User talk:Sealbudsman

Help with Module:LootChest
Hi! Since you're the one who created this module, could you please help me with it in the Brazilian wiki? In Portuguese, every noun has a gender and the verb needs to change depending on the gender. So, the sentence "can be found" should display "podem ser encontrados" if the item is a male noun, and "podem ser encontradas" if it's female. Is there any way to add this to the module? Maybe the same way as plurals are handled, for example: gender="male" / gender="female" or male=true/false. Thank you! --Mine4017 (talk) 13:07, 8 February 2016 (UTC)


 * Sure, let me take a look. – Sealbudsman talk/contr 16:13, 8 February 2016 (UTC)


 * If you need to test, "areia" (sand) is female, and "osso" (bone) is male. Everything should be up to date with the English version. The only things translated are the strings. --Mine4017 (talk) 16:30, 8 February 2016 (UTC)


 * Cool – so I added p.items[itemname].male, which is true or false, and if it's omitted the noun defaults to female. For instance, ["osso"] = { "item", male=true }
 * Are there other places where gender is appropriate? Also what about plural, should "podem" be conjugated?
 * Apart from the gender issue, does it seem to handle Portuguese all right?


 * For plural, "podem" doesn't need to be conjugated because all items will use their plural form (it's only set to false, when the item is already in plural form, like seeds).
 * I'm trying to use the LootChestItem template, but it's outputing female no matter what item I put. I've already added all the "male=true". Do I have to wait some time or does the template need to be updated as well? --Mine4017 (talk) 16:57, 8 February 2016 (UTC)


 * I see.
 * Oh I must not have done this right. Let me check. – Sealbudsman talk/contr 17:15, 8 February 2016 (UTC)


 * Okay, try it now. There wasn't a wait required, I'd actually done it wrong. – Sealbudsman talk/contr 17:20, 8 February 2016 (UTC)


 * It works now! Thank you very much! --Mine4017 (talk) 17:25, 8 February 2016 (UTC)


 * Hooray! – Sealbudsman talk/contr 17:31, 8 February 2016 (UTC)

Misleading glass pane info.
You can't dye glass panes.I reverted your edit. –Preceding unsigned comment was added by Robinhoodn64 (talk • contribs) at 13:57, April 12, 2016‎ (UTC). Please sign your posts with
 * Thanks! That was sharp, I noticed you changed that, good catch.  It wasn't my edit, but still. – Sealbudsman talk/contr 18:08, 12 April 2016 (UTC)
 * What?It said you. –Preceding unsigned comment was added by Robinhoodn64 (talk • contribs) at 02:11, April 13, 2016‎ (UTC). Please sign your posts with


 * I'll try to show you what I mean. If you go to the Glass Pane page, and click History, you'll see all the revisions of the page.  You'll see the very last edit, which you did, at the top.  It wasn't a revert, it was a simple edit.  Otherwise the edit summary would say something like "Undo revision 123456 by Sealbudsman".
 * Okay so next, look on the left, you'll see links saying 'cur' and 'prev'. If you click through all the 'prev' links, one at a time, you'll see what distinct changes were made on the page, by which users.  If you instead click on the date/time link, you'll see what the page looked like at that time.  So, if you look at the 13th one down after yours, you'll find one of our admins Goandgoo had merged the Stained Glass Pane page with the Glass Pane page; his edit description says "merge Stained Glass Pane with Glass Pane" anyway.  You can click the 'prev' and the date/time link on that line to verify this. The reason we merged those two pages was due to the result of this discussion (click here).  At that point, the misleading glass pane info was added.
 * Basically during a big page merge, something like that can get easily missed, especially if it sounds true, so again thank you for correcting it. Hope that helps. – Sealbudsman talk/contr 11:43, 13 April 2016 (UTC)

Development version list
I think the reason we were using a static list on computer versions is because it is simply more efficient to directly contain the data, as DPL is not as efficient as a static list (and the list is not going to change once the update is released). DPL has to update every time any article in the category changes to make sure the list is still accurate, so while a few DPL calls on an article should be find, having 10 separate calls (and another every update) added to every computer version article does not sound like it would be efficient in the long run. – KnightMiner  t/c 04:30, 22 April 2016 (UTC)


 * Oh, I see. If that's the case then let's go back to the way it was. – Sealbudsman talk/contr 04:44, 22 April 2016 (UTC)

Benchmark entry
Hi Aaron, thanks for your hardware entry - every hardware sample helps a ton! Regarding your HD 4600, would you be willing to troubleshoot your graphics so that you can benchmark without using VBOs? If there's any chance of doing that it would be most appreciated.

