#General Discussion
1 messages · Page 44 of 1
misinformation
entities work
welp
some blocks have their own issues
so does some entities
the list is
•Banner - doesn't work
•Bell - doesn't work - doesn't cast shadows
•The beacon beam - doesn't work but devs are aware
•The piston arm - doesn't work
•Horse - doesn't work
•The llamas and their carpet - doesn't work
•Shield patterns - doesn't work
•Warden - black texture with bioluminescent layer material but using default in render controller works
•Hanging signs - doesn't work
•Signs - doesn't work
•Enchanting table book - doesn't work
•Candles - don't work
•The end portal texture in the entity files- What is the purpose of this file but still doesn't work anyway
•The paintings - don't work
•The guardian beam - doesn't work
•Riptide spinning texture - doesn't work
•Skull and heads - doesn't work
•Conduit - doesn't work
how about all issues get fixed
That probably won’t be until all the features are implemented
Signs work for me?
And I thought they fixed the banner bug
???
could you show me
One sec
i mean the pbr of the sign
ofc
Idk about that
I thought you were talking about bugs with those blocks
Like how the text wasn’t on the sign
lol
no we are talkinga bout pbr
Most of the bugs RTX has are not present here lol
wow! good memory! One year since this article: https://www.minecraft.net/en-us/creator/article/new-render-dragon-features-creators
Nothing planned to celebrate. Just a normal preview day 🙂
Hello Kayla! ^^
Hello Poggy!
Awesome day today? :p
This person is truly awesome 
Damn I can't think of anything funny
1.20.30.20
because you're not funny
IM UP
1.20.30.20
No you
thx
Copycat
....
Bro did not read my message
.
I wanted to go back and compare that release with current :(
Whoops my bad
Aw man
I remember when I almost had a heart attack that day!
Ah yes
changing yo name from poggyislit to poggyislegend?
Good ole days
Oh hey, thats me
Mhm

version switchers exists
Why not try recreate it then?
as a comparison pack
The first release didn't have features as much as we have rn
Just get a default deferred pack and turn volumetric fog and reflections off
The water will not look old.
Don't spend all your time looking back today... you might need time looking forward 🙂
👀
Deferred came a long way too and man I am excited for the future of it!
same here :D
Also...
Happy preview day!
Custom fluffy clouds for deferred when
Minecraft 2.0 🙀
Happy preview day brb
I think volumetric clouds can run on mobile.
Don't lose the button this time.
no. more like beta day
Fake it with cubemaps
wait you don't have it?

Just like caustics
yes.
source: that one unity game with 30gb+ size.
yes it's with you, check your work desk bruh
oh wow.. Ren and Stimpy... that goes back a ways.
I miss watching cartoon as a kid 😭😭😭
Buttons 👍
Toggles 👎
So new preview cycle, or wrapping things up?
new i think
check after release
I think a new cycle.
bundle today?
Stay tuned!
You're killing us with the suspense!
if it's still 1.21.20 i will do something diabolical
Sounds like something cool will release today
MOAR BUTTONS
Still a ways 😦
it will come one day connectionbros
😭
Confirmed, time API coming
When we get custom client entities for blocks 😏
im hoping they will do something about the block interact custom component being a bit annoying to use in this preview
/tick coming
Speaking of which, wouldn't it be awesome if we could summon and manage client entities from scripts?
in curious kayla, what is your fav TV cartoon you stopped watching rn?
what the heck are those?
No
black magic
Well a client entity is an entity, but on the client. Blocks like pots, piston heads and beds (for some reason) use it for more advanced visuals like animations
You mean client block definitions?
You mean tile entities?
Nop
Speaking of time, why doenst MS just build a time machine so Kayla can steal the code from the future
we actually have a legendary word in my local language here related to black magic, it's pretty funny for us imo
tile entities aren't necessarily client entities, but they are related
ew, we don't need those
Client side definitely deserves some love
Surely, F3 screen
block visuals should have been dictated by definitions on the client from the start
No we do
Like barrels are tile entities, but aren't rendered with client entities
neat
Not their own files though
Server side animations are the best wdym
Yawn
An enhanced blocks.json is better IMO, we discussed this some weeks ago unless my memory is in another univers
I'm thinking that Mojang should just extend off of what they are already internally using
Curious to know? It's chethabadi in Indian accent
Omg sprunkles likes it...i now await for the nitpicks
blocks.json is an evil vestige and should die
Yeah tile entities would be good
They should hire you as a dev already sean
jigsaw update 🙏 manifesting it
that's pretty cool
I prefer having a file for defining basic things like render methods and textures rather than double the files for each block
I don't need 180 files for 90 blocks thanks
A "render controller" of sorts could accept an array of conditions depending on block states/permutations. Java Edition has a similar thing
But then you can't change the visuals with resource packs
Woah...great minds think alike
Molang could be handled there
Oh yes I had that planned in my yt video script
Praying for bundles !
Hmmm, client-sided blocks? 🤔
Cant add air tag...whats the point
But imo having 300 blocks be a total of 600 files is pretty dumb. You don't make much entities which is acceptable... but you do many blocks...
In sentence, Alylica chestundi chethabadi 💀👀
That pack size is gonna be trippin
Imagine animated block geometry without having to manage an entity alongside it
But there's enough tech debt with the current system so I cannot imagine the kindly add-on developers changing it any time soon. It works so I will just keep it a daydream
Imagine animated fog without creating tens of fog definitions and switching them from server side
I seruously need to finish my yt video for the api suvgestions
And I don't mean with jank
lol
I imagine that the devs have it in the stable game, but they play chicken with each other and remove it before shipping every time. If they forget it one week, whoops! It's released.
