be sure to thoroughly test the new ones, cause a lot of places/folders it needs to go.
which do you mean?
yea. like you said earlier, my main concern is that nothing is deleted from the world or storage... anything else, I can fix afterwards
did you get it all working?
I am still setting up.. I am partly converting it to the program I use, so I can maintain it eaiser... I went this route cause I did not want to put in all the file for the wolf... so I am using the automation on it.
I still get some BlockCeption errors on the FMH entity.
"test": "is_altitude",
"subject": "self",
"operator": "<=",
"value": -64
}```
Value is below the minimum of 0
and
` "minecraft:fire_immune": true,`
Incorrect type. Expected "object"
fire is easy... replace true with {}
really? does that work with everywhere that error, related to Boolean, pops up?
the other one, don't know... -64 is valid. Blockception needs to be fixed... maybe I can do a pull request on it someday...
yes, if you look at https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_fire_immune?view=minecraft-bedrock-stable
I meant other components... I've seen that error a lot in other files
no. the "minecraft:something" : true
have to look up each one to see what the correct format is
ok cool. thanks
Was there a split in the pillagers
his vailla folder is outdata... Imma put the captains stuff in pillager
witch looting updated 4 hours ago.... go down this page and anything new needs to be updated in the looting/vanilla folder https://github.com/Mojang/bedrock-samples/tree/main/behavior_pack/loot_tables/entities
yeah, will need to circle back around and upgrade ppillager to do the variants... so mostly... we need to upgrade or redo Foxy's textures, add our on twists... and we can call it our own with homage to him... cause we doing a lot of work...
I’d be happy to make some custom textures for sure!
likewise
I've got some issues still
22:36:55[Item][error]-minecraft:render_offsets has been deprecated and is not available in json format 1.20.80
22:36:55[Item][warning]-fmh:wolf_chestnut_angry_mask -> description -> category: this member was found in the input, but is not present in the Schema
and
22:37:19[Item][warning]-Item item.fmh:bogged_item requires either an icon atlas or icon texture.```
yeah, take off the armor... that protecttion moved inside the wearable
oh yeah the lang files...
I passed my regolith test and my spot check test.... gonna fire up preview and see what hollers at me.. in a second.. have to update lang files...
and the render_offsetts, where did that move to?
en_US... since he did not do display name
not sure..
what file are they in
for some reason, vscode can't find something when it is in a long string
file?
I can't answer that... mine is different to Foxy's because we made that combo of stackable crafted into wearable
so it would be B/items/heads or B/items/wearables, or something?
wan'yt render offsets an item thing,,, for when holding
that sounds right
entity.fmh:breeze.name=Breese
action.hint.exit.fmh:breeze=Jump to Exit``` these in the en_US lang files for the new stuff
do you happen to have that for the wolves
already got that. looks like my issue is a texture issue
item.fmh:wolf_ashen_item=Ashen Wolf Head
entity.fmh:wolf_ashen.name=Ashen Wolf
action.hint.exit.fmh:Ashen Wolf=Jump to Exit
