#General Discussion
1 messages Β· Page 78 of 1
yeah
honestly it's kinda expected for the store to not update because of a different app format but man, it's been nearly 2 weeks now.
they ain't gonna do anything do they?
In my case i didn't even got a prompt that the game is updating to .122, I booted it up and it was already updated to the hotfix
i meant like 1.21.120+ generally.
Oh
there's alot of people who don't know what's going on and this stuff happens.
Yea I get that
even the android version's pre-"scoped storage" does better than this.
Even I wouldn't have known that if I wasn't in this discord
basically they have a literal whole prompt in game, about the file path location being changed and automatically move stuff there for you just one click.
with a progress bar.
Oh I remember that from caves and cliffs
yeah i wonder why wouldn't they do that here.
Yea I wonder
maybe like keep releasing UWP and GDK as parallel, put a warning on it and maybe a prompt that does moving stuff for you too
then when 1.21.130 arrives UWP gets killed
yeah i really don't get why they rushed the switch to GDK
1 preview cycle and it's done
this one has more effort than GDK like genuinely what's going on here.
Yea all of it just feels rushed with the whole GDK thing, and we got the bugs like crosshair not being locked and the memory leak cuz of it
they have the code for that in the game still.
yeah. This should have been treated more like point lights where they really take their time to make sure it all works.
well, ideally a bit faster than point lights
static_light when
I wonder what prompted them to not release the GDK switch in a preview before a "stable" release, it's kinda rare for the dev team to make changes like these and then not introduce them in a preview first
i guess the "nobody complains" strikes again.
GDK is there since 1.21.121 or .122 previews, that should be like probably months or something.
since they think the game works fine and nobody complains about GDK issues that's probably why.
I didn't realize GDK was in those previews
They are, and are also very uh. questionable preview.
I don't really install/work with previews so that might be why I missed it
1.21.120 preview is where they enable AIP, (aka something anti-piracy for android devices) and it broke quite alot in the unofficial linux launcher and makes it unmoddable via apk edit.
then 1.21.121 preview is where they changed UWP to GDK as we know now.
ohh
I make stuff on stable so i don't exactly know any GDK issues in there until the actual 1.21.120 stable releases.
Same
Sometime I wonder if mojang will ever implement off hand to bedrock
it will surely be implemented ofc
just no one knows when or how
it's difficult to believe

i think when they completely remove the old touch control scheme and leave the one that has the interact and attack/break buttons separated
what do you mean by the old touch control scheme? the placement like the old buttons?
its the "tap to interact" one, where you tap/hold for interactions
that control method limits you in a few situations like not being able to break a block while holding a bow and arrow
yes.
π₯
reminds of java ui
current bedrock situation: fixing marketplace first before others
what's weird is I can only open minecraft bedrock from the mircosoft store after downgrading
nvm I'm just bad at setting things up
Stealing this.
hey frens
any news about preview today?
next year
Perchance no beta because Veterans Day...but then again MS doesn't give Veterans Day off.
we can hope ig

static lights pleas thank u :3
Next year
Yeah you're right, we could reach .240 next year if they don't change the versioning system.
better not be
when it does happen
i hope it carries into fancy/ normal graphics
It won't.
can a man hope π’
when is the next beta cycle expected to start? (based on usual releases)
.26 is usually the last preview right?
i guess it varies each time
hopefully not until after they fix the ui being broken
It varies.
which ui is that?
It usually depends on when they plan to release the current cycle.
that makes sense
this is one of those things which really should be put into fancy, but yeah, i doubt it.
pretty much all custom UI that goes beyond just changing images or basic things
like json ui? what did they change
*cope
i think Java will get colored lighting even when playing on fast and fancy.
uh what
and yeah, they said "Colored lighting? no" for Java... but like, i think they'll change that once Bedrock VV gets it.
Their recent "limit" changes with %.<number>s on JSON-UI not just limit things, but breaks stuff alot. essentially alot of things like displaying numbers via one string and custom bar is now near impossible.