That aside, I rarely run into folks who have to use a workaround like you have just to post any results.. but it's hard to make exceptions when it throws off the consistency of all the benchmarks. Mind you, it's a good opportunity to see where exceptions can be placed when need be. -- Bb 20 (Edits)  02:43, 23 April 2016 (UTC)


 * I'd love to troubleshoot my graphics. Mine is not the typical VBO problem you hear about, with the strange chaotic yet repetitious graphic glitches. Mine just straight up crashes immediately when loading the world, unless I use VBOs. And not the kind that generates a nice crash screen - it prints some kind of java core dump if I remember correctly.
 * Anyway yeah I'll see of there's anything to be done; if you know of any steps I should take, please let me know. If I can smooth this out I'd be interested in how my system handles 1.9.2 vs 1.9.3, being as how it seems to be focusing on fixing performance bugs. Cheers! – Sealbudsman talk/contr 03:26, 23 April 2016 (UTC)


 * Alright, so what I can suggest would be using Display Driver Uninstaller to boot into Safe Mode to thoroughly remove the current Intel display driver, reboot, then install the latest driver from Intel here. I think that's a good start.
 * I'm repairing my CustoMac (this machine) so you may not get a timely response. In the meantime, I'll try educating myself on this issue incase it comes up again. The bugtracker isn't being too helpful. Would you be able to Pastebin your crashlog for me? –Preceding unsigned comment was added by Bb 20 (talk • contribs) at 0:24, 24 April 2016 (UTC). Please sign your posts with


 * Sure, probably tomorrow morning I could do the driver thing. Meanwhile here is the server output: pastebin. That log describes me logging in, letting the world load a bit, then going into graphics to turn off VBOs, at which point it instantly crashed as I hit the VBO button. So I'll get back to you whenever I try the driver thing. Thanks for taking the time! – Sealbudsman talk/contr 01:11, 24 April 2016 (UTC)


 * It was my graphics driver. I got the latest driver from the Intel location you linked, but I didn't use the Display Driver Uninstaller first, thought I'd give it a shot. Seems to work. Thanks again for pointing me to that! I'll redo the performance test sometime soon, then. – Sealbudsman talk/contr 01:37, 24 April 2016 (UTC)


 * Good news, glad that helped without the need for the utility. Just for archival reference, the Pastebin references your video driver, "[ig75icd64.dll+0x55628c]", and it looks like this Bug Tracker issue is what you faced.
 * I left your last benchmark entry in place for you to edit and I'd like to see how you new benchmark turns out ^_^ -- Bb 20 (Edits)  19:38, 25 April 2016 (UTC)


 * Hi, I haven't forgotten about this! It's just that after I got it to work that day, it went back to not working shortly thereafter. Or on the other hand maybe I didn't do it right, but thought I had?? Still have to check. –  Sealbudsman talk/contr 04:19, 30 May 2016 (UTC)


 * No rush, I'll keep the entry up until you've got your machine ready. You could see if your driver reinstall helps a second time or try my purposed method should that fail, and then test immediately after that. -- Bb 20 (Edits)  18:40, 30 May 2016 (UTC)
 * Considering 1.10 is out, are you still wanting to complete your entry or just skip ahead to the next version? -- Bb 20 (Edits)  19:02, 9 June 2016 (UTC)


 * If I can do both, would that be alright? – Sealbudsman talk/contr 19:53, 9 June 2016 (UTC)


 * Yes seeing as you put in an entry before the next release. I definitely encourage it. -- Bb 20 <sup style="color:blue">(Edits)  20:06, 9 June 2016 (UTC)

That garish orange 'Pro' thing everyone has now
Any link to a 'Gamepedia pro' user's page, that has their name as the link-text, gets the orange box. E.g. Sealbudsman.