item.fmh:wolf_ashen_mask=Ashen Wolf Mask
item.fmh:wolf_ashen_angry_item=Angry Ashen Wolf Head
entity.fmh:wolf_ashen_angry.name=Angry Ashen Wolf
action.hint.exit.fmh:Angry Ashen Wolf=Jump to Exit
item.fmh:wolf_ashen_angry_mask=Angry Ashen Wolf Mask
item.fmh:wolf_black_item=Black Wolf Head
entity.fmh:wolf_black.name=Black Wolf
action.hint.exit.fmh:Black Wolf=Jump to Exit
item.fmh:wolf_black_mask=Black Wolf Mask
item.fmh:wolf_black_angry_item=Angry Black Wolf Head
entity.fmh:wolf_black_angry.name=Angry Black Wolf
action.hint.exit.fmh:Angry Black Wolf=Jump to Exit
item.fmh:wolf_black_angry_mask=Angry Black Wolf Mask
item.fmh:wolf_chestnut_item=Chestnut Wolf Head
entity.fmh:wolf_chestnut.name=Chestnut Wolf
action.hint.exit.fmh:Chestnut Wolf=Jump to Exit
item.fmh:wolf_chestnut_mask=Chestnut Wolf Mask
item.fmh:wolf_chestnut_angry_item=Angry Chestnut Wolf Head
entity.fmh:wolf_chestnut_angry.name=Angry Chestnut Wolf
action.hint.exit.fmh:Angry Chestnut Wolf=Jump to Exit
item.fmh:wolf_chestnut_angry_mask=Angry Chestnut Wolf Mask
entity.fmh:wolf_rusty.name=Rusty Wolf
action.hint.exit.fmh:Rusty Wolf=Jump to Exit
item.fmh:wolf_rusty_mask=Rusty Wolf Mask
item.fmh:wolf_rusty_angry_item=Angry Rusty Wolf Head
entity.fmh:wolf_rusty_angry.name=Angry Rusty Wolf
action.hint.exit.fmh:Angry Rusty Wolf=Jump to Exit
item.fmh:wolf_rusty_angry_mask=Angry Rusty Wolf Mask
item.fmh:wolf_snowy_item=Snowy Wolf Head
entity.fmh:wolf_snowy.name=Snowy Wolf
action.hint.exit.fmh:Snowy Wolf=Jump to Exit
item.fmh:wolf_snowy_mask=Snowy Wolf Mask
item.fmh:wolf_snowy_angry_item=Angry Snowy Wolf Head
entity.fmh:wolf_snowy_angry.name=Angry Snowy Wolf
action.hint.exit.fmh:Angry Snowy Wolf=Jump to Exit
item.fmh:wolf_snowy_angry_mask=Angry Snowy Wolf Mask
item.fmh:wolf_spotted_item=Spotted Wolf Head
entity.fmh:wolf_spotted.name=Spotted Wolf
action.hint.exit.fmh:Spotted Wolf=Jump to Exit
item.fmh:wolf_spotted_mask=Spotted Wolf Mask
item.fmh:wolf_spotted_angry_item=Angry Spotted Wolf Head
entity.fmh:wolf_spotted_angry.name=Angry Spotted Wolf
action.hint.exit.fmh:Angry Spotted Wolf=Jump to Exit
item.fmh:wolf_spotted_angry_mask=Angry Spotted Wolf Mask
item.fmh:wolf_striped_item=Striped Wolf Head
entity.fmh:wolf_striped.name=Striped Wolf
action.hint.exit.fmh:Striped Wolf=Jump to Exit
item.fmh:wolf_striped_mask=Striped Wolf Mask
item.fmh:wolf_striped_angry_item=Angry Striped Wolf Head
entity.fmh:wolf_striped_angry.name=Angry Striped Wolf
action.hint.exit.fmh:Angry Striped Wolf=Jump to Exit
item.fmh:wolf_striped_angry_mask=Angry Striped Wolf Mask
item.fmh:wolf_woods_item=Woods Wolf Head
entity.fmh:wolf_woods.name=Woods Wolf
action.hint.exit.fmh:Woods Wolf=Jump to Exit
item.fmh:wolf_woods_mask=Woods Wolf Mask
item.fmh:wolf_woods_angry_item=Angry Woods Wolf Head
entity.fmh:wolf_woods_angry.name=Angry Woods Wolf
action.hint.exit.fmh:Angry Woods Wolf=Jump to Exit
item.fmh:wolf_woods_angry_mask=Angry Woods Wolf Mask
why he didn't define one single "Jump to Exit" reference, I'll never know
I am not sure what references that
all the entities when you're sitting on them
well mine are invisible AGAIN
... a least I got NO errors
can see in hand, bar, inventory... not on my head or placed
I usually have to close and restart minecraft completely if I'm changing textures... could it be that?
