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    posted a message on Achievements

    Hey there, I tried to create my own datapack for advancements... I already have some stuff working, like breed one of specific animal or travel to different dimension.But, I cant get to work achievement to "have specific item in inventory". I even tried to download one from the internet to figure that out, it does the same as it does with mine.


    What it does: Any time I update inventory in any way, I recieve that achievement

    What I want it to do: Get the achievement only if I have specific item in it (in this example it is iron ingot)


    The code: (this is example from downloaded datapack, but I have it basically the same)

    {
        "parent": "achievements:hot_topic",
        "display": {
          "icon": {
            "item": "minecraft:iron_ingot"
          },
          "title": {
            "text": "Acquire Hardware"
          },
          "description": {
            "text": "Smelt an iron ingot",
            "color": "gray"
          },
          "frame": "task",
          "show_toast": true,
          "announce_to_chat": true,
          "hidden": false
        },
        "criteria": {
          "iron": {
            "trigger": "minecraft:inventory_changed",
            "conditions": {
              "items": [
                {
                  "item": "minecraft:iron_ingot"
                }
              ]
            }
          }
        },
        "requirements": [
          [
            "iron"
          ]
        ]
      }


    How to fix it?

    Posted in: Modification Development
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    posted a message on White Wool Texture Problem!

    I would check it without any other pack and then look inside the pack in other folders, maybe you find something else modifing it. Blockstages? model? optifine? As it works while holding in hand, there has to be something special, as normally it shares texture.

    Posted in: Resource Pack Help
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    posted a message on Name dependant models
    type=item
    items=minecraft:lapis_lazuli
    model=./modelname
    nbt.display.Name=spell


    This is the code to enable model "modelname.json" (located in same folder as .properties file) if lapis has name "spell". In your model, you can change both size and texture to whatever you want. obviously, you can also change the name of it, i just wrote "modelname" as example.


    It is basically the same as changiong it's texture, but instead of specifying which texture to use, you specify which model to use. (as you were able to change it's texture, I hope you know where to put this code)


    Also, to understand what "./" means in there, it is only to specify where is the model located, as it is possible to make the path for that model from different folder.

    Posted in: Resource Pack Help
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    posted a message on custom bow model

    Hi, I wanted to have custom bow model. I started by doing it just like any other item, it worked. But then I noticed that the model is also for bow when it is pulling, meaning it has same model when idle and when I want to shoot it, making it look really bad. How to fix it, so it would have different model for each stage?


    bow.properties:

    type=item
    items=minecraft:bow
    model=./luk_lol
    nbt.display.Name=luk_lol

    I also have luk_lol.json model inside same folder.

    Posted in: Resource Pack Help
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    posted a message on OPTIFINE -> heights maxHeight doesn't modify anything under -1

    Hi, I just tried to make texture of ores different when placed bellow Y level 1. I would normally use "maxHeight=0" inside properties folder in ctm. But, it only modifies blocks to level -1. Is there any way for me to fix it? or only optifine can do something with it? As it is new, I expect that optifine has to fix it, but it never hurts to ask.


    my .properties file:

    method=fixed
    tiles=redstone
    matchTiles=redstone_ore
    maxHeight=0

    (inside same folder as this file, I have texture named redstone.png with different texture)

    Posted in: Resource Pack Help
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    posted a message on question about mob pathfinding

    Is there any list of blocks, that mobs can't pathfind on, but is okay to actually walk on? Also, is there any list of the exact opposite? (Items that cannot be walked on but mobs can pathfind on, like open trapdoors)

    Posted in: Discussion
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    posted a message on Item Frame - moving position of item (map) shown.

    Is is somehow possible to move, where item is shown? (Closer to wall?) I have some maps that looks really nice (not the one on the picture), but those sides of birch planks on item frames are ruining it. I found model "item_frame_map", where I can edit it's size, texture and everything, but, if I would edit that side to match this one specific item, it would look bad for others, so I had idea to make it's thickness almost none, so there would be no border, but it doesn't move the map, leving it floating.

    Another idea I had was making something so that only specific item frames would have this special side texture, but as it works like block, I don't think I can do it (or idk how) like it is possible with mobs.

    Posted in: Resource Pack Help
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    posted a message on Opinion on random tick speed

    I personally don't mind this part, in reality, it would be A LOT longer wait. If you want to have enough food, build field, not a garden. Like in real life. But hey, that's just my opinion, and in single player, you can do whatever you want! Everyone has different opinion on what counts as cheating and what doesn't. Just do what you feel like is best to play.