You'd be surprised, some people do that with entities. But you do have a point
point light support for custom block?
Realistically more blocks are made than entities.

Caustics ?
Also what do you guys think of my new pfp
Sometimes because they don't know much, I have seen people do variants as their own entities, which, is wrong.
minecraft
water config ????????????
it's swell
The ore is RAW
I wonder when we'll get more data driven stuff for deferred.
I prefer our current system because is less files, I just wish it to be upgraded rather than changed to adapt to the entities system
What I want
obviously all we need to do is make all blocks in one block, then we just have the two files 
my pfp doesn't look very minecraft but it's actually just a drawing of my minecraft skin
🙏
make one block and each permutation is a different block
Data driven
No lol I mean things like parrot colors
No something else like configs
Hmmm
I have seen things like that done in different entities
Let me disable auto exposure!
Is far beyond unnecesary
Config.json when?
Sean.json when?
Jason.json when?
Shader.json anyone?
Python API for 2025
It has a single variable, and if it's true forces Sean to join the world the pack is applied in
Deferred render json should data drivable in resource packs
gonna spam reload my world all night so sean must stay up and keep joining
What could we do with that?
Skylight contribution, ambient fog level, emissive desaturation
yes it's confirmed
And every 5 minutes it says a random complaint lol
Make a Python API be useful for simple things compared to JS but complex compared to JSON so people learn about a complex language and then they can easily switch to the scripting API
What can you do if water was data driven?
shadow angles, shadows distance, the whole lot!
Many things
we don't know
that's the fun part 😈
A lot of stuff
We will be able to adjust fog level, algae level many things
I just want wavy water
Perhaps wave strength if those get added
The possibilities are endless
I wonder if cubemaps will get upgraded for deferred
I want waving foliage
wave shape?
wave size?
wave height?
Like animated cubemaps
Hopefully
Where's my 5 block tall waves at???
Customize colors based on bio composition of the water, and probably customize waves
Can't wait for Veka to release a Minecraft shader to fortnite
Although wave editing is kinda unlikely since they said it won't be physics based
What if...clouds
But there could be some values to adjust
Does it have to be physics based to be customizable?
Via animated cubemaps
Probably not
deferred discontinuation ?
If Fortnite has shader support, consider me a Fortnite developer from now on
I'm just being dumb
There's gotta be better way
Aight, gtg, will be back in 4 hours...hopefully less
Idk
inb4 preview in 2 hours
It probably does if you are a dev
Volumetric Clouds, anyone?
hopefully
they just discontiues the bug
yes
and different layers
I find it funny that snapshot day always involves people discussing some new feature that does not exist, over exciting stuff that has been introduced
Wouldn’t work on mobile
How should clouds be customizable in your opinions?
I tried writing a water shader in unity, I kinda messed that up but it wasn't physics based and could be modified so it's possible
From what people said earlier
why?
Veka hitting some 90s lol
Vol. clouds is not that demanding if done right.
You're thinking about geometry shaders. I doubt that's gonna be used
We are humans Sprunkles
Of course we will always want more even though we get what we wanted
I made a shader in Godot to get volumetric clouds which used noise.
Ok
I made volunetric fog in Godot before it was officially made
Hopefully we get volumetric clouds then
shader support when
That's something I wanna do soon, just unity edition
Happy Preview Day!
They have official clouds? Lol I made my own haha
HI AAJA
You summoned the dragon
happy preview day mr.aajabrams
Hello! And, Happy Preview Day to you too! <3
not clouds, fog. Like, I made a volumetric fog system. Global fog, local fog, anisotropic scattering and all the works
The dragon has spawned
aajabrams, Tacos or Pizza
perhaps
the render dragon?
Hello!!! Happy preview day
Pizza
So... Graphics goodies today?👀
Water config?
Although I did make customizable clouds too
Oh yea, and I like it too.
I saw someone make SSR for unity URP which is quite impressive since URP doesn't natively support SSR
I have no idea how to mess with stuff like that right now
Render dragon egg omelette
I'm still trying to figure out how to render and outline and texture at the same time
Exciting stuff always get discussed once the build and changelogs are out haha
hol up
SSS support?
We technically got that already, but it's not complete
I been waiting and waiting
yuh i mean like an update to that
i've been faking self illumination with that
it works pretty good
Oh boy I’m excited for todays preview now
Btw this is a fun graphics YT channel, might give you some inspiration and/or knowledge for creating various shader effects https://m.youtube.com/@Acerola_t
Oh thanks!
I'm gonna eat dinner rn
hopefully preview releases by then
I love that channel
I created a shader that uses normal data to create a cel shaded outline. It's just funky because it uses well, normal data
So it doesn't exactly work well on anything that's not a ball
Deferred goodies in this preview hopefully
Here are some simple and small suggestions for item components I wish we had:
For minecraft:block_placer & minecraft:entity_placer:
decrease_stackboolean property. If false, item will not be decreased from the stack.
For minecraft:entity_placer:
eventproperty, decides what event to give the entity when placed with this component.
I believe you can do that like this. entity_type<entity_event>
How would I know that if is nowhere in docs
Pizza
@languid tinsel, don't forget to click the button this week.
Time to open an issue
Good! Pizza gang
Even the bot knows
i am done
I'll test first
I love how important features like this are always missing in the docs
Fun fact, math.sign and math.copy_sign are a thing in molang but they aren't documented for some reason
Can you give me a syntax example I don't get it
"minecraft:entity_placer":{
"entity":"minecraft:spider",
"dispense_on":["minecraft:web"],
"use_on" :["minecraft:web"]
}
entity_type is a whole new property?