I was reading that the render offsets are now moved to the geometry file I believe
pebcak error...... I had all the RP's ruinning... not all the BPs... LOL
be sure to run your cursor over the eqipment to make sure everything got a name
Added "item_display_transforms" control to the block geometry file. This controls the way a block is visually represented in the UI, on the player, and floating on the ground. It exists inside minecraft:geometry, and requires format_version 1.21.20
Default values example:
"item_display_transforms": {
"gui" : {
"translation": [0, 0, 0],
"rotation": [30, 225, 0],
"scale": [0.625, 0.625, 0.625]
},
"firstperson_righthand": {
"translation": [0, 0, 0],
"rotation": [0, 45, 0],
"scale": [0.4, 0.4, 0.4]
},
"firstperson_lefthand": {
"translation": [0, 0, 0],
"rotation": [0, -135, 0],
"scale": [0.4, 0.4, 0.4]
},
"thirdperson_righthand": {
"translation": [0, 2.5, 0],
"rotation": [75, 45, 0],
"scale": [0.375, 0.375, 0.375]
},
"thirdperson_lefthand": {
"translation": [0, 2.5, 0],
"rotation": [75, 45, 0],
"scale": [0.375, 0.375, 0.375]
},
"ground": {
"translation": [0, 3.0, 0],
"rotation": [0, 0, 0],
"scale": [0.25, 0.25, 0.25]
},
"fixed": {
"translation": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [0.5, 0.5, 0.5]
},
"head": {
"translation": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
}
This one was missing for me ```
item.fmh:wolf_pale_item=Pale Wolf Head
entity.fmh:wolf_pale.name=Pale Wolf
action.hint.exit.fmh:Pale Wolf=Jump to Exit
item.fmh:wolf_pale_mask=Pale Wolf Mask
item.fmh:wolf_pale_angry_item=Angry Pale Wolf Head
entity.fmh:wolf_pale_angry.name=Angry Pale Wolf
action.hint.exit.fmh:Angry Pale Wolf=Jump to Exit
item.fmh:wolf_pale_angry_mask=Angry Pale Wolf Mask
I meant pale
how do I re-enable BlockCeption in VSCode? It's disappeared for me
do a search for it and you can see if disabled.,.. or uninstall and reinstall
the extention
it's enabled, I just don't see anything in the "Problems" window
okay. I re-installed it and it works
or maybe it doesn't. it's not giving me minecraft-related hints
the texture heads you gave me are kinda translucent... have you tried them on?
ummm. yes? lemme check again
@tame horizon I am ready to send you files to test... Jango, he can fix those if needed...
wdym by "translucent"?
I don't think they'll fit properly because they're not a head-shaped geo.
I can... was typing in the VC chat
I’m at gymnastics for the next couple hours with the little one but send em over and I’ll test as soon as I’m home
head
skull only has one layer
"default": "geometry.fmh_head_helmet"
},```
also... Did you sleep? because you've been working on this since I woke up this morning...
I don't know the difference between fmh_head and fmh_head_helmet
oh okay. helmet is inflated 0.51,
I should add... I think I have a fully working version
he says... with a texture error
I guess that's for making massive systems with json files all formatted the right way, right?
it's because there's no actual geo for the dog heads
yea. summon a bogged
they have this little empty section in the corner of the head texture
I was just showing you the hole in the texture
afaik
I'm good
I'm not worried about doing every mob, because I've done the changes to every file
yea, that'd be great
I've got 8 more packs to validate, and the server updates are paused... I'm gonna start getting angry users by about this time tomorrow. lol
I'll try, and see what he says
maybe... maybe not. His view count over on his create series is significantly higher than bedrock videos... he may be done with bedrock completely
I think what might be best is just to do the work and pass it to him, to see if he wants to republish it
lol. nice
Thanks Nikki. I'll upload my ver later
Any chance you feel like taking a look at the Avatars addon next?
Hi. I can't really help with code things idk what I'm doing, but I am happy to help test things. MY current world is using mob heads and mini blocks.
is this the one to try and test?
this appears to be working on my end. downloaded a backup copy of my server. loaded it with this pack. all my placed heads, and heads in chests and shulkers were still there. I also see all the wolf variants available in the creative list.
Test the mobs themselves.. I just read the release notes so I need to make sure all the mobs they mention have the updated code. But as long as the mob heads stay, that is the important part.
as in if killing a mob drops a head?
