#General Discussion
1 messages · Page 74 of 1
but i don't really like the approach of "new features need to be something that hasn't been done before" either.
even if a feature is in a mod, as long as it's good and fits Minecraft, there's no harm in adding it.
if anything, a feature being in a mod is a better form of suggestion.
because you get to actually see how it plays, while if it's only a suggestion, there's only a hypothetical "i think this would be fun"
it's been done multiple times.
pistons were a mod before it was added
I believe chests were too? idk i can't remember this one I'm weak with the memory lol
yeah.
pistons and horses
probably some other stuff too but those are the 2 big ones.
-# hopefully one day they add the colored ice from my add-on
lol
Like, i don't think there's a better way they could add "borderless glass" than this. It fits Minecraft, is more unique than just "glass but no border", gives us another unique decorative block, and lets us actually color ice pathways.
looks a bit better without VV i guess
yeah. We only have 1 colorful transparent block right now, that being stained glass. We have a lot more opaque ones (wool, stained clay, concrete, concrete powder, glazed terracotta, shulker boxes).
People have been asking for a way to do borderless windows for years, and people like ice boat paths. This would be a way to add those borderless windows in a way that actually benefits everyone, even if they don't care about borderless glass alone, you still get a new slippery block, and a new transparent block that looks a bit different.
that ice is kinda cute tbh
yay :3
it also supports classic textures and has a reduced saturation version for if you think its too bright by default
from what i remember, me making this was the reason i joined this server in the first place
It's more in-line with the pre-1.13 colour pallette.
i vibe with desaturated one more
i honestly don't know which i prefer. That's why i ended up doing both
didn't do both for the modern textures because i was happy with the (i think) in-between i did for them
i think they're in between the 2, don't remember if they are or if they're just desaturated
I think this is an interesting thing for if Mojang were to add something like this. They wouldn't be able to just do subpacks for both, they'd have to choose one.
(this is why we need more colorful transparent blocks in general)
They could add this, and some kind of a colorful crystal block that's the concrete equivilant of transparent blocks where it's mostly one solid colour with very subtle texturing, and then have one be more saturated and the other less or something.
Why is the vanilla fence item model so ugly? Looks broken lol
NOO OAK AND ACACIA FENCE ITEMS HAVE DIFFERENT MODELS I WILL NEVER UNSEE THAT
It's actually an oak fence and a custom fence.
-# im better now
mojonk
The custom model is closer to the Java Edition
ooh man have you seen the block model UVs?
They're so ass
same with stairs
nastiest shit ever
from what I understand is residual stuff from the early PE days
nether update part 2 needs to happen
i want them to add in the directors cut
and the Wildfire
I want the ice caves
probably some other things I forgor
not necessarily from the nether update
there was alot of it
i might be misremembering but it was enough for the update to have been twice its original size
tho you’re right actually about the allays but there was more
ice cave drop would be a great opportunity to add colored ice...
Copper age drop is painful for RP makers
Maybe if just complaining but that's like 40 new textures you'd have to support
And while that doesn't sound like a lot
I'm just complaining
copper itself is a dynamic block too
But if you're doing PBR, each copper variant should have unique material properties
Regular copper can be very shiny, exposed less shiny, weathered less metal less shiny (although I believe less metal is not correct physically?), oxidized barely any shine and less metal (although again probably incorrect)
wait does each colour of wool/clay/etc have its own vv shinyness texture thing
wouldn't they all be the same ?
Let's say we are doing concrete
All the same texture
Make one PBR texture (an mers and normal/heightmap) then assign all the blocks in that family to that one material via texture set)
used /fill to get a simple example of an ice cave
so, in that case its just 17 textures :3
the 16 colours + the 1 vv texture
I think it's just getting concerning
Because mers and normals take up space in the texture atlas
Which is already getting quite cramped
i mean, i doubt they'll stop adding new blocks any time soon
Yea. I'm just saying they are gonna have to find something to handle the atlas because
It's very limiting to creators
High res packs are already impossible-really hard to do
256x is barely doable right now
And I think with copper age it might not be at all
Which for creators is quite problematic no?
yeah :<
High res packs are admittedly not very popular, but still it should be doable
context
there and earlier
It's reaching a point where my own resource pack may not be doable soon. You can comfortably do 128x packs but with PBR it cuts it VERY close
I think
The problem is, to do a 256x pack for example, you kinda have to cut corners, and can't support every block fully. Some PBR features might be missing yk
But anyways
Ice caves please
would be the perfect size for a drop.
1 new biome, a set of new blocks
Yea
I feel copper age is also a good drop size. Now the quality of the content can be discussed but we got some neat things
yeah
I haven't interacted with any of it tho
the 3 drops so far this year have been:
- spring to life
- chase the skies
- copper age
Spring to life and copper age are fairly nice
i wonder what the next one will be
Chaise the skies is, imo, underwhelming outside of getting VV which is also
chase the skies added VV, but besides that the lead mechanics have been great and allow way more creativity.
copper age added the copper golem which makes item sorters a lot easier.
idk if there's a specific spring to life feature that i really like?
Idk I like all the ambience updates
firefly bushes are great
Game feels more alive
yeah.
personally i didn't mind how it felt before but yeah, the new features in it are generally nice (besides the leaf litter which i still feel is a bit too common)
One thing I found recently that would be cool in vanilla biomes is multicolored grass
like what swamps have?
So basically, right now if you use a color map identifier for grass color, it blends between like 3 different colors of grass
It's really cool
although people complain my rp does it despite adding more life to the biome I used it in
3:
tbh i didn't like spring to life that much at first, but VV improved it a lot for me.
Birch forests have literally nothing going for them, adding the multicolored grass to it made it feel more interesting idk
the more detailed, alive world didn't look that good with the very simple lighting but with VV, it all flows together better.
they have the yellow flowers now !
Old image but it just felt cooler imo
hm. I think it's probably great for exploring, but might be annoying if you build in the biome and want a consistent grass colour?
especially since the color patches seem quite small
Still so bland tho. I do like the fallen trees that are around them now as well, (what was that added in 1.20)
It looks like it matches with the swamp one iirc. Which might be more of a bug atp
It doesn't look like an official feature
But I like it and maybe they can expand on it
i think swamps have been like that for a long time
and are that way on java and bedrock, no?
Ye
I have no idea
personally, my favorite updates are when they do something that just allows for a lot more creativity.
thats why i really liked the lead changes in chase the skies.
it's something that seems like a very small update, but allows you to actually do a decent amount.
Because the grass colors in both that and the swamp are the same so I'm almost certain this is a bug rn, but I beg, make it an option
would be neat to have more connectors than just leads
Iike grass color gradient, you can determine a few colors, and the size of the patches
The lead changes are definitely nice
it lets me make boat doors, bee parkour by having boats attached to bees, mega boats (boats attached to other boats attached to a central boat) and more :3
i wish we had more physics objects to mess around with (and that they improved the physics for the lead changes, because as it is, it still breaks as soon as you actually get in the boat directly)
more physics objects, more connectors, and you'd open up a lot more creativity.
more physics objects/connectors, block-built vehicles (ships) and light improvements (colored light, point lights, etc) are the 3 things that'd really allow players to get creative in a lot more ways.
and bring us a little bit closer to what you could do in LittleBigPlanet.
why
(i'd say LBP is the perfected version of "creativity focused games". There isn't a game that allows user creativity as well as that series did, and so, it should always be considered a source of inspiration for creativity-focused games. And most games in general since those games also did a lot of other things right)
Well a few reason,
- Texture atlas if you're higher res artist
- Lots of new textures to support but if you're doing vanilla it's alright
- If you're doing custom textures
I'm lowkey just complaining tho
first reason is why high res textures are not worth it on bedrock
But it shouldn't be an issue
I think we can all agree on that no?
It limits creators, especially marketplace ones
it shouldn't but it is
that's why most high res packs sucks
there are texture artist in bedrock community that can do beautiful textures, but bedrock is not it for high res packs
I also wish bedrock had an equivalent of CTM
what do you mean "especially marketplace ones"
are they more limited?
No but I'm sure there teams that wanted to do it and can't
Well maybe they are limited
Idk
There's a lot of strange can and cannot dos with the mp
the marketplace is goofy.
they have some rules
but not enough rules to prevent 500+ among us skin packs
and the weekly furniture and security add-ons. And all the outdated, broken packs that are there.
The marketplace is very goofy yep
yeah.
personally i wish they did a complete overhaul of how it all works. The idea of a marketplace can work, but as it is, idk what its goals are. You have the marketplace partner system which seems good on the surface, like it's a way to ensure the packs on it are high quality instead of just any random uploading stuff. But then most of the actual content on the marketplace is not what i'd call high quality, original content. Getting anything approved for it is apparently very slow and yet already broken things (not "broken in future updates", but "broken in current state") can still get approved
I mean the marketplace has been there for years
yeah.
but it's still bad in its current state.
Well those get through because of safe harbor though

