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The big toc update
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SirLich committed Oct 1, 2020
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9 changes: 9 additions & 0 deletions concepts/blocks.md
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# Blocks [BETA]

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Better documentation on the new block format introduced in the 1.16.100.56 Minecraft beta
## Block Properties

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9 changes: 9 additions & 0 deletions concepts/components-events-groups.md
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# Component Groups Vs. Components Vs. Events

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There are three main structures that make up the base of a behavior-pack entity file. This doc will explain what each of them means, and how to use them.

# Components
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# Items [Beta]

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Better documentation on the new item format introduced in the 1.16.100.56 Minecraft beta
## Item Events

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# Understanding .lang

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Bedrock Minecraft allows us to write the text in our addons as codes: For example `action.hint.exit.pig`. Then in the language files, we define these codes: `action.hint.exit.pig=Tap sneak to dismount`.

This workflow has two main advantages:
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# Materials

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Expert
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# Math-based Animations

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Intermediate
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# Understanding .mcfunction

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`mcfunction` files are stored in your BP as `BP/functions/my_function.mcfunction`. You can add as many functions as you like.

Functions are used to group multiple Minecraft `commands` (such as `/say` or `/teleport`) into managable chunks (or functions). Function files do not begin with `/`.
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# Namespaces

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Namespaces are identifiers that marks content ownership. You can think of them as folders. Namespaces are useful, because they keep naming conflicts from happening.

Namespaces in addon creation can essentially be thought of as "the part to the left of the colon". For example, `minecraft` is the namespace of `minecraft:zombie`. The general form is `namespace:name`.
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9 changes: 9 additions & 0 deletions concepts/render-controller.md
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# Render Controllers

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# Shaders

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## Disclaimer

The way to create shaders described in this page is not working on consoles (PS4, Xbox, Switch) and in new rendering
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# Sounds

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# Dummy Components

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Dummy components are useless components that are only used for data storage. Dummy components don't **do** anything on their own. They need to be paired with secondary mechanics to have any function. Dummy components are useful because they allow us to store information on the entities, and use the information to drive graphics/gameplay mechanics.

Good examples are `variant` and `mark_variant`. These components can be set with an Integer value. In the vanilla resource pack, this Integer is used to pick the textures for the Cat, and Horse. Another good example is `is_tamed`, which is used by the Horse to handle whether he is ridable or not.
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The bedrock documentation for Molang is notoriously bad. This page will attempt to remedy this by providing additional details for individual queries, *where possible*. This page is intended to be searched, not read in full. Use the side-bar, or use `ctrl-f` to navigate.

# query.armor_texture_slot
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# Runtime Identifiers

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`runtime_identifier` is an optional parameter that sits inside the description of the entity's behavior file, and is used to imitate a vanilla entity's hard-coded elements.
It accepts Vanilla Minecraft identifiers, like `minecraft:shulker`.

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# Subpacks

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## What are subpacks?

Subpacks are what cause the gear icon to appear on packs. They were originally intended for texture resolutions to load on different memory capacities, but can also be use to create file variations in behavior and resource packs which can then be chosen by clicking the gear icon and adjusting the slider.
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10 changes: 10 additions & 0 deletions guide/custom-skin-packs.md
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# Skin Packs
- [Skin pack Manifest](#Skin pack Manifest)
- [skins.json](#skins.json)
- [texts/en_US.lang](#texts/en_US.lang)
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# Getting Started

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___
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# Software and Preparation

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___
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# 1.16 Changes

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What exactly changed in 1.16? This document will attempt an overview of the known breaking changes and new features.

[Start by reading the change-log!](https://feedback.minecraft.net/hc/en-us/articles/360044928311-Minecraft-Nether-Update-1-16-0-Bedrock-)
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# Bedrock Modeling Introduction

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This will be a guide with tips, tricks, and things you should know when modeling for Minecraft Bedrock Edition.

## Texture Glitch
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# CanPlaceOn and CanDestroy

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NBT data for Bedrock edition is very limited. Two of the only values we have access to is `CanPlaceOn` and `CanDestroy`. These are used as part of a `/give` command, and edit the place/break properties of players while in adventure mode.

# Format
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### FAQ
# FAQ

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This page contains a list of frequently asked questions in the technical-bedrock community that do not deserve a long-form wiki entry. Please contribute your own questions/answers, so we can grow this resource!

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# Style Guide

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This document will present the officially supported Bedrock-Wiki style-guide for addon-creation. The goal of this guide is to promote best-practices while creating addons, and create a consistent format for everyone to follow.

## Structuring
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# The Editor

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The coding world is filled with editors. Ranging from command-line tools like VIM or Emacs, all the way up to full IDEs such as InteliJ or Eclipse.

For editing JSON files, something in the middle is probably the best. Something that offers you a good amount of power, without the bloat of a full on IDE.
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# Useful Links

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There is loads of useful information about Bedrock Development online, but sometimes it is hard to find! I will do my best to keep this list up to date as I continue to find useful content.

## Tutorials:
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