Jango.. make sure you pack keeps the same UUID
or look for new mob heads like a bog head in the creative inventory
well yeah.. I am pretty sure it works, but I have not tested at all
Jango's version is a little different... Jango can you give a bried explaination of how ti works, the combo you did so it can be pinned
So what is avatars
okay I'll go kill som things
so far wither skellies strill drop skulls, got llama heads, glow squid heads etc
onlything that seems weird is I think wandering traders aren't dropping anything
bog head dropped
havent been able to drop a wolf head yet
I will take a look.. can be the chance. Thanks... keep it up
if wandering traders used to drop xp, they aren't currently. they just die and a puff shows up
@tame horizon double test the wandering trader and wolves... confirm.. I will look at the code in a bit
gotta sort out dinner etc. will try and test some more. but still haven't gotten a wolf head and now no skeleton heads.
but might be chance on skeletons
@glass shell there is a problem wearing anything.... not showing
@tame horizon his pack is up there, can you brab it and see what y ou can find
dolphin shows..... okay I think I know where to trouble shoot...
you added an a in front of all the identifiers lol
huh? where
FOUND me bug... all in one setup file.. fixed and looking better for the wearing
but still need to check getting the heads
I added the wolves myself - but i couldnt make the default one drop but the rest do.
Updated... fixed the models... we tested all to find the mismatches...
only thing is...frog and rabbit are using same a foxy for helmet model, but are diff... I guess supposed to be like that?
You people are the best - I have been struggling to get to understanding all the new scripty business- I don't learn as fast as I used to. I wish I could be of some assistance - ive delayed the update on the server I run - im gonna make a test one and keep old apk on my phone, Hopefully I can help with testing maybe -
ah dang.. vindicator still looks funny
FIX him... okay.. I think we are done with model testing... let mw know if we missed anything... so you are good to go to now lost your heads...
now we make sure you drop heads
got me a netherite sword, sharp 5, looting 3
can you get stuff while in creative?
We need to make the armadilli
I can make that - id like it to have its little ears - art stuff I can do. I will test the heads pack first tho. Is there a thread for miniblocks or i just go through mobheads and change em all to matchy matchy?
I'm going to bed now that whats here is all working but tomorrow I will make that for sure
just having getting head i got a horse..
I set up spawners
outfitted myself to tee.. became a killing machine, in survival..... not sure they cound.. not born or spawned in
Jango is working on that.. look up for what he has so far... it is a bit diff, they do something cool with it
One thing that really needs to be test in su rvival.. getting the head drops... best to make a real world, arm yourself to to the tee, then go survival on a killsing spree
figured it out... .json.json
again
Nice. I gotta get to bed work in am. Will be around after work to test a little more.
Nice work everyone. Yall are great
Yeh im just getting the ftp working to new server account i opened then ill move world over and commence the carnage. - its only 2pm here for me
Could always tweak the drop chance to like 100% for testing then change it back to confirm it’s only a chance issue
At least I assume you can
I found it.. in the setup program I put the .json on it and it auto matically add .json... so I had a bunch of .json.json.... I tested with added a gold block in there and I was not getting the block
Ooo
Nikki - do i test this or is there somewhere else i should get it - im trying to get some sftp issues sorted
I am working on and another will tomorrow.. you can go do what you need to do
I am fixing the wolf.. it is complicated.. trying to get the calm and angry versions working
Nikki, would it be okay if I DM'd you a question not related to this addon?
ok
heh nobheads...
where does the data folder go? I have been putting your reversion over Jango's version in order you did them - is it just a different named behaviour pack file?
i left out the data thing, and then needed to remove jango's extra recipies. It seems to be working all the existing items are there and no errors on bds console
okay - im not sure if its because im a bit noob - but the most recent nobheads one doesnt have both pack parts in - it had a different data thing with jasonte in it - which ive not seen before. the updates of yours over yours over jangos does seem to work ingame - maybe by luck? ive not texted all heads
okay.. do not put in behavior and resource folders.... always test s tuff in the development_resource aand development_behavior folders
so the file I sent.... get it, add dot zip (.zip) to the end of it
unsip it
rename the BP and RP folders to something like test_bp and test_rp..
rag them to the dev folders they go in, then youi can test them
that way you do not involve the cache or have to open and close the whole program every change, just opena dn close the world
if you installed them from before.... yo must delete all from the storage cache...
yes i did that - but the last file uploaded isnt the whole thing.