What Joao said, I don't consider experimental nor preview as we have seen numerous times that they can be cancelled at any time.
Alr
If anyone else is working on GDK launchers/version switchers, I'll share one thing I discovered while poking around today. I ended up downloading the GDK SDK to get wdapp.exe which allows you to register and sideload msixvc files. While you can't directly install the msixvc with wdapp.exe since the packages are signed, you can work around it and register it from a custom location like this:
- invoke
Add-AppxPackageto install to themsixvcto the defaultC:\XboxGamesfolder - copy the game files to a different folder and invoke the
Invoke-CommandInDesktopPackagecommand to move theMinecraft.Windows.exe - unregister and remove the files in
C:\XboxGameswithRemove-AppxPackage - in the different folder with the files and executable, run
wdapp register filePath(filePathis the folder where theMinecraft.Windows.exeis located)
After wdapp finishes, it will be registered (added to the start menu, file associations added, etc) and more importantly will not auto-update like it does with Add-AppxPackage since it is now sideloaded. Hopefully others find this helpful/insightful!
The GDK SDK was also much less bulky that I was anticipating, only a few hundred MB over the several GB I thought it might be.
Whats the difference really between just add appx and then invoke command to copy paste it then launching it from the other folder?
With this you can launch it from the start menu and it won't prompt you to auto-update on the older preview. It also will add the mcpack and mcworld associations (tho these previews are missing all the other ones atm). Other than that, not much is different. You can still do multi-instances too.
Yeah I've made bug reports for the file associations.
MC live teaser today
banana tomorrow
Aren't we supposed to have a release tomorrow?
Ah
It's most likely going to be in Saturday, java has just gotten it's first pre release