Copium.
and Jeb has said before that colored lighting is a "no, for now", not "no, ever"
I've been watching a lot of MC clones lately to try to understand how flood lighting would work. It is growing on me.
i hope they just fix the mouse cursor issue
oh interesting, i didn't think that was an issue when i saw the changelog
Why do you think Java VV won't get colored lighting if Bedrock VV does?
Thats not what they responded to XD
I was referring to Coloured Lighting being in Fancy.
But i mean, Java VV won't be a separate graphics mode.
Especially fast? Not plausible.
yeah i completely skipped over that, it seems to make sense though?
Yes it will
How do we know this?
how else do you split strings if you're not using numbers
they said it, no???
and like, they recently changed the graphics "modes" to graphics "presets"
This makes it so UI with data stored like this;that;and_this; can no longer be separated into just "this" "that" and "and_this"
I had an idea for the light level system rework
have you got an example of what used to but no longer works?
it is honestly a big issue for anyone doing UI really, dynamic splitting text is now no longer a thing, can't use that %.<number>s with math or it'll just won't work etc.
oh yeah they broke the "value to string" via Β§z as well unfortunately.
The other thing it affects is when you are adding padding to text so instead of "100" it would show "00100" because the max value of it can be 5 digits, it no longer works
This also allows for something like floodlight to be made
Can't multiply it to turn "00100" back to "100"
Oh lol Pout is kinda right but we don't know how it will end up fully working yet
I'll see if i can get this raised internally. I feel like it may affect some featured servers
oh it does lol
I foresee this as "You can use Vibrant Visuals mode, but it will have far more toggles than Bedrock since Resource Pack support isn't there yet"
Do you know which off the top of your head? I don't believe it affects us at the hive, I think we just use number splitting
Soulsteel uses alot of these so uhhh... yeeah it's gonna be hellish.
the rise and fall of Soulsteel in one update
Uh not really π
We have not seen anything too bad with it lol
welp
Most of our custom ui is working fine
displaying fine?
Any chance you know who else?
well i guess back to the stone age then lmao but yeah that's how i usually use them.
I think hive and galaxite only use the %.<number>s, maybe mineville might do something more. I'll speak to their team
I figured anyone who was storing stuff for ui display on the hud or in other forms would be storing it in the ;a;b;c; format
90% confident we will be fine
Our UI dev is still working through the ones that are kinda broken to see if they are really broken or we just did not do something correctly
i think we just use fixed length strings and pad with tabs
This is where we do a slow rollout of DDUI
Well tbf i used quite alot of cutting edge stuff essentially dynamic splitting texts and among other things but im sure we'll probably be fine. i think.
Driving Dangerously Under the Influence
BAO does not encourage nor endorse doing the following.
Go make add-ons!
DSUI when?
Driving Safely Under the Influence
Under the Influence?
I should say, "make add-ons, responsibly."
honestly i don't exactly mind the "limit" but they also broke the way it works so, nearly all of my stuff is either non-functional %.<number>s or just crashes my game.
My search converter, gone. dynamic splitting text (where i use hey;test message;another message;that and it'll show each other separately, also gone.
my custom bars? well crashes the game for some reason and i still can't figure out workaround for it yet.
Custom Bars?
they fixed a crash with %. which i think galaxite (and maybe soulsteel) had, weird that it's crashing for you now lol
I had multiple custom bars that do animate alot on the hud. it uses just one %.<number>s and for whatever reason it crashes after this change lmao.
Yeah that was us lol we kicked up a fuss and they patched that but this new fix was not something we wanted/were aware they were doing XD
yeah makes sense haha
galaxite had that for like a year and it was impossible to debug
never found a solution before i left, and they never found one before the hotfix came out haha
I've pretty much had the UI for RuneCraft disabled so I can still work on stuff
well eh i commonly use size bindings for custom bars, and size bindings will crash if it gets invalid value. always.