😔
Pizza gang! Tacos are good too

"minecraft:spider" -> "minecraft:spider<event>"
Seriously? I had to recreate sign :(
what's that do
That works, very dumb
I lost like 15 minutes doing a script for that
smh
I'll open an issue
Math.sign is equal to:
• if x != 0: math.abs(x)/x
• if x == 0: 0
- math.sign(x)
- Returns 1 if x >= 0, otherwise -1
- math.copy_sign(x, y)
- Returns value of x with the sign of y, i.e.
abs(x)*sign(y)
That second one sounds niche yet useful
You guys speak another language
Our definitions for sign differ!
Yeah. I opened an issue on the learning portal but no action was taken :(
Yeah, I was also expecting it to return 0 for 0 argument, but it works differently in-game
OH THIS GUY I saw their video breaking down how lethal company was made a while ago
That's lame. I'll stick with my implememtation
Whoops forgot to disable ping
0 is positive confirmed
anymore undocumented math functions? sign would've been pretty useful a while back
Why 0 when -0 exist
Nope, but it's been a while since I last checked, it's unlikely but possible that there are others. Also there might be undocumented hidden matrix type, just for query.bone_orientation_matrix because apparently nobody knows how it works and what it returns
Back up again
It's quite possible that this query is simply broken and just always returns 0
Hearsay
Whar
does that not behave something like an array with a nested array? so usage being something like v.matrix[0][1]
Report his channel for misinformation and will wait to see what twitter will do
Mojang employees announced a new "normal preview" today for #Minecraft: Bedrock Edition.
Oh wait perhaps it means. Not a bugfix and new stuff
Tried that, with many many other different combinations, nothing ever worked
oh yeah i forgot about the bundles lmao
And that’s funny because the person who hold this account contacted me recently
huh, well I'm not sure what the use for that query would be anyway, especially since there's a non-matrix alternative
If there is an official matrix type in molang, I'd say that could be quite useful
Is it somehow different than query.bone_orientation_trs?
Alright, issue openedhttps://github.com/MicrosoftDocs/minecraft-creator/issues/884
marplex being marplex again
Someone ping me when logs are out
In theory it should be the same, just return orientation as a transform matrix, but in practice nobody knows
yeah lmao
It would be nice to have both a generalized matrix type and vector type in molang
Oh yeah
Could be a good question for stirante
what does bone_orientation_trs actually return anyway? is it just the initial state of that bone, or the transformed state?
also guess what. I'm gonna start how to make games and eventually start learning about minecraft modding particularly about bedrock addons :D
We discussed this on OSS with some RE folks but didn't find anything useful
I used the transform branch of it a while ago and it looks like it returns the transformed state, but idk
starting from next year after march
Haven’t messed with it enough to give a solid answer
Nice!
I can't really think of a use for it atm, besides doing some simulations on a bone if the state carries over frames
Some brave soul should venture onto the Compass aristocracy, find it out from a Mojang dev, then enlighten us common folk
probably java too side by side after learning java lang. But not on high priority list rn
Yeah I think it's transformed. It could be a cool way to create animations for other values, like colors, using entity animation and this query as a way to evaluate arbitrary keyframes in molang
give us back our entity reference queries
Game dev is fun. I started learning dev in unity and it's been so fun. I'm not the best but it's just really fun
Would've been way more useful if we had q.get_nearby_entities 😔
💀
Yeah it would be useful if it was transformed state, but past experiences I’ve had with the query don’t consistently imply that
I should try to find out once I get back from the beach
i want to start it so bad rn but can't because of the situations im rn. Check MCIA, I've been chatting about that just a bit before
do we even have any things we can use with pointers left anymore? only thing I can think of is the context.owning_entity var in attachables
I'm ready for before entityHurtEvent today
In Kayla's button
I tried building a client side physic sim with this query once, and iirc it does return a transformed value
pleaseee i need it
Afaik this is the only entity reference we have left
quite the high hopes you got there
What's MCIA?
Minecraft central intelligence agency
Minecraft Ideas Academy discord server
I've been talking with chiwi there just a bit ago as well lol
I've had these high hopes for every preview in at least the last 10 months
LMAO
that got me there lol 😂🤣
how'd that actually work? For example, if used in pre_animation would it return the state from the previous frame? What about when used in an animation that's played after some other animations?
Wait 10 more months
just random questions, my understanding of the whole animation life cycle is very limited
The animation life cycle
it must live then die
Keyframes are temporary, procedural anims are eternal
beta when
gotta love procedural animations
IK my beloved
I have officially shouted the original beta series pickup line
once marplex153 close his mc news twitter account
bipedal procedural walk animations, the bane of my existance
i liked the concept of beta getting canceled if anyone said beta when lol. Kayla can we get this concept back again pls
I don't remember anymore, but it would be weird if this query returned identity transorm depending on the evaluation context and order, so I think it could be using last frames value, or the value from the current frame if available. But that's just me speculating
Lore limit increase when (soon)
will probably be decreased even more
😏
I assume it would have to be last frame, because current frame would mean the value changes the later in the animation sequence you get
Highly recommend it. I have a little mini game demo that I made and am working on. And it's been really fun to make
I mean, who doesn't love complex lore systems
Current frame would be paradoxical, wouldn’t it?
I love them 😋
You could say “if the state == x, transform it so it isn’t x”
but if it is last frame, then that first frame would probably always be the initial state of the bone, so no clue
guess the only way to figure it out is to test it
yeah ik that but can't
it would more be the state of the current frame up to that point
I’d assume it’s the default values set in the geometry
I only want more flattening. I live for the 4 blocks they fix every update so it can maybe be done by 2030.