No.
Until they announce a release date for the Copper Age.
release is likely after the Live
or during?
Updates never release Saturday.
30th or 1st
following Tuesday or Wednesday
Pretty sure they did the same with releasing Spring to Life
If they said drop”s” just also to mention copper drop date that’s just bullshit
on the article they explicitly said "unannounced drops"
So we'll likely get vague themings for both + content reveal for the sooner one
one thing for sure, it's differently not tomorrow, there is no physical barrier to releasing it in the day of live, i think it's a good opportunity for them to capitalize on the event and encourage new people to buy the game
The barrier is releasing updates on weekends is not a good idea.
So two drops or just one drop and release date
it's not any weekend
It doesnt matter.
Releasing on weekends is never a good idea in software development.
hmm, why is that?
Because if theres a massive issue it wont be looked at or addressed until Monday.
If there is a security/crash/major issue it can't be adressed until Monday, and even then it takes time before it reaches the stores
Precisely.
That's why Sunday releases are better, cause you only miss one day
And if Mojang values their employees, they wont make their engineers and QA and whoever else work on a weekend.
The humble Monday holiday.
Holiday? What is that? I only know 24/7 workdays smh
they better announce two drops
See: Live Spring 2025
well fuck, it's not in plural here
Mind you they also called Tricky Trials a Drop.
wait what
yeah this is really dumb
Trying to search back again...however...the .net site is stupid.
wasn't the garden awakens the first game drop?
UPDATE: It's a remix album
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Minecraft Bedrock i...
maybe it was in an article about a specific feature?
what should we call 1.21 then?
The Dripping Update?
I wonder when they'll go back to rtx.
The end update is soon???
as like, next gen consoles will be capable of running it well, as will more people's PCs, so at some point most people will have hardware that can run it.
what do you mean by 1.22?
I can't wait for 1.21.6281
they update the bug tracker before releasing?
Just watched wattles video on Java's new debug mode features...I cry in Bedrock now.
The panorama debug would be so useful for bedrock
First time for every thing
Ok. 👍
Is there any place to submit feedback for the developer tools?
Would be really nice if we had a way to inject components/loot table pools/trades/events into vanilla elements without having to override the whole json
Feedback discord.
How would that work though?
It would be really interesting, this way it could even create compatibility if an add-on edits the same thing.
Its nearly impossible.
But it would be interesting, somehow, just like custom biomes do when multiple additions replace the same biome.
Thats not the same thing.
But it would be really cool, an addon adding, for example, a new item to the exchanges of a blacksmith villager, another also does the same thing, adds an item to exchange with the blacksmith villager and in the end there is a chance that both exchanges will be exchanged by the villager without one eliminating the other.
Yes it would be cool but it is nearly impossible.
Well, I don't know, I honestly don't have the moral authority to say, but dreaming isn't enough.
Moral authority?
But something we need for yesterday is molang for item tags, so they can exchange food or mob breeding items for tags, just like what happens in Java.
Yes, I have no knowledge about it, so my words are not words to be taken seriously.
In Java, mob food item tags were added in 1.20.5
Wouldn't be impossible for Mojang to implement
(It is impossible for addon creators now though)
For loot tables, there would just need to be a way to tag a loot table as an addition (something like "is addition" in the description)
Then all the pools get added to the existing ones instead of overriding the whole table
Pools could have uuids so add-ons can intentionally replace pools if they want to
It would also be nice to have a way to add vanilla blocks and items to custom tags like Java.
Ok, and when people want to remove items what then?
If people modify the entire thing what then?
It is nearly impossible to override vanilla and allow easy compatibility since creators can modify a shit ton of that vanilla file.
I mean it causes issues if they overwrite the whole thing
They would have the option to overwrite as they currently can
I'll write up something more comprehensive to post in the feedback page
To remove from pool would use the UUID to overwrite the pool
Say two add-ons modify the same loot table and the same exact object, A wants to remove a potato trade and B wants to increase it. This will still cause collision.
In that case, the addon install order would decide which trade gets used
A much more common instance would be
Addon A wants to add a magic staff trade to the wandering trader
Addon B wants to add a magic potato trade to the wandering trader
Addon C wants to add a desert eagle trade to the wandering trader
Other cases:
I want to add an event and component group to pillagers so I can put persistent pillagers in my structure
I want to modify the movement speed of a spider and nothing else
Yeah perfect compatibility is impossible in the software world, you can't physically modify the same thing in two different ways and expect it to work, the idea he is proposing, is to give creators the ability to partially edit vanilla files, like with JSONUI you can replace specific elements of a ui, (or even modify them if you use modifications without affecting the other elements of that UI which might be modded by other creators or updated by Mojang.
The similar system is very possible to implement for bp entity files (in fact it's already in place for rp entity files) where you can replace a specific component, component group or an event, or even add and remove them while still giving others the ability to modify other parts of the same entity and not having to maintain the whole entity file whenever Mojang updates them
RP still overrides it which is the case 99% of the time. I have only ever seen for deocrated pot.
give me the modifications field for client entity/attachable files 
just merging objects isn't enough
client entity and attachables merge all objects when min_engine_version matches
the thing that never merges is any arrays
I am aware.
Like I said.
I have only ever seen it used for decorated pots in addons on mcpedl when I last browsed.
could be because it's not widely known about ¯_(ツ)_/¯
it's not very clearly documented
An example of that whould be changing the loot table of the husk from entities/zombie.json to entities/husk.json
you just modify the loot table component
It just sounds like a terrible structure.
sometimes it can't even go wrong, if the only thing you want to do with an entity file is add an event, it would be perfectly compatible with all other addons
BoB is using it for their vanilla client entity files
compared to the current structure where adding a single event to an entity will break every other addon that modifies the same entity file
Erm, BoB is a marketplace and dynamic world.
and yet it's still using it
the merging behavior, that is
because of that, it's compatible with packs like A&S
and it's still free to use as an add-on through third party sites anyway
I just think the structure people are suggesting just...arent that good.
I mean, there's no perfect way to handle this, but imo something is better than nothing
again, if your goal is perfect compatibility then find a realistic goal
like this wouldn't have been possible without any merging behavior
Not necessarily.
Jigsaws pain
I haven't dealt with jigsaws yet 😔
There is realistic and convenient.
It exists.
Thays better than nothing so long you can deal with headaches.
Or attachables.
I've had my fair share of headaches from attachables, but I'm glad they exist
it would be hell if we still had to use a render controller on every entity just for 3d items
Sure theyre better than nothing, but its still ass and should have been approached differently.
Thats not something that we should go through ever again.
tbf, it does the job it was meant to do
if they just fixed some of the buggy-ness, I think it would be a great system
the fact that bone names affect animation and rendering in some weird way is insane
Back then. Short quick dirty.
And now what happened? Headaches lol. If Bedrock wants to continue to develop healthier, there needs to be a good design approach and not "it exists"
Yo shoutout runtime ids.
fair enough, but what could be a good design approach for compatibility stuff like this? There will always be conflicts and there's no way that could ever be fixed
i don't know about attachables (i have no idea what kind of headaches you are referring to) but in JSON UI granted it's still hell, but the fact we can partially modify UIs has no extra headaches, so why not bring it to bp entity files?
Idk, but what Ive heard so far from people in feedback discord and here arent that great.
adding modifications-esque stuff to bp entities sounds like a huge pain
there's so much that could go wrong with that
Json UI being hell and theyre switching to oreui.
i am not talking about modifications specifically, but the fact you can pickup a specific element like the scoreboard and modify it.
all I wish for is some way to merge arrays in client entity and attachable files, but I recognize that is a complicated thing and has its own issues
without affecting other addons that modify the reminder of the hud screen
That sounds like hell haha.
for other files (especially behavior), I feel like any sort of merging would have a lot of side-effects
Deprecate arrays instead.
Objects.
Key value 
Like God intended.
incoming
"render_controllers": {
"controller.some.thing": {
"priority": 0,
"condition": "q.is_on_ground"
},
"controller.other.thing": {
"priority": 1,
"condition": "!q.is_on_ground"
}
}
for example, this would be an addon to modify the husk loot table
Let him cook.