If the link title gets rendered as anything else, e.g. in the case of User:Sealbudsman, Sealbudsman (having a space within the name), abcdefg, User:Sealbudsmanish, you don't get the orange box.

While I appreciate getting the free membership for having been a long-standing editor, with all the benefits thereof, I find it .. somewhat invasive to attach that orange thing to links to my page .. A little like they're using their editor base as free advertising. Like, monetizing me. Which I guess is par for the course for a free service on the internet .. Oh well. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 00:55, 14 May 2016 (UTC)

Long time no see!
I missed working around in the wiki! How are things now? How are you? --Kkkllleee (talk) 11:04, 20 May 2016 (UTC)
 * Wow yeah, you've been gone a while! Good to have you back.  You have a good eye for making things flow well and read well. I'm good, not much to say, except glad spring is here.  How are you? –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 15:28, 20 May 2016 (UTC)

Keeping Structure Blueprint Seed list
Shall we keep all seeds on the list? | AndrewAB (talk) 20:47, 11 July 2016 (UTC)
 * I think taking them out once we're done is fine, like you've been doing. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:50, 11 July 2016 (UTC)

Adding Redstone T and corners to BlockGrid
Can you help me add ['redstone_downleft'] = { pos = undefined, section = 19 }, ['redstone_downright'] = { pos = undefined, section = 19 }, ['redstone_t_down'] = { pos = undefined, section = 19 }, ['redstone_t_left'] = { pos = undefined, section = 19 }, ['redstone_t_right'] = { pos = undefined, section = 19 }, ['redstone_t_up'] = { pos = undefined, section = 19 }, ['redstone_upleft'] = { pos = undefined, section = 19 }, ['redstone_upright'] = { pos = undefined, section = 19 },

to the blockgrid template. I've tried but it's not working. | AndrewAB (talk) 12:09, 12 July 2016 (UTC)


 * Please retry your edit, I fixed the bug in the editor causing "undefined" positions. –Majr ᐸ <small style=display:inline-block;line-height:9px;vertical-align:-3px>Talk Contribs 12:39, 12 July 2016 (UTC)


 * Added to Template:BlockSprite and it's showing different images. | AndrewAB (talk) 12:51, 12 July 2016 (UTC)


 * Files are cached by the server, it'll probably update in an hour or so. –Majr ᐸ <small style=display:inline-block;line-height:9px;vertical-align:-3px>Talk Contribs 12:54, 12 July 2016 (UTC)

It works! Thanks for your help. | AndrewAB (talk) 13:58, 12 July 2016 (UTC)

PC too slow for the End
Hi Sealbudsman, can you do me a BIG favor. My PC can't handle the lag in the End so I can't even get there, ergo I can't document the End City and End Gate. Any ideas on how you can give me the world. I use MCEdit so if it was a schematic I can open it. I also use Blender and Mineways. | AndrewAB (talk 20:52, 12 July 2016 (UTC)


 * Uh oh! Yes.  I can do that.  I'm thinking dropbox or google drive.  Incidentally since you mention PC performance, you may want to record an entry for your PC over at Hardware performance.  The editor there Bb 20 who captains that project always appreciates new entries. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 21:53, 12 July 2016 (UTC)


 * Here: https://drive.google.com/open?id=0B5CCs8rQABCUZ0syWThBNjBPb2c it's about 13 MB, zipped. Let me know if you're able to do anything with it. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 22:02, 12 July 2016 (UTC)


 * 'DESERT WELL_' world. You sure named it right! From trying to find a Desert Well to ending up in The End. Thanks for the world! I'm going to export the structures into Blender then document them. BTW its a HUGE map. | AndrewAB (talk 11:16, 13 July 2016 (UTC)


 * Yeah I tend to name my throwaway or testing worlds kinda like that. A huge map, how do you mean?  –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 11:38, 13 July 2016 (UTC)


 * The End City is HUGE. I don't know where to start from. | AndrewAB (talk 13:09, 13 July 2016 (UTC)