This is our game ui in the latest
this is my ui (It's all disabled)
Added splash text "One does not simply walk to the Far Lands"
Developer's Note: This statement was proven false on October 4, 2025.
LMFAO
Custom items tagged with minecraft::is_shovel now build paths on all blocks the Shovel does
Ah...tag based functionality.
Static light
FUCK
You were right @torn pond
Added Colored Static Block Lighting under the Render Dragon Features for Creators toggle
Feature is only available in Previews and using Vibrant Visuals in worlds which the experiment toggle is active
Temporarily disabled on Android and PlayStation due to technical issues
Static lights can be defined in local_lighting.json using "light_type": "static_light"
Blocks with the "point_light" light_type will also receive colored static lighting
Static lighting follows Minecraft lighting rules and respects the minecraft:light_emission and minecraft:light_dampening block components
Static lighting is additive/accumulated, so overlapping lights of different colors will cause lighting to get brighter
Overlapping lights of the same type (i.e. same color and light_emission) will not cause lighting to get brighter
Static lighting is not affected by stained glass or other translucent blocks
The static lighting experimental feature is under development and may look or behave different as development progresses
Learn more at https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization
@rough path HAHAHA
Huh
Dam we really got static light before gta 6
LETS FUCKING GOOOOO
Temporarily disabled on Android sob
didnt this happen already or am i delusional
I used them pretty extensively in 15 Year Journey, they seem to be fine?
STATIC LIGHT SUPREMACY YESSSSSS
Alright wrap it up, go use #1437846663082410016
It works for one bar, The thing is i use multiple of them at once.
probably like 6 bars
Oh, it works now. apparently due to * 1 and is also mentioned on my list of what's broken
Quick progress loads and then lose it all because you are not persisting changes!
The change broke Avatar: Rites of Passages UI but it was an easy fix in the end
I had not installed a GDK preview on this PC yet, smh come oooon
lol!

π
@rough path 
ITS SO UGLY
SENDING YOU BACK TO THE GULAG
Woah, Java received the possibility of rotating blocks with any axis
Hey @ionic ocean , can you confirm that features need to be placed via a feature rule in order to show up in /place feature?
Yes
Currently, yes, if you don't add it to a feature rule, the game simply ignores its existence. That's why I had to create feature rules that never generate for some cases, lol.
java block/item model?
Huh, so i uh fixed all of these.
not hard but my stuff is working fine now
with some weird workaround obviously.
ooo
here's some updated version β
- Dynamic splitting text still exists with some minor patches.
Β§z + ...+%.<number>sare now more accurate to pin point where the string you want is, usually it's either offset back by -1 or 1.%.<number>swith* 1is still broken unfortunately, as it ignores%.<number>sentirely still. β However, Value is the default so, that wasn't needed anymore.'%.' + #number + 's'sort of works, but will require changing the value adjustment alot. this practically means alot of things has to be patched.- Custom bars might need some additional bindings for ratio stuff since
%.<number>sstill does not cope well with/. - Accuracy with
%.<number>salso changed, so adjustment are required.
Β§z?
it exists?
What that means?
it might be only related to mojira bug tracker
i don't think you can remove it from MS Store database
I mean...it can...
the previous UWP builds
hmmm, did it happend before? What version we can't download anymore?
Any of the preview versions.
Their links are dead now.
Yes.
Nooooo
Damn why mojang force us to do it
From now we have to create system that will archive these versions somehow
well its almost impossible i guess
Blocks
So funny how bedrock state is right now but no communication from Mojang or whatever
sad, i hope they remove the rotation limitation to one axis per elements for java block/item model format
wtf is this... i was just sat on the "worlds" screen and when a friend loads into a world i get this
so if the list is empty and it updates to try and show a friends world it causes this screen to show.. if i have a world there already its fine. then i get pushed back to this screen
Is it normal for add-ons to cause the map to load infinitely when entering?
lmao
you better have no friends
it takes like a minute or two to "go back to the previous screen" too π€£
you would think it would be instant
I'd imagine hosting and distributing them would break TOS or something in some way
it might yea
Realistically there aren't many use-cases for downloading old versions anyway, with how most things are versioned and backwards compatable.