how would you handle removing components?
for adding components it's easy, for removing them however, you need to use modifications
you can definitely do a super explicit system like this, but what happens when multiple add-ons that modify that file are used? won't the file just end up mangled?
especially when you deal with component groups that add the same components
something like this
you can't just do that pack stack thing because it's not as straight forward for this sorta thing
Ah, the hust entity not the loot table itself.
oh sorry, i mean an addon that modifies the husk loot component
this system would still be better than nothing, but it will 100% cause mangling if used more widely
which ig, mangling may be worse than nothing
every system will
you can't have 100% compatibility
not unless they give us a way to explicitly add conditional compatibility patches 
say an addon removes the loot table and another modifies it, which system would prevent those two addons from interfearing
a system in which the creator is allowed to conditionally enable a patch based on what add-ons are loaded
so one pack would just not apply its changes if it recognizes that things will break
obviously this means the pack needs to know its incompatible though
I don't think there's any way to have a magic solution, but if a system like this was to be added, it should be added in combination with a way to conditionally enable patches
you still will have it either remove or modify the loot table component.
Pack optimisation field in manifest moment.
or i guess, modify it then remove it? depending on the order of your addons.
is this some imaginary field?
#1412827953188049067 message
wth, I read the messages around this and missed that one entirely 😭
what definition is that referencing?
the alpha/beta one?
I frogor.
actually no, ig that's for the script modules
I thought so...but...we never use alpha.
but it exists
I would also assume stable then.
for the simple purpose of adding a property or an event, or modifying/removing a component, this system works great, if your addon completely overhauls an entity, just let the pack maker know it's not compatible with addons that modify that entity.
That sounds like...the same thing now but you write less.
The current system.
yeah, I which that's all i have to write for an addon that gives husks a unique loot tables
imagine how many files do i have to maintain just because this system isn't i already in place
chaos option: just pass all definition files through scripting before loading so they can be modified there
with no filters, so if you have a ton of definition files, scripting is forced to process all of them 
so, should we write more to make addons compatible?
Thats not what youre suggesting at all.
Youre just suggesting writing less for the same issue.
sorry, you got me even more confused
yasser's just proposing a way to make simple changes possible, but that doesn't scale well for complex things
all am saying is bringing this feature from jsonui to bp entities https://wiki.bedrock.dev/json-ui/best-practices#maximizing-compatibility-and-minimizing-the-likelihood-of-the-ui-breaking
Idk when we pivoted to tbis topic.
here ig
that's where I'm getting that from
I thought we were still talking about compatibility not making it like blocks.json or client entoty merging.
Json ui is terrible.
it sorta is about compatibility ig
Ehhh
Fine sure. To enterian that thought.
aren't we talking about compatibility??? this is perfectly on topic from what i believe the topic is
yeah
it's only about compatibility because the current system requires you to copy the whole file, this would allow a simple change to not need to do that
which, yeah, it's better, but it's not ideal to only have this
I'm still of the opinion that if we get something like this, we should be able to make it work for more complex situations
Precisely. Everything Ive heard just seems like one offs quick dirty.
exactly my point, why rewrite the whole file and prevent others from modifying the same file when all you need is a simple change? and by the way it's always simple changes that are needed.
the only way I see that being possible and powerfully is to have conditional patches
how those conditional patches would work, idk ¯_(ツ)_/¯
What?
Your system still faces the same issue
...
it doesn't really face an issue if the only goal is to modify a loot table
of not being compatible?
Sure yes. Once again, one offs quick dirty.
yeah, that's their point though, it's good for a simple change, not complex changes
We should define entities via the loot table file actually.
😨
Which goes back to my point
We're going in circles
complex changes are usually done by scripting or custom entities
not possible for AI
scripting also isn't performant for a lot of stuff
Pathfinding class when.
I tend to fallback to json-based stuff when I can
Bhevaiour class when.
BP anim controllers my beloved
Horror.
performant state machines 
I'm not making a whole script to do some logic I can accomplish with a BP controller
hooking scripts to entities is a pain
BP AC that calls scriptevent >:)
same
just so we are on the same page? is this file from my addon considered to be complex?
the parts that was modded are placed under // skybedrock modified
I'd say so, yes
if this was to be changed to be in a compatibility format, those component groups and such would need to be namespaced
the main reason I'd say it's complex is because you have an interact component
if another add-on needs an interact component, one will take priority
as you can see, all i did was adding component groupes and events and modified the interaction component of the adult axolotl component group, and the rest of the logic is handled by scripts
you are right about that, i didn't bother using namespaces because i know it can't be compatible with other addons that modify the axolotl anyway
even then i could have also used scripts instead of the interact component but I wanted the interact button to appear for mobile players
doing it through script has its own problems
you have the possibility of triggering multiple interactions, and as you said, no mobile or console hints
the multiple interactions is because of other add-ons potentially having the same activation conditions as you
this can't be prevented no matter what system you use
it can with add-on specific patches
it's not a flaw specific to the system i am proposing
to me, it's a big enough flaw to consider this not really solveable without a more complex solution
Mojang should create a system that just lets the user manually merge and choose.
with git diffs included plz
Let them learn how to resolve merge conflicts
teach them young
we must resolve merge conflicts before age 13
simple is always better, even java mods deal with the same flaw, it's up to modpack developers to handle compatibility issues
Yeah that's modpack developers handling it not individual mods.
that's why I'm saying we need a way for provide that capability for those modpack devs
Cue Editor Mode 
also there are mods with patches built-in for other mods
like any of the graphics mods
A patch for a patch.
patch stack
this is what you are proposing here.
yeah, to be clear, I'm not against your system, I'm just saying it needs to come alongside a conditional patch system of some kind
otherwise it's not powerful enough imo
i think addon developers should focus on add-on developing rather than patching every patch for every patch there is
well obviously, but that's not realistic
there will be cases where patches should be made
GIVE US MIXINS
plus an is_pack_uuid_present('<uuid>') query and a scrimp API call to fetch pack UUIDs
it could be a secondary patch option on top of the system i am proposing, i don't see how is it "one offs quick dirty" by "typing less" when that's all you need to solve most compatibility issues
and don't forget an entity filter
Yes, it's called add-ons because you add things on not modify existing things.
How about this idea, why not remove vanilla entities from the entities folder entirely and make it so we can modify them with scripts in this fashion:
system.beforeEvents.startup.subscribe(({ EntityRegistery }) => {
EntityRegistery.modify('minecraft:husk',(data) => {
data.["minecraft:entity"].components["minecraft:loot"].table = "loot_tables/entities/husk.json"
})
})
this will allow simple one-off changes as well as complex logic systems without any extra complexities
Did i hit a one million dollars idea?
I was suggesting something like this as a joke 😔
who knows, maybe that could actually work, but that sorta API just feels off for some reason
Rewrite entities using TS classes 
Slowly become Java.
plz no 
the overhead from that alone would kill me
That was the plan.
i am not even joking this is ideal for modifying entities, and with the power of js, you can patch as many patches of other patches as you want
You can still add your custom entities to the entities folder and even have them modified by other addons placed on top
No offense but I am not really jamming with this concept
To the point where I would probably do some really bad things if this became a necessary
Bad things like registering blocks with 10,000 permutations
Entities being closer and closer to scripting would make them closer to their whole potential
I remember the awful old times I had when dealing with the move to block component…
Little guys remembered their purpose in life every 10 minutes
here are some more concepts ```js
EntityRegistery.addCustomEntity(entity_id:string, format_version:string, data:object) // adds a custom entity to the registery
EntityRegistery.removeCustomEntity(entity_id:string) // if you want to replace an entity from a differnt addon with yours
EntityRegistery.modify(entity_id:string, modifications:callback) //loads the json file, of the entites as a json object which can be modified, then saves it
EntityRegistery.listRegisteredEntities() // returns a list of the registered entity ids
@brittle ferry how about this idea?
Lovecraftian horror fails in comparison to this
No no no no no no no no no