These packs we are testingin have the same UUIDs as the old packs (until we know if changing them will keep heads in the world) so must get rid of old packs in system
the previous v2
yes so i have a second bds server i set up - so im testing in a copy of the world - seprate from the live server
wait... what... I zent that? delete.. it will not work, all raw
yeh - so that was my confusion with the data folder... instead of a BP
I was up over 24 hours.. guess I was tired....
Yeh you have put in so much work - it is very understandable - but this is why need others to test things 🙂
can someone help me?
try that one... LOL.. dang I was tired.. how do I not remember
with?
I named the folders before I zipped... just strip the ext and go inside and grab that
okay ill put that one up to test now.
I just updated my minecraft. I was working in preview yesterday.
I see the Angry Wolf Pale head is pink/block in the inventory
I am copying wolf_angy to wolf_pale_angry
hey fo you have script for sapling
what, no... we working on Foxy's mob head pack here.... go to script api.... and that question does not sound right
ummm.... the pale dog is turning brown when angry... preety sure that is wrong, LOL
maybe if it's angry mood is sh**ty enough?
the spawned dog is not keeping his varient...
shit.. I am using mark var instead of var.,... fixing
yes I understand - i was trying to make a joke about it being a different cause for the brown colour.
Sorry, you gotta wait a min, got a realm waiting on me to fix before anyone is allowed on... I've had little sleep past 48 hrs
@low crest here is update with wolf fix
ok
to not lose it's skin variant
they keep it when tamed yeh? or not meant to?
I need to make me separate test addon that will arm me to the tee... so I do not have to set up each time... full enhanted armor and instant health.. so I can go killing
they should, are they not
I did not try taiming
not every supposed to lose skin
in is set when born/spawned
is something losing skin
okay i will test taming each - im killing everything in sight to try get a hhead as well but common spawns take a lot
as of now, the pack is good enough to not lose the mob heads already in the world... if you have a copy of a world with some, can youi test the COPY to make sure
yes i did that first existing heads stayed mini blocks still ate it but its next task.
I can perfect it more and I do not have to touch the mob heads... rest is just the normal entities
im testing everything on the copy - its on a totlly separate node the main world is safe - we are a non reset community so its much things
@glass shell how are your mini heads doing
can you send a mini heads pack
can you get heads while you are in creative?
i reckon i should be able to manage the haste potions - maybe the deepslate axe - we had my ripped apart armorstands and markers version to keep it goign when biomes broke and im not clever enough to fix it
I've fully tested my version, and it's working perfectly for us
both mob heads and mini blocks
yea
I got Avatars working, too, with a simple change to change the run_command to queue_command
grab my pack and see the wolf entity... it can do the angry.. just need to copy wolf_angy to wolf paile angry....
COLE... you may want to use his pack, it has both... and they have a way to make something.. I forget...
Jango... is yours the same UUIDs as mine, or differernt.
yes I saw that when i read the thread - to keep em stackable?
i dont know where to find it though?
i tried search foxy on this discord and this is the thread that came up only in recent
yesterday 4:17am... well it was for me
it all moving so fast around here my poor old brain cant keep up 🙂
the one in this thread? its a combo? or just minihead?