I wonder why it takes so long to flatten
We’re really not that far from all blocks being flattened now
I'd figure that it would just be simple to do after the first few
Because the bedrock codebase is probably a jenga tower :p
Technical debt 🥳
top tier code
King 👀😂
it is, chiwi just said it's looking horrible in his opinion
probably way too unorganised code fr
Oh yeah I forgot we learned in the last meeting that hive devs got to see some of the codebase
Yearly code rewrite but it's the actual bedrock codebase
Who else is for making this a weekly message?
were talking about redmond people in a mix of that
thomas getting bot pinged weekly 😔
you work for hive?
Oh no
how did you know?
At this point everything is a jumbled mess of code. We just need to rewrite the internet from scratch, restart completely.
can we start with the web plz?
No. Have you been watching the meetings they've been doing since removing symbols?
Burn it all down and restart
css defaults stink
not enough. Return to monke
oh yea i am aware of the marketplace partner meetings but not about the stuff they talk about in the meetings
No, not the partner meetings
wait what-
Imagine the meetings are about deferred on market place
Must have been mentioned by either someone
totally because it's a new thing but people at mojang won't have an answer right now due to early stages development
☹️
oh wait what? These meetings were recorded??
i seriously never knew that
it was never under NDA
Literally same reaction lol
im kinda surprised
Big brother is watching :)))
It's both private and public at the same time
yeah i know that though but not about the meetings
I’ll have to give that video a watch later
I don't know why, but my face feels tingly while seeing that GIF...
closed public meeting
You are technically having meeting with people in public. so you are leaking stuff as a mojangster to outside
yeah
Mojang has FORGOTTEN about 1.21.30.20
Preview where
IIRC they're thinking of moving conversations to a more public space like this one. Nothing concrete of course
stage channels 
Like around more of 15mins probably
<t:1722529800:T>?
ik ik im just jokin
check ur timezone calculator
14 minutes till preview
Well they forgot 1.21.20.20
never forget how we was robbed of 1.20.20
gg
IT'S OUT
More splits!!!!
omg alot
Added new vanilla block and item tags to support vanilla item tier level destruction speeds for data driven blocks
that's a huge log
Purpur block flattened
WOW
ALOT OF DEFERRED CHBBES
Structure void has block states?
CHANGES
yo mali has fixed
Happy Preview Day!
SSS :D
Creator docs for Deferred will be updated later today 🙂 Enjoy
PlayerInteract updates 🎉
Finally
On this - I need everyone's help here. Please hit Player Interact APIs hard this week. And let me know ASAP if you see any bugs. I want to turn around feedback really fast here.
Happppppy preview!
Yall cooked on the deferred patch ggs
Mojang is cooking with deferred
I assume we will get specifics on how to control SSS?
ALSO EMISSIVE DESAT CONTROL YES
Yes, the Creator docs will be updated later today with details on all the new data-driving capabilities. 🙂
❤️
Will be sure to cook later
Idk what that does
Was already planning to do that 👀
It allows you to control how much emission desaturates a texture
It's great because at low values it can allow emissives to use higher brightness levels without losing too much quality and variance
What would be the next great step is adding ability to control emissive brightness
Does that include the custom component onInteract?
no, just the player interact APIs in the changelog
Why is this still a thing? 😭 It's been so long since this was an issue with the blocks smaller than the normal block. I know I'm the only one complaining about it but it hurts so much to see this
yes
Why ping Kayla though?
i thought they fixed that when they added crawling
Also best to include a bugreport if you ever complain about a bug. If it doesn't have one, then create one
The bug is only visible in third person back iirc
How do I create one? Also, the ping was because it was the most recent Mojang Dev.. I'm not familiar with that role they have within the company :/
And yeah, it's only in third person and was never fixed back when it happened on everything that wasn't a full block, now everything has been fixed but the upside down stairs 😭
They don't ping any Mojang dev. It's better to not ping, unless it's a very specific thing that Mojang dev can answer. This doesn't cover Kayla's work area
Well I don't know every Mojang Devs role 💀 If I did, then I wouldn't have pinged her
Then avoid it
At least the most basic response from her would have been "hey, this isnt in my work area bluh bluh bluh" and so on
Also there is already a bugreport for it https://bugs.mojang.com/browse/MCPE-168390
[Mod] LateLag
To Do (Open)
Unresolved
Since it has an ADO, the only thing you can do is vote for the bug and wait until it appears in one of the changelogs. Checking if it is fixed every Preview will not help because most of the time, if not every time, there won't be any change
This stopped getting updated as of 1.20.20 preview and the "cornered fence posts" and the "extended piston arm" has since been fixed, except for the stairs so I don't see this being looked at any time soon
I don't either, so that is why my advice is not to check it every Preview
Well, I guess the piston arm wasn't but the fences have been
I don't check it every preview :/
Wonder why it's just not removed entirely?
The bug only accurs when the players head is within the hitbox of either an extended piston or an upside down stair. The player also has to be in third person for the player to see the black screen.
-# > Could possibly still happen with other blocks but is untested with these "other" blocks as of 1.21.30.21
The black screen was only implemented to stop xraying. That's simply all it was for.
Ooo that's actually pretty neat
It would be neat if we had a filter for all the queries and a query for all the filters. - query player_tag, filter is_swimming, is_gliding, is_flying, is_creative, position filters = query.position...
when would a position filter be useful?
is_creative also doesn't exist, and we already have a filter for that sort of thing
Damage sensors, entity sensors, events.
