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!
Honestly same, I've been scratching me head watching outdated tutorials trying to make them work, I've figured out pretty much everything from recipes to UI, but can't for the life of me figure out custom blocks😂
@@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
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
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.
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.
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.
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.
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
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 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.
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?
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?
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
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 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.
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?
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.)
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.
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
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.
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 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.
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
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?
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)
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.
@@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.
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.
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 ~
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
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
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
if /data get entity does NOT work for you... make sure you have sendCommandFeedback set to true by running this command /gamerule sendCommandFeedback true
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!
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
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"
@@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
@@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
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"
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.
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!
It's fortunate fro you to upload this recently since I started getting back to making mods/datapacks. Awesome video!
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😂
Adding a custom item : 😃
Adding a custom block : 🙁
Adding a custom entity : 💀
LOL, yes
I plan on adding a custom boss
@joaozaoboladin 💀
Custom Mobs are kinda a pain.
Worth looking into the Animated Java Blockbench plugin/addon.
@@WASDBuildTeam yeah but still hard to make something good out of it
@@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
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
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.
I KNEW someone would finally use Item Displays to make custom blocks. I'm so happy that you did it.
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.
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.
All the model/resource pack stuff was covered in a previous tutorial.
I should definitely include that template resource pack, I'll do that.
Now I can finally make my favorite coe block 🔥
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.
That wouldn't really be doable, no. That would likely need to be a modded Minecraft block.
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
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?
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.
@@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.
Check out Iris by Aeldrion
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?
Sounds like multiple issues. Definitely join my discord and I can help figure out what.
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?
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.
what would the syntax for the command at 7:31 be in 1.21??????????
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
Indeed. All my Crafters use this, but because it is kinda specific I chose to not cover it
@@WASDBuildTeamI feel like alot of people would really like having any type of block as their block.
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!
@ThatGeometryDude pretty sure it makes the block really easy to see in the dark
@@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!
How to use em on server? I want to control it from spigot plugins. How can i distinguish
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.
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.
ah, in that case you just need to edit the actual end rod block model instead of trying to use Custom Model Data.
@@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.
@@ThePatchster Probably best to join my discord for further questions
@@WASDBuildTeam done and joined patreon 👍
could you remake the exact tutorial with newest component system that came with 1.20.5?
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?
I would need more specific information than that. Please join my discord and ask for help there.
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.)
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.
@@ktg5 clever!
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
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.
@@WASDBuildTeam thanks for the info!
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?
@@GameJam230 probably... I need to actually spend the time to learn function macros.
@@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.
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
Yeah, so that just means you forgot to have the Item Frame always face up. Just need to add that bit of data.
@@WASDBuildTeam oh.... well I just saw this and I have spent hours working on it... I finally got it... lol thanks
is there a way to change the glass breaking sound?
@op12studio use a different base block. You can also use a stopsound command and a playsound command
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?
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)
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.
@@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.
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.
@@danielrhouck That of course isn't something we can modify with a datapack. But yeah, would be nice to have that control
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 ~
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
@@WASDBuildTeam ohhhh! Thanks!
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
So I just wasted like 1-2 months trying to get it to work, and all I needed to do was rename the folders
What versions of minecraft does this work on?
1.20.4
In 1.20.5+ it just needs a few changes to shift to components instead of NBT
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
if /data get entity does NOT work for you... make sure you have sendCommandFeedback set to true by running this command /gamerule sendCommandFeedback true
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!
I think we solved this on the discord. It was just Lunar Client breaking things
Yea. I forgot to delete the comment or rather edit it so that other people who have this problem know.
pls make custom shield next
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
how to change the texture?
That was covered in the tutorial and the one before it.
@@WASDBuildTeam when? I warched it several times but I cant find it.
@@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.
You made a sword tutorial, when would a bow tutorial come? Or just no.
It is on my very long todo list for tutorials. Probably gonna be Pickaxes/Axes/Shovels before it though (all one tutorial)
Seems good.
cool tutorial
Pov there is two step 2
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
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"
@@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
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
@@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.
@@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
How to add a second block into the datapack?
I figured it out.
How to detect if a block gets placed in a datapack?
Also maybe it has CustomModelData.
That is what this tutorial is
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"
Datapacks are unable to add items into the Creative tabs.
i think it would be beter if yo bade sure the player is not in creative then summon the item
True, though that requires knowing which player broke the block, which isn't really something that can be easily determined.
Yes... totally red.
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.
I don't currently take commissions, but thanks for the interest!
Okay thank you for the reply,do you know any other datapack creators in the community?
What is 1b
the 1, is a 1.
The b specifies the data type is a byte.
how to add armor?
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.
@@WASDBuildTeam if you made such a guide it would surely be useful to a large number of people
@@FledRychu I would need to learn how to do it first xD
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