#1272805366052163585 message
There is his
3 things I believe
@jango.. after you are sure, post in the dev_resources and a link to your github
yeh i just went profile snooping and started following links 🙂
@glass shell here is the code changes I made to have both tame/wild and angry wolves... It is done using regolith, so not whole file. The filter I use gets the real file and makes change.. so this is just the changes... where you see {{ something }} is placement markers json { "$copy": "{{getLatestBPFile('entities/wolf.json')}}", "$scope": { "local_entity": "{{entities.filter(x => x.entity =='wolf' && x.id <=8)}}" }, "$template": { "minecraft:entity": { "component_groups": { "minecraft:wolf_adult": { "minecraft:loot": null }, "{{#local_entity}}": { "{{cg}}": { "$minecraft:loot": { "table": "loot_tables/entities/{{mob_head}}.json" } }, "{{mob_head}}_angry": { "minecraft:loot": { "table": "loot_tables/entities/{{mob_head}}_angry.json" } } } }, "events": { "ev:loot_happy": { "sequence": [ { "{{#local_entity}}": { "filters": { "test": "is_variant", "value": "{{=id}}" }, "add": { "component_groups": [ "{{cg}}" ] } } } ] }, "ev:loot_angry": { "sequence": [ { "{{#local_entity}}": { "filters": { "test": "is_variant", "value": "{{=id}}" }, "add": { "component_groups": [ "{{mob_head}}_angry" ] } } } ] }, "minecraft:ageable_grow_up":{ "trigger": "ev:loot_happy" }, "minecraft:on_tame":{ "trigger": "ev:loot_happy" }, "minecraft:become_angry": { "trigger": "ev:loot_angry" }, "minecraft:on_calm": { "trigger": "ev:loot_happy" } } } } }
and where you see... "{{#local_entity}}" means it is going to loop thru all 8 varients
0 to 8... or is that 9. yes nine skins
and if you are interest in the coolness of regolith, I'll introduce you .. the OSS discord has the guys who made it..
I might wipe and go back after i test your wolf update. and see if jango's keeps existing heads or not
if his has different UUIDs then mine, can have both in system... look the manifest.json in each the RP and BP and compare to his to know
yeh its ok ive got a fresh zip of the world just sitting on the testing server - so its easy enough for me switching bacn and forth and just updating world_behaviour_packs.json etc
@glass shell did you have to fix anything with the loot tables? not sure why not getting drops
I didn't have to change anything. mine are still dropping
ok i will try this one then is my bedtime 🙂
I got a wolf brown head
YAY
and ANGRY ONE too..
cause I was killing them
a few more things to check and we will be good to go
Note: skelly horse has wrong geo from foxy... should be HEAD not SKULL
and the magma attachable file was missing
i go the stripey one with a head and saw them angry but got no head i dont know what drop rate you put on these
final.. pack unless @tame horizon finds something else is on the way
it has what foxy did
they kept texture when tamed as well
yeah, I fixed all that
yeh but now there is more types- when id added them before the scripty update i increased the rate a bit to have to kill less dogs
if you look inside the fmh folder of the loot tables folder.. in the <mob> chance files... has the chances.. you can alter those
Did you remember to add the magma cube attachable file that was missing?
yes
yeh i might do when im back at computer tomorrow ill test jangos pack then and see if old heads stay
Perfect yeah then the skelly horse switch from skull to head geo would be the only other I guess, need to update the entity and attachable files geo
Duffensmorfs... pack 3000 annihilator
indy if you want to up any chances... now is the time before y ou have them load the pack
like more stuff from wtich... though they did that.. but like moooore more
and creeper gun powder..
have the phantom drop elytra
ya know fun stuff
have the chicken poop rockets
well mob heads are safe and we got new ones.. we will add the amadillo later after the head is made
if you post the mini blocks pack, I can take a look... might be real simple, probably is
Have to go to the savanah for the spotchy dog
so we have to travel the world to pick up new dog tyupes?
Mini Blocks?
We had them but had an issue an removed. Would love to get them back mind you
That’ll need to be a full update too
Yeah it’s one of the reasons I searched so hard for a seed with all biomes within 5k of spawn 😆
well we can fix that.. make it random and forget how they did it... easy peasy.. if yall want some times... but for now good enogh
I do like that spotchy dog in the savanah tho.. so gotta go get one
Yeah it’s a fun mechanic I do like the exploration encouragement
That is why on my next world... iron golems get a health boost... slow that shit down. but you get easier elytra... good trade off
Oooh, awesome to see some folks working on compatability for the Foxy mods. I looked at the armor stand one a month or so ago and I think the queue_command/run_command thing was the only experimental issue there.