When entity is with in x cords don't do damage, or do double damage. Or fire this event, or don't fire this effect...I could list many more examples.
I was hoping is_creative would get added so we have a way to filter out creative flight mode/free fly vs jump vs elytra flying....
vs falling, vs climbing...
The only solution I could find for creative mode detection was JS.
creative mode detection is already done within vanilla entities, I believe it's done using the ability filter and checking for one of the abilities that gets enabled with creative
oh, could you explain more. I've never heard of this. I'd like to make a guide on it
I asked many times for help on this
"test": "has_ability", "value": "instabuild"
it's actually the listed example
thank you. I'll use this.
What about is_gliding, is_swimming.
For swimming I'm using detecting in block water.
but flying and gliding are a pain
When entity is with in x cords don't do damage, or do double damage. Or fire this event, or don't fire this effect...I could list many more examples.
only reason I wouldn't want this is because it may feel pretty clunky to do a volume/area check that way. I'd prefer to use has_tag and tag entities within an area
just personal preference though
sure it's an option. I was just listing out queries we have but no filters. I could easily use the filter check for position in many places.
I guess my pitch is could we have parity in filters/operators and queries.
was looking to see if any of the other ones you suggested had filters, didn't realize we had two sneak filters...
yep it's really useful
what's the difference between the two?
Each projects I read and write a list of all the filters and queries I want to try for that proejt
hold vs tap
You could already do it with a BP AC but no it's much easier
aren't they both hold though?
blocking too
is_sneaking implies currently sneaking, not a burst. I'm also pretty sure it's used by foxes
The main issues is queries can't be remotely used.
So it's really helpful to have a filter for any queries.
only difference I see between that and is_sneak_held is the latter may only work for players
what do you mean by that?
as in, referencing another entity's state from one entity?
or just the fact that there's very little molang support in the entity file?
we can technically reference another entity from one entity... They just decided to remove the queries that let us do it
I need this alot in my space game
explain?
q.target -> q.is_sneaking would allow you to check if the entity's target was sneaking
How would I read query.position of a entity (ticking) 1000 blocks away
but q.target was removed
how would you do this with filters?
that seems like a case that can't be covered by either
entity or environmental sensors
how do you get a reference to that other entity is the problem
that's not making much sense to me
yeah these are advanced cases I run in to
for one, environment sensors can't filter other entities
Say i want to make a mini map of all entities in my space game.
I need to be able to query their positions.
I could have them all send in their poistions but that painful
before script API was even a thing, you could do the entity radar with purely molang
I've only seen it done with mods. Any examples?
it was purely entities though
didn't track blocks, but if you had a preset map, you could just bake the texture
Do you have a guide or any docs how you did it
it's no longer possible because they've removed/deprecated q.get_nearby_entities
the 3 States fo Dealing with Mojang. Head on table, crying, and giggling
funnily enough, that query is still in their doc examples
but it's no longer in their list of queries
So my plan was, query.position to entity property then use that
because you can remotely access that data
"v.x = 0;
for_each(v.pig, query.get_nearby_entities(4, 'minecraft:pig'), {
v.x = v.x + v.pig->query.get_relative_block_state(0, 1, 0, 'flammable');
});"
this was how you'd use that query (from their docs)
Fancy.
Why can't bedrock have a vanilla mini map again?
You could even add it as a default off toggle
we have one, it's called a map in your offhand 
eww. I've spent so many hours trying to move that damage thing around the screen. It is stubern
the map in hand. Even if I could simply make it a minimap in the top right would be so much better
Number one java added "mod" mini map.
bedrock, NOT 1 option for one
People ask every day why java players don't want to play bedrock. There is one clear reason. You can't even do a simply mini map on bedrock. Like wtf
This is epic, I wish I did, and also glade I didn't know about this. Because I'd be very bummed about it breaking.
A is_attacking filter would be sick
is_using
is_shooting
What would you need those for in filters?
remotely detect when entities are attacking, or using stuff.
In my space game I'd use this for near by space stations to react. Or in combat systems for the attacked to react...
Same with interacting with inventories, npcs, and other stuff.
Vs having to use a rely system from the entities recieving the actions we could detect it remotely
Even more simple, a player eats an apple. I'd like to be able to remotely detect that and filter it.
or give us ability to remotely read queries.
Related to this. q.target -> q.is_sneaking
Was q.target the only one that -> works on?
I couldn't query.position.. -> q.is_sneaking?
How does this work?
query.combine_entities Combines any valid entity references from all arguments into a single array. Note that order is not preserved, and duplicates and invalid values are removed.
Is this virtual combine. Like I could run this on 2 entities, then query them as one?
query.has_any_family('player') -> query.is_sneaking? or maybe query.has_property
How would I know what can or can't use ->
Any sort of entity reference, only thing still left that you can use it for is context.owning_entity
None of the things you've sent will work
bummer
I just realized....
adk-lib:on_use_tp ~~10~ is a completely valid tag for items, but an invalid tag for blocks
Here's something that's very useful to know. Since 1.21.30 adds the ability to see console.log messages, it also means query.log is genuinely useful now for debugging molang in resource packs
Hey @agile matrix , any chance inform gets changed to just info? Just a tiny annoyance from me 😅
Do you have an example of this usage? or a guide on it
Intriguing...wonder if q.log works in BPs as well...
Ok. Here's an example. "v.test_value = 20 * 3; q.log(v.test_value);"
It's pretty self explanatory
wow
I've dreamed about this
I wish we could print it to sscreen easily
or does it
That's what it does
wow woowowowowow
It prints to content logs
It's like Bedrock is a real game engine now.
time to log every q.noise
You can print hello world to a content log on screen. It's like step 1 in making a game
I've never tried printing a string before 🤔
This was always possible from the server side, but at least now you can more easily debug client code too.
