How to Add Custom Blocks to Minecraft Datapack Tutorial

Поделиться
HTML-код
  • Опубликовано: 15 ноя 2024

Комментарии • 118

  • @ThatGeometryDude
    @ThatGeometryDude 22 дня назад +2

    Hey, if you want the base block to be something non transparent, simply add the following in the summon item display command:
    brightness:{sky:15,block:0}
    Then you can use stone or smth without causing problems!

  • @5uperM
    @5uperM 10 месяцев назад +4

    It's fortunate fro you to upload this recently since I started getting back to making mods/datapacks. Awesome video!

    • @unknowncontender4012
      @unknowncontender4012 10 месяцев назад +1

      Honestly same, I've been scratching me head watching outdated tutorials trying to make them work, I've figured out pretty much everything from recipes to UI, but can't for the life of me figure out custom blocks😂

  • @NaClbs
    @NaClbs 6 месяцев назад +34

    Adding a custom item : 😃
    Adding a custom block : 🙁
    Adding a custom entity : 💀

    • @WASDBuildTeam
      @WASDBuildTeam  6 месяцев назад +5

      LOL, yes

    • @joaozaoboladin
      @joaozaoboladin 3 месяца назад

      I plan on adding a custom boss

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад +2

      @joaozaoboladin 💀
      Custom Mobs are kinda a pain.
      Worth looking into the Animated Java Blockbench plugin/addon.

    • @NaClbs
      @NaClbs 3 месяца назад

      @@WASDBuildTeam yeah but still hard to make something good out of it

    • @Utopia390rl
      @Utopia390rl 2 месяца назад

      @@WASDBuildTeam exactly what I was thinking. I assume it could also work for custom mob variants, though I don't know how it would follow the mob's location

  • @Pacca64
    @Pacca64 7 месяцев назад +2

    Got this working in 1.20.5 prerelease 1! Had to port some item nbt to components of course, but ran into some other quirks too. Notably, item frames are no longer placed in the middle of a block, their position is actually in the wall of the block. Easily fixed with execute align tho! Also managed to get rotatable blocks by checking the y_rotation of the item frame, and fixed an issue that can happen with core blocks that aren't fully solid (slabs, end rods, brewing stands, etc.) with these two lines at the top of place.mcfunction:
    execute if block ~ ~ ~ end_rod run function paccagl.block:block_test/break
    execute if block ~ ~ ~ end_rod run return fail
    just checks if the block already exists, and prevents placement. Avoids accidentally destroying vanilla blocks, or infinitely stacking custom blocks on a single block.
    Great tutorial! I feel like I know how everything works, which is great cause now I can expand on it like this :D

    • @WASDBuildTeam
      @WASDBuildTeam  7 месяцев назад +3

      Nice!
      For the item frame rotation, I found the formatting of the components to be a bit odd. It is still possible to do.
      I'm surprised I didn't include that fix for nonfull blocks, as I have that code for all the custom blocks I've made.

  • @5uperM
    @5uperM 10 месяцев назад +2

    I KNEW someone would finally use Item Displays to make custom blocks. I'm so happy that you did it.

  • @op12studio
    @op12studio 3 месяца назад

    bruh I just came from an older video of yours(you do great tutorials btw thank you) and I was indeed trying to make a custom block.... and I indeed got it to look right in my hand and then I placed it and it wasn't the same... AND THEN in this video you describe that exact same thing... man you truly are good. Keep it up homie.

  • @Ubspy
    @Ubspy 10 месяцев назад +2

    This is a great tutorial, I was struggling to figure out how this all works. You go through some of the resource pack stuff kind of fast though, it would be nice to also be provided with the resource pack. For example, I'd like to be able to fully copy the json for the block so I don't have to try and do it myself. Also, I'm not sure if I'm supposed to put custom model data in the block json.

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад +1

      All the model/resource pack stuff was covered in a previous tutorial.
      I should definitely include that template resource pack, I'll do that.

  • @iamabotatgameyt
    @iamabotatgameyt 10 месяцев назад +1

    Now I can finally make my favorite coe block 🔥

  • @Ayyylien51
    @Ayyylien51 5 месяцев назад +1

    So I'm assuming there's likely no way to make a block with certain attributes then.
    Was somewhat interested in making a Jelly or Lubricant block, pm a slick frictionless surface that spiders would be unable to climb on or cling to, as well as somewhat working like Ice but harder to redirect yourself when walking. Maily intended to optimize my string farm.

