It looks like you have the textures in the "items" folder, but the paths in the JSON are to a folder named "item", without the "s". (It's probably like that because the folder for item textures was changed in 1.13 from "items" to "item".)
I like all the ways in which it allows and encourages creativity, from in-game constructions to resource packs to modding to fan works that don't hook up to the actual game. A lot of my creative projects since I first played have been related to Minecraft in various ways.
Data values have been removed, so player heads are now just player_head instead of skull 3, and data tags for items in commands are now put directly after the item ID, so you'd want something like this:
I'm not familiar with Minecraft's code myself, but I've been told in the past that filled buckets leaving behind empty buckets is actually hardcoded, so I'm fairly certain that Logdotzip's recipes work like that because buckets always do that, and that there's no way for a recipe file to specify whether it should happen.
I haven't even made any item models using model overrides -- I'm just familiar with the wiki and the general ideas of how models work -- so I probably wouldn't be the best person to provide help with practical applications of these things. :-P
I'm pretty sure the quartz blocks have always been like that, so I'd assume it's intentional.
Smooth quartz is a bit weird, but there's a reason for it being that way -- prior to 1.13, the "smooth" blocks were just variants of the full slab blocks that were only obtainable using commands, and, instead of just looking like the combination of a top and bottom half slab, they used the texture of the slab's top face on every one of their faces.
A block using the quartz bottom texture on all its faces would make more sense and probably be more useful, though. :-P
EDIT: Just realized you did mention that it's based on the top texture, but I do still think that it's relevant that the "smooth" blocks aren't new and weren't originally made to be obtainable normally.
A couple other notable ones from that list are (for shields) whether the item is being used to block and (for ender pearls and chorus fruit) the cooldown time until the item can be used again.
What version of Minecraft and what filename are you using? The upcoming 1.13 update changes a lot of texture names, so if you're getting the filenames from a different version than the one you're using the pack in, that might be the problem.
It may be that the filenames used by the mod have changed. Assuming it's a Forge mod, if you open its JAR file as a ZIP archive, you should be able to find the textures in the same place that they'd be in a resource pack, and check whether the location of the entity textures has changed.
There are ways you could do it by looking at the head's data tags to make a command to get it, but I think that the easiest way would actually be to use a structure block to save a structure containing the head and then load that structure into the second world.
I was thinking that you could use the action bar display position, which would be less obtrusive, but after testing it out I've discovered that the action bar (and even subtitles) have another problem in that they can be obscured by chat. :-/
Actually now that I think about it more, I don't think any biome has grayish-white grass. So I think the block is defaulting to the actual gray texture from the game files before applying biome-dependent shading. Which is definitely weird.
I'm pretty sure that's because the grass block retains the "snowy" block state even when it's picked up by an enderman, and the snowy model, for simplicity, doesn't make the top colored, since theoretically it'll always be hidden under the actual snow block.
Endermen picking up snow covered grass blocks is correct, it is picking up the grass block, not the partial snow block on top of it.
I think the issue with the grass block is supposed to be that the grass texture on top looks weird -- the block should either stop being snowy when an enderman picks it up, or it should have the snow texture on top to match the snow on the sides.
If you make a resource pack that only has your bedrock texture in it, and then enable just that resource pack and the default one, does the problem still occur?
0
It looks like you have the textures in the "items" folder, but the paths in the JSON are to a folder named "item", without the "s". (It's probably like that because the folder for item textures was changed in 1.13 from "items" to "item".)
1
I like all the ways in which it allows and encourages creativity, from in-game constructions to resource packs to modding to fan works that don't hook up to the actual game. A lot of my creative projects since I first played have been related to Minecraft in various ways.
0
Data values have been removed, so player heads are now just player_head instead of skull 3, and data tags for items in commands are now put directly after the item ID, so you'd want something like this:
/give @p minecraft:player_head{SkullOwner:<username>}
0
I'm not familiar with Minecraft's code myself, but I've been told in the past that filled buckets leaving behind empty buckets is actually hardcoded, so I'm fairly certain that Logdotzip's recipes work like that because buckets always do that, and that there's no way for a recipe file to specify whether it should happen.
0
I haven't even made any item models using model overrides -- I'm just familiar with the wiki and the general ideas of how models work -- so I probably wouldn't be the best person to provide help with practical applications of these things. :-P
0
I'm pretty sure the quartz blocks have always been like that, so I'd assume it's intentional.
Smooth quartz is a bit weird, but there's a reason for it being that way -- prior to 1.13, the "smooth" blocks were just variants of the full slab blocks that were only obtainable using commands, and, instead of just looking like the combination of a top and bottom half slab, they used the texture of the slab's top face on every one of their faces.
A block using the quartz bottom texture on all its faces would make more sense and probably be more useful, though. :-P
EDIT: Just realized you did mention that it's based on the top texture, but I do still think that it's relevant that the "smooth" blocks aren't new and weren't originally made to be obtainable normally.
2
Minecraft Wiki has a list here: https://minecraft.gamepedia.com/Model#Item_tags
A couple other notable ones from that list are (for shields) whether the item is being used to block and (for ender pearls and chorus fruit) the cooldown time until the item can be used again.
0
What version of Minecraft and what filename are you using? The upcoming 1.13 update changes a lot of texture names, so if you're getting the filenames from a different version than the one you're using the pack in, that might be the problem.
0
It may be that the filenames used by the mod have changed. Assuming it's a Forge mod, if you open its JAR file as a ZIP archive, you should be able to find the textures in the same place that they'd be in a resource pack, and check whether the location of the entity textures has changed.
1
There are ways you could do it by looking at the head's data tags to make a command to get it, but I think that the easiest way would actually be to use a structure block to save a structure containing the head and then load that structure into the second world.
0
I was thinking that you could use the action bar display position, which would be less obtrusive, but after testing it out I've discovered that the action bar (and even subtitles) have another problem in that they can be obscured by chat. :-/
0
Would it work to use the /title command instead?
https://minecraft.gamepedia.com/Commands/title
0
I'm pretty sure that's because the grass block retains the "snowy" block state even when it's picked up by an enderman, and the snowy model, for simplicity, doesn't make the top colored, since theoretically it'll always be hidden under the actual snow block.
0
I think the issue with the grass block is supposed to be that the grass texture on top looks weird -- the block should either stop being snowy when an enderman picks it up, or it should have the snow texture on top to match the snow on the sides.
0
If you make a resource pack that only has your bedrock texture in it, and then enable just that resource pack and the default one, does the problem still occur?