#1.21 Snapshots

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odd flare
red sigil
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thinkies maybe they are adding a Builder profession

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to villagers

odd flare
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only way to know, is to wait for the snapshot....
which might be today thinkies
would be odd, thoguh

unreal timber
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they've actually just added AI to the fishing rod bobber so it hunts fish instead of passively waits there

oblique socket
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mojang wtf

fallow horizon
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i noticed some argb/abgr weirdness in the changes as well, so yeah

obsidian tide
oblique socket
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i'd recommmend checking banners

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they're... weird

obsidian tide
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wait no, NativeImage was worse kek

oblique socket
#

in this snapshot, banners will sometimes show up all white in your inventory

manic oracle
oblique socket
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and I don't know if it's just me, but there seems to be a "dithering" effect on banners

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idk if that was always there

lone tree
manic oracle
oblique socket
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we just need official entity batching ๐Ÿ˜”

sinful hazel
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but packing that as an int on a little endian system is going to be inversed from how opengl interprets it (hence abgr)

odd flare
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when vulkan? /s

lone tree
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I wonder, since they changed the vertex system in 24w21a, what other changes they'll make in the next snapshot...?

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more optimization?

red sigil
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this change was a surprise

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so, who knows

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there could be more surprises

fiery galleon
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inb4 they casually drop data pack items

uncut birch
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because this makes me wonder how many programs are out there that silently assume little-endian

red sigil
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I would guess 90%+ of software written for PC assumes little endian, but software written for other platforms may be more ... flexible

uncut birch
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networking code i think is usually a little better because the networking library comes with helper functions for "convert to big endian" so you're less tempted to just roll your own that unconditionally swaps bytes or just hardcode the values backwards in the first place

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[TCP/IP and many older application protocols are big-endian because the committees that defined them had decided that it should be the standard]

cosmic wharf
# oblique socket mojang wtf

iirc it has to do with the fact many graphics controllers store their info in BGRA format, and ARGB is just reversing that endianness

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unless I misunderstand what the two red circles are on about

uncut birch
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literally the other way around, it's RGBA format in memory, ABGR when treated as 32-bit integers

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i.e. you have 0x11 0x22 0x33 0xff in memory for the red, green, blue, alpha, when accessing that from java as a 32-bit integer it looks like 0xFF332211, and minecraft itself wants to use ARGB where you'd use 0xFF112233

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so the function accepts ARGB, converts it to ABGR, and writes that to memory using the 32 bit little endian write instruction

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so the actual bytes in memory are in R G B A order

red sigil
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it's why some people like big-endian more

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because if you display memory left-to-right as you would text

uncut birch
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the graphics hardware doesn't actually care [beyond that you have to tell it what format you're using], but the names OpenGL uses for these formats are strictly based on the byte order

red sigil
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you get the number in the way you'd write it in code

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while with little-endian, you get it backward

uncut birch
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[which makes me wonder how it manages 16-bit formats where the green bits are split between the two bytes]

red sigil
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with data like R10G10B10 or R5G6B5

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byte-swapping doesn't work

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you have to do additional shift/mask to convert endianess

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so people usually don't bother

cosmic wharf
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many GPU display controllers are BGRA format, not RGBA

red sigil
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but really, that's only an issue if the endianess of the gpu is not a match for the endianess of the cpu

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and they usually do match because gpus are made for x86 :P

cosmic wharf
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Also, fun fact, this is the historical reason why microsoft GDI used BGRA for colors

fallow horizon
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ok now that the event refactor is done, how do I start kits properly

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do I just remove schurli's branch and run the action again?

primal spade
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yeah that will do

fallow horizon
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still 88 rejects

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let's see how much of a grind this will be

fallow horizon
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only down to 62 rejects

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pushed what I have so far

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basically all the rendering changes are done as well as a few misc things I spotted along the way

fallow horizon
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surprised that issue is still unfixed, I'm pretty sure the patch dates back to 1.12

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thanks for the comments, I'll fix both

vapid gale
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Yeah, I'm very surprised they fixed neither that nor the SpriteCoordinateExpander issue despite touching both of those directly

fallow horizon
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Can I just close the Neo issue now then?

vapid gale
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I'd say yes

uncut river
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why is it called "Kits" btw

lone tree
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It doesn't cause any bugs in Vanilla.

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In the bug report, there's no mention of this affecting Minecraft Vanilla.

hard ivy
uncut river
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oh

odd flare
lone tree
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No, this bug was introduced in Minecraft 1.16.3, but since Mojang fixed similar bugs in Minecraft 24w21a, I wonder if they didn't fix this bug.

lone tree
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#mojira message nice

mighty prawnBOT
torn notch
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๐Ÿ‘€

torn notch
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blehh, hope they redo model loading soon

half plaza
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apparently ender pearls call changeDimension when teleporting the owning entity now even though the ender pearl is set to lose it's owner when changing dimensions

uncut birch
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always, or only between dimensions?

half plaza
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always

uncut birch
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so throwing them through a portal doesn't work, what about having an ender pearl suspension chamber in another dimension

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what if you're offline when an ender pearl owned by you loads [iirc that would lose the owner before]

half plaza
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changing dimension seems to be the only time the owner is lost although it only checks the level it is currently in for the owning entity

lone tree
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Imagine if Mojang changes the light engine again in the near future.

odd flare
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they might be working on that in the background

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it has been known that they are using github, so it is likely on some branch harold

viscid crane
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It's chuesday, innit

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No snappy

light arrow
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I thing java edition uses git... no idea what bedrock uses

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๐Ÿธ

viscid crane
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Bedrock is using subversions, yes

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Their developer builds have all sorts of extra settings and configurations related to it

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All on a cloud azure backend

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including CI

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idk, it's a microsoft environment

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So I imagine it's a hellscape

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Of barely functioning systems, constant rewrites due to unnecessairy changes and just inconvinience

primal spade
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I hope nobody is still using svn in 2024

obsidian tide
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our uni is harold

viscid crane
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ip over carrier pidegon

light arrow
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mm yes patch mailing lists

austere ocean
red sigil
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at least it's email. could be floppies like we used to do in the past ;P

obsidian tide
austere ocean
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is the crown glued to your head or does the hair hold it in place

viscid crane
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I love legacy software

primal spade
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My god you guys should find a better uni kekw

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We used git

viscid crane
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Our unis don't use VSC

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They just want zips emailed to them

austere ocean
uncut river
red sigil
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my friend teaches at the university I'm doing the PhD in, and they have different systems for handing over homework. main one is some website thing

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but eg, my friend teaches git in his class, and expects people to commit to github

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and uses the github history to track progress

light arrow
jagged stag
austere ocean
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covid time

red sigil
red sigil
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and it's written like shit and my friend is desperate and wants to rewrite it all because of how horrible the code is

light arrow
viscid crane
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I have a C64 with elite

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I also still have my indy

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But I haven't been able to access it yet, I need an IDE adapter to get rid of the password

austere ocean
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:3c

light arrow
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please stay on topic... ๐Ÿธ

austere ocean
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it's not Wednesday tho

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wait is it

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it's not Wednesday

light arrow
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but tomorrow is and this is the snapshots channel

red sigil
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Schurli is right, we have allowed the squirrels to sneak into this channel

hard ivy
lone tree
lone tree
half plaza
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There is no method in VertexConsumer for ending a vertex

primal spade
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Hmmm?