    • @WASDBuildTeam
      @WASDBuildTeam  5 месяцев назад

      That wouldn't really be doable, no. That would likely need to be a modded Minecraft block.

  • @Rignchen
    @Rignchen 10 месяцев назад

    you only need to check for the block once every 2 ticks, 1 tick is too much, 3 tick may allow the user to get the original loot from the block
    so you can use a function that schedule itself every 2 ticks
    also what I personnaly like to do is to test if I can kill the item before spawning the item, that way I can chose the block depending on the tool I want the user to use + player in creative don't get the item when breaking it so it doesn't fill their inventory

  • @veruty228
    @veruty228 10 месяцев назад +2

    Thank you very much for these tutorials, helped me out a ton! Also is there any reliable method for checking for blocks in line of sight(that blue line in hitbox)? Something like raycast or idk?

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад +2

      Not particularly reliable...
      I have a couple functions for that in my library if you are interested. Util/looking_at_block. Very very simple concept.

    • @veruty228
      @veruty228 10 месяцев назад +1

      ​@@WASDBuildTeam Def gonna look at them, at this point anything is better then jank like spawning 7 interactions, then all of them checking for blocks, and failing to execute command due to it executing as @s but not the player that did the raycast lol.

    • @kattack8200
      @kattack8200 3 месяца назад

      Check out Iris by Aeldrion

  • @GloriousMinecraft-n5j
    @GloriousMinecraft-n5j 3 месяца назад

    Hello, I followed the tutorial and modified the provided datapack and resourcepack to fit with my item but it shows up as the purple cube in the world, and its breakable and has the red stained glass sound when broken but it stays there forever, you can phase through it too. Any solutions? Granted my block isnt a cube moreso a medium sized fountain so maybe it can't work with this tutorial?

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад

      Sounds like multiple issues. Definitely join my discord and I can help figure out what.

  • @op12studio
    @op12studio 3 месяца назад

    okay I know I have been buggin the heck outta you and I appreciate how helpful you have been...I just have 1 last question.
    When making the json file for the loot table... I put the json, in minecraft/loot_table/blocks/customename.json and as a test I just put the custom model data in there to see if the file path was okay and indeed it was. I broke the block and it dropped an item frame that looked like my block.
    However, when trying to add the nbt data something is wrong... have you figured out the right formatting for that in these newer versions of MC and would you be willing to share that?

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад

      Yeah, though I definitely can't share it here. Join my discord and send a message in #datapacks-chat and I'll send you an example.

  • @jonaykon
    @jonaykon 8 дней назад

    what would the syntax for the command at 7:31 be in 1.21??????????

  • @Rignchen
    @Rignchen 10 месяцев назад

    there's a solution for having both a specific block and having it light like it should, it's to have the item display 1 block above it and to use the translation tag to move the visible part where we want, however this does work really well for stuff like crafter but it doesn't work for stuff like decorative block as the block above/on the side will surely be filled with another block

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад +1

      Indeed. All my Crafters use this, but because it is kinda specific I chose to not cover it

    • @Pete675u
      @Pete675u 9 месяцев назад

      ​@@WASDBuildTeamI feel like alot of people would really like having any type of block as their block.

    • @ThatGeometryDude
      @ThatGeometryDude 22 дня назад

      My method is simply to add
      brightness:{sky:15,block:0}
      to the summon item display command. It does not make it glow at all, it just works!

    • @Rignchen
      @Rignchen 22 дня назад

      @ThatGeometryDude pretty sure it makes the block really easy to see in the dark

    • @ThatGeometryDude
      @ThatGeometryDude 22 дня назад

      @@Rignchen No, it only does that if the Block level is 15. But as I said in my comment, set Sky to 15 & Block to 0! It works perfectly!

  • @haxidenti6001
    @haxidenti6001 2 месяца назад

    How to use em on server? I want to control it from spigot plugins. How can i distinguish

    • @WASDBuildTeam
      @WASDBuildTeam  2 месяца назад

      I'm a datapack developer, so... Idk
      But as it is fully part of vanilla, it will work on a server, I just don't know how to control it with plugins.