Still sucks though
mhmm
also does anyone else had their mc crash while in full screen?
I don't usually play full screen but I kinda have to rn cuz of the cursor bug and it just randomly crashed on me today
apparently the cursor bug was fixed in the hotfix. Though I play in fullscreen and have not had any crashes.
apparently ya
meanwhile, I downloaded the last 90 android mcpe versions earlier today
. . . but why
I have a few of the older releases backed up just in case. Like 0.14.0 and other archaic builds. I can't afford to have tens of gigs of Minecraft instances though π
Get you some hard drives nerds
why %AppData%\Minecraft Bedrock\Users\Shared\games\com.mojang storing lot's of junks? that goes up to 30GB sometimes!
Not for me, what are you installing?
I installed minecraft like 30 min ago
what is this com.mojang folder ;-;
place to store your packs
humm
bedrock is so broken that it recently had an RCE
the version was 1.21.51 (uwp security is skull)
Some of the files look like they're from system32... How odd
-# foreshadowing
Custom blocks, when waterlogged, are surrounded by water; this doesn't happen with vanilla stairs.
ngl thats sounds funny
Projectiles also seem to consider the block as having a whole-block collision because it hits places where it shouldn't.
which genius thought it was a good idea to make the "games" folder per xbox(?) account β οΈ
Why not?
I think it'a cool to have per account stuff.
yeah that's cool and all until the game decides you can't sign into xbox
Move the worlds into the Shared folder 

This is what quazchick meant by "actual selectionbox"
Yes, my friend told me that projectiles don't read the collision box, but rather the selection box.
That's very weird
What lmao.. that looks like you isntalled either another application there or windows thought it as temporary junk folder xD
It should be clean like this
They seem to use both, collision for motion, selection for hitting blocks
Which leads to them getting stuck on blocks that have separate collision and selection sizes
Oh
So Minecraft candy crush?
This is a genius marketing strategy to get the younger generation hooked on the match game genre and profit in the trillions when they get older
Literally made by king too
That's why I said it
A Minecraft spokesperson has given this statement with regards to bedrock PC issues:
"Hey folks, just want to acknowledge these comments and let you know that the team is actively gathering feedback and working on addressing"
OBVIOUSLY they have to fix the game
No shit. But there is a community of people who refuse to believe anything is happening unless someone says something.
Wait what, I thought the entire communication was that we would be getting gamedrops, followed by major updates?
Bobicraft mentioned
Did they ever say that?
I had a dream about some bullshit exactly like this istg
Just tonight too
I mean yesterday night
Maybe I misunderstood it at the time, because I figured the scope of game drops would always be small, and they would save large updates that would involve things like... an end update, a new dimension, or new bosses, as a major update
Yeah i believe that's true, but doesn't mean there will be one of those every year
I interpreted as only game drops from now on
Yeah I think everything is going to be a game drop, but from what I understand, that doesn't mean they can't be big ones
yeah. Everything is a drop, but they did say that drops would vary in scale.
Gnembon said during the interview that a drop could be "as big as Caves and Cliffs"
but the larger drops obviously take far longer to develop since they no longer have the full dev team making them all at once.
yeah, i'm on the fence about game drops
on the + side, it's easier for smaller teams to develop different sets of content to come out at different points in the year
which part?
on the other side, it does kind of suck as a player when the updates are quite small or add something that you're never gonna use (just the expectation that i guess was created from some of the first announcements)
Yes
tbh i really like a lot of what we got in drops.
the issue is more just
good feature ideas with rushed execution
I can't get my friends to play Minecraft because they want a big update π
like, especially mounts of mayhem. The balancing here feels all over the place.
they went for completely opposite extremes for the spear and nautilus.