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Check how they handle it when blitting sprites in GUI maybe?

half plaza
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They end the vertex either when a new vertex is started or the build method is called (which isn't included in the interface)

twilit slate
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Hmmm it is that day
I really wonder what dev methodology they use? Do they have sprints?

Is today the sprint closing day?
Who is the scrum master?
What ceremonies do they have?

sinful hazel
#

nap time is a very important ceremony

turbid hatch
twilit slate
alpine pelicanBOT
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New version detected: 1.21-pre1.

jagged stag
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FUCK

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pre

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already

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<@&1067092163520909374>

austere ocean
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WUH

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I Completely forgot it was snapshot day lmao

jagged stag
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heh, did it before the fabric bot

austere ocean
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ok what did they change

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data driven mob effects pls pleading

turbid hatch
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do they change a lot on pre-releases?

austere ocean
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tell it to work faster smh

remote void
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Quick! Merge all Neo PRs now!

austere ocean
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the beatings will continue until decompilation speeds improve

light arrow
austere ocean
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aw

fallow horizon
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Kits is down to 6 errors on 24w21b

light arrow
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gen patches prepare neoform and update... compile errors can be done later

austere ocean
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WHAT
LEASHABLE BOATS

lone tree
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Note: Minecraft 1.21.1 is already planned

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yeap

obsidian tide
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it's minecraft source code, even if not the full one, so ...

austere ocean
#

With this snapshot, we are temporarily removing the functionality of lighting blocks on fire using the Fire Aspect enchantment, as we want to refine it further. This functionality will be reintroduced in a later release.

fallow horizon
lone tree
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hhahaha

austere ocean
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MC-902 The end obsidian platform resets every time entities go through the end portal, which can cause blocks to be deleted
damn lmao

alpine pelicanBOT
#

We're bringing you the first Pre-Release of 1.21 with leashable boats, portal-able Ender Pearls and bug fixes!With this snapshot, we are temporarily removing the functionality of lighting blocks on fire using the Fire Aspect enchantment, as we want to refi...

lone tree
austere ocean
primal spade
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OMFG

obsidian tide
primal spade
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No way

austere ocean
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surprise!

obsidian tide
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I mean, technically, lava is infinite since dripstones exists, so you can recreate it via that harold

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it's just slower

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although, don't the towers respawn if you respawn the dragon?

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So I guess there's still other ways

austere ocean
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there's always another way

obsidian tide
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but being able to just stand besides the spawn platform and occasionally drop an item through the portal was nice ยฏ_(ใƒ„)_/ยฏ

austere ocean
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what

digital scaffold
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They might still regenerate it btw, just make it only replace air

lone tree
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what is renderFace?

austere ocean
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I don't have the diff on hand

digital scaffold
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Ocelot's still decompiling for me

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Ok it's done

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Diff time

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Finally

light arrow
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MC-902 The end obsidian platform resets every time entities go through the end portal, which can cause blocks to be deleted
welp there goes obsidian farming

austere ocean
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supposedly it still works in this prerelease?

austere ocean
jagged stag
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people really need to start reading the backlog

digital scaffold
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Lol

- "0xBADFOOD",
+ "0xBADF00D",
austere ocean
digital scaffold
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openUrl is no more

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It is now openUri

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And obviously takes URI instead of URL

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openFile is also openPath now

obsidian tide
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so I we can open files?

jagged stag
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you we can open files

austere ocean
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it would appear that they changed the end platform so it doesn't replace blocks, just air

obsidian tide
austere ocean
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which is what the bug report was about, I guess

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cool prerelease either way

fallow horizon
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model loading got a refactor that probably won't affect many people but affects me greatly harold

austere ocean
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1.21 is on the horizon :3c

obsidian tide
fallow horizon
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of note: ResourceLocation is now final and ModelResourceLocation is now a record that wraps ResourceLocation

jagged stag
#
    public static final ReportType CHUNK_IO_ERROR = new ReportType(
        "Minecraft Chunk IO Error Report",
        List.of(
            "I have failed you!",
            "Let's not do it again...",
            "Worst magic trick ever!",
            "Remember to backup your worlds regularly",
            "Pirates stole your chunk!",
            "Ker-chunk!",
            "Ideally, this shouldn't be here",
            "Let's hope it wasn't anything important",
            "Computers were a mistake",
            "Welp",
            "Not my proudest moment",
            "Who needs blocks in a block game, right?",
            "This chunk is no more...it has ceased to be...this is an EX-chunk",
            "loss.mca"
        )
    );
hard ivy
#

Ender Pearls that are thrown through portals can now teleport players to a different dimension than the one they are currently in
the possibilities

red sigil
#

what the... pre1 already

jagged stag
hard ivy
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With this snapshot, we are temporarily removing the functionality of lighting blocks on fire using the Fire Aspect enchantment, as we want to refine it further. This functionality will be reintroduced in a later release.
wait what

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I didn't know they added that thinkies

hard ivy
light arrow
fallow horizon
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yeah I actually rely on that iirc

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so this will be fun

prisma smelt
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this sucks

light arrow
hard ivy
red sigil
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wth is a sequencedmap

digital scaffold
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Java 21 feature

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It's a map that is also like a queue

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LinkedHashMap is the primary implementation

hard ivy
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it's a map that retains the order of the key-value pairs

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the sequence, mayhap

red sigil
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thonk

A Map that has a well-defined encounter order, that supports operations at both ends, and that is reversible. The encounter order of a SequencedMap is similar to that of the elements of a SequencedCollection, but the ordering applies to mappings instead of individual elements.

The bulk operations on this map, including the forEach and the replaceAll methods, operate on this map's mappings in encounter order.

hard ivy
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it's part of the sequenced collections feature

digital scaffold
red sigil
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does LinkedHashMap implement this interface now
right yes they do

All Known Implementing Classes:
ConcurrentSkipListMap, LinkedHashMap, TreeMap

digital scaffold
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For example, SortedMap extends SequencedMap

hard ivy
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LinkedHashSet inherits from SequencedSet

digital scaffold
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It doesn't retain insertion order, but it does have a defined order (which is sorted order)

hard ivy
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no more "okay, time to iterate this set just to get the last element"

red sigil
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well-defined order is nice

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it means you can tell it won't change under your nose

austere ocean
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what difference does it make in this case?