  • @ThePatchster
    @ThePatchster Месяц назад

    Thanks for the reply on my last comment. So, I figured out how to get the custom item in hand texture. Now, I want to do the custom block on the ground 3d model. However, I don't think I need to do this complex way outlined in this video. I'm cool with every end rod in the game being my new model texture. Is there a shortcut for that? At 2:47 I feel like you reference that this shortcut exists. Thanks so much.

    • @WASDBuildTeam
      @WASDBuildTeam  Месяц назад

      ah, in that case you just need to edit the actual end rod block model instead of trying to use Custom Model Data.

    • @ThePatchster
      @ThePatchster Месяц назад

      @@WASDBuildTeam dude thank you so much you are making this so much easier for me. I think I'm going to have a couple more Qs for you. How do I disable the white particles of the end rod? I tried adding a particles folder to my texture pack and deleting the info for "end_rod", so now I have purple and black squares for the particles. Then I tried making a blank texture and making the end_rod.json route to that for a particle texture but I still have purple and black squares. I added a particles.json to my atlas. Thank you.

    • @WASDBuildTeam
      @WASDBuildTeam  Месяц назад

      @@ThePatchster Probably best to join my discord for further questions

    • @ThePatchster
      @ThePatchster Месяц назад

      @@WASDBuildTeam done and joined patreon 👍

  • @itseuclid
    @itseuclid 4 месяца назад

    could you remake the exact tutorial with newest component system that came with 1.20.5?

  • @mr3colio661
    @mr3colio661 Месяц назад

    I've been trying to follow the tutorial, but I can't get past the part where we make the actual model. For some reason, the model keeps displaying as a basic item, in a weird rotation and display. I copied the model file directly, all I changed was the name of the "0" texture to the namespaced ID of the texture I wanted. Can anyone tell what's going wrong?

    • @WASDBuildTeam
      @WASDBuildTeam  Месяц назад

      I would need more specific information than that. Please join my discord and ask for help there.

    • @mr3colio661
      @mr3colio661 Месяц назад

      It's fine, I figured it out. But now for some reason I've come across a seperate issue of the tick.mcfunction not working, hasn;t ever happened before, now I'm having to run it manually through a repeating command block. (Edit: turns out I had to put it in the first namespace in my datapack (I have 2).Edit2: I just figured it all out, I'm all good.)

  • @ktg5
    @ktg5 27 дней назад

    19:25 unsure if there's a new thing for 1.21, but instead of changing the brightness values of the item display, i was able to use stairs or slabs (double or not). obviously, this isn't ideal but it gets the job done.

  • @ItIsFelix508
    @ItIsFelix508 2 месяца назад

    Hey Admin! These are really helpful, one question: How do you make custom crafting tables? As of 1.20.5 or so, you can get custom items from output, but not input, and i really want to make my machines use components like iron gear that you need to craft in order to make the machines! A tutorial on dropper crafting please

    • @WASDBuildTeam
      @WASDBuildTeam  2 месяца назад

      There are so many tutorials for dropper crafting already out there. Only thing that has changed is the nbt --> components. But that is just a slight formatting change.

    • @ItIsFelix508
      @ItIsFelix508 2 месяца назад

      @@WASDBuildTeam thanks for the info!

  • @GameJam230
    @GameJam230 3 месяца назад

    With Function Macros it would probably be even easier and faster to just run a macro with the needed block model name in it, wouldn't it? Function macros definitely aren't good for stuff running every tick, but this would only need to run once every time a custom block is placed, so I imagine it would be faster than iterating through every possible block name in a giant list, wouldn't it?

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад

      @@GameJam230 probably... I need to actually spend the time to learn function macros.

    • @GameJam230
      @GameJam230 3 месяца назад

      @@WASDBuildTeam they're a little weird, but super useful. They're a LITTLE slower than normal functions, as they need to recompile every time (unlike regular functions which are cached once and run the same every time), but that compilation time is negligible for small functions such as the ones you used and if you only call it once in a while.
      Basically with it you'd be able to store the required model information that the block display entity needs as a string in the item frame, and then pass the item frame's block data to the macro, and it will run the function by substituting the string directly into the function where you indicate for it to, making it run the command with that custom model data.

  • @op12studio
    @op12studio 3 месяца назад

    the block is halfway in the air and half inside the block that I place the block onto.... it places correctly on the ground but if I place it on a wall or something it is half a block up and halfway in the walf... weird

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад

      Yeah, so that just means you forgot to have the Item Frame always face up. Just need to add that bit of data.