What do you mean server side?
I first learned to do complex math, then I started walking
from scripts
JS?
JS
Also technically you could just do run command say hello world
JS is like a 1 year old
Greatest debugger for ACs
not from query.log
In what context? Content logging?
Yes 😅 inform sounds...off? You have a warning, error, then inform?
Do you have any errors? 
Do you have any warnings? 
Do you have any informs? 
I'd love query.print_to_screen('entity_property....)
I agree, I can't wait to send this to someone on my team. We had an argument about this 😂
Wouldn't that just be query.log(query.property('entity_property'))?
What would be nice is query.warn and query.error.
I was hoping to use it for UI/hud usage. An offset would be sick too.
Vs logging to content log
It's painful to have to go from query to animated UV
when we could just use built in font system
I have a UV atlas with 100,000 numbers on it, ie frames. It took me an Ai a day to make it. Very painful. This is simply so I can have in game HUDS and count cords up to 100,000.
We really need the ability to do 3d text based on the font system.
I don't think using a molang query is the right approach then. We need a solid custom UI API
Sure. but thats a pipe dream.
I need this today
You won't get it today that's for sure
Besides. query is for reading data. Not manipulating it
I need to read it then display it. Off set is so I can have lots of them.
Right now I'm running 20+ Hud elements in 3d space/entities. Works great, just painful to setup and teach. https://www.youtube.com/watch?v=btV3_cJvTkc
My goal is to remove all Json ui from my HUD.
I only have hunger to go. But I can't figure out how to query/filter it
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How would q.print_to_screen work exactly?
Maybe like the title command?
I'd
q.print_to_screen(query.position(1), -200, -50)
q.print_to_screen(query.position(2), -200, 0)
All you can print are numbers and premade text
You know, particles would have been a solution here.
q.print_to_screen(query.health, -200, -200)
Oh I have those too. But I can't use them here
Wait what's stopping you? With the power of scripting and entity properties you should be able to make text/number displays with particles.
Yeah I'm not sure about this solution. It just seems half baked
Im gonna try q.log my world gen q.noise. Surely that wont crash things lol
If they're gonna do it, they gotta do it right
The ship, cockpit, inside of the ships, inside of the space stations is all in the player geos. That layer is always before particles. So I can't put particles inside of any on the onscreen art.
You can see alot more here https://youtu.be/4ZXgSa0YXfY
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I do use server side particles for my world cord systems. Beacons the player put around the galaxy that count up to -100,000 by 100,000
You messed with HUD entity renderers?
I simply made their texture empty in most case. I hate doing json ui
Then built that data into my huds in 3d space in the entity
So those are animations playing
based on queries, entity properties, filters, scoreboards..
They are all in player. Each with their own Geo, Textures in somecases and RC's
Even the insides of the space stations are on player
Aye yeah, wait and you are or aren't already using JsonUI to render them or are they they simple attached to the player model and only hidden in 3rd person?
NOTHING in that view is json ui but the top cords (Normal vanilla) and items slots.
I plan to replace item slots soon. I already have the dev all done for it
Another cool concept is, the attachables like armor, change the ships parts including skins, insides, cockpit, wings, and landing gear. So the ships are modualar.
Here is what my RP Player entity file looks like. This will make most of you who do marketplace addons cry.
https://youtu.be/FgdWMtbJU7g
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Okay well the only thing I can offer that can probably help involves rendering entity stuff through UI . . . same thing as the paperdoll.
sure. I just hate json ui so much. Doing it in 3d space is so easy. Just a pain to setup counting numbers and text in 3d space. It would be very helpful to have a solution for that. That easy. Even if it's just on the hud in 2d space. the scoreboard and title commands are great but ti's took limited for most use cases. I tried hard to use it.
Honestly It's super simple, just isn't documented properly
Title is absolutely immaculate
What we generally do with that is we have a prefix that we check for and if it exists then hide the vanilla title, then we can use the data after that for displaying whatever wherever. You could literally just pass in coords and display them there.
Only tradeoff is that you then cant access the vanilla title without a larger system to compensate for your changes.
I spent a few weeks doing it, and I can do it perfect for my screen. I can not do it well for all the other screens I broke along the way. Just not how my brain works. I can do what I see is what I get very well. Here is a better show of the hud eliments I have now
This is how far I got in Json UI. Before I just couldn't take it.
The light rays are animated too
and some of those are tickers that tick / rotate by. Like LED/stock market
On a Sunday?
Tomorrow is a Monday
But yeah, ive seen Fortnite or Stumble guys collab as a possibility
Yeah, unless they announce it as "hype"
looking forward to the next beta to test the orbit camera on my TV system on twitch, but it seems this beta never arrives 😦
Wdym?
the orbit is still on preview and the beta is delaying
Android beta is delayed?
I mean the server
I still don't get it
well the orbit camera type is on preview, right? I can test it running on client for sure but I want to put it on my server, and on the server I cannot enable preview as it wont allow some clients to connect to, like me on console
Wdym by cannot enable Preview?
on PS5 I cannot connect to servers yet while in preview mode, just test local. unless something have changed
Is the server even running the Preview?
also the proxy from pugmat follow the stable version of the server, there is version for the preview which I m also required to use in order to play in servers from console
no
Well that's your issue
The servers has to be running the Preview if you want to join
I know, but from console I tried and it was locked to play local only, the servers tab was not available, I will try that again, yet the proxy will become my issue as it follow the stable versioning and not preview
Refresh my memory but isnt q.get_nearby_entities removed?
yes, it was removed
@viscid jolt , not sure if the github repo is the place to report bugs for the html docs, but this might be something you need to update
Sooo with the .30 cycle started, do we predict stable tomorrow?