 * Yeah. Kinda crazy.  So, it's always generated differently.  Like a village.  It's got several rooms and towers, which are all patched together randomly sort of like a village is patched together.  If you have the ability to unzip your minecraft.jar file (try 7zip), take a look inside /assets/minecraft/structures/endcity, you'll see they use 21 different files, apparently representing 21 different possible components of any given end city.  20 if you don't count the end ship.  I'm not clear on the rules as to how they're all put together into a single city, and – apart from the fact that I know you can unzip an .nbt file using 7zip – I have no experience knowing how to read .nbt files to know definitively, from the file, what particular pieces are really what. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 15:27, 13 July 2016 (UTC)


 * Where is the End Gateway? | AndrewAB (talk 13:46, 13 July 2016 (UTC)


 * The world I gave you doesn't include an end gateway. I just teleported out because I had cheats on. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 15:27, 13 July 2016 (UTC)


 * I should've known ;) | AndrewAB (talk 15:47, 13 July 2016 (UTC)

Help with End City
Hey Sealbudsman, can you help with this: End City Layer 5 and should I also create a checkered-glass grid around the layers? | AndrewAB (talk 17:28, 13 July 2016 (UTC)


 * I like the idea of using a checkered-glass grid (ok so i'm biased) -- What about instead of wool, just incorporate the red/green (or whatever color) into the grid? Might even make the instructions more easy to follow than stating row numbers and column numbers, as I'd done.  If it works well I may go back to end ship and redo it.


 * I'm traveling the next several days, I probably won't be in to help much until Sunday/Monday, unless it's to comment or something small like that. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 18:07, 13 July 2016 (UTC)


 * I'll probably try them all if I have time. Bye for now! | AndrewAB (talk 18:32, 13 July 2016 (UTC)


 * 'Sealbudsman: incorporate the red/green into the grid' Your right. How would I do this? | AndrewAB (talk 10:27, 14 July 2016 (UTC)

End City/Large Tower cut and layered:

"Large rooms with complex staircases often leading up to another tower or a loot room." In nbt (endcity/????) what is the structures name? | AndrewAB (talk 11:14, 17 July 2016 (UTC)

Fossils
Sealbudsman, shouldn't the Fossils structure be in the 'Completed' secion? | AndrewAB (talk 13:43, 19 July 2016 (UTC)


 * still have 4 fossil rib sections to go. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 14:26, 19 July 2016 (UTC)


 * Oops, silly me. I didn't notice. | AndrewAB (talkAndrewAB.png 15:07, 19 July 2016 (UTC)

Isometric Setup
Hey Sealbudsman, how can I setup a Blender scene for isometric rendering? I've never done it before. I'm guessing your using Blender? | AndrewAB (talk 18:01, 19 July 2016 (UTC)
 * I've never used Blender, no, and I've never done an isometric render. Do you remember that other thread where I mentioned that handful of people who did the isometric renders?  Those people may be able to help. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 18:06, 19 July 2016 (UTC)
 * Nice job on the mineshaft renders. I was wondering if you would consider redoing File:Desert_Well.png and File:End_Ship.png.  The well has the water positioned too-high-up, and the ship is missing its dragon head. –Preceding unsigned comment was added by Sealbudsman (talk • contribs) at 16:14, July 19, 2016‎ (UTC). Please sign your posts with


 * I'll see. Before, my camera in Blender had extra settings I created so for some reason it would not show the scene as Isometric. But now its fixed, I created a few images for the Abandoned Mine Shaft. I wonder if Majr would let me have his Blender file he uses for structures and blocks ;) . BTW you forgot to add your signature ''. | AndrewAB (talkAndrewAB.png 20:18, 19 July 2016 (UTC)


 * You never know until you ask : P
 * So you're sorta new on this wiki but I wonder if you know this -- apologies if you do -- In situations where someone doesn't sign, you can subst an unsigned template like so:
 * When you save page, that will get translated into:
 * –Preceding unsigned comment was added by Sealbudsman (talk • contribs) at 16:14, July 19, 2016‎ (UTC). Please sign your posts with
 * If you don't subst it, it will stay as a template forever. It should be subst'd.
 * NowYouKnow.gif
 * – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:26, 19 July 2016 (UTC)
 * – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:26, 19 July 2016 (UTC)


 * Thanks, actually I didn't know that. | AndrewAB (talkAndrewAB.png 20:45, 19 July 2016 (UTC)