    • @op12studio
      @op12studio 3 месяца назад

      @@WASDBuildTeam oh.... well I just saw this and I have spent hours working on it... I finally got it... lol thanks

  • @op12studio
    @op12studio 3 месяца назад

    is there a way to change the glass breaking sound?

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад

      @op12studio use a different base block. You can also use a stopsound command and a playsound command

  • @danielrhouck
    @danielrhouck 8 месяцев назад

    So, two questions:
    1. I havenʼt tried this in-game yet so I might be wrong, but if youʼre in survival, wonʼt this give you the red stained glass *and* the red emerald block if you break it?
    2. I want a block that does something on interaction. If the desired interaction were to open a GUI the solution wuold be to make the underlying block a barrel, but I want something custom instead. My first thought was an interaction entity, but that wouldnʼt work right because it would prevent breaking the underlying block. Would the way to do this be again an `item_used_on_block` advancement? Is there a way to have it not trigger if instead that was placing a block or entity, only if someone is actually using the block?

    • @danielrhouck
      @danielrhouck 8 месяцев назад

      For 2, is there a block *other than a note block* which is at least mostly a full block and changes state but does not open a GUI when right-clicked? That seems like the best bet. (I donʼt even mind if itʼs an opaque block with the weird lighting issues; I just donʼt want it playing notes, and I do want people to be able to interact with it from above so putting carpet on it doesnʼt help)
      EDIT: Okay, the note block with a light block on top works; I didnʼt expect it to. Not ideal (because solid and because Iʼd prefer a pickaxe-breakable block) but probably the best I can get unless thereʼs some sort of clever interaction entity trick or something)

    • @WASDBuildTeam
      @WASDBuildTeam  8 месяцев назад

      1. On break, I have it kill the dropped red_glass (if it dropped).
      2. Custom GUI isn't possible. Though it sounds like you are wanting it to do something on right-click. Funny enough I made a pack using interaction entities for blocks. Exactly what you said is the issue, is the issue, but you can make it so that on left-click it breaks. It won't have a mining animation and such but totally viable in my opinion.

    • @danielrhouck
      @danielrhouck 8 месяцев назад

      @@WASDBuildTeam I didn’t mean custom GUI windows, but something based on `tellraw` and then clicking chat components to run `/trigger`. And I had meant to check out your machines pack but it slipped my mind; I’ll do it tomorrow.
      I think I prefer the note block method for my thing because I don’t want one accidental punch to break things. Although you could implement the important parts of the block damage system to both take time and work faster with the right tool… I’ll sleep on that.

    • @danielrhouck
      @danielrhouck 8 месяцев назад

      It would be really convenient if I could place my custom block on top of a redstone torch. The top face of a torch can’t support item frames or of course paintings, and every other entity I can think of that’s spawnable from an item goes inside the torch (even shulker spawn eggs, which manage to do some other edge case placements correctly) or has other obvious issues.
      Is there a standard solution if a block needs to handle edge case placement rules? My current thought is to place a block entity with custom NBT and somehow detect that, but that is harder than detecting an entity and I feel like someone else must have solved this problem even if I can’t find out how.

    • @WASDBuildTeam
      @WASDBuildTeam  8 месяцев назад

      @@danielrhouck That of course isn't something we can modify with a datapack. But yeah, would be nice to have that control

  • @ThatGeometryDude
    @ThatGeometryDude 29 дней назад

    EDIT: Dont listen to this, I'm not bright.
    So good! A quick thing to note, I reccommend adding the following to the bottom of place.mcfunction if you are in 1.20.5+, it fixes the position of the display:
    execute if entity @s[nbt={Facing:2b}] as @e[type=item_display,limit=1,sort=nearest] run tp @s ~ ~-0.47 ~-0.47
    execute if entity @s[nbt={Facing:3b}] as @e[type=item_display,limit=1,sort=nearest] run tp @s ~ ~-0.47 ~0.47
    execute if entity @s[nbt={Facing:0b}] as @e[type=item_display,limit=1,sort=nearest] run tp @s ~ ~-0.94 ~
    execute if entity @s[nbt={Facing:5b}] as @e[type=item_display,limit=1,sort=nearest] run tp @s ~0.47 ~-0.47 ~
    execute if entity @s[nbt={Facing:4b}] as @e[type=item_display,limit=1,sort=nearest] run tp @s ~-0.47 ~-0.47 ~

    • @WASDBuildTeam
      @WASDBuildTeam  29 дней назад

      That for sure isn't actually needed. Sounds like when you updated the give command for the item frame to 1.20.5+ you missed that you can force it to always face upward.
      In the entity_data field you would just need Facing:1

    • @ThatGeometryDude
      @ThatGeometryDude 29 дней назад

      @@WASDBuildTeam ohhhh! Thanks!