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idk enough about the rendering system

light arrow
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what impl do they use to initialize it?

red sigil
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i would imagine it's a linkedhashmap, but I haven't checked

digital scaffold
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I think it was a sorted map from fastutil

jagged stag
austere ocean
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hm

digital scaffold
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Good fix ๐Ÿ‘

turbid hatch
obsidian tide
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yeah

turbid hatch
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right

obsidian tide
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lemme test fluids

turbid hatch
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I should I have read more

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also when you kill the ender dragon the portal drops 2 torches not sure if that was always a thing lol.

gusty flower
red sigil
obsidian tide
#

ok, water just gets yeeted still

light arrow
obsidian tide
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which I guess is the best they can do

red sigil
#

while RenderBuffers uses a linked hashmap

light arrow
obsidian tide
obsidian tide
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but for items

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and without tnt duping

gusty flower
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Did any other code change that uses that sequenced map, or was it just the type change?

digital scaffold
#

So this allows you to instabreak any block in the game?

austere ocean
digital scaffold
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Does this work on unbreakables?

obsidian tide
austere ocean
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in what situation can you have an unbreakable in the same position as the end platform lmao

digital scaffold
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Oh I just saw cursed code

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if (switch (c) {

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See EntitySelectorParser

hard ivy
#

say hello to switch expressions

red sigil
austere ocean
obsidian tide
austere ocean
#

good stuff I guess
lmk if any other massive internal changes are hiding somewhere :p

obsidian tide
austere ocean
#

but I need to get back to what I'm supposed to be working on

red sigil
gusty flower
obsidian tide
red sigil
#

I have been using switch expressions for ages in my mods lol

obsidian tide
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but I can do the instanceof one with J21 now, right?

jagged stag
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or both?

red sigil
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no idea about pattern matching switch in java

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my brain goes to C#

agile canyon
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For some reason I'm not able to pull it...

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Time to clean everything!

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Apparently I can't find lwjgl-freetype-3.3.3-natives-macos-patch

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Agh

half plaza
#
Leashable.tickLeash((Entity & Leashable)this);

Apparently this is valid java code

hard ivy
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ah yes, good ol intersection type

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iirc the name

austere ocean
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the bitwise and of Entity and Leashable :p

hard ivy
#

for the curious, that's JLS (21 SE) 4.9, Intersection Types

digital scaffold
hard ivy
digital scaffold
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Huh, apparenlty they are

hard ivy
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(from JLS 21 SE 15.16, Cast Expressions)

obsidian tide
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yeah, so type bounds

digital scaffold
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I thought it was only allowed in generic bounds

hard ivy
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probably for cases when <T extends Entity & Leasable> void accept(T leashableEntity)

obsidian tide
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yeah, that's what I'm reading too

agile canyon
#

Don't know why, but I love that

hard ivy
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so if (e instanceof Entity && e instanceof Leashable) thing.accept((Entity & Leashable) e);

obsidian tide
#

but sadly no e instanceof Entity & Leashable ๐Ÿ˜”

austere ocean
agile canyon
#

What is Mojang's maven repo?

digital scaffold
fallow horizon
agile canyon
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Cool

obsidian tide
#

can't browse it tho harold

agile canyon
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yeah, and that didn't seem to fix it...

twilit slate
#

errr this is what i get for having a lot of work

agile canyon
#

Guess I'll just download the resource manually

lone tree
#

when data-driven blocks?

digital scaffold
#

TIL CommonLinks existed

austere ocean
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maybe the real data-drivers were the codecs we made along the way

digital scaffold
#

All the constants used to be inlined, so I never knew it existed

agile canyon
#

And that's still not working...

digital scaffold
#

The attribute mining_fatigue was spelled minining_fatigue

agile canyon
#

I think I need to update gradle's cache manifest

fallow horizon
#

dynamic resources is in shambles harold

primal spade
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I'm sure you'll find a way kek

fallow horizon
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I'm probably just going to rewrite it

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think it can be done cleaner now with Mojang's refactors

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are there instructions on how to properly update neoform patches?

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it seems to have four folders instead of one

obsidian tide
#

thonk why isn't res loc a record yet?

digital scaffold
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Forced public constructor

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Basically because this is Java and not Kotlin

viscid crane
#

Any noteworthy changes?

obsidian tide
viscid crane
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on a technical and code side

digital scaffold
#

But records can't have that

red sigil
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I wish they allowed records to have private constructors

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java had this whole idea of "data classes"

digital scaffold
#

Me too

red sigil
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which was designed for optimal jvm performance

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and best encapsulation

digital scaffold
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Both Kotlin and Scala allow private constructors for their data classes

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Why can't Java?

red sigil
#

and the rules were like:

  1. all fields must be data classes or primitive types
  2. superclass must be another data class (or object)
  3. no public constructor, only factory methods
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and they go and make records incapable of point 3.

obsidian tide
digital scaffold
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No, it's private since last snapshot

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It's all factories now

obsidian tide
#

ah well, I'm not looking at the latest snapshot kek

viscid crane
#

I donโ€˜t think that first point is satisfied by records either, no?

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Members can be all sorts of objects

digital scaffold
#

It's not enforced by the language, but you can enforce it on yourself

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3 is literally impossible in the language though

obsidian tide
#

make the public one throw squirrelhat

digital scaffold
#

Then you have no constructor

viscid crane
#

You canโ€˜t override the default public constructor

half plaza
#

Turns out not even the developer of vineflower knew that you could cast to intersection types

digital scaffold
#

In Ocelot, it decompiles as (Entity)((Tameable)entity), yeah

primal spade
#

Can you?!

digital scaffold
#

Apparently yes

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We're all finding this out today

viscid crane
#

I did not know that either, wtf

digital scaffold
#

The Mojang dev was probably like "I wonder if this works"

red sigil
#

what's an intersection type?

digital scaffold
#

And it did

mighty prawnBOT
#

[Reference to](#1233004919322054678 message) #1233004919322054678 [โžค ](#1233004919322054678 message)```java
Leashable.tickLeash((Entity & Leashable)this);

Apparently this is valid java code
white pond
#

Ah I was about to see if you already did sth coehlrich hehe

digital scaffold
red sigil
#

oh huh

obsidian tide
red sigil
#

how new is that?

fallow horizon
#

@half plaza is the normal update procedure for neoform to just delete broken patches and remake them from scratch?

obsidian tide
#

J21

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afaict

viscid crane
#

that is really useful to know

red sigil
#

aha, that explains it

digital scaffold
#

Well intersection types have been around since generics I think

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The ability to cast to them, Idk

viscid crane
#

wait, can you instanceof intersection types too?