Next week
is that confirmed or a guess
Guess based on patterns. It’s almost always like that
^
wait when do we expect stable?
next week.
Cool!
Some time between now and the death of the universe
C-137
Rick and Morty mentioned
But usually it releases stable on the week of .22, which is this week, so tomorrow should be release day?
That only is true when the prwview starts with .20
.30 started with .21
Oh wow, you've got that nailed down to a science lol. I didn't even notice that previews can start with .20 or .21
Chronically online whooo!
So if it strated with .21, will it get to .26, or just .25 as usual?
1.21.20 started with .21 and only went up to .24
So it varies
I hope it goes to .99, so that we can have a little extra time enjoying simple shader dev
I still believe in santa, the easter bunny and that stable is coming tomorrow xD
Why can't your parrot go in to the portal with you?
Lame. Also tp'ing from nether to overworld has hordes of game breaking bugs. In 5 tries 3 broke my game, required restarting it. 1 broken the nether portal itself and allowed me to break the blocks while the portal was still there but didn't work, 1 broke my ability to walk but I could hop around, one makes functions and nothing work, when I restarted I was back in nether.
Has anyone else seen these? or are they new from updates
Because that has been the old behavior, however only Java has changed that recently. I would expect it coming to Bedrock sometime later as well
https://bugs.mojang.com/browse/MCPE-160998 Because of this
Timer RP
To Do (Reopened)
Unresolved
If you are standing in the portal, leave game, then come back it works. Sends you and parrot to other place. lol
only a few bugs thought. lol
The parrot ate the blocks???
no it's all bugged out and I broke them.
@stoic orchid https://discord.com/channels/523663022053392405/1270186970852753428
Is this a bug or works as intended. If a custom component is not defined in the base component, only in permutations, the game will skip its registration. This causes issues when the block switches to that permutation and it isn't defined
lol
If I have a hoard of birds, and go through the portal will the portal become invisible
Simply stand in the portal with a parrot riding you. Then restart game. Or tp to other dimensions and the entire game starts to break down.
Ah I noticed that too
We need an effect slowness that does not effect player FOV/ same with speed. If we can't get a way to turn if off by command.
Oo yeah agreed
Honestly this should be an accessability issue, because the FOV changes give me headaches
it's directly tied to speed, not even the effect, so I'd imagine that needs quite a bit of reworking
I was worried about that
Does the "FOV Can Be Altered By Gameplay" setting not work?
It does but you cant turn it off pack wide. You have to ask the players to do it, one by one
if it's an accessibility issue, that's the player's responsibility
I do agree that it shouldn't be tied to speed, but in the case of accessibility, there's something in place
Well its the only way to do some stuff on player. So knowing it can cause people issues and not being able to turn if off before it does is an issue. We as the addon devs should be able to toggle those settings off, or
better yet have effects that do not effect FOV at all as a alternitive.
well what's the slowness being used for?
to stop the player from moving?
/inputpermission set @s movement disabled
hmm
it's already a thing
what about speeding up like on my dragons?
that's handled on your mount, isn't it?
I think the new camera 3rd person solves that
In this case I was doing it to effect FOV and have the oppsite issue. I need the camera to move back away from the dragon. Maybe just break FOV into it's own commands.
What all does this stop? Can you still jump and sneak?
you cannot jump or sneak
grrr
Yeah that causes different issues.
Why isn't this command more complex with options for what inputs to filter out.
Even better could we get filters and queries for the inputs.
MS spinning the magic wheel to decide whether a new feature should support checks for it in selectors, filters, queries, and/or scripting (it's completely random)
Or, you know, we followed the standard development practice of starting small instead of adding too much complexity to start and delaying the initial implementation.
We've had a bunch of feedback to add more options here to block individual input types. We're considering that feedback, along with other input-related creator work we could enable.
hi kayla
You rock
Add me to the game
Has mojang thought about helping fund/sponsoring some of us helping support and diag'ing creators content daily? It would realy help to have a blockbench person in java/bedrock and 2-3 bedrock people. JS, Jsonui/gfx and addons general.
I know budgets are tight but even a little helps. The more time I don't have to work for food is the more time I can help others. The load of people needing help is only growing.
This sort of sponsorship isn't something we're open to at this time. Our funding is directed towards initiatives that are larger scale: helping fund Blockbench, helping fund Chunker, staffing our learning portal with technical writers, and some new initiatives we haven't launched yet. But, I definitely appreciate the amount of help and support the community offers it's members. But of course, only do as much as you can afford! Take care of yourself! It's our goal to both increase the capability of Bedrock, but also make it more approachable over-time. Thanks for joining us on this journey!
can we expect 1.21.20 to be released this week?
Most likely next week
that's good enough, hello custom components, bye bye HCF.
Sure have a stack of spawn eggs
/give Kaiōga minecraft:cat_spawn_egg 64
i think the joke is that you misspelled creeper as a cat
Preview day
I hope one day the OreUI team will come here to chat with us. I think they are the only team which haven’t came here to chat with us 
Maybe when/if addons can modify it
Also fun fact, oreui is now obfuscated
PDB, oreui, now shaders. Feels like they are locking things down :/
Although it's most likely just a coincidence
Unless...