 * Wadeyathink? WellOrthoRender.png | AndrewAB (talkAndrewAB.png 20:47, 19 July 2016 (UTC)


 * Hmm.. criticism: It doesn't have the shading that blocks usually have: no shade on top, light shade on east-west faces, medium shade on north-south faces, and heavy shade on bottom faces.
 * Also the pillars are supposed to go the whole way down, and in your render, they stop above the water. So how does it work, do you have to build it block by block in blender, or I guess my question is, how can you ensure you get the exact structure into blender? –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:52, 19 July 2016 (UTC)


 * That's why I need Majr's Blender Files. Dare me to ask him :) .| AndrewAB (talkAndrewAB.png 20:53, 19 July 2016 (UTC)


 * Dare you? Just do it, he's not the great and powerful Oz, he is a mere mortal like you or I : P –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:55, 19 July 2016 (UTC)

Sealbudsman: "So how does it work, do you have to build it block by block in blender, or I guess my question is, how can you ensure you get the exact structure into blender?". Well I either import it in as an obj using mineways or for fun, build it block by block myself. Then I use MCEdit-Unified to check if Minecraft's structure and my structures match. | AndrewAB (talk 11:54, 20 July 2016 (UTC)

Majr uses MineShot to render structures, not Blender. It must be a pain if Minecraft goes slow. | AndrewAB (talk 11:56, 20 July 2016 (UTC)

Hey Sealbudsman, I got MineShot so I can add strucpics to the Wiki. Here's a test pic. It's not slow in Minecraft. My PC holds 1G RAM (500MB used for cpu and desktop ect.) and MineShot 1.7 (Minecraft 1.8.9) is quite fast. I accidentally took a huge 3840x2160 (24MB) .tga pic and I can't open it LOL. | AndrewAB (talk 13:06, 20 July 2016 (UTC)


 * Nice test shot. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 15:52, 20 July 2016 (UTC)


 * I'm not sure which settings to enable/disable before taking screenshot. And how can I replace the grass with alpha? | AndrewAB (talkAndrewAB.png 16:01, 20 July 2016 (UTC)


 * Graphics settings? I would say, fancy graphics.  Replacing grass with alpha, I might suggest a graphics editor, though then I would suggest first probably taking a screenshot against a flat color, so it's easier to grab and replace with alpha.  I don't know how possible that is in Mineshot.  I'm actually not sure how they typically do the graphics settings or the alpha settings. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 16:36, 20 July 2016 (UTC)


 * Testing water: | AndrewAB (talkAndrewAB.png 16:45, 20 July 2016 (UTC)


 * Majr should know, I've already asked him. | AndrewAB (talkAndrewAB.png 16:46, 20 July 2016 (UTC)


 * An Idea: If I removed all blocks until the sky underneath, I can probably replace it with alpha easily. | AndrewAB (talkAndrewAB.png 16:48, 20 July 2016 (UTC)


 * Replaced grass with alpha (the hard way, flood fill). | AndrewAB (talkAndrewAB.png 17:02, 20 July 2016 (UTC)

TODO Page
Is there any big TODO Page for ALL articles? I need to add some if there is. | AndrewAB (talk 12:17, 27 July 2016 (UTC)


 * As far as I know, there's Minecraft_Wiki:Projects, and there's Minecraft_Wiki:Community_portal. If one of your todo items is big enough, like wiki-wide, I'd say, make a project.  I'm not sure there's a clear space to list a bunch of to-do items, though.  Can I ask for a sample of what those might be?


 * As for myself, I just keep my todo list on my own page. However sometimes I do wish some items from that list could be put up on a community page, so more people could tackle them. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 15:05, 27 July 2016 (UTC)


 * Heres one. There are many i've forgotten: 1. Need to fix Upper and Lowercase and add links for blocks/items| AndrewAB (talkAndrewAB.png 15:24, 27 July 2016 (UTC)

Blacksmith room in mansions
How do you know the blacksmith room was removed? I've checked myself with a structure block, and the room in still in the game. The only option I see is that Mojang changed the algorithm so that the room isn't selected to generate any more, but I don't know how to prove that unless you've checked the code yourself (since Mojang didn't say anything about that in the snapshot preview). | Morenohijazo (talk) 20:02, 6 October 2016 (UTC)


