The damage predicate values are inversed, specifying a value that’s equal to 1 damage on that item makes it apply when it has 1 use left instead.
This goes for all decimal predicates: time, damage, angle, etc.
Original description
In 1.13- pre-release 3, I have a resourcepack with damage item variants. Here's the code for a diamond hoe model:
{
"parent": "item/handheld",
"textures":
{ "layer0": "items/diamond_hoe" }
,
"overrides": [
{ "predicate": { "damaged": 0, "damage": 0.10}
, "model": "item/wooden_pickaxe"},
{ "predicate": { "damaged": 0, "damage": 0.20}
, "model": "item/stone_pickaxe"},
{ "predicate": { "damaged": 0, "damage": 0.30}
, "model": "item/iron_pickaxe"}
]
}
The undamaged diamond hoe looks fine, the 0.10 damage looks like a wooden pickaxe as intended, but the 0.20 and the 0.30 damage looks like a wooden pickaxe too, even though I put "iron pickaxe" and "stone pickaxe". I tested the resourcepack in 1.13- pre2, and it worked100%. PLEASE HELP
Linked issues
is duplicated by 17
Comments 7
You might want to update the report to include the issues that duplicate this. (i.e. Compasses pointing backwards, bows pulling backwards, and clocks rotating backwards)
Oh! This was a bug! I was so confused XD I don't work with model overrides often, but I started making a data pack / resource pack combo in pre-3, and I quickly noticed that it was backwards. I thought I was misunderstanding or remembering something about overrides wrong >_< Glad it's fixed in pre-4, but now I have to re-do all my overridden models :|
Try making the damage values with {min: ,max:} values. I'm no expert, but this should work.