please be a good preview tomorrow 🙏

It's gonna be 1.5 bug fixes
here's how I think merging JSON would work
This example pillager.json updates the pillager to have an attack range of 50, 500 health, and adds a new component group and event to add persistence
The rest of the pillager components/events/etc do not need to be included, since this is getting merged:
{
"format_version": "1.21.50",
"merge_function": "merge", // options are overwrite (default) or append. Overwrite will replace the whole JSON. Merge will merge this json onto the next installed json, all the way down to vanilla.
"minecraft:entity": {
"description": {
"identifier": "minecraft:pillager", // description and identifier are still required
},
"component_groups": {
"cocoa:persistent": { // this is a new component group that is getting added
"minecraft:persistent": {}
},
"minecraft:ranged_attack": { // this modifies the existing "minecraft:ranged_attack" component group
"minecraft:behavior.ranged_attack": { // the minecraft:behavior.ranged_attack in the vanilla component group gets replaced with this
"priority": 4,
"attack_interval_min": 1.0,
"attack_interval_max": 1.0,
"attack_radius": 50.0 // updates attack range to 50
},
"minecraft:damage_sensor": { // this damage_sensor wasn't in the vanilla component, so it gets added
"triggers": []
},
// there's "minecraft:shooter" and "minecraft:environment_sensor" in the vanilla component group that remain unchanged
},
"components": {
// the health component is overridden, but other components remain unchanged
"minecraft:health": {
"value": 500,
"max": 500
},
"events": {
// all vanilla pillager events are still here
"cocoa:spawn_persistent": { // new event is added and available to use
"add": {
"component_groups": ["cocoa:persistent"]
}
}
}
}
}
i wish they brought back the legacy console Loom/banner crafting UI
where you could actually revert any step of the process until you took the banner out of it
without losing anything (so, you apply 5 patterns, realize it doesn't look as good as you thought, so you revert them and try something else)
(as right now, you need cauldrons to revert banner changes, and you lose the dyes you used)

MC live tease today
I wonder if we'll get a bedrock server event.
we got one for the Pale Garden drop. Probably won't have one for Live, sadly, but maybe for copper age or for the next drop they might do something?
i don't think we have a ghastlings update drop as bedrock event though.
The only thing we have during that is, well. a testing server that gets you a flag on top of your head.
that lasts for 48 hours and is really limited so not everyone can join.
This might be worse.
I just don't like it.
It really doesn't solve any of the issues we discussed yesterday at least.
Yeah, but that was a very tiny drop. It added 2 real features (besides VV), the happy ghasts (and everything needed for them to work), and the new lead mechanics
spring to life also wouldn't have worked that much as a server event, given that they already use custom resource packs and custom blocks for these events anyway.
i think copper age could work a little better. You have shelves, you have copper golems, a lot of new blocks. This is the closest in size to the pale garden drop.
unless the winter drop is big.
I doubt golem update is gonna get a bedrock event either tbh
i doubt it, but it would be nice. I liked the server events :<
a shame they stopped doing them for every Minecraft Live.
just wish they released the maps for them afterwards so we could play them after they're over
both of ghastlings and golem update feels the same in term of update stuff, equally loved too.
though the pale garden drop. honestly it kinda smaller than i expected ngl. it's just a new biome, a mob that annoys you when not looking around and new wood type.
i'm surprised they didn't do an event just focused around VV.
But why?
I mean, it's a big new thing they may want to promote more, and it'd just be fun?
you could also ask "why did they do an event around the Pale Garden drop", when that was a much less significant change for the game than VV.
i mean, honestly it's no surprise but yeah. this thing isn't quite ready for normal creators yet at the same time this thing will turn your phone into an oven.
I wonder what their plans for future VV updates are.
after static_light
assuming that's vanilla VV
not to mention that we can't use VV on featured servers (to some extent, third-party servers) yet.
except that one featured pay to win server for some reason
What's the current state of version switchers and launchers? Still cooked without any hope on the horizon?
No.
except the Mojang capture the flag server
Idk who else is working on them, but we have the basics covered/solved. It's just a matter of "How" now.
That's good to hear
any servers that does not contain certain "stuff", yeah you can use it just fine.
The only one that's "ehhh" is just downloading older versions as we do not know right now if those links will expire.
They will expire September 31st.
-# ||Ignore the fact that date does not exist.||
Not meant to
It’s just very broken if you do
banana day
today we should see a teaser for the upcoming drop
And banana
must increase the "settings" button priority in pause screen
Yes

