https://bedrock-core.drav.dev/
https://github.com/bedrock-core/ui
Now stable enough to mess around :D
This project abuses minecraft in any possible way and is for JSON UI enthusiasts and haters at the same time
1 messages · Page 1 of 1 (latest)
https://bedrock-core.drav.dev/
https://github.com/bedrock-core/ui
Now stable enough to mess around :D
This project abuses minecraft in any possible way and is for JSON UI enthusiasts and haters at the same time
Interesting...
Good
but i just can't reassure myself to migrate all my thousands of forms to this considering minecrafft may remove json ui forms in future
how does this integrate with other custom form types like herobrine's chest ui?
does it support aux ids instead of textures?
Would love to see in-game images for the example UIs in the docs
every picture is from ingame but might not be clear
it should work with other custom form ui, but I have not tested and still figuring out hw to render properly inventory like items and blocks
huge
See this as example (taken from herobrine's chest ui)
yeah I see the point
but I'd like to avoid doing it that way
I would prefer to not need to pass specific texture paths or ids and be able to take the data from server like item stacks or container
if there is no other way will make another regolith filter to map vanilla+addon assets
but would prefer to avoid this
wtf this is sick
@waxen abyss does this require any sort of client?
or is this purely just vanilla minecraft? like do all players see these menus no matter what
only an extra resource pack
compatible full vanilla
is it just json ui? im quite confused
yes is json ui
here is a bit more detail on how it works
https://github.com/bedrock-core/ui/tree/main/packages/ui-runtime
ngl some details on those docs are a bit outdated reading again but the concept behind is the same
there is no other way and there are already tools that generate such maps from bedrock samples: https://discord.com/channels/523663022053392405/1474237386828283965
yeah I used that as base for a quick regolith filter to integrate in the flow a couple days ago
https://github.com/bedrock-core/regolith-filters/tree/main/item-aux
but still only blocks are rendered correctly
need to resolve item textures
and at least in vanilla files I cannot find a way to map correctly items to their textures
so raw_id doesn't work as expected? or do you mean custom items?
the id works
but only for blocks, for example rn in this image im holding the mouse over a "diamond_sword"
using the item aux id and it does not show
it seems to only work for blocks unless im doing something wrong
because vanilla beacon uses (or claims to use) item aux id for the ingots and gems
oh this
items actually use offset
seems like that generator in go was wrong
you can check what herobrine chest ui does because it works for me for all type of items:
https://github.com/Herobrine643928/Chest-UI/blob/main/BP/scripts/extensions/typeIds.js
I have literally chest ui installed and stripped down of all things but the minimum to test
and still cannot make the items render here
not even with direct item aux
{
"[email protected]_renderer": {
"size": [
"16px",
"16px"
],
"property_bag": {
"#item_id_aux": 65536 // stone block (or any block) render ok, change to an item and nope
}
}
}
fr whoever made json ui is not sane
there must be some bs requirement I'm missing
a difference noting is that chestui uses a grid layout with the form collection while I need to use a factory
damn
yep, can confirm the problem is that im not using a grid
and you can't use the grid due to how the current system works right?
might be able to do something
it cannot be nested inside a factory the grid
but in parallel it can
rn im trying to "dupe" the setup
so all form buttons and labels are sent both to the factory and grid, and then inside skip the display of things where they should not be
but needs work
idk if it even is possible to set dynamically the grid_dimension as it is an array and bindings and arrays are not good friends
your work is impressive
now works, but it is out of the scroll, need to figure that out now
woah!
You can't change grid dimension dynamically but you can make dynamic grids that change their dimensions based on available size. I think that'd work in your case