 * I extracted the past two jar files, and ran a diff on them. There was a structure file, 1x2_a3, which was removed. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:08, 6 October 2016 (UTC)


 * Ugh... It was an unzipped copy of 1x2_a3 that was removed, not the actual nbt.  So I was wrong, it wasn't removed. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 20:10, 6 October 2016 (UTC)

"Opaque"
Can you please confirm if this "block" even exists at all? -BDJP (t 20:13, 15 October 2016 (UTC)


 * beacon is in pocket edition, yeah, and it's opaque, or at least when I make a hole, jump in and cover the top with a beacon, it blocks sunlight and I only see the beacon's own light.. I think that indicates opaque? – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 23:19, 15 October 2016 (UTC)

Maria Lemón
Sorry for the trolling :) Does this confirm it is me who Maria Lemón? :) https://twitter.com/MiaLem_n/status/789080057973211137 ExcitedZe (talk) 12:32, 20 October 2016 (UTC)
 * Oh, it is you! Good to make your acquaintance. I'll update the infobox on the page.. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 12:57, 20 October 2016 (UTC)

PE Add-ons page
I noticed you added a section in the Wanted Pages for PE add-ons. I can assist with populating the page with info and documentation, but I'm not fluent in wiki formatting. How would such a page be setup, and what information should the page include? Should the wiki just list the basics of what add-ons and behavior packs are, how to use them, and what they do, or should it be a fully verbose page explaining the syntax, every available component, events, using them, etc. in detail? On top of that, behavior packs include entity behavior definitions, loot tables, and item definitions; should all of those elements be explained in detail on the wiki, or briefly to get the basic idea across? Lastly, it's worth mentioning that at some point, the developers will release full documentation of how add-on's work if that makes any difference to how the page should be setup. Thanks, Jocopa3 (talk) 03:16, 28 October 2016 (UTC)


 * If you're familiar with the topic, please, feel free to write the page in any way that you think would be helpful to a person just getting started. It would be fine to start with just bare minimum information, but ultimately, again, the more the better.  In general, to have "all of those elements explained in detail" would eventually be ideal.
 * Certain things, like loot tables and maybe item definitions are probably contained on other pages, like loot table or Pocket Edition data values, maybe. Those might need consideration too, but we can just get to that when we get to that.
 * And we (and anybody else) can just use the Add-ons talk page to discuss whether we need a table here or there, or you can ask how to do such-and-such formatting, and instruct us if we mess up your work, and we'll ask you questions we have, and so on.
 * Have the developers said they'd be giving documentation on this? I find myself very surprised at having any documentation at all from them.  Regardless, I think we're free to make our page as useful as possible.
 * I'd appreciate if you could give it a shot, thanks for offering! – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 03:44, 28 October 2016 (UTC)
 * I'll start it off as a dummy page on my user page since I'm not yet done documenting all the components available. Also, about official documentation, it's kind-of mentioned in the Minecon panel (starting from 12:14 to 13:30); going back and watching the it, I'm not sure if the file included in one of the beta builds is their idea of "documentation" or not, or if they plan to add additional documentation at some point. The components text file was removed in beta build 5 however, and isn't in the official release; plus, it the components file didn't mention data types for sub-values and didn't include components that weren't used in the official mobs. Jocopa3 (talk) 04:14, 28 October 2016 (UTC)
 * Okay - yes, keep me informed what progress you make! – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 04:19, 28 October 2016 (UTC)


 * , it turns out that (from Mojang ) has created reference pages at Entity_Component_Reference_Guide and a sort of tutorial page at Creating_Resource_Pack_Add-Ons.  These both are pointed to by Tutorials/Creating_Add-ons.  I will probably go through the pages and conform them to the style guide, which should be just minor formatting things, hopefully soon, and then most likely link to the tutorial page in some relevant places if nobody else does it.  At user_talk:Majr, he is suggesting moving the "Creating Resource Pack Add-Ons" page to have a Tutorial/ prefix, so that may likely happen as well. –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 13:15, 10 November 2016 (UTC)

<references group="PEADDONS"/>
 * References