CORRECTION: at 2:51 I claimed that the second renamed furnace NBT field was called "cooking_time_total". It's actually "cooking_total_time". I've also corrected this in the downloadable example datapack.
@Run2Seeun20 күн бұрын
I might be coping, but I really think that they will be adding data driven items to the game soon, maybe in a few years. They slowly keep updating the item structure with its components, attributes and models in a way that make me believe this is their main goal to achieve.
@Satwr20 күн бұрын
You don't need to speculate about that... The Mojang devs have already told us that this is their goal, and it's not "a few years"!
@DiamondWolfX20 күн бұрын
@@Satwr Haven't they promised and not delivered several things though?
@danielrhouck20 күн бұрын
Honestly at this point they could get most of the way there by adding a `minecraft:dummy` item with no behavior or recipes or anything.
@LinusYaw20 күн бұрын
Yes, if you know how to code mods you may have noticed that many item components exactly look like the properties you can give a custom item.
@Satwr20 күн бұрын
@@danielrhouck so Poisonous Potato and Music Discs...
@jdawgtor20 күн бұрын
I love this format, because while exploring new features is really fun, sometimes you just wanna update your data packs. So just showing what to do to fix it is really nice!
@bloxxer_tv20 күн бұрын
Tip: if you want to randomize your particle trails, you can make use of Macro Functions to have it essentially save a random number from 20-whatever as the duration. It would make up 2 different functions: the first one gets a number and saves it to a score (which resets after it's been used), and the second is the macro.
@conure51220 күн бұрын
Indeed you can! When I said you can't randomize it i meant that the command itself just had no inherent randomness lol
@wugsessedКүн бұрын
Thanks for this video. I'm a novice server admin for my friend group. We already have a world full of carved pumpkins with custom_model_data, and a datapack with a custom recipe that gives you a clock with custom_model_data to apply a specific texture. So while I appreciate your suggestion to use item_model directly, it's too late for us! I'm still in the process of getting it working, but your video has given me more info than I've been able to easily find in one place about what specifically changed. One thing I've noticed while testing is if you use the item_model directly, and then the resourcepack isn't applied, the item uses the ugly magenta missing model/missing texture. A benefit of using the custom_model_data on our casual survival server is while it's currently "broken", the items just look like normal clocks and carved pumpkins. I like that failure state more than the missing model/texture ugliness (especially since there's a handoff between the datapack and the resourcepack with the custom crafting recipe).
@_chadrose21 күн бұрын
Thanks for the updates, my dude!
@almostambidextrous15 күн бұрын
Fantastic, the examples in this walkthrough were just what I needed
@Pikatscha20 күн бұрын
Great video! I was struggling with the custom model data and item models a few days ago, so I kind of knew what to do, but for others who are still struggling, this is very helpful. Also, now that I have to change things in the resource pack, I will finally use a better structure, like I should have done in the first place xD
@danielrhouck20 күн бұрын
I think (though Iʼm not sure; I havenʼt played around with this myself) you are underestmating the power of the new custom model data. My first thought when seeing it is that you can have a *single* model that changes based on data, instead of having each option different. You could put a combinatorial explosion of options all into the same model file, to be figured out at runtime. One thing I have in a pack (stuck supporting 1.20.1 so not seeing this update) is something where one part can rotate, and a bunch of different lights can be on or off, and thatʼs currently done with several item displays for the fixed part, the rotating part, and one for each light. Being able to parameterize a single model based on all of that would be quite useful.
@conure51220 күн бұрын
Right, and that's why I included the section for if you really wanna keep using it lol. I'm like 90% sure there's technically nothing you can do with it that you can't also do by just switching item models, although in some instances it might be much easier to use custom model data (especially if a lot of math is involved). Another thing to consider: using custom model data in the same way as before can still cause resource pack conflicts, because you're overwriting vanilla files. If you wanna still use it, the BEST way is to create your own brand new models, point to them using item_model, and then have THOSE models interpret your custom model data.
@danielrhouck20 күн бұрын
@conure512 Oh, yeah, you should at least not do the same thing as before. And everything is theoretically possible with the old system but using a rotation and nine flags is still better than 360 * 2⁹ = 184,320 different models or continuing to use several different displays.
@conure51220 күн бұрын
Oh yeah that's a good point, I had forgotten about composite models and stuff like that.
@Matuteros10 күн бұрын
i used to save info in custom model data so i couldve change thenumber really fast and easy. now this makes my whole datapack harder D:
@mineland822020 күн бұрын
the new item models system is a really powerful one if you know what youre doing. Its pretty much blockstates for items. I still want a way detect individual components and values though
@conure51220 күн бұрын
Oh yeah there's a ton of stuff that's much easier now than it would've been before. But in general, in previous versions, most people used custom model data just to give basic textures to custom items, which is what I was trying to discourage in this video lol
@TheRCvie20 күн бұрын
Thank you. I've been racking my brain trying make sense of what naming space goes where. Even generator tools had failed me on that float part. Though I'm not sure about the use of the equipment folder over the items folder.
@TheiBunny20 күн бұрын
youre a lifesaver
@diurtydantv806120 күн бұрын
I don't really use data packs but a few resource packs I use make use of shaders, and they're completely broken. The game refuses to load them.
@enchanted_games20 күн бұрын
You need to add core/ to the start of the fragment and vertex path in the json files as of 1.21.2 Post shaders are a bit more complicated, you can check the minecraft wiki for the new format for those
@diurtydantv806120 күн бұрын
I know literally nothing about shaders but I want the cracks on breaking blocks to be 3D so I'll give it a shot
@diurtydantv806120 күн бұрын
Holy shit it worked
@calithyde5346Күн бұрын
@@diurtydantv8061 😮 what resource pack are you using? 3d breaking animation sounds awesome
@diurtydantv8061Күн бұрын
@@calithyde5346 3D Breaking X Visable Ores but I removed the Visable Ores from the resourcepack. I couldn't find one that was just 3D Breaking.
@inspectorgoaty469320 күн бұрын
I just started making a datapack 3 days before 1.21.4 as a beginner I can say that this helps alot and i'll definetly keep that in mind. One question though, how do i make my commands detect if my custom ite. Is dropped? Ever since the update i just seems like it cant detect anything when i type into the components section.
@hahie41259 күн бұрын
How come you use notepad?
@Dabreadking20 күн бұрын
THANK YOU
@CableBear15 күн бұрын
Anyone who knows how to put multiple different custom models on the same item? (Like different hats on a carved pumpkin)
@conure51214 күн бұрын
Each hat will be its own model in the resource pack, so just give each pumpkin an item_model component that points to whichever hat it is.
@RavenRavel20 күн бұрын
1.21.4 - more fun with bricks
@conure51220 күн бұрын
we even got a new brick type in this update. brick fans rejoice