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License: MIT License
Retired Bedrock Addons Wiki.
License: MIT License
"fishing_rod": "animation.humanoid.fishing_rod
needs to be added to the animation section of the Player Entity file or this missing animation will throw an error after 1.16.
This level is one of the hardest to teach, since often times people just don't get it. This can be fairly short, but it should essentially say:
Then maybe a few examples, and a slight introduction to state-management?
Essentially just a damage filter with two has_tag filters.
The search is working locally, but not working on GitHub. This would be really, really nice to fix.
I'm a bit lost though ^^
This is something people seem super confused about, so probably worth a wiki doc on it. Can just gently explain the concept, and then show some VBP examples.
New link: https://minecraft.gamepedia.com/Add-on
ok just found got the thing, "font_type": "$chat_font_type" to "font_type": "smooth" to use NotoSans font in actionbar
This could either be an enhancement to the existing texture layering wiki, or it could be added as its own wiki document.
Copy descriptions from here: https://bedrock.dev/docs/stable/MoLang
Improve them with examples, explanation.
Most attack goals are now data-driven
Most Slime and swim goals are now data-driven
Experience Orbs have been data-driven
Fireballs have been data-driven
Elytra have been data-driven
NPC geometry and animations have been data-driven
Tree generation is now data-driven
Drowned are now data-driven
Wither skull attacks are now data-driven
Item sprites are now data-driven
Your SCSS file assets/css/just-the-docs-dark.scss has an error on line 156: Undefined variable: "$feedback-color".
I'm blocked at work right now so I'm just going to assume you mean JSON schemas so I have something to do.
A JSON schema gives you two things: validation to be sure that your JSON has the correct structure, and (depending on editor support) intellisense to help you write your JSON correctly to begin with. Schemas are nice because they give you instant feedback when you screw something up, but they can't catch everything.
JSON schemas are just JSON files themselves and don't do anything on their own. You can write your own or use somebody else's. There's a handful of schemas for Bedrock out there already. Since none of the schemas are "official" (that I know of), and since Bedrock is a moving target, there will probably be some inaccuracies in any schema that you find. So keep that in mind: sometimes the issue will be in your code, sometimes the schema may be wrong. If you find a wrong schema, consider improving it and giving the author a pull request, to our collective benefit.
To get the validation working, you'll need a validator. You have many options here, I use Ajv. The basic idea is simple: feed the validator your JSON file and the schema file and the validator tells you what you did wrong. This is something you would include in your build tooling; for instance, you should configure gulp to watch your json files and revalidate them when you make changes.
To get intellisense working, look to your editor's documentation. In VSCode, you would edit the json.schemas section of your workspace settings, providing a file mask that matches your JSON files and a URL that points to the schema you want to use.
I can help with more specific questions if you like, but ping me as I don't always monitor discord.
Description: This document should explain how to create trades, with an emphasis on where to place files, and where to find info on the format, rather than explaining in detail the actual stuff in the trade.
Section: Concepts
Sample structure:
Trading is accomplished through the bla component...
Here is where to put the files.
There are two types
bla
bla
bla
bla
C:\Users\YOUR_USERNAME\AppData\Local\Packages\Microsoft.MinecraftUWP_8wekyb3d8bbwe\LocalState\logs
The Useful links section could be updated to include links to the Vanilla Resource Pack and Vanilla Behavior pack downloads.
https://aka.ms/resourcepacktemplate
https://aka.ms/behaviorpacktemplate
https://aka.ms/MinecraftBetaResources
https://aka.ms/MinecraftBetaBehaviors
Err
Yes
Components are split up into two categories: Setter components, and Serialized components.
Setter components are ONLY EVALUATED WHEN ADDED. Removing setter components does not have any functionality.
For example skin_id, variant, etc.
Serialized components have a removed functionality.
Things like is_baby or is_chested is a serialized.
Removing the component group will remove the functionality.