The spear's jab attack is really bad. It deals such low damage that you're almost always better off with anything else. Even a netherite spear is just worse than a wooden sword, especially since the spear's attack speed gets lower with each tier. For whatever reason they also took this "higher tiers have an arbitrary downside" thing with the lunge enchant too, and while it isn't as bad as before, it just is such an odd approach here.
However, it does feel like the spear is designed with other parts of the game (mounts, potions, enchanting) in mind.
The nautilus meanwhile has no real downsides, and doesn't interact with other parts of the game all that much. You just get permanent water breathing while on one. No reason to get a turtle shell, respiration, water breathing potions, or a conduit. If you have a nautilus, that's all you need.
This is also the opposite of their approach with happy ghasts where they made it clear that they didn't want the happy ghast to overshadow any other existing features, just have it stand on its own while keeping the other ones just as good as they were before.
so, one very underpowered feature that interacts with the rest of the game, and one overpowered feature that doesn't interact with anything else.
which is a shame as in theory, i like all the features in this drop. they just feel like they need more time and better balancing.
Idk, it seems pretty intentional to me
The spear was designed around being used while moving, and you can use it on the nautilus for underwater combat.
There was also never a reason to get a turtle shell, repsiration, water breathing potions, or a conduit to begin with
I think In the entirety of time I've ever played Minecraft, I have made a single conduit
Never so much as worn a turtle helmet, or used water breathing potions
The disadvantage of using a nautilus is that you have to use a nautilus
I've actually never interacted with the vanilla brewing system because I think it's disgusting
If I have water breathing, I'm using that
the problem with the spear is that it's a craftable tiered item. If this was a treasure item with one tier equal to current netherite or diamond, then the weird balancing would be more fine.
but if the game is like, "this is one of the 3 core weapons you can make, alongside the axe and sword" (or just sword on bedrock)
then that core weapon should always be at least usable.
if you wanted to survive underwater then there was. There isn't much underwater content besides ocean monuments, but that's a separate issue.
To be honest, I don't see why I'd ever use the axe over the sword in regular gameplay
There are plenty of things in the game people don't ever use or interact with
on Java i usually use the axe early on.
I will probably not ever make a spear unless I already had full diamond
The sword is faster + has sweep
Watching Tyler1 play Minecraft and on day 10 he discovered swords
Overall the sword deals more damage
which is an issue imo.
I could see myself making or using almost every single other tiered item for one reason or another.
sure but if you're fighting creepers, high single attack damage > high DPS
I was on copper armour until day 5 π
copper armor and tools are useful early game.
like, sure, usually i'll get iron stuff quickly
but if you don't find a good cave
then copper stuff has a place
I dunno. Sounds pretty situational
I'm kidding π
the only "useless" one was the golden sword, which is a single tier of a single item, and even that's used by nether mobs so at least you have that. It's very enchantable but very low durability which can also be potentially useful.
copper spear is especially bad.
they added copper gear last drop, with the whole point being it's "slightly better than stone". Then this drop they go and make a new copper item that's WORSE than stone.
Maybe I just haven't played survival in a while but I do not think Copper is that much more obtainable then Iron to the extent that anyone can justify making full copper equipment instead of just taking the extra 5 minutes to mine more iron
remember that you get multiple copper per ore
so, 1 copper vein will give you a full copper set
i mean, fair enough but i don't think it's useless. They clearly added it with a purpose in mind for early game.
maybe when I have diamond/netherite and want to mess around with base building or something else I'll mine it
with the spear meanwhile, it feels like they just had no idea what they wanted to do.
They wanted it to be accessible for everyone at any stage of the game as opposed to something you need to grind hours for
What I'll do is incorporate the spear into my toolset and see for myself how useful it is.