red sigil
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I definitely tried in the far past and didn't work

viscid crane
digital scaffold
red sigil
#

I think that's a question

viscid crane
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x instanceof Entity & Leashable z

viscid crane
digital scaffold
half plaza
digital scaffold
viscid crane
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tragic indeed

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That would be cool

digital scaffold
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It would be, but alas

austere ocean
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TIL that exists

red sigil
#

how would it work, two instanceof?

digital scaffold
#

Yeah

obsidian tide
red sigil
digital scaffold
#

It would compile to basically x instanceof Entity z && x instanceof Leashable

digital scaffold
viscid crane
#

Then z wouldnโ€˜t have leashable stuff accessible though

red sigil
#

yes but String & Something would never be true

digital scaffold
#

String implements Constable

red sigil
#

ah

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nevermind then

obsidian tide
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also Comparable thinkies

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and char sequence

digital scaffold
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And Serializable and ConstantDesc

austere ocean
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Kotlin has where syntax for requiring a generic type parameter to implement an arbitrary number of interfaces, apparently

red sigil
#

I just didn't realize constable was a java interface :P

austere ocean
digital scaffold
#

Only intersection with Any is allowed

austere ocean
#

thought so

hard ivy
viscid crane
#

how very bri*ish

obsidian tide
agile canyon
#

Why is PacketReport a data provider?

digital scaffold
#

What else would it be?

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Wait, is there another interface for reports?

agile canyon
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I mean, it's just BlockReport but for packets, just seems weird in my head

obsidian tide
#

admin, please ban this block, they did something bad

obsidian tide
torn notch
hard ivy
digital scaffold
obsidian tide
#

ah screm

hard ivy
#

Gaming32 'bout to prove me wrong

#

ah good, my memory isn't that bad yet

obsidian tide
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but you can override the default constructor, it just has to actually do something kek

digital scaffold
obsidian tide
#

I mean, with that you're just adding to it iirc, not "overriding" it thinkies

#

the parameter less version that is

digital scaffold
vapid gale
obsidian tide
#

yes, but you can't change them

digital scaffold
#

That's extending it, but you can replace it entirely by specifying the parameter list (as I showed in my second example)

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But you can't decrease the access

obsidian tide
#

like this.a = ... would be illegal iirc

torn notch
obsidian tide
hard ivy
digital scaffold
#

Yes

agile canyon
#

Teleports, stop changing please

digital scaffold
#

So uh, they removed the new gamerule

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But they not only didn't remove the translations, but they fixed their grammar

hard ivy
#

Mojang's going all-in on teleports

obsidian tide
#

wait, is parameter less version executed before or after assignment?

digital scaffold
obsidian tide
digital scaffold
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Yeah, that doesn't work because that would be a double assignment to the final field

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Doesn't matter that it's before the generated one

agile canyon
#

Leashable is probably going to need some extensions

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You can leash a boat?

lone tree
#

yeap

#

bedrock parity

#

We're bringing you the first Pre-Release of 1.21 with leashable boats, portal-able Ender Pearls and bug fixes!

twilit slate
# digital scaffold

What in gods name is that color scheme?
like i thought for a sec it was c#...

digital scaffold
#

Well, it's based on VS Code

#

It's a port of my custom VS Code scheme to IntelliJ

balmy estuary
torn notch
#

second line in those links

balmy estuary
#

Ah

#

How does one make a Resource location now?

balmy estuary
#

Ah

stray scroll
#

Release date is June 13th

odd flare
#

thats like 2 weeks

#

before my internship even stops

stray scroll
odd flare
#

also, good to see you alive again XD

hard ivy
#

IT BEGINS

hard ivy
true totem
#

๐Ÿšจ ๐Ÿšจ

digital scaffold
#

It's pre when they leave the weekly snapshot schedule, right?

#

Or is that rc?

austere ocean
mighty prawnBOT
lone tree
digital scaffold
#

Still no 3D mace

obsidian tide
#

Do it yourself

austere ocean
#

<t:1718291640:R>

red sigil
austere ocean
#

two weeks

red sigil
lone tree
#

The question is: hotfix or not?

austere ocean
#

first major MC release since the fork, right?

white pond
#

yes

austere ocean
#

neat

white pond
#

but really. no one cares about 1.20.6

#

at all

austere ocean
#

I care :(

white pond
#

will you still care when 1.21 is out?

austere ocean
#

no

white pond
#

See ๐Ÿ˜„

austere ocean
#

but I care right now :p

white pond
#

all will be well /handwave

austere ocean
#

mmm

#

Create is still planning to target 1.20.4 neo afaict, so I think it'll stick around for a while

white pond
#

Which one had item components? 1.20.5, right?

austere ocean
#

yeah the dev status page says they're not doing 1.20.6 (yet)

austere ocean
obsidian tide
#

and J21, right?

austere ocean
#

yup (2)

red sigil
#

1.20.5 but 1.20.5 "doesn't exist"

#

it's just 1.20.6 :P

#

cos 1.20.6 was just a hotfix

obsidian tide
#

because llamas forgot what they were holding iirc kek

austere ocean
#

compromise nomenclature: 1.20.5ยฝยฑยฝ

#

:p

red sigil
#

and supposedly another bug that was in the security category and didn't show up in the changelogs

#

cos I heard it could be used for duping

white pond
#

But seriously, 1.20.5 is the big jump and while I also played in 1.20.4, it doesn't have much appeal to players over 1.20.1, right?

red sigil
#

1.20.4 never got any traction

#

modpack authors, and so players, used 1.20.1

austere ocean
#

I'll be interested to see how much Create changes that

red sigil
#

and the community has decided 1.20.x for x > 1 are betas for 1.21

#

so modpack authors probably won't care until 1.21

austere ocean
#

how will porting neo to 1.21 work? I forgor

red sigil
#

same as poting to any other update

#

edit build.gradle/gradle.properties to specify new numbers
rename mods.toml if you didn't already for 1.20.6
and then despair as you fix the compile issues

austere ocean
#

I meant more as in when can we expect 21 to be available :p

red sigil
#

currently the porting work is in the private repository, where the team are dealing with the patches

#

once it's in a state in which the patches can round-trip without issues, it will be moved to a public porting branch, where updates will be published for development purposes

austere ocean
#

right

red sigil
#

these porting branches are NOT stable. they will break, and they will crash, because it's work in progress stuff

#

but sometimes they work well enough for your own mod porting efforts

austere ocean
#

will be interesting to see what happens wrt mod adoption

digital scaffold
#

Oh, you are on the Create team

#

Idk how I never noticed till now

crystal umbra
#

How much does create use item nbt?

red sigil
#

I know of at least one person that has ported to 1.20.6 by creating an NBT data component to hold their custom nbt stuff :P

#

cursed, cos it can't be mutable

agile canyon
digital scaffold
#

Oh right, those

#

I've probably spent over 6 hours porting those

crystal umbra
#

Do you not datagen recipes?