Vro what is this.
doggyparty lmao
😭 Vro not gonna share where its from. Looks so cute.
it's from my server
I added some fun emojis today lol
smash
I demand the hell out of you to send me these emojis
in my DM ofcourse :3

Is it that day of the week again?
apprently
oh
Ocean update confirmed!
wait that's Reforj.
i wish Minecraft had things like this where they ask the community about suggestions for specific features, and people can discuss them.
Like a feedback site? 😲
Idk how many ideas from there have ever made it into the game, but the majority of suggested ideas are terrible
preview confirmed for today or no?

Happy preview day!
Yes.
He is alive
Holy black sky fix on android for vv
JIGSAWS OUT OF EXPERIMENT
I feel like they're handled in very different ways. The feedback usually affects small changes in a noticable way, but have we seen a "this mob was suggested by the community, and we liked the idea so we added it" in recent years?
devs also don't seem to really interact with community suggestions directly most of the time on the feedback site or discord.
hopefully
rip
Gotta love the inconsistencies
mojang should check this lol
https://learn.microsoft.com/en-us/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/project-configuration-withoutinstall
i mean isntalling GDK still requirest admin rights and thats pretty annoing, and unusable in stable production
legend is back
Hey brothers
Where?
i wonder when theyll make inventory clientsided
It was clientside but got patched since it was used in horion for getting anytimes without perms
without... perms?
Yea
Clientside inventory is expliot not feature
i mean inventory is managed on clientside in java edition
while bedrock doesnt do that so theres a significant delay for opening inventory
sometimes in singleplayer too
i kinda dont understand the exploit part, why is it an exploit at the first place?
in simplified term your client can just say, i have this item
and the server will accept that
yeah this was only somewhat "recent", maybe a year or two ago they changed it
but i doubt they'll go back
i see
well that's not exactly got anything to do with opening the inventory
the server could still add verifications to transactions to prevent clients spawning in items when the client opened the inventory itself
but being server controlled just gives the server more flexibility & control in knowing when it's open etc
if delay in opening inventory is not related with inventory being serversided...
no it is
wait that doesnt seem right
more inventory events in script api i hope
the whole inventory system on the network level is a bit of a mess tbh
it's half using an old system and half using a new system that was abandoned before it got finished
couldnt they at least keep "opening inventory ui" part clientsided?
its counterintuitive (and probably looks horrible in the code too)
i don't fully agree but i know it can be painful when you have high latency
i mean there are probably better ways to prevent the exploit
but well
there is no point if you are getting the items delayed
but you could still tell the server "i want to move this item to there" in advance
instead of waiting for the inventory to respond
eh, not sure
i mean your client need to know what items are there, so we are just going back to client side
when will we get air tag
actually, that new minecraft:tag_name thingy could be a perfect opportunity
What thingy?
(wrong channel)
the component
What does that have to do with anything?
well isn't it for tags?
We already have tags.
for listing tags on blocks not like how we do it right now, but like on items
I fail to see the relation.
they change the way we add tags for blocks, so if they are doing something to blocks tags, could aswell add air tag
because why not
I fail to see the relation.
And they haven't changed it officially.
this
Again, why does that indicate air tag, at all.
i didn't say it INDICATES for that
i said it could be a great opportunity
I still dont see the relation but sure.
because i'll say it again, they are touching block tags
I hate thie change regardless.
agree
I'm curious, it says that valid tags need to have a namespace, but almost all vanilla block tags don't have a namespace, will it identify on its own that the namespace is minecraft?
The second Minecraft LIVE of the year is almost here! It’s happening on September 27 at 7PM CEST/10AM PDT.
The upcoming show will feature a never-before-seen game drop, exclusive insights from our developers, and lots more! Tune in on September 27 to get the inside scoop on some of the most exciting things happening in the world of Minecraft....
casually playing java with a controller
java on controller?!?
PFFT!!
his control on camera is insane for a controller but hes horrible at parkour

