But I don't see a parent like that though. There *isn't* a block/leaves, that doesn't seem to exist anywhere. I can't change a thing that I can't find in the first place.
"asset/minecraft/textures/armor", which only has armor not leaves.
For textures acacia_leaves.png is already greyscale naturally and in: assets/minecraft/textures/block
Where is this supposed 'leaves' parent? There *is no block/leaves* anywhere I can find. I have the entire 1.18.2 unzipped files to look around in and if I just straight up search for 'leaves' in the entire thing there isn't a leaves file location. Every leaf block png or json is in the aforementioned locations.
Thank you so much! I've been trying to figure this out for quite a while but never quite got it. I know about {Command: '*command*'} but not needing to add 'blockentitytag' beforehand.
For now I'll probably just use the /give variant until I get more understanding and experience with setting up multiple blocks in a row with /setblock.
Ideally I eventually want a function for a placing a pre-set line of command blocks. It involves making a respawn point that displays a title, makes particles, detects players remotely, and has a delay with a scoreboard so it doesn't spam all the commands constantly.
Excessive for what could be done with a single button and command block but much cooler.
How exactly do I do that? I haven't touched the model files before in resource packs. I see there's a acacia_leaves.json file in models/block, but I don't see any option for a 'leaves' model file, so I'm not sure where to move it.
I specifically want acacia leaves to be greyscale since I want to use them as 'dead bushes' in a way, alongside 'dead trees,' which are made of acacia logs. However, the texture for leaves (and grass for that matter) is naturally changed. Since other leaves are nearby the acacia ones it's more important to get the acacia leaves to specifically look different.
I'm probably being of the big dumb, but I can't seem to get this to work. I have a custom function made in mcreator, called 'standardgamerules.' Named since it's the setup I tend to use for every map I start (and end up unfinished). It'll likely also include more stuff later so it's not like the datapack is for a single relatively simple function.
As far as I can tell, it is made right. It actively wants regular command syntax so that should be correct, and one per line, also should be correct. Coding in the attachment below.
Then I exported it and moved the zip file to the datapack section in the specific world I want it to be.
When typing in "/datapack list" it clearly stats that it is installed.
So, I go and type in "/function standardgamerules" and it proceeds to say that it is an unknown function.
So, made the function, exported the zip file, but it in the datapack section for the world, checked to see if it registered it, tried to run the function, then it proceeded to not work anyway. No clue what's wrong.
I know you can copy a block to grab it's nbt tag, but that's rather inconvenient at times. I'd like to add a function that just gives me the desired command block with ease, so I don't need to retype the command, always have it on me, or manually copy the command block.
I'm probably being of the big dumb, but I can't seem to get this to work. I have a custom function made in mcreator, called 'standardgamerules.' Named since it's the setup I tend to use for every map I start (and end up unfinished). It'll likely also include more stuff later so it's not like the datapack is for a single relatively simple function.
As far as I can tell, it is made right. It actively wants regular command syntax so that should be correct, and one per line, also should be correct. Coding in the attachment below.
Then I exported it and moved the zip file to the datapack section in the specific world I want it to be.
When typing in "/datapack list" it clearly stats that it is installed.
So, I go and type in "/function standardgamerules" and it proceeds to say that it is an unknown function.
So, made the function, exported the zip file, but it in the datapack section for the world, checked to see if it registered it, tried to run the function, then it proceeded to not work anyway. No clue what's wrong.
So I've thought about potentially having a public server for a modpack I've been playing lately setup. The modpack in question doesn't have a mod on that allows for this.
In more detailed terms, players without permission wouldn't be able to do things like break or place blocks or open chests. Potentially connect it to teams so that it can be per team rather than per player.
Thank you for pointing that out, something was starting too feel a bit 'off' about that one. Apparently the detection was wrong because of that and just seem to perpetually count as positive. While that did fix one thing, the two chain command blocks afterwards are still not working.
As far as I can tell I tried out everything like CubicCrazy said and that didn't fix anything either.
EDIT: I fiddling around with things and got it so things technically work, but not in an as space efficient way as I wanted. The image below is my current solution. It works, but it isn't great.
This much space is required just to detect a player and pop up the title command. For a finished product there's also going to be a sound effect and particle effects. This is functional, and space isn't all that limited, but it's inefficient and messy compared to being able to just line all the command blocks up in a row like I've seen done before.
0
block/cube
0
Okay, I think I better understand now, sorry if I may have sounded rude in my last reply BTW.
However, it still doesn't seem to quite work, might still be doing something wrong or misunderstanding something else.
acacia_leaves.json was changed so it now has the following:
{
"parent": "minecraft:block/cube",
"textures": {
"all": "minecraft:block/acacia_leaves"
}
}
So changed the parent from "minecraft:block/leaves" to cube. That said, now it just has the placeholder missing texture now.