Mojang finally dropped the hoftix, really cool W there
they wanted to make a tiered item, but wanted it to work like a treasure item, but also wanted each tier to be closer to equal than with other weapons
So far each drop has added something that I'm currently using in my world
I'll use it for lunge probably.
and that's it
The horse change I cannot wait for
The swim?
I had to keep switching between boat and horse EVERY TIME I have to cross a river
imo the same thing could have been accomplished by making it a really common single-tier treasure item
or a 3 tier treasure item like horse armor was before they added leather and now netherite.
don't make it a full, regular tiered item when:
- you have no use for one until you get a mount (which requires iron for a saddle)
- some of the tiers are completely useless
- you want all tiers to be somewhat equal
Who would willingly make gold tools
they're not great, but they have the benefit of being fast.
low durability sure
but fast
there was an attempt to give them a purpose.
i don't feel like they even tried with some spear tiers
So you're saying there are options
It's not like progression has ever been great in Minecraft
Not exactly a great argument. Usually you'd want an aspect of a game to improve
gold spear falls under the same issue as gold sword, except it's not even properly usable as a weapon unenchanted so even getting it as a drop from mobs or in chests isn't worth it.
copper spear is completely useless, being worse than stone in every way besides durability (which, i mean, stone is extremely common so that doesn't really matter).
but even for the others like
they're not great. They don't get nearly as much better with each tier like other weapons do.
because of that weird "let's make each tier slower" approach
the opposite of the axe
which gets faster
Imma be real. The axe speeds don't make sense. How is wood slower than netherite
The only way I see gear progression in Minecraft ever improving is with stopgaps to prevent players from outright skipping over tiers or increased difficulty at the levels where those specific materials can be obtained, both of which would require massive overhaul changes that just aren't Minecraft
the reason it works is because axes don't gain higher damage with each tier. It's only 7-8-9 i think
so sure, it doesn't make as much sense for realism, but it makes sense for balancing
In that case they should just have higher base damage rather than higher speed
yeah but then they'd need to lower most of the axes' damage
which takes away from them being high damage.
either that, or netherite axe would be too strong when it's already very good
For no reason
when changing min_engine_version from 1.21.100 to higher I can't use VV
You need the PBR capabilities in your manifest RP
This is what Marketplace uses to determine what packs can use VV and what packs can't.
I haven't updated the wiki yet not. I've been busy.
that's not really help me unfortunately but that's alright
don't mean it in mean way
π© We need Leaves distance block state.
like that?
I wanted to update the adjacent block; it would be very useful to change my already positioned block when I place a new one next to it.
Yeah, fix your JSON formatting but yeah.
well, i'm trying to find the issue but I can't
red squiggly
hmmm
like that?
undo what you did and remove the yellow end bracket just above "modules" that you showed in the first image where the red squiggly is
You're closing the JSON object and kicking the "modules" section out of it
okay there we go
did mojang fucked up attachables again?
okay they changed a few things in the spear model
because you have to add
"capabilities": [
"pbr"
]
}
Flammable blocks like leaves never drop anything when burned, right?
now that bedrock has a cool engine, can't they add spectral arrow?
It's just that I'm not sure about
well it's better than the last few days
they have way more opportunities etc
Wasnβt part of the switch to Renderdragon for spectator mode and the glowing effect?
Says who?
The sad thing is, the Spectator Mode isn't even finished. At least not for parity comparisons
On Java, you can adjust your fly speed with your scroll wheel, you can open chests if they've been generated (opened once already)/crafted and you can even take the perspective of all mobs and players.
The only thing I see not being a possibility for parity might be how someone would change their flight speed on touch. Other than that, the others should be and should have already been added. Though who am I to complain about missing features.