digital scaffold
#

Granted my mod is mostly based on advancements

austere ocean
#

yeag
but whatever ends up happening will influence what versions people play on (although I'm curious to see how heavily)

twilit slate
#

Yeah but create is a mess of a code base. It is spaghetti all the way. Basically unusable

#

Start with the data gen classes .... blobpout

austere ocean
#

using branches for MC versions has always bugged me a bit, but I have no clue what the alternative might be

#

eventually it feels like maintaining multiple copies of the codebase with enough subtle differences to be annoying

digital scaffold
#

I personally use a preprocessor, but I realize that's not for everybody

#

But it allows me to support 14 version/loader combinations at once

austere ocean
#

it's cursed, but it actually has semantic meaning

#

ah, the fuck-it-we-ball scheme

#

:p

weary moon
#

Use NoVersionโ„ข๏ธ

#

:P

austere ocean
#

version files with the Unix timestamp of their release holyshitthisis5pixels

austere ocean
#

the website even says that a project using semver must have a public API, iirc

#

Software using Semantic Versioning MUST declare a public API. This API could be declared in the code itself or exist strictly in documentation. However it is done, it SHOULD be precise and comprehensive.

obsidian tide
#

just a counter

#

but weird

austere ocean
#

such is the nature of mod versioning, I suppose

digital scaffold
#

Where major has the same meaning as SemVer

#

Breaking changes

austere ocean
#

the minor version is for moral support

magic estuary
austere ocean
magic estuary
#

Heck, that's basically what MC itself does

obsidian tide
#

that's if you'd actually use DFU

steep copper
#

DFU is off the table for mods, we've discussed that to death

obsidian tide
#

I mean, aiui, you can still set up your data fixers, but that's gonna be separate from the rest, sadly

steep copper
#

Many people. It has multiple issues that cannot cleanly be solved.

steep copper
#

Issue #1: The vanilla schemas run ONCE per world.

#

No changing that.

#

Have fun only releasing one mod version ever for an MC version, that's not how it works in the real modding world

#

Hope it's perfect

#

I'm out

#

Not having this discussion AGAIN

hard ivy
#

what if we drag luke into this discussion thinkies

obsidian tide
#

you'd have to give everything a passthrough fixer iirc kek

torn notch
magic estuary
#

Exactly; hence why MC is still at 1.x -- DFU means that if you treat the saves as the public API, there's never been a breaking change

#

And yeah, you can inject your own datafixers linked to changes in Minecraft version with absolutely no issue -- hell, neoforge has a couple of these (that I wrote) to upgrade the old neo attributes to the corresponding new vanilla ones!

#

The part of "DFU for mods" you'll never be able to get working right is datafixers associated with mod versions within a single MC version

#

...and, well, any datafixers, vanilla or otherwise, working consistently inside modded containers

#

And the former issue -- datafixers to upgrade mod versions within a MC version -- you're not going to ever get working with DFU for a number of reasons. You end up with situations where DFU can't reasonably order schemas and fixers from different mods or vanilla, and where that leads to issues, no matter what your do -- that's the discussion on fabricord that Ratatosk mentioned; someone thought they had a cool new way to get that working, which would have been awesome, and unfortunately it didn't work for a variety of reasons, mostly tied up in the fundamentals of what makes DFU tick

gusty flower
#

Yeah, I've said a few times now that the best you're going to get really is registering schemas for the vanilla datafixers to look through when applying vanilla datafixes

magic estuary
#

You can register fixers to run on vanilla versoin upgrades

#

You just can't fix anything within a vanilla version

#

But if your mod format changes at the same time as an MC version change -- you can add a fixer for that

#

Takes a mixin because that all runs far before mod ctors run, of course

#

You can also register your stuff to the vanilla schemas (takes the same sort of early mixin entrypoint) -- which is useful if you want to support vanilla fixers running within your inventories, but is also... potentially a lot of work, and a maintenance burden as you have to keep it around and add new ones plus fixers if you change the format, etc.

magic estuary
#

Takes a mixin or two and some DFU knowledge

#

And won't work if your item is inside a modded container

obsidian tide
#

I guess I'll stick with verifyComponentsAfterLoad

#

because that last point is the thing I really don't like about dfu harold

magic estuary
#

Well I mean how else would it work? It's gotta discover that stuff is in a nested structure somehow -- and the only way that'll work is for whoever's adding the container to register that structure in a schema

#

Which they can do -- it's one mixin -- but there's then a maintenance burden associated with that in terms of keeping it up to date and adding fixers if you change it

obsidian tide
#

yes, I know, doesn't mean I have to like it

magic estuary
#

You can do that for a single mod's stuff, but it fails when you have more than one mod, or modded stuff and vanilla stuff, that is in the same data structure and needs fixed

#

Because for that to work it's all gotta be in the same schema chain

#

And you can't sensibly "merge" disparate schema chains

#

So, if you have a format that contains entirely your own data -- nothing from other mods or vanilla that'll need fixed -- you can totally use datafixers for it

#

Heck, I've got a system that uses datafixers to update config files this way

#

But if, say, you change the format that items are stored in your BE in the middle of a single vanilla version -- and another mod changes the way their item data is formatted in the middle of a single vanilla version -- you can't built a system with DFU that will sensibly apply both updates in all cases, without the two mods being explicitly aware of eachother

primal spade
#

Realistically you should be able to

#

Both orders should work?

red sigil
#

I assume we'll see another prerelease today thinkies

alpine pelicanBOT
#

New version detected: 1.21-pre2.

odd flare
#

@red sigil you were right!
sound the alarms!

alpine pelicanBOT
#

We're rounding out the week with the second Pre-Release of 1.21, with a lot of bug fixes. In case you did not catch the news, the full release of 1.21 is planned for the 13th of June!Happy mining!ChangesEnd Crystals are now immune to fire damageAdded an at...

twilit slate
lone tree
#

๐Ÿšจ

turbid hatch
#

ominous big 1.21 Pre-2

lethal pivot
#

wtf does attestation mean

#

oh attesting

#

proof

#

right

green pond
steep copper
#

End platforms are now features o.o

light arrow
#

Added new placement modifier type fixed_placement to place features in a set of fixed positions

#

hmmm

sudden oyster
# green pond

This is to fix the bug from the Pre1 where the crystals instantly exploded once entering the End as they were damaged by the fire below them.

steep copper
#

lol, imagine that

#

[enters end]
[kaboom]

digital scaffold
#

I bet this is ProGuard removing the useless pop

#

Because this would compile to aload_0; aload_1; invokevirtual; pop; return;

uncut river
#

any big changes guys?