0
But I don't see a parent like that though. There *isn't* a block/leaves, that doesn't seem to exist anywhere. I can't change a thing that I can't find in the first place.
There only model files are:
"assets/minecraft/models/block/acacia_leaves.json"
and
"asset/minecraft/textures/armor", which only has armor not leaves.
For textures acacia_leaves.png is already greyscale naturally and in: assets/minecraft/textures/block
Where is this supposed 'leaves' parent? There *is no block/leaves* anywhere I can find. I have the entire 1.18.2 unzipped files to look around in and if I just straight up search for 'leaves' in the entire thing there isn't a leaves file location. Every leaf block png or json is in the aforementioned locations.
0
Thank you so much! I've been trying to figure this out for quite a while but never quite got it. I know about {Command: '*command*'} but not needing to add 'blockentitytag' beforehand.
For now I'll probably just use the /give variant until I get more understanding and experience with setting up multiple blocks in a row with /setblock.
Ideally I eventually want a function for a placing a pre-set line of command blocks. It involves making a respawn point that displays a title, makes particles, detects players remotely, and has a delay with a scoreboard so it doesn't spam all the commands constantly.
Excessive for what could be done with a single button and command block but much cooler.
0
How exactly do I do that? I haven't touched the model files before in resource packs. I see there's a acacia_leaves.json file in models/block, but I don't see any option for a 'leaves' model file, so I'm not sure where to move it.
0
I specifically want acacia leaves to be greyscale since I want to use them as 'dead bushes' in a way, alongside 'dead trees,' which are made of acacia logs. However, the texture for leaves (and grass for that matter) is naturally changed. Since other leaves are nearby the acacia ones it's more important to get the acacia leaves to specifically look different.
0
I'm probably being of the big dumb, but I can't seem to get this to work. I have a custom function made in mcreator, called 'standardgamerules.' Named since it's the setup I tend to use for every map I start (and end up unfinished). It'll likely also include more stuff later so it's not like the datapack is for a single relatively simple function.
As far as I can tell, it is made right. It actively wants regular command syntax so that should be correct, and one per line, also should be correct. Coding in the attachment below.
Then I exported it and moved the zip file to the datapack section in the specific world I want it to be.
When typing in "/datapack list" it clearly stats that it is installed.
So, I go and type in "/function standardgamerules" and it proceeds to say that it is an unknown function.
So, made the function, exported the zip file, but it in the datapack section for the world, checked to see if it registered it, tried to run the function, then it proceeded to not work anyway. No clue what's wrong.
0
I know you can copy a block to grab it's nbt tag, but that's rather inconvenient at times. I'd like to add a function that just gives me the desired command block with ease, so I don't need to retype the command, always have it on me, or manually copy the command block.
1
I'm probably being of the big dumb, but I can't seem to get this to work. I have a custom function made in mcreator, called 'standardgamerules.' Named since it's the setup I tend to use for every map I start (and end up unfinished). It'll likely also include more stuff later so it's not like the datapack is for a single relatively simple function.
As far as I can tell, it is made right. It actively wants regular command syntax so that should be correct, and one per line, also should be correct. Coding in the attachment below.
Then I exported it and moved the zip file to the datapack section in the specific world I want it to be.
When typing in "/datapack list" it clearly stats that it is installed.
So, I go and type in "/function standardgamerules" and it proceeds to say that it is an unknown function.
So, made the function, exported the zip file, but it in the datapack section for the world, checked to see if it registered it, tried to run the function, then it proceeded to not work anyway. No clue what's wrong.
0
I've never used WorldEdit before, is it fully compatible with modded stuff? Since what I'm doing won't be vanilla.
0
So I've thought about potentially having a public server for a modpack I've been playing lately setup. The modpack in question doesn't have a mod on that allows for this.
In more detailed terms, players without permission wouldn't be able to do things like break or place blocks or open chests. Potentially connect it to teams so that it can be per team rather than per player.
0
After looking into that I also found that BlockBench would probably be needed along side that. Thanks!
0
I tried learning to do it in a more 'manual' way previously and never managed to get anywhere. I'm also terrible at research and came up with nothing.
0
Thank you for pointing that out, something was starting too feel a bit 'off' about that one. Apparently the detection was wrong because of that and just seem to perpetually count as positive. While that did fix one thing, the two chain command blocks afterwards are still not working.
As far as I can tell I tried out everything like CubicCrazy said and that didn't fix anything either.
EDIT: I fiddling around with things and got it so things technically work, but not in an as space efficient way as I wanted. The image below is my current solution. It works, but it isn't great.
This much space is required just to detect a player and pop up the title command. For a finished product there's also going to be a sound effect and particle effects. This is functional, and space isn't all that limited, but it's inefficient and messy compared to being able to just line all the command blocks up in a row like I've seen done before.
0
Do you happen to have a good guide on how to use MCStacker? And where in the datapack would I put the stuff I got from MCStacker?