Minecraft blast is so funny
I never heard this during my years as a Marketplace Creator. The only thing ever mentioned was it would allow for better visuals and "performance". Performance took a huge dive when it was released out of beta ;-;
Okay. It was probably speculation masqueraded as fact
Performance? In the big 2025? Just sink $2000 on a better GPU and use AI to increase your frame rates, duh

Terra Swoop Force released when Renderdragon did and well uh that was not a fun time
That sounds like a long time ago, I had a lot of fun playing it
Terra Swoop Force is still one of my all time fav maps
they probably heard this a lot of times but I had to say it lol
idk but it doesnt sound edible
Ah well you see you know that thing where you don't open minecraft it's that π
Ohh that's how is called!!
damn
Does emissive textures for non VV actually work or is it still bugged?
for what?
That is, eyeblossom, but for my custom block.
that doesn't exist for custom blocks
Right I just reread
Field emissive renamed to shaded to better describe what the field does
Does any launcher support GDK yet?
Not yet, we're still working on them.
On a related note, the issues page for the Bedrock Launcher is gone now
All that for nothing
Well it's for the best anyway
you can build the MCLauncher PR yourself, however it doesn't handle data migration currently
so you'll need to backup before you do anything
uhhh... why did my path just randomly change for my resource packs!?
Because of the switch to GDK
No no.. it's been fine until today
Oh
This whole time since the game moved to GDK my packs have been stored at:
C:\Users\Null\AppData\Roaming\Minecraft Bedrock\Users\Shared\games\com.mojang\development_resource_packs
Now randomly like 10 minutes ago I noticed my packs no longer existed until I moved them to:
C:\XboxGames\Minecraft for Windows\Content\development_resource_packs
That's weird
Literally I've done updates and all since GDK released and suddenly it's just decided to change they path it loads in..
Are you signed in?
Yup
It should only happen if you're not signed in.
Weird.. maybe I missed a popup early and it failed to sign me in or something. I've always been signed in opening the game though
Now it's back to the original location
Some voodoo shit going on
Did they deprecate it as of format version 1.21.0??
Oh it's also marked as deprecated in format version 1.12.0...
Didn't they just mark it as stable? What's going on here?
Noooooooo!
Mojang making my life difficult yet again. :P
What were you using it for?
The models for all my assets.
It is possible to achieve the same look using regular models, but it involves some math magic. I will be doing that instead.
I mean if you aren't using your math magic, are you really a math magician XD
The plan was to use the math magic from the beginning. Then I learned about poly mesh models and I was told they had been used on the Marketplace before, so I was like sweet, my job just got easier. Then halfway through development, Mojang pulls this and doesn't tell me. We only found out because it refused to upload. π
So math magic it is. π§ββοΈ
I was told they had been used on the Marketplace before
By whom and what project?
As far as I know poly mesh has never been allowed on the Marketplace.
SnaveSutit said that there were several low-quality projects that used it, but he didn't give any specific examples.
I was originally inquiring as to Blochbench's mesh feature to use as the source for the conversion.
π The spread of misinfo.
Oh well, it is what it is.
Well in the early days of marketplace some maps even included shaders, maybe there were some very old products that used polymesh, but it's definitely not allowed anymore
Ahhhh, that's probably what he was referring to.
I don't think Snave has been directly involved with the Marketplace for a while now.

we would have had $20 horse skins
Okay this might look strange but turning off "Game Mode" does improve my game's performance and reduced loading assets and time quite alot.
Game Mode?
Game mode one
Damn
Windows built-in feature.
this was enabled by default for me so i turned it off.
Ahh
that one is for xbox overlay thing.
Yea
but yeah turning game mode off seems to improved my development really alot
/reload all works better, world generate alot faster etc
Yoo, I'll check it out later
This only works on bedrock or GDK stuff though i think.
it does what it says, turning things off in the background if the OS detects that the app is classified a game.
it kinda works if you're gaming but for bedrock addon development and stuff. probably not. atleast for my experience anyways.
I see
Hey whatever happened to eddy spaghetti?
I thought this helped perfromance
that's what my friend told me anyways
it kinda does if you don't multi tasking. other than that yeah. well honestly it makes no difference to me with them on or off anyways so that kinda useless.
it's just that the hardware workload are more focused on the active game window.
