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Grandmaster Miner uwu
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    Cornbread_Alphanumeric
    12/24/2024 6:06 pm
    She/They • Level 54 : Grandmaster Miner uwu
    history
    for some reason, commands that test for only some of the valid block states assume all other block states are at their default values instead of ignoring them. this command does work (assuming the full command also includes a subcommand to actually execute), but only on campfires facing south.

    for campfires facing other directions, you'll need to also include the minecraft:cardinal_direction block state in the command.
    1
    Cornbread_Alphanumeric
    12/13/2024 1:12 am
    She/They • Level 54 : Grandmaster Miner uwu
    and you can do this very easily by just doing the textures without any JSON shenanigans
    1
    Cornbread_Alphanumeric
    12/12/2024 7:55 pm
    She/They • Level 54 : Grandmaster Miner uwu
    i'm not sure what you mean by that. if you're asking if this separates the ender dragon boss bar and the wither boss bar into separate textures, the answer is no. they do not use separate textures in vanilla and making them do so, while possible, would require knowing the exact color the game uses for each.

    what this does is it separates the boss bar textures from other progress bars.
    1
    Cornbread_Alphanumeric
    12/12/2024 4:51 pm
    She/They • Level 54 : Grandmaster Miner uwu
    history
    explaining the specifics would be a little complicated, but the following JSON should work if you put it into "ui/hud_screen.json" (though i have not tested it).
    just remember to replace TEXTURE FILEPATH with the actual path to the texture you want to use. these textures should be grayscale since they're colored over during gameplay.

    {
    "boss_health_panel/progress_bar_for_collections": {
    "controls": [
    {
    "empty_progress_bar@common.empty_progress_bar": {
    "layer": 1,
    "texture": "TEXTURE FILEPATH"
    }
    },
    {
    "filled_progress_bar_for_collections@common.filled_progress_bar_for_collections": {
    "layer": 2,
    "texture": "DIFFERENT TEXTURE FILEPATH"
    }
    }
    ]
    }
    }


    filler text so PMC doesn't break things. don't paste this in.
    2
    Cornbread_Alphanumeric
    12/12/2024 3:28 pm
    She/They • Level 54 : Grandmaster Miner uwu
    you could change the textures used in the UI JSON
    1
    Cornbread_Alphanumeric
    12/12/2024 6:11 am
    She/They • Level 54 : Grandmaster Miner uwu
    do you mind if i ask what specifically it is about the file that you're having issue with?

    if you're just having trouble opening the file, blockbench can do that.
    1
    Cornbread_Alphanumeric
    12/12/2024 6:04 am
    She/They • Level 54 : Grandmaster Miner uwu
    i think they use 'empty_progress_bar' and 'filled_progress_bar'
    1
    Cornbread_Alphanumeric
    12/11/2024 3:01 am
    She/They • Level 54 : Grandmaster Miner uwu
    sounds like you want to use clipping. just set the panel's "clips_children" property to true, and all of its children (the elements in the 'controls' array) will not be visible or interact-with-able past the edges of the panel. note that any child with the "allow_clipping" property set to false will not be affected by this.
    3
    Cornbread_Alphanumeric
    12/11/2024 2:51 am
    She/They • Level 54 : Grandmaster Miner uwu
    well, you still need to make a new model for each texture (assuming they aren't all the same shape). you just don't need to do any actual modelling.

    i would suggest looking at the bow models file in the vanilla resources. notice how none of the models have a "cubes" field? the geometry is generated based on the "texture" field.
    1
    Cornbread_Alphanumeric
    12/10/2024 10:05 pm
    She/They • Level 54 : Grandmaster Miner uwu
    you do, but you can just generate the models from the textures. that's how bows and crossbows work in vanilla.
    1
    Cornbread_Alphanumeric
    12/10/2024 7:36 pm
    She/They • Level 54 : Grandmaster Miner uwu
    they're just open_eyeblossom and closed_eyeblossom.
    2
    Cornbread_Alphanumeric
    12/10/2024 7:31 pm
    She/They • Level 54 : Grandmaster Miner uwu
    you should just be able to change the identifier in the attachable file
    1
    Cornbread_Alphanumeric
    12/10/2024 1:01 am
    She/They • Level 54 : Grandmaster Miner uwu
    okey, so it turns out that the file i was looking for is actually multiple files, so i'll just upload the entire pack it's from since i've been meaning to anyway (even though this is a pack i have no intention of returning to any time soon).

    the relevant files are going to be in the torch_anim_test subpack. the animation files are just to get the item positioned correctly. what you're actually looking for are the attachable and render controller files.
    1
    Cornbread_Alphanumeric
    12/10/2024 12:36 am
    She/They • Level 54 : Grandmaster Miner uwu
    history
    yup! you just use molang to swap out the texture and model after a certain amount of time has passed.
    i might still have a file you could look at- let me go find that real quick.
    1
    Cornbread_Alphanumeric
    12/06/2024 10:51 pm
    She/They • Level 54 : Grandmaster Miner uwu
    history
    bedrock edition supports all skin formats that java edition does, with the biggest difference being that bedrock also supports transparency and higher resolutions. so long as you have a java edition skin, it should also work on bedrock edition.
    4
    Cornbread_Alphanumeric
    12/06/2024 10:48 pm
    She/They • Level 54 : Grandmaster Miner uwu
    you could do this by just replacing the vanilla audio files in a resource pack. minecraft.wiki lists the filenames of all vanilla music in the current versions of both bedrock and java edition, but from what i can find, it doesn't list the exact filepath.

    what i would personally recommend doing, is using sounds.json instead. this will give you much greater control of which music plays in which portions of the game. (for example, if you were to just replace the audio file for bromeliad, it would play in all jungles, most forests, and cherry groves. but with sounds.json, you could have a different track in each of these places, or have the same track play in more places if you so desired.)

    unfortunately, java edition has decided that other aspects of the music (the length of silence between tracks, which biomes share tracklists, etcetera) is defined by the worldgen files in a data pack. for some reason. which means you can't change those with just a resource pack.
    2
    Cornbread_Alphanumeric
    11/24/2024 3:19 am
    She/They • Level 54 : Grandmaster Miner uwu
    a few official sources (most notably, minecraft story mode) have suggested the term 'haunting' for a group of endermen, but apparently (according to the wiki), one of the books calls them 'an end' of enderman.

    at minecraft live, one of the devs calls a group of creakings 'a crunch'. probably as a joke, but i don't think mojang has given any other statement regarding this.
    3
    Cornbread_Alphanumeric
    11/13/2024 2:54 am
    She/They • Level 54 : Grandmaster Miner uwu
    i usually just use ibisPaint X on my phone and then transfer the files over with a USB-C cable. this is mostly just a habit thing so i wouldn't super recommend it if you aren't already using ibisPaint X, but if you don't have a drawing tablet, fingers are definitely better than mice.

    there's also photopea.com, which works in browser. i typically use this for small, simple files like ninesliced UI textures.

    blockbench.net also exists. this is made specifically for minecraft modeling and texturing and also works in browser.

    both bedrock and java edition use PNGs.
    3
    Cornbread_Alphanumeric
    11/09/2024 2:24 am
    She/They • Level 54 : Grandmaster Miner uwu
    overall, i give this one a 3/10. i will concede that skeletons are ridiculously annoying in the early game.
    2
    Cornbread_Alphanumeric
    11/08/2024 11:56 am
    She/They • Level 54 : Grandmaster Miner uwu
    it's defined in dimension data in a data pack.
    2

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