digital scaffold
#

New block tag

austere ocean
#
  • MC-272596 - Throwing an ender pearl into the end fountain skips the credits
    kekw
digital scaffold
#

minecraft:mob_interactable_doors

austere ocean
#

do you reckon they finally made the portal respawn code less cursed? or just added special handling for the pearl

lone tree
#

Enderdragon death rendering?

digital scaffold
austere ocean
#

lovely

digital scaffold
#

So what they did to fix the ender pearl thing is simply make it so the ender pearl can't go through the end portal if its owner hasn't seen the credits

#

So it just did like before and teleported the player so they're inside the portal, and they go through normally

austere ocean
#

makes sense

#

the real question is how, while implementing the end platform changes, nobody at mojang noticed the crystals instantly exploding :p

digital scaffold
#

Probably a test world without crystals

#

With the pearl not going through the portal, you'll respawn at your bed/anchor

#

I think if you have seen the credits already, you'll respawn at world spawn

#

Because I think that's where the pearl will go

#

Finally AABB.getMinPosition and AABB.getMaxPosition are a thing

lone tree
#

Does this mean better culling of block entities?

steep copper
#

Missed that. Niiiice

digital scaffold
lone tree
#

sad

digital scaffold
#

Has nothing to do with BEs

sudden oyster
digital scaffold
#

Anything using InteractWithDoor, lemme check

#

So villagers, piglins, and piglin brutes, it appears

hard ivy
#

IT BEGINS CONTINUES

austere ocean
fallow horizon
#

send help, this is pain

#

finally in-game though

twilit slate
#

spawn an ender dragon and use a furnace...

primal spade
#

AO is fucked

fallow horizon
#

yep

vapid gale
#

In vanilla or just in Neo?

fallow horizon
#

I highly doubt Mojang would release a pre in this state but I'll check vanilla

#

vanilla is fine

vapid gale
#

I just checked your update commit: regarding the mutable fields we used to patch into BlockElementFace, I would just patch MutableObjects into the record, recreate the old constructor and initialize the mutable objects as empty

fallow horizon
#

Alright

#

I considered doing it that way but wasn't sure if it'd be considered ugly

#

will do

digital scaffold
#

Oh speaking of constructors

#

ServerStatus has an extra isModded param, but no Vanilla constructor that passes a default value

#

I might PR that rq

fallow horizon
#

๐Ÿ’€

#

lack of parchment is not helping

blissful nebula
digital scaffold
#

Replied in #neoforge-github

fallow horizon
# fallow horizon ๐Ÿ’€

Where else would blocks rendered as items get their light from besides the packed light provided by the item renderer?

digital scaffold
fallow horizon
#

haven't been able to figure it out and need to do other things, my progress is on 1.21-pre2 on Kits if someone else wants to debug

vapid gale
#

I'll take a look in a bit

magic estuary
# primal spade Both orders should work?

They won't because schemas, and how DFU discovers nested data structures. If its all happening within one vanilla schema update, you're fine -- that's the case where you change stuff alongside a vanilla version change

#

But otherwise, no, it doesn't work and there's no way to fix it with nested structures

primal spade
#

Well I am thinking of a parallel versioning system where multiple mod changes get turned into independent version bumps

magic estuary
#

Because you don't know whether an update in mod A should be applied before or after an update in mod B -- and if those are separate version bumps that ordering does matter

primal spade
#

No it doesn't matter

#

If the mods are independent both orders should work

#

Imagine "move stack to other part of NBT" and "change stack". These can be applied in any order

magic estuary
# primal spade If the mods are independent both orders should work

...No. Just no. Remember that data can be nested and that one mod's data can be nested inside anothers and that schemas, which define how that nesting works, are versioned right alongside fixes. Someone suggested exactly what you did back in fabricord a while back and went and tested it and sure enough, it had the issue I'd thought it would

#

Gimme a sec to write up an example versioning chain and why it causes issues

primal spade
#

Idk, it seems possible on a conceptual level but I don't care enough to investigate it or even support it in my mods should it actually work

magic estuary
# primal spade Idk, it seems possible on a conceptual level but I don't care enough to investig...

It's impossible on a conceptual level.

Mod A:

  1. add display_rack, add to schema telling DFU that its data is nested here in stuff field.
  2. move display_rack item data to items field. Change NBT format of gadget item

Mod B:

  1. add pedestal BE, add to schema with single item in displayed field
  2. move pedestal item data to items field. Change NBT format of magic_wand item

Now, when upgrading from Mod A, Mod B versions 1, 1 to version 2, 2 -- which set of fixes do you apply first? Lets say you choose to directly layer the schemas -- so the lowest schema of one mod is parented by the highest of another. If you apply mod A first, it relocates both BEs fine -- but any gadgets inside of a pedestal are not fixed. Similarly, if you apply mod B first, magic_wands inside of display_racks are not fixed. If you don't directly layer the schemas -- say, you're looking for some way to merge/interweave them that gets rid of this problem -- then you run into the issue of where you decide to line them up. The sensible pick -- and the only one that solves this specific issue -- would be the mod versions of the data you're trying to update -- but this has a few problems; (a) huge performance issues as you have to do this separately for every chunk/world/whatever, and/or keep a lot of cached stuff around, (b) interleaving this with vanilla version updates is basically impossible, and (c) you lose out on datafixer optimizations, because you can't feasibly re-run them for the whole mod+vanilla stack for every chunk, so datafixing is now slow

#

Building a DFU-like system that did this is totally possible, yeah

#

You just lose out on all the stuff that makes DFU advantageous to begin with -- notably, the performance benefits you gain from having a single, guaranteed chain of schemas you can build and optimize early on

#

And, cause DFU is only performance-sensible because of that advantage, you really wouldn't want to use DFU for that

primal spade
#

I don't think I know enough DFU to understand the difference between DFU and DFU-like

fallow horizon
magic estuary
#

Plus, you can only build that when loading a chunk -- so it gets moved to world load

fallow horizon
#

DFU optimization takes 1 second for vanilla, and I don't think the classloading is that expensive either

#

It's also only necessary to actually build a new DFU structure if a mod did an update that requires DFU

magic estuary
fallow horizon
#

I suppose

#

so your conceptual argument is it's better to make a simpler DFU replacement in Neo itself

magic estuary
#

My argument is that doing this with DFU removes the major benefit DFU gives you and results in having to store a lot of these structures

#

And doing it outside of DFU makes it a pain to interact nice with vanilla fixers

#

...so I suppose my actual argument is that modders wanting to both maintain world compat and change their data structure should do it on a vanilla version update so they can just add to the vanilla schemas