Is there going to be a preview today?
Oh yeah, i found out that if the game windows is unfocused or inactive, loading screen will absolutely DOES NOTHING
I thought my game are frozen or something, but turned out. the window are inactive and i had to make it active so the progress bar can go.
what </3
Yeah I've been noticing for a few days. It happens when I try to drag the window or sometimes randomly(?)
idk if this is a GDK issue tbh
sure, the game no longer pauses or reload when tabbed out but
it looks like it's 50/50 fixed.
Most bugs like that as of recent are GDK issues because that update was not play tested a single time
Seems snapshot is kinda late
Preview day π£οΈ π π₯
The lack of communication againβ¦
wha we still have 1 hour until preview
Talking about snapshot
i miss him π
oh hes still around
just isnt gordon ramsay anymore
This did happen to me on UWP as well, so I don't think it's a GDK thing
Actually it was more noticeable on UWP if I remember correctly, I think mainly due to the UWP version loading slower (for me at least)
π’
If snapshot today, then changelogs come out. If snapshot not today, a dev will eventually say so
What bug are we getting today
and it's been 1.5h so it would be good if they communicate right now
they sure do have, they always did and for no reason they don't today
The vending machines went down due to cloudflare so they're rioting.
They are individuals. It's not like Mojang Studios is telling them "Hey! Those poor Minecraft creators need to know the when the next snapshot is coming in the next hour!"
i pray that hytale will make mojang do something good at least once
Slicedlime always tweets when it comes to delays
no words from them
So?
He's also not in any obligation to make updates. He does that stuff on his own time
and it's not "creators", it's players the right words
if it's not him, should be someone else
Most player interested in snapshots are creators the way I see it
is it too hard for an hundreds employees company to announce a delay or some?
hasn't it been like 45 min
well they release snapshot at around 4PM CET
which is 1 hour and an half ago
what it has always been like 5 pm cet
never
Ah. And here's the communication you were hungering for.
https://vxtwitter.com/ZerSKYi/status/1990821828969812426
last few weeks were 5 pc cet no?
nope
Objectively it's not. It's better than not saying anything
Objectively it's not. It's better than not saying anything
Subjectively though.
https://feedback.minecraft.net/hc/en-us/articles/41193948702733-Minecraft-Beta-Preview-1-21-130-28 preview out yipe
Posted:Β 18 November 2025Information on Minecraft Preview and Beta:
These work-in-progress versions can be unstable and may not be representative of final version quality
Minecraft Preview is availa...
Last preview calling it now.
ye
We're in the end game now
it's the final one for sure
unless some very critical bugs
:)
Finally
Can't wait for 1.21.140 next week
Or new version numbering system coming by then? π
That we can agree on
David said it should be announced pretty soon
so i hope later this week
or early next week
i mean what coudl they improve tho, liek having 1.22, 1.23, 1,24 evry drop isnt better?
They'll have something
Honestly, I think it is
But I don't think that's what they'll do
David did say they don't want to create an expectation of a major update every year
Although imo, that's only a problem short-term
After they speed through enough versions, people will get used to it
Like bedrock's 1.21 updates up to .130 now lol
Also I'd like to mention bedrock did used to increment the second number for every content update they did, they only changed in 1.16 to match the annual major update scheme, and now that's no longer a thing
i am so used to that .130 thing that i don't mind it anymroe really tbh
yeah, and 1.16 still holds the record at 1.16.221 (and 1.16.230 in beta)
New xbox app background is sick
I think that's for COD. Pretty cool lookin
No snapshot today folks, sorry - we ran into some problems when building today. Should have something tomorrow!
better than nothing
flying car
I do wonder how they'll make custom superflats interact with add-ons, if they do at all.
like, it'd make sense if you could use blocks from an add-on for a superflat world layer
but that'd require the game to let you access those blocks before loading into a world
well honestly they could fetch the custom blocks list but won't able to display the icon that much