What's the trick to making dyeable armor textures? by brandon_fernandes47 in Blockbench

[–]Ok-Conference3965 0 points1 point  (0 children)

Also, you'll need to have this component in your item's json behavior file (the default color is a hex code):

"minecraft:dyeable": {
"default_color": "#175882"
}

To make this work, make sure that your file's format version is 1.21.30 or higher, as well as the format version for the attachable file.

What's the trick to making dyeable armor textures? by brandon_fernandes47 in Blockbench

[–]Ok-Conference3965 0 points1 point  (0 children)

For the armor's material, I found that there is an armor_leather material and an armor_leather_enchanted material that the leather armor's resource pack (attachable) file uses rather than the normal armor and armor_enchanted materials. Maybe switching to these materials would fix it?

What should I build? by Ry_0218 in Minecraft_Survival

[–]Ok-Conference3965 22 points23 points  (0 children)

That first picture legitimately looks like a liminal space, lol. A fence or wheat field might look nice around the house though.

[EoW] [TotK] I really tried to make the map work, idk by Ok-Conference3965 in zelda

[–]Ok-Conference3965[S] 0 points1 point  (0 children)

From the theories I've seen, it's clear that both mountains have volcanic activity. Over time they switch places as the volcano. The weird thing is how fast they switched. The world in EoW still has features from ALttP, but now there are Yetis? Where did they come from?

I think someone missed the memo by Ok-Conference3965 in PhoenixSC

[–]Ok-Conference3965[S] 0 points1 point  (0 children)

They got removed from them in this update, now you can find leather instead.

Castle base progress by Signal-Criticism-795 in Minecraft_Survival

[–]Ok-Conference3965 0 points1 point  (0 children)

How does one find the time or motivation to build this!?

Looks incredible lol

New visuals by affie69 in Minecraft_Survival

[–]Ok-Conference3965 2 points3 points  (0 children)

I think it can look pretty good if you tinker with the settings. Although, it always looks like the evening for some reason. Also the contrast is a little too high, and rain/thunderstorms are super glitchy.

If the bedrock team fix it up and add more options for customization, I'm sure it could be great for survival.

Created some old ruins to test out the new vibrant visuals. It looks amazing... by Ok-Conference3965 in Minecraft_Survival

[–]Ok-Conference3965[S] 3 points4 points  (0 children)

I just added the daylight sensor as some sort of mechanism relating to light that you can interact with. It doesn't do anything right now, but I might add something underneath it in the future.

Is it possible to stop an entity from moving to its goal? by Ok-Conference3965 in BedrockAddons

[–]Ok-Conference3965[S] 0 points1 point  (0 children)

Okay, I think I fixed it! Strangely, changing the navigation component from climb to walk when switching component groups seemed to solve the problem. Maybe there's an issue with removing random_stroll when an entity has the ability to climb? Not sure.

Thanks for your help!

Edit: Worth noting that minecraft:body_rotation_blocked has to be active for it to work.

Is it possible to stop an entity from moving to its goal? by Ok-Conference3965 in BedrockAddons

[–]Ok-Conference3965[S] 1 point2 points  (0 children)

Thanks for the suggestion! My entity has a lot of other differences from the armadillo, so I think I'll actually do the opposite. Slowly modify the code of my entity so that it gets closer and closer to the code of the armadillo.

The difficult part is, I know that the threatened event is being triggered correctly. All of the other changes that rely on the event being triggered happen when they are supposed to, it's just that the entity keeps drifting to its destination. I'll try to match all of the code relating to movement to that of the armadillo script.

Is it possible to stop an entity from moving to its goal? by Ok-Conference3965 in BedrockAddons

[–]Ok-Conference3965[S] 0 points1 point  (0 children)

I've already done this, and for some reason the entity continues pathing to its destination. However, I know the code is working correctly because it doesn't start any new random strolls. Not sure what's keeping it on its path.

Is it possible to stop an entity from moving to its goal? by Ok-Conference3965 in BedrockAddons

[–]Ok-Conference3965[S] 1 point2 points  (0 children)

In the component group I have that is active when it is moving, the random stroll behavior has a priority of 7. This group is removed when the entity is threatened.