#

Because that's way simpler, it works for 99% of the few cases where people actually want to do this, and there's no worried about parallel versioning woes

vapid gale
fallow horizon
#

harold good catch

#

how long did this take you to find

primal spade
#

30 seconds compilation time included

vapid gale
#

With VertexConsumer not having an endVertex() method anymore, the current implementation of QuadBakingVertexConsumer with the automatic "quad export" to a consumer when the fourth vertex is completed doesn't seem feasible anymore. All current uses of it use the buffered sub class (which is IMO a more sensible approach anyway). I'm considering removing the buffered subclass and making the primary implementation act as "buffered" instead. Any objections?

primal spade
#

We could auto export on vertex begin, however I do not object

vapid gale
#

That would work, but you'd always have a problem on the last quad and starting a new vertex just to force the export seems like an awful solution to me

primal spade
#

Indeed

#

No objections ๐Ÿ˜„

vapid gale
#

๐Ÿ‘Œ

gusty flower
torn notch
#

hopefully that becomes a recurring element to updates

fickle atlas
#

In case Mojang sees this, UnbakedModel.getDependencies() and ModelBakery.loadingStack seem entirely unnecessary as for the former, all dependencies are lazily loaded anyway and for the latter, ModelBakery.getModel has no way to call itself recursively, so the stack will always be empty before and after the method is called.

stable vessel
fickle atlas
#

getModel does not work recursively for multiple reasons

red sigil
#

neo/forge model loading is meant to work so that you use the provided modelGetter within resolveParents

fickle atlas
#

How is that related? That's a vanilla API.

red sigil
#

the provided modelGetter is literally ModelBakery::getModel

fickle atlas
#

Yes

red sigil
#

I was just pointing it out because custom model loading was mentioned

#

I think I realize that confusion (a bit late though)

#

that was primarily in response to what JTK said

#

it wasn't relatedto getModel being recursive or not

red sigil
#

new prerelease today? thinkies

lone tree
#

With 9 bugs fixed?

red sigil
#

sure

#

1.21 is supposed to release in just over a week

#

that means we should be seeing development wind-down

#

less fixes each prerelease

#

I would expect a prerelease today, maybe another one on friday and RC1 on monday/tuesday, if not RC1 on friday

light arrow
#

I think rc1 friday because thursday next week is release (so they have time for an rc2 on mondey if they need to)

lone tree
#

And the hotfix

lone tree
unreal timber
odd flare
#

can we please get a 1.21.10?

light arrow
#
  1. we are in pre releases so no regular snapshots
  2. wednesday is frog day
red sigil
red sigil
lone tree
#

Pre-release today or tomorrow

alpine pelicanBOT
#

New version detected: 1.21-pre3.

odd flare
#

oh boi

lone tree
#

Nice

odd flare
#

@twilit slate sounce the bell

alpine pelicanBOT
#

New version detected: 1.21-pre3.

half plaza
#

And it's only 10pm in my timezone

median jungle
#

Ohno

jagged stag
#

christ tis an early one

odd flare
#

\O/

red sigil
#

oooh

#

early pre

alpine pelicanBOT
#

The third pre-release for 1.21 is now available and it comes with even more bugfixes!Additionally, we introduced some intentional but undocumented changes to the WindBurst Enchantment in Pre-Release 1 last week. To remedy this, we're including those change...

#

The third pre-release for 1.21 is now available and it comes with even more bugfixes!Additionally, we introduced some intentional but undocumented changes to the WindBurst Enchantment in Pre-Release 1 last week. To remedy this, we're including those change...

obsidian tide
#

ater, fix your message, it's 3 not 2

weary moon
#

Snowblower doesn't look like it's currently running
I think someone needs to run the action on the repo now? I'm not sure what the current procedure is since @hard ivy changes

weary moon
obsidian tide
#

Additionally, we introduced some intentional but undocumented changes to the WindBurst Enchantment in Pre-Release 1 last week. To remedy this, we're including those changes in this changelog instead.
kek

primal spade
#

We were on the verge of greatness

agile canyon
#

Welp, Iโ€™m going back to sleep

#

Iโ€™ll deal with this later

twilit slate
#

that was way too early in the morning... unfair

austere ocean
#

guh, I just woke up

crystal umbra
#

Ash I have a question to sate my curiosity: how do you make the primers? Do you actually look at the diff in day snowman and go through it all or is there some other strategy you employ

agile canyon
#

I use vanilla gradle to download the sources and then use IDEA's diff comparator. But yeah, basically, I read the entire diff, document any public changes (and private ones if I believe they're highly subject to mixin) and then organize it by importance

#

And then, because I get annoyed sometimes, I take it out by writing goofy headers

jagged stag
#

what's the state of the kits branch

vapid gale
#

Main compiles and runs, patch gen is broken (spits out the ZIP instead of the unpacked patch files) and the test sourceset is a mess of errors

jagged stag
#

so the usual

light arrow
#

as long as patches are broken we can't push to a port branch... who broke it

jagged stag
#

NG

#

probably

half plaza
#

generateClientBinaryPatches tries to read the patches directory as a regular file

light arrow
#

unpackPatches should not need the bin patches

half plaza
#

but publishing does

light arrow
#

we don't need publishing on the port branch in the beginning

red sigil
#

aren't ports branches ci-enabled? unless you are ok with the publish failing

light arrow
#

it is fine if publish fails in the beginning

half plaza
#

unpackSourcePatches currently just generates output.jar in the patches directory

light arrow
#

uhm.. @white pond @blissful nebula what happened there?

blissful nebula
#

Yes I am aware

#

But I have had a problematic week

#

I need to fix it

#

Just you know

#

No time yet

#

I am unsure what it is

#

I hope to have some time in an hour

red sigil
#

don't spread yourself too thin, if there's no time there's no time. at the end of the day porting early is just a "nice to have"

blissful nebula
#

Yeah, my best guess is: I fucked up something with the caching

#

Where it wants to centrally cache that task output

#

Which only supports files (because it was written for userdev tasks)

#

And now it derps XD

blissful nebula
#

Probably

hard ivy
#

anyone willing to placate the Elephant while Orion's away thinkies

hard ivy
#

currently, it just visits the zip itself and copies it over

#

willing to test it and make a PR? thinkies

blissful nebula
#

I know why that broke

#

I blame maty for that one

#

And his jst rp

#

Pr

#

He bricked like 6 of those

#

So I missed one during fixing

#

needs to create a mini test setup

weary moon
#

Updated pin with link to Snowman commit

half plaza
half plaza
#

It currently checks for Caused by: net.neoforged.fml.ModLoadingException: Loading errors encountered: [\n\tfml.modloading.brokenfile\n] in a couple of tests but now neoforge logs this:

Caused by: net.neoforged.fml.ModLoadingException: Loading errors encountered:
    - File /private/var/folders/lr/439_fwvd3m76p9vy50d57kcc0000gn/T/spock_configuring_of_the__0_tempDir15627936413731285732/runs_configuration_after_dependencies/build/resources/main is not a valid mod file
blissful nebula
#