  • @gradypulley694
    @gradypulley694 3 месяца назад

    For anybody here after 1.21, the folders in your namespace for the data pack (function, loot_table, and advancement) are no longer plural for consistency sake

    • @Kalphalus
      @Kalphalus 3 месяца назад

      So I just wasted like 1-2 months trying to get it to work, and all I needed to do was rename the folders

  • @FeuerDrache0702
    @FeuerDrache0702 5 месяцев назад

    What versions of minecraft does this work on?

    • @WASDBuildTeam
      @WASDBuildTeam  5 месяцев назад

      1.20.4
      In 1.20.5+ it just needs a few changes to shift to components instead of NBT

  • @op12studio
    @op12studio 3 месяца назад

    Got the datapack function to work in 1.21
    1. the pack folders do not use plurals anymore so "functions" will be "function"
    2. the code string or whater you call it has changed as well. I got this to work and it gives me the item through the /function command I gave it.. I put generic info in this one so change it as you need:
    execute as @p run give @s item_frame[custom_name='{"italic":false,"text":"ItemName"}',custom_model_data=1234567,entity_data={id:"minecraft:item_frame",Fixed:1b,Invisible:1b,Silent:1b,Invulnerable:1b,Tags:["Custom.item_frame_block","Custom.ItemName_block"]}] 1
    SOOO now that I have that working I can finally move on further in this video past 10 minutes lol
    hope this helps and if I got something wrong please let me know.. but it works for me... for now

    • @op12studio
      @op12studio 3 месяца назад

      if /data get entity does NOT work for you... make sure you have sendCommandFeedback set to true by running this command /gamerule sendCommandFeedback true

  • @meerhornisse283
    @meerhornisse283 7 месяцев назад

    Hey WSAD I don’t know what I did wrong, but the item display won’t spawn. I even downloaded your pack, and it is still not working. Love your Tutorials!

    • @WASDBuildTeam
      @WASDBuildTeam  7 месяцев назад +1

      I think we solved this on the discord. It was just Lunar Client breaking things

    • @meerhornisse283
      @meerhornisse283 7 месяцев назад

      Yea. I forgot to delete the comment or rather edit it so that other people who have this problem know.

  • @BlockGamingOfficialYT
    @BlockGamingOfficialYT 4 месяца назад

    pls make custom shield next

  • @이미미-o4m
    @이미미-o4m 10 месяцев назад

    Uh admin you know the how to make the custom item video but what i want to know is that how do i make my own items with my custom item

  • @tomar-ec4fc
    @tomar-ec4fc 8 месяцев назад +1

    how to change the texture?

    • @WASDBuildTeam
      @WASDBuildTeam  8 месяцев назад

      That was covered in the tutorial and the one before it.

    • @tomar-ec4fc
      @tomar-ec4fc 8 месяцев назад

      @@WASDBuildTeam when? I warched it several times but I cant find it.

    • @WASDBuildTeam
      @WASDBuildTeam  8 месяцев назад

      @@tomar-ec4fc 5:00
      I say quite a few times though to check out the Custom Items tutorial because it has a more in depth explanation.

  • @Walker__91
    @Walker__91 10 месяцев назад

    You made a sword tutorial, when would a bow tutorial come? Or just no.

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад

      It is on my very long todo list for tutorials. Probably gonna be Pickaxes/Axes/Shovels before it though (all one tutorial)

    • @Walker__91
      @Walker__91 10 месяцев назад

      Seems good.