Understandable
They dont want us to use unofficial and undocumented features
That's like half of the add-ons systems
Undocumented? Sure
Unofficial? No
There are some "unofficial" mechanics that are an integral part of add-ons now, like temp leaking and ordering entity materials
Mechanics, not systems. Thats just abusing molang.
But PDB? Known for usage of reverse engineering? How is that bundled in for addons?
Shaders? Known for needing 3rd party launchers?
Java mods? Known for using 3rd party launchers and reverse engineering. Let's shut them down!
There is a huge community of creators that use other means of modding instead of just add-ons
Completely different culture and you very well know that
Imo it's not that different from bds modding, and bedrock shader dev is not that different from java
They cant save Java, so lets focus on Bedrock who has a dedicated team of creator apis and an official modding api btw
Java has none of that
Data packs
Are not enough right now to replace java mods
And add-ons aren't enough to replace other modding scenarios either
Unless, im blind and you see 99% of every user using datapacks over mods?
So theyre trying to work towards replacing it?
Theyve stated time and time again theyre working towards more official support?
Alright sure, but no matter how powerful it gets, there will be things that are simply impossible to achieve with any kind of official apis. And we don't currently have replacements for the modding scenarios that are being deprecated
Also current proposed solution for PDB replacement doesn't help with client modding
Idk...deferred rendering seems to be that stepping stone. OreUI will eventually come, but since most screens still use JSON UI, there isnt anything lost.
Only one is PDB
And there are no guarantees that this kind of scenario will ever be supported in the future
The PDB made it easier to document undocumented features instead of having to go on a wild goose chase reading random strings in the exe file
Understandable 🤝
That was kind of a pointless argument tho, since we have the same position, just express it differently. All I was trying to say is that there is a community behind modding features that are being removed, so saying that they don't matter because they aren't using official apis would be ignoring this fact, but to be fair, Mojang does try to do at least something to help the alternative modding communities (in particular for PDB and shaders), so there's that.
The hunt is a blessing and a curse...mostly a curse
Actually, its always a curse...except the one time I beat Cici
LMAO
I remember how I spent the whole night figuring out how stencil works in materials, by testing it in-game, those were the good times
Spending a whole night figuring stuff out is always fun
I wonder how many human lives have been cumulatively wasted by individual creators rederiving how undocumented behavior works for themselves by painstakingly testing it and not publishing their findings. Everyone does it
Preview day
Kayla is forcing the graphics team to change every color to colour in deferred rendering
Don't give them ideas

Wow it’s Wednesday again already
Time passes too fast
Can you believe that soon we will see the 1.22.80 version. Time flies!
NO
i spent like 25 minutes trying to figure out why 'fadeColour' wasn't working only to realise its actually called 'fadeColor'
);
A good compromise (although probably wouldn't be easy at all) would be to find a way to allow both spellings
Fun fact, Legends does that
@earnest pagoda can vouch, they use both spellings of behaviour 🤣
That's cool
The annoyance that was lol
Well look who it is
This means we’re getting some new deferred goodies this week
Yeah I am here now instead of Legends

But I'm making Legends
In bedrock
sigh when I don't have time to work on much of anything other than school right now
Yep
That’s what I’m guessing cause I saw the pic
Clever Camel > vanilla camel
@rough path Make Legends deferred rendering settings pack 😅
Do you guys plan to make world gen like legends world gen on bedrock ?
Default deferred already looks like legends graphics
We need custom.biomes forst
Well yes, it was ported to Bedrock from Legends
Bruh
It was lol
Then why do they have to add everything back one by one
I talked to the person who created it originally as a 2 week experiment on their vacation, @rough path was listening to the call lol
Can someone sum up the above discussion.
Because the engine was heavily modified for Legends.
The original creator of deferred???!!
Yes lol
Sounds about right
Legends uses deferred, it's where it came from
RTX was some executives kids science project I bet..
Said person is also working on vanilla now which means we should see lots of cool new things for deferred etc. coming(they do not work for MS or Mojang, they work for BBI)
Well hopefully we can get waving foliage aswell
That’s what I’m mostly excited for
I think it's likely we will
Hurray
Sad people cant get funding and priorities to dev quality stuff on their work hours.
Instead its an extra effort projects.
Legends deferred rendering runs very well on my switch too so I think switch players will get deferred in bedrock
When it releases
Likely, it was implemented for performance
Deferred being in legends first also explains why we haven’t gotten an actual graphics update in bedrock for all platforms until now
A lot has been backported from Legends(ie camera stuff years ago but it's only becoming really usable now)
I'm starting to think that we ain't getting bundles until 1.21.40
Interesting
looks at the day
that doesn't seem that far?
I know it's preview day but
Just a few hours
In a month at least
1 month isn't long considering how much we've already waited for them
I don't see any bundles in .30 previews
Bundles might get released today
Thays...4 weeks
Yea but usually people would exaggerate and say 2030 or something
Idk mobbo showed up in my world and gave me a bundle
No way!
Real
Bro has all the connections
How.
Mobbo showed up and gave me it
My man is secretly a dev
Hmm, that looks a little different from what showcased 🤔
Nope but they should just hire me
🤔
But the fact you're showing it this early says something
I am a piglin wizard 🤷♂️
True

Custom biomes being experimental longer than HCF now
never touched biomes
After custom structures or something idk
because 1.18 happened
all the generation code changed
Ah
Less removed and more stopped working. Since you know, caves and cliffs
And they still haven’t found a fix?
it's probably not their priority right now
I think they just aren't fully working on it atm
prob just trying to flesh out the blocks, items, and scripting stuff before focusing on anything else more
Once we can do custom biomes then ah