I am about to push a PR that fixes those

half plaza
blissful nebula
#

Are we still using MFs BinPatcher?

half plaza
#

and it supplies every patch file as a seperate parameter

half plaza
jagged stag
#

the installer uses the neo one iirc

half plaza
blissful nebula
light arrow
#

I'd say tomorrow rc1

unreal timber
#

we should bet on when it will be and the closest person gets a "Snapshot Guesser" role until the next guess.

obsidian tide
#

I vote <t:1717755180:f> thinkies

unreal timber
#

if no one else guesses, you'll win lol

obsidian tide
#

win by default is boring tho

vapid gale
#

I vote <t:1717765200:F>

unreal timber
#

I vote <t:1717712460:R>

obsidian tide
#

ah yes kek

#

I guess if they release before 6 you win

unreal timber
#

6:21 to be specific

light arrow
unreal timber
#

I don't trust them not to pull something like that

obsidian tide
#

everyone can vote what they thing no matter how likely other people believe it to be ยฏ_(ใƒ„)_/ยฏ

austere ocean
#

I vote at any point tomorrow :3c

agile canyon
#

Can we use timestamps please? Figuring out these times is gonna be a pain

austere ocean
#

that would be <t:1717768800:F>

agile canyon
#

Let's go with this <t:1717764983>

light arrow
austere ocean
#

hang on I need to write these down

#

keeping yall accountable

red sigil
#

<t:1717759200:f>

austere ocean
#

I do not like spreadsheets very much

unreal timber
#

oh no. what have I started lol

austere ocean
#

at least there's not money on the line

unreal timber
#

that can be fixed /j

light arrow
#

@TeamMember we're starting a snapshot lottery, whoever is closest wins the pot /s

agile lantern
#

<t:1717772400:f>

true totem
#

i bet 30 minutes after that ^

austere ocean
#

your bets... have been noted

torn notch
#

37 minutes after Adrian :p

austere ocean
#

aaaagh stop making me do math, I'm a programmer :p

unreal timber
#

which means if adrian wins it will have to be almost exactly on time lol

uncut river
light arrow
#

bets are closed and locked in in 1 hour

digital scaffold
lone tree
#

<t:1717767600:f>

mellow nexus
#

<t:1717767660:f>

#

price is right, baybe kek

light arrow
red sigil
#

hm?

#

the timestamp shows in 3 hours here?

#

clock says 12:35, timestamp says 15:41

#

oh nevermind

#

deadline for submission

austere ocean
#

today's the day :3

#

I'm noting all the bets atm

light arrow
#

Caltinor, PlatinPython are already out, currently closest is gigaherz

austere ocean
#

indeed

odd flare
#

wait
we were making a prediction?

I will say <t:1717770615:f>

austere ocean
#

you're too late, betting closed a few hours ago

odd flare
#

ah

#

then unofficially, I play too, but I will lose anyway

austere ocean
#

alright, as of now platin, caltinor, and gigaherz are out

obsidian tide
#

no more pings

austere ocean
#

how was I meant to know you have a custom ping :p

light arrow
#

huh platin has a custom ping? hmm

obsidian tide
#

yes stabolb

red sigil
#

your own fault for having it :p

obsidian tide
#

yes ๐Ÿ™ƒ

odd flare
#

does python also still work thinkies

obsidian tide
#

yes

austere ocean
#

made a spreadsheet with conditional formatting stuffs

remote void
obsidian tide
#

I get enough of those already

jagged stag
#

paithon

austere ocean
obsidian tide
jagged stag
austere ocean
#

pythฮฟn holyshitthisis5pixels

#

legally distinct o glyphโ„ข๏ธ

#

pyth(Ctrl-Shift-u03bf)n

sinful hazel
#

๐Ÿ‘

austere ocean
#

ope

#

sound the alarm

austere ocean
turbid hatch
red sigil
#

ooh was only 1 hour late

austere ocean
#

The "Burning Time" reduction effect of Fire Protection and "Knockback Resistance" effect of Blast Protection now stack from wearing several pieces
๐Ÿ‘€

red sigil
#

nice

viscid rune
#

After a Primed TNT has gone through a Nether Portal, it will no longer be able to destroy Nether Portal blocks
๐Ÿ‘€

prisma smelt
#

oh no

alpine pelicanBOT
#

Frog day on a Friday? What could go wrong? We're back with 1.21 Pre-Release 4 today, with a couple more bug fixes, and some tweaks to the Blast Resistance and Fire Protection enchantments.ChangesThe "Burning Time" reduction effect of Fire Protection and "K...

fiery galleon
light arrow
hard ivy
#

๐Ÿ‘

agile canyon
austere ocean
#

a firm handshake

prisma smelt
agile canyon
#

๐Ÿค

alpine pelicanBOT
#

Frog day on a Friday? What could go wrong? We're back with 1.21 Pre-Release 4 today, with a couple more bug fixes, and some tweaks to the Blast Resistance and Fire Protection enchantments.ChangesThe "Burning Time" reduction effect of Fire Protection and "K...

light arrow
light arrow
hard ivy
#

say hello to the <@&1248617351486902333>

jagged stag
#

sci broke it

light arrow
hard ivy
#

you know I didn't have n8n experience stabolb

light arrow
#

sci only added the snowman trigger node

austere ocean
#

if this is an ongoing thing I'd better update my spreadsheet

jagged stag
#

it worked until sci touched it

#

so it's his fault lol

light arrow
austere ocean
#

dubious programming project: website that allows the bets to be submitted and checked automatically holyshitthisis5pixels

jagged stag
#

it didn't detect the new version either

#

so more reasons to blame him

hard ivy
#

I don't know how that workflow works

austere ocean
turbid hatch
#

I wonder how it feels for a mojang dev to release a pre-release and then see people here decompile it and figure out what they did

hard ivy
#

@jagged stag go fix it

fiery galleon
#

1k changed files? what are you looking at
my snowman shows 14 changes files

austere ocean
#

"throw it to the dogs"

hard ivy
#

since I am clearly incompetent in this manner

turbid hatch
#

I know, but the figuring out part isn't ๐Ÿ˜‰

hard ivy
#

this is exactly why I wanted to delegate this to someone who had n8n experience

#

because I knew I'd mess something up

#

I don't know how the workflow for the new MC version works

#

which I've stated multiple times

#

both here and in the internal channels

#

and I've made my inexperience known multiple times

#

so the fact that this broke really upsets me, because I knew it could've broke at my hands

jagged stag
hard ivy
#

i'm never touching n8n again

hard ivy
#

now excuse me as I have to manually run the workflows which should've been triggered

jagged stag
#

no

#

don't

#

i need to fix this Stabby

hard ivy
#

then sure

#

if anyone needs me, I'm drowing my sorrows in reading

prisma smelt
#

what are you reading

hard ivy
#

things