  • @TheAssassin000
    @TheAssassin000 10 месяцев назад

    cool tutorial

  • @PiggyCraft88890
    @PiggyCraft88890 3 месяца назад +1

    Pov there is two step 2

  • @op12studio
    @op12studio 3 месяца назад

    trying to convert this to 1.21 is a pain in the butt.... I got everything except the tags to work in the function command also the function doesn't show up when I put it in the datapack folder.. i have another datapack for music disxs and it works fine... so Im not sure whats going on... im continueing to work on it.... for anyone wondering the resource pack version is 34 and datapack version is 48 for 1.21

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад +1

      Yeah... I'll make a 1.21 version of this at some point. Gotta change all the nbt to components.
      Also, make sure your folder names aren't plural. IE the "function" folder... used to be "functions"

    • @op12studio
      @op12studio 3 месяца назад

      @@WASDBuildTeam mcstacker helped out... I am trying to get the function to load at step 2 but ill eventually figure it out... I am stuck between function or functions... I have a music disc datapack that uses function folders you say and so does a website I saw say to use functions folders... soooo IDK.. the discs are working but the other isnt... HOWEVER.. I have not followed you on setting up the minecraft folder portion yet so that might be why it didnt load.. I just added a tags folder in the minecraft folder and in that golder I put load.mcfunction that points to my named folder and a file in it...nevermind lol.. this is getting too long.. Im working on it and you have been a big help

    • @op12studio
      @op12studio 3 месяца назад

      hmm the file I pointed to showed up in the /function list.. I guess I need to have it also point to the give_items file

    • @WASDBuildTeam
      @WASDBuildTeam  3 месяца назад

      @@op12studio Yeah, in 1.21 all folder names are no longer plural. But this tutorial was made before that, so don't follow the folder names part of it.

    • @op12studio
      @op12studio 3 месяца назад

      @@WASDBuildTeam gotcha I appreciate that. Also having a new line after the command must be important in the mcfunction files.. I assume its because its like pressing the enter button. I dont know I havent tested it yet but thats my thinking anyway.... EDIT: NOPE thats not right

  • @alexander499zero
    @alexander499zero 7 месяцев назад

    How to add a second block into the datapack?

  • @Walker__91
    @Walker__91 10 месяцев назад

    How to detect if a block gets placed in a datapack?

    • @Walker__91
      @Walker__91 10 месяцев назад

      Also maybe it has CustomModelData.

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад

      That is what this tutorial is

  • @ορεστισνταλιανισ
    @ορεστισνταλιανισ 20 дней назад

    dude PLLSS make a base "a base is baciclly were you put all youre stuff like these cool swords" "also example when you are in creative and you want a sword you go in a certain tab so i am telling to make YOURE tab with all youre data packs there"

    • @WASDBuildTeam
      @WASDBuildTeam  19 дней назад

      Datapacks are unable to add items into the Creative tabs.

  • @samantharaker2469
    @samantharaker2469 5 месяцев назад

    i think it would be beter if yo bade sure the player is not in creative then summon the item

    • @WASDBuildTeam
      @WASDBuildTeam  5 месяцев назад

      True, though that requires knowing which player broke the block, which isn't really something that can be easily determined.

  • @Walker__91
    @Walker__91 10 месяцев назад

    Yes... totally red.

  • @djak6133
    @djak6133 9 месяцев назад

    Hey WASD I hope you are free at the moment,you seem like a great datapck creator and I was hoping if you would want to help me make a unique minecraft datapack.

    • @WASDBuildTeam
      @WASDBuildTeam  9 месяцев назад +1

      I don't currently take commissions, but thanks for the interest!

    • @djak6133
      @djak6133 9 месяцев назад

      Okay thank you for the reply,do you know any other datapack creators in the community?

  • @Proxypp
    @Proxypp 6 месяцев назад

    What is 1b

    • @WASDBuildTeam
      @WASDBuildTeam  6 месяцев назад +1

      the 1, is a 1.
      The b specifies the data type is a byte.

  • @FledRychu
    @FledRychu 10 месяцев назад

    how to add armor?

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад

      Armor ITEMS can be made using this method, but the texture you wear needs a different method to change. One that I don't have a tutorial on.

    • @FledRychu
      @FledRychu 10 месяцев назад

      @@WASDBuildTeam if you made such a guide it would surely be useful to a large number of people

    • @WASDBuildTeam
      @WASDBuildTeam  10 месяцев назад +1

      @@FledRychu I would need to learn how to do it first xD

  • @Respear
    @Respear 27 дней назад

    🌶