Sorry if I missed you saying that skimming over the thread
I pinned both working versions of the add-on. @glass shell .. if you can, in the pinned post of yours, explain the difference.
for the one that is .zip... just add .mcaddon to the end of it and it will import like an addon.... but best to unzip and put in your dev folders to test.
I have a local version of the armor stand mod I had prepped ahead of this that was working without the experimental flag, I can grab my personal laptop and verify it's still good on the latest version and upload it here tonight.
I'm curious to check out y'alls versions too - I started playing with the mob head ones and made some textures for the updated wolves and armadillos pre 1.21, it'll be fun to compare notes.
Just up a little bit in the chat here is the mob heads pack all finished up, the bogged head could use a more detailed texture and I think we’re missing the armadillo but all the wolves are there and dropping their own heads and it’s all working well. I didn’t get any errors loading up with the armour stand v2.3.1 I think it is, not sure if it needs any updates. Mini blocks is my next focus
My armourstand effort was delete out the biomes feature coz it woked again. I did add wolfheads too but not all the angry ones as well. I started learning scripting but old addon D Day came up faster than my old brain could manage.
Aaaah sounds like you're thinking the armorstand markers pack, I was thinking and looked at the pack for custom poses.
We have/had the combo one
Oh interesting
I had thought the combo one lost to the ages... does it still work? I'd love to get spawn radius and chunk borders back
@low crest did you say you'd fixed it already? or that you're looking at it?
yeh i just tested the armour stand pack - the interactions with dyes dont work but the markers still do - i have it minus the coordinates and biome check things coz i cant molang well enough
so i was gonna look at your armour stand and see if i can figure out how to mix it
all I did to fix the basic amour stand mod was to mass replace run_command with queue_command
I also tested your mobheads n mini blocks - the mobheads seem to be maintained but existing mini's dont. its not a UUid thing - its the item identifier i think.
im capable of that then 🙂
i just didnt know how to rewrite the molang and i could live without biomes and coods showing we have show coords on anyways and a calculator sorts the nether conversion
interactions... hmmmm... that can be fixed....
did foxy's last version have the items as spawn eggs - i think he had gone away from that though i like the craft together so still stackable
the downside of spawn eggs is they work on spawners...
You're referring to FMH now, right? no, the version we were on used item entity-placers
I think miniblocks are still spawn eggs though
i was just testing your mini blocks as well and mob heads
from my github?
a Beacon spawner! lol
you're on an old version then. the version we have, I think despawns them after 320
long way down without a chute
its your version on an up to date bds install but on an older world
yeh have elytra 🙂 its a cheap launcher
escpecially if can dupe em in a spawner
I .gitignore the db and world files, and the rp/bp syncs to our server via FTP, so the world and BDS are both up to date on our test server, but not on the live branch yet
yeh im really not that clever. ive got filezilla - and the hosts file manager and a zip file i restore from...
but i am gonna attempt the mass replace and try the armour stand combo pack - then maybe im contributing something 🙂
I just did this - only the one fie had any - and now it works and its made my afternoon
apologies for turning it into a fixing all the foxy things
Cole, would you mind outlining the changes you made in a post, in case we need to remove the zip files at a future date? I don't want anyone here getting in trouble if Foxy decides to uphold his EULA
I previously deleted the parts of the code that did biome and coordinate calculations. i'd have to check to compare which files - and then i editied the entity json in behaviour pack to replace the ru_command with queue_command as Jango had advised
should i delete the file instead?
Foxy is going the money route and does want people fixing anything. I read the Eula and Add-ons are not "software programs". Add-ons are data, JSON is data, not an Software Program as the eula states an Application is. So technically fixing broken data is not modifying a program. We are not passing it out to people. So take out the files on here off and we just talk about or Dm each other anything that needs to be passed. ok
Thing is if it wasnt all encrypted embedded to a world - and i could have it in our existing world - i'd gladly pay for the packs. i pretty much always donate to creators of any packs weve used
okay, so no downloads in this post...
Problems with Mob Head Pack - Resolved
is it possible to DM someone and get a fixed version? and if so who do I message?