Setter components have a default value, like 0. Serialized components simply are not added, and therefor dont effect the entity.
This is complicated by the fact that you can add components on top of each other. This essentially calls the remove on the component
shanewolf38 (ping me)Today at 3:13 PM
What do you mean they don't exist?
SirLich [Please Ping]Today at 3:14 PM
For example scales can overide each other.
Now, its FURTHER complicated by the fact that some serialized components lazily implement their remove functionality.
Pathfinding/agro is specifically geared to fail when you remove the component. It will continue to agro unless tricked with a blank replacement of some kind.
More complicated is the fact that some components MUST be added in groups, and cannot be added in the components list. I assume this is cause the remove functionality wasn't implemented properly. Trade tables are in this category.
Now, in particular your question was about scale: I have some suspicion that scale is serialized as a stack, FILO.
shanewolf38 (ping me)Today at 3:16 PM
Trade tables.. wow intresting
What is FILO?
SirLich [Please Ping]Today at 3:16 PM
First In Last Out.
But you can test it.
Queue, sorry.
shanewolf38 (ping me)Today at 3:16 PM
Ah I gotcha
Yeah, what you said yesterday about the wiki article on this, that would be INCREDIBLY helpful
for a ton of people
Where did you learn all of this? Just testing?
SirLich [Please Ping]Today at 3:17 PM
Experience.
Its not documented anywhere.
shanewolf38 (ping me)Today at 3:17 PM
Very nice
SirLich [Please Ping]Today at 3:17 PM
You should try two experements for me
shanewolf38 (ping me)Today at 3:18 PM
yeah I will start testing stuff with all this new information
im sure I've been doing a lot of unnecessary things
SirLich [Please Ping]Today at 3:18 PM
This is done with some cool animation controller tricks, and instant re-spawn set to true.
Description: This should describe the method for execute
on dropped items to craft a new item.
Should link to the item drops
document for spawning the actual crafted items.
Should talk about the localization issue.
Compare to vanilla in-table crafting.
Two main goals:
Describe the format of how to use these commands, as well as provide sample commands.
Give the code for placing on ALL blocks, which can be found here: https://pastebin.com/63wSMEk9
For starters:
What's the cons using runtime identifier armor stand for removing shadow?
Also, it would be nice to make the layout tabular.
I think this could be a really useful doc, as it would help people get started on a really tough topic. Explain how its different from keyframes, give pros/cons, examples, and then maybe have out-links to the molang math functions.
Could be pretty self-contained/small, but I bet a lot of people would find it interesting.
This should go in the Knowledge section.
It should explain, in plain english, what format versions are, and generally how to use them. For example, mention that the Entity format version matches the game version, but that other format versions don't.
Then, try to compile a table/list of known format options for each category. i.e, all valid animation versions, and the differences between them.
There is an issue where "true" is being used in an invalid way.
the basic idea of disabling a particle from emitting (as opposed to simply making the texture transparent is as follows:
{
"format_version": "1.10.0",
"particle_effect": {
"description": {
"identifier": "minecraft:",
"basic_render_parameters": {
"material": "particles_alpha",
"texture": "textures/particle/particles"
}
},
"components":{
"minecraft:emitter_lifetime_expression":{
"activation_expression":0,
"expiration_expression":1
},
"minecraft:emitter_rate_manual":{
"max_particles":0
}
}
}
}
From Ambienturtle
I don't think this is possible with the current theme, so we could also discuss:
CyberAxe (OutLandishlyCrafted) has more info
Allows push attack
Breaks arm interaction
Might interact badly with village/villager logic.
https://machine-builder.github.io/feature_rule_generator_1.15.html
Should go in tools section ^
Things not pre-lined by minecraft:
is failing to generate a TOC, and the json formatting is wrong.
The texture layering doc needs a paragraph talking about materials, and their properties. In particular, the required texture is villager_v2_masked
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