you guys know you can connect a controller to a computer rn, right?
or does that not work on java
need third party software iirc, or was it xbox controllers only
i connected a nintendo controller to my PC one time, and that worked, but i guess that might not work in java? idk
Controlify is the most popular mod for Java
Some vanilla blocks also do not load into the structure block
They do load, just not render properly (aka any tile entity)
Good job, you found https://mojira.dev/MCPE-172685
But cobwebs are not tile entities
and the item frame is loading, shelfs too, only the item inside the shelf that does not render
i feel like this next drop isn't going to be huge
no teasers, nada
probably means that they can't show enough stuff
so they reveal basically everything
Would love if Jigsaws had a "Guranteed once to generate" piece aside the start piece.
Would be nice but I can think of some problems with them
Enlighten me.
How would it be a be to facilitate that, the start piece could place but what is stopping the first tunnel for example placing a turn right back into its self terminating the chain and failing to spawn it
The piece could also be attempted to spawn in a place it couldn’t and a structure could be at max_depth and failed to generate
That's not a problem with "Guranteed once to generate", that's just problems with jigsaws and weights.
How would the game determine to place that piece? At level 1 or level 20. What’s stopping that piece from generating at level 20 and failing to place any sub structures? What happens if that piece is processed for generation at the edge of the dimension padding and can’t be placed
Mind you I’m making this from the perspective of a stronghold like structure
I'm talking about placing a piece just once out of a pool and if chosen again reroll.
The final boss of all problems with this is the fact that Mojang won’t add it unless they have a use for it themselves
Which I can’t see happening for a while
That's just not true but ok.
It happened with input_air_controlled, I garrentee that it was wanted before it was added but it was only added because Mojang needed it for happy ghasts
Ok and? See blocks, items, scripting.
These are all things they already have and exposing to us + new capabilities. I fail to see this argument.
The same thing happened with replace_biomes, it wasn’t added until pale gardens needed them
💀
I'm sorry man, but this just is not right.
Where are you getting this information?
They are adding what exists in Java to jigsaws and even then I can’t see some of the java jigsaws being added to bedrock like legacy_single_pool_element due to it being redundant
They very likely aren’t going to add what you spoke of unless they have a reason for it themselves
Hear me out...technical parity is never the goal. Bedrock has more uses and more creators. Why do we need to wait for Java?
That’s what I’ve seen happen enough to believe it will happen again
Everything in bedrock jigsaws matches what they are in Java jigsaws asides from the names of the some fields (eg size and max_depth) and the format version. The jigsaws systems are nearly identical and they are very new to bedrock
Yeah you're just not listening to me.
They aren’t going to add something to jigsaws unless they have a use for it themselves. I’m not talking further
You're just wrong but ok.
Jigsaws arent even in parity with Java right now but go off king.
If party worked like that they would have made the latest npc thing and the dialogue thing in java like bedrock
Exactly.
Why would they do replace_biomes when Java has a custom biome system.
You can port a system initially but iterate upon it further based on Creator Feedback.
Devs asked for feedback and suggestions regarding jigsaw here for a reason
http://pocketbeta.minecraft.net/ abandoned
What time is mc live
In an hour then got it
I hope we get some functionality to create a custom spear.
The only new item that was data driven was bundle so...I doubt it.
Well, it's not enough to dream, it would be great to be able to do that.
If we aren't going to be given the components for something that is a standard weapon being able to be crafted from all ores then it's going to suck
especially for any add-on creators trying to maintain continuity
I'm going to have half the tiers just... not have spears? I'd rather just remove them from the game at that point
Guys, the new spear seems like a literal mod, I am not believing it until camman makes smth about it
Minecraft players when an update adds something new:
the only real issue i have is that the nautilus might make other features meant for surviving longer underwater kind of useless.
infinite water breathing shouldn't be a thing (besides conduits, which cover a very limited area).
if they change that to be "the nautilus lets you survive longer underwater" (similar to respiration enchant), then it's an overall great drop. (well, depending on how well the spear actually works when using it)
So with the new update will the biomes be released?
Yes.
Does the game crash for anyone else when removing the last resource pack in the list from the world?
Stable or beta
GDK Preview
It's mace but horizontal
literally my first thought when i saw it
Is there any hope for a storage block component on the horizon
Or item/map display component
Block-entity
and yes they will be added in the future, I just don't know when
Eventually
I wanna know if anyone has reported this bug, if not then I'll report it
is our copper age update going to be in 1.21.110?
or is this version getting skipped
1.21.110 will be Copper Age, because 1.21.120 isn't finalized yet (1.21.110 is)
is that confirmed anywhere that we're getting it on 1.21.110 and not 1.21.100?
We already have 1.21.100 tho?
And it’s still experimental in that version
yeah bedrock is on 1.21.101
oh
i mean, Mojang MIGHT choose to be silly
and just say "you know what, 1.21.100 again" or "1.21.102, we decided this drop is a hotfix"
It wouldn't be a hotfix because that undermines the definition of a hotfix LOL
1.21.93...
I am very excited about tomorrow.
Why.
Wall of text coming tomorrow

Yeah, mods, start a revolution and overthrow him.
No preview tomorrow because of the update I suspect
Preview wednesday
Peak

I hope Ea-Nasir doesn't show up and spoil the release 
Preview delayed by 1 day 😔
cuz it's orange day
1 day and 1 hour.
fire

Will we have them stable tomorrow? That would be nice.
when will this be fixed...
It would be great if soon
👀
WHERE ARE MY PATCH NOTES
@languid tinsel press the button or we are pelting you with copper nuggets
I LOST THE BUTTON
naurrrr
@stoic orchid Please tell me you know where the button is...
Kayla is 2nd for today.
They're experimental in 1.21.110
The release button has been moved to experimental under the experimental release pipeline toggle.
Yea, that's why I would like it stable at 1.21.120
Minecraft has entered The Copper Age! Express yourself in every shade of copper as you transform this versatile metal into tools, light sources, smart storage, and even mechanical companions known as copper golems.
Check Minecraft.net for more!
https://www.minecraft.net/
i like the animation
awww cute
damn another creator remix, but this ones a halloween swing mix lol
my average ore ui experience:
lovely
looking good
lol
This bug report page was mentioned in the changelog today but it isn't loading for me. Is it for anyone?
https://bugs.mojang.com/browse/MCPE/issues/MCPE-190430
It's this
The engine allows you to mix and match different material types so long as opaque isn't involved. However, this system is bugged and may cause portions of a custom block to be invisible.
Demo
Take th...
Thanks!!!
maybe

banana day
Preview hour is 3 hours? 

do you think we will get the game drop in today's preview?
apparently no
previews can also release on thursday yk
They can but it's extremely unlikely
according to a data I've skimmed over, only 2 previews have released on a Thursday
b a na n a 💖 
that sounds ridiculous?
when previews were wednesday, it felt like they went into thursday at least 25% of the time
banana is now
Banana today(?)

