ioecmcomc / mcdatapacker Goto Github PK
View Code? Open in Web Editor NEWA Minecraft datapack maker and editor for 1.15 – 1.20.4 data packs
License: Apache License 2.0
A Minecraft datapack maker and editor for 1.15 – 1.20.4 data packs
License: Apache License 2.0
Currently tags are shown as a # character and modded items are shown as a missing texture, this isn't very useful as you need to hover over the item to see the id.
Even if the text gets quite small I think it'd be more useful to show the item id with a fairly high maximum amount of characters. The entire gui could be scaled up to compensate for the small text as well.
Is there a way to easily edit an existing recipe? If not, could this be added? The way I envision this is by selecting a recipe from a list and it'll automatically put it in the correct namespace, name it correctly and fill the file with the current recipe(s).
Using: 0.10.0 x86_64 appimage
Bug: when loading up the program, and clicking any button that should open up a file browser the program crashes.
What: When starting off a .mcfunction file with a comment, the program freezes and crashes. This is a bit annoying, since every function file must now have some random command before I can annotate my code.
Where: Any .mcfunction file in the datapack function folder. I haven't tested it in any other space.
How to replicate: Create a new .mcfunction file and type a # as the first code character
Just like what in the JSON happens, it'd be nice if we could define our keys and pattern separately. This would be especially useful if you have a lot of a single item in a recipe.
Hello there, is it possible to add modded items to the recipe creator? If not this would be a very welcome feature. The easiest way to implement this would probably be to pair it with a mod the exports all items to a json file, though to get icons it'd have to export those too which might be a little harder.
Pushing Ctrl+R or CMD+R should open up a GUI to replace elements. The refactor is important because oftentimes, you might want to rename something. So instead of painfully looking through all of your scripts to make sure they match your change, a refactor button will do it all for you, preventing many errors down the line
One of the dll files is missing.
Doesn't even have to be like a full blown thing like vs code. Something similar to making mc resource packs would honestly work perfectly imo.
Something like you can change the png (like a resource pack) of an icon, and for color schemes you could have a file for the general types of keywords, like commands (e.g. execute would be blue), numbers / data types, and then the corresponding color.
Also, if this does get added, the ability to modify the color of any keyword manually, or, like mentioned above, the type of keyword it is.
in my datapack i was writing away, when i did the following:
some command here that does something and is valid
then some place in the text i press enter:
some command here that
|does something and is valid
Now my cursor is bottom left. Then i go to the first line to edit something:
|some command here that
does something and is valid
That's all well and good, but when i comment that first line, instead of this:
#|some command here that
does something and is valid
it just crashes.
!!! This only happens on the first line and only when i make a comment, off the top of my head i think the loop to color the text green give the string.find() function an adress of 0 and the exit condition is i == str.find() but str. find give -1 and it just keeps going and going into leaked memory
Changing the game version to 1.19 causes the program to restart as notified. On restart the program crashes without an error or log. Attempting to reopen it causes the window to flash up on screen, then crash again.
Sometimes when I close a datapck, the contents of one file will overwrite the contents of either all the others in the same namespace, or everything in the datapack. I don't know how to replicate this though
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