    Posted in: Discussion
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    posted a message on can i mix resolusions

    Not at all. You can combine any sizes you want. Just make sure everything is in corresponding location. (For things like mobs or letters it is very important to keep them in right place, so multiply it by some good number (16x16 to 32x32, 64x64, 128x128, 256x256 etc.) to be sure that they have correct location)

    Posted in: Resource Pack Help
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    posted a message on Is it possible to change color of block on map?

    I recently played with maps a bit, and noticed that netherrack and nether bricks are same color on map, even as they are completly different color as block itself. Is it possible to somehow change color of that block showing on map? That nether part is just not looking good right now

    Posted in: Resource Pack Help
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    posted a message on Custom lilypad model -> how to keep color?

    Hi, I made custom lilypad model, but I want to keep that auto-coloring thing active, but I don't know how. Right now, it is showing white-gray. I know I could just make texture colored, but thats not really what I want to do. I am using blockbench.


    How to apply that auto-coloring thing to custom lily pad model?

    Posted in: Resource Pack Help
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    posted a message on zombies spawning on mushroom biome - not all monsters, just and only zombies - no spawner found.

    Oh wow, it has been an long time since it happend before, but it happends again! This time, I was long, long time hunderts of blocks away, then came by nether portal, put banner near my banner area by my bubble elevator (whitch is in direction where I had possible monsters spawning months ago), fly with elytra to my main enterance, put some mess to storage, went to clean mob farm drops, turned around, saw no zombies but glow squid, killed it, went back on land and saw in total 14 zombies. (Never had chance to screenshot all of them at once, it may be even 15, but I am not 100% sure about it) This one is pretty strange, as I was looking at the area where zombies were just abourt minute ago or less while going to put banner there, then later I think I would see them before I went to kill glow squid just like 10 seconds before...




    Edit after searching internet a lot:


    After reading wiki, there is kinda hidden another way of possible spawning that is not under "spawning", whitch is Reinforcements. Only on java on hard difficulty, they can even spawn instead of call already existing mobs. As this spawning location is near both sea where both axolotls and drowned can spawn and mob trap (whitch was existing in those cases before), there is already reason for reinforcement whitch can spawn more mobs. it can be up to 40 blocks away, but it has to be only at least 7 blocks away from player and light level lover than 9. As light level at night and player distance are not problem at any point, they probably just spawned when I was killing glow squid this time. Sadly, wiki does not say anything about how many or where it can spawn, but...


    After searching internet a lot about it, I now think thats it is in fact the real thing that is hapenning whole time, as some sources, especially this shows that they can spawn almost everywhere, on bedrock, on stuff like redstone, in mushroom biomes too, in end, in nether... So for me to fix it, I would have to light area both from sea and from mob trap to distance of 40 blocks away to light level higher than 9 to prevent reinforcement spawning, as there is probably no other way of preventing that, as it looks like spawning mechanics of reinforcements are just really bad.

    Posted in: Discussion
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    posted a message on Account migration question

    It for some reason kinda looks like it will, but no, gamertag and username are 2 separate things on java. When I migrated, I also had same question just because how they wrote it there...

    Posted in: Discussion
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    posted a message on nether portal - where is the center of it?

    Hi, I am trying to connect portal with big difference between coords, I learned that distance connects based on chuncks, with 3x3 in nether and 17x17 in overworld. After some math and counting chuncks, I learned that when I multiply my portal in nether by 8, I get to exacly 1 block after last chunk where it would connect, so I only need to move 1 block, which is something I don't really want, but I can resize the portal so that it would count from different block moving those coords at least by that one single block in ouverworld. But with that, I have guestion. From where exacly I should multiply it? from the exact center? (but what if it is 2, 4, etc blocks wide?), from the place I am while teleporting? (would that mean I can teleport to 2 locations in 1 portal if set correctly?), from 1 certain direction?


    (When teleporting from overworld to nether, it is inside those 3x3 chuncks, so this direction is good)

    Posted in: Discussion
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    posted a message on Needing Help With Getting My First Resource Pack To Work

    as now I don't really know what you have in there, I can't really help. But best tuturial I found on basically all stuff from resource pack is , but it is a bit outdated, so you need to rename "mcpatcher" folder to "optifine" and in .properties file instead of numbered ID (like 276 showen on video) you need to use full name (in this case diamond_sword), same goes for enchantment ID.


    Warning: text size matter, so nbt.display.Name instead of nbt.display.name etc.



    (If you want to use lore instead of name, just replace nbt.display.Name with nbt.display.Lore.

    Also, if you want to modify armor (not as item, but that model you actually wear), you need to change type=item to type=armor andthen specify what armor it is by typing there "texture.diamond_layer_2=<custom_name>" etc.)


    Also, optifine has it's own guide here, there is everything written about cit.


    If you still can't figure it out it is best to show what you have now.

    Posted in: Resource Pack Help
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