Maybe you wait until the time preview normally comes out?
in 15min
still silence

Yea
"Removed raytracing because too buggy lel*
no changelogs
we will not get to have a happy preview day.
That’s strange


update out but not chnagelog heh
changelog when
Fixed all RTX bugs, added creator customisation to RTX, added official shader support, solved world hunger, added air tag
The happy ending
Honestly all I want with RTX is VV level customization 😔
"solved world hunger" is crazy
And bugs fixed
Damn RTX devs
update out?
I ate the changelog
no new oreui container screens 😔
Sorry y'all
removed phantoms
finally !
is it full meal or snack at least
Removed player
added 70 new UI screens to the fletching table
Was it yummy? :3
added 25 new End biomes
Did general settings screen get oreui rolled out or its new?
added all the unique China Edition features (including custom dimension support)
Including daily usage limits? 😭
made everything fully transparent
ofc
deferred changelog
hi

Where is the change log
It was! It had a lot of bulletpoints
Hi 
That does sound yummy :3c
Mojang better have fixed MCPE-169754
and they better bring me some pictures of spider man
When is the log gonna change smh
Chabgrlog out?
Camera animations???
Mojang better have fixed all 3 bug reports I made last week that have existed on the shooter component since it's inception!
Or are people sayingbuodate out?
Because he's orange
That's orangist
Yooo

changelog
am i going insane or is this screen way bigger now?
damn, we already got BlockComponentBlockBreakEvent
Oh so the update is out but changelog is still sleeping? Did it forget to set the alarm?
No it slept through the alarm I think
Ooooh great
Splineeee
owo
added all mob vote losers
Oh sick!
Huge
Items can now be transported onto hovered empty slots from hotbar slots using their corresponding hotkeys (MCPE-228289)
HELL YEAH!
Nice!
Is the capture the flag server still up?
It was for 2 hours last night.
custom cave biomes possible?
Yes.
What about end and nether.
No.
with an asterisk
If I were to guess, different world generators
oh yeh.. they just replace existing biomes
Maybe your minecraft is not original
Hey, i also working on something but i wanted to ask if you manage to use wdapp.exe to register multiple versions at the same time and if so if you manage to it with editor mode without using AppURI protocol
It's October, it would be a dream if this was added to Bedrock
I would love to hunt a semi-full diamond spider jockey with a pumpkin and left handed bow
And invisible spider *
Forgot to mention
I’ve set up seasonal mob spawning with a script, so it would definitely be possible to do this with an add-on.
Using Date()
I haven't been able to register more than 1 version at a time (I think this is how current launchers currently work anyway). I still launch the editor with minecraft-preview://creator/?Editor=true (I have always launched it through a desktop shortbut).
yea same
You can still run the executables for other versions though, they will all run at the same time. Just 1 can be registered from what I have seen.
Are we discussing to launch different version of Editor mode?
I'm curious, what does the the /creator/ in the URI change ?
#1415001934057836714 message
Oh I had missed that, thank you!
@cerulean quarry if you want to try to launch editor mode on a non-registered version, try running./Minecraft.Windows.exe minecraft-preview://creator/?Editor=true where the executable is. I got the 1.21.120.21 (non-registered on the left) and 1.21.120.24 (registered on the right) running at the same time.
Yeah, I thought that would work.
Wow, thats really good, that solves lot of things for me
do the projects in the editor mode sync with the worlds in the base game?
it's been a bit long since I have tried the editor mode myself so just curious
yeah I'm a bit outdated on this stuff. Really happy to see it improving on each preview though
i thought i am seeing things, scroll bar is different in preview
or there layering is broken
Which one is preview
the bottom
Yeah they probably fix the rendering
tbh it is kinda normal.
JSON-UI does not play nice that well with high resolution and while the element is percentage dependent.
so some stuff like mixels or these will happen depending on your game resolution.
make sense
I had that quite alot while working on RuneCraft, so i decided to ditch the dynamic size if i want to implement something visually appealing instead of you know, mixels or pixels that doesn't seem to look alright on some devices
Yeah, i seen those a lot, some pixels get stretched or shrink
When we are in the search tab, the category in which the suspicious stew is located does not appear, only information about the effect appears.
The suspicious stew also does not appear in the recipe book if the player has the necessary items, it only appears if the player searches for the stew.
Are these things bugs?
Are custom biomes back?
Yes
https://mojira.dev/MCPE-51173 says it suspicious stew can be found again in the creative menu in the 1.21.120.20 preview. If you can check it is in the creative menu, then it should be under the "Equipment" section. I guess this bug is due to them fixing it showing up in the creative menu but forgetting the rest
Yes, in the 1.21.120.20 changelog they say that it now appears in the creative menu, and in fact it is present in the group where the normal stew is, but the category does not appear in the description when in the search tab, and it also does not appear when in survival unless you search for it or disable recipe unlocking. Perhaps it is because the unlock category of the recipe is using the context none.
It may be intentional that it is hidden in the recipe book, but the absence of the category in the item description when in the search tab is definitely a bug.
The potion for example has the category even though it has the effect information
Yo lowkey they should add FMOD support.
on god
full agree
Over the next few months, there's a few things I would just like to see added being: customisable flat worlds, generate structures on flat worlds and also custom world sizes. it would be nice to create worlds like legacy worlds or set a physical max size of 500x500 or something.
I'm just worried on what they skip over or simply just don't plan on adding. Take spectator for example, when we saw this added it took some time to get right but we're at a good place for it now but they skipped over things like being able to open containers or adjusting flight speed while scrolling. Even being able to interact with an entity and viewing its perspective, even with the custom screen effects like creepers and spiders.
This is just one of the few things I can think of but it would be nice to see some of these features that were skipped and such added in.
wait how do you run it
Banana tomorrow
🍌
predictions on anything besides just mounts of mayhem stuff?
VoxelShape, Connectable
Mob Spawning Experiment
i'm still hoping for static_light but that may be too exciting for a preview that already has other major features as part of the new drop.
Do we get a new cycle tomorrow?
hopefully
once Mounts of Mayhem Drop has finalised they can start working on the Air Tag Drop
You seem very excited about this
Maybe
spawn_overrides my beloved
Preview day today 

Ladies and Gentlemen, it is with great honour to announce that it might be preview day
Previews starting from March 11, 2025 will try to release on a Tuesday: https://bsky.app/profile/jorax.bsky.social/post/3lk4lhrpmoc2p
Do you think there a chance to get next drop preview today
Or it’s .25 this week and 1.21.130 next week
Playing around with colored lighting in Reforj, i can't wait for Minecraft to finally get it
It does so much for builds
Really hope it's this preview
Having both point lights and static light will do a lot
(reforj has coloured floodfill so presumably Minecraft's static light and it's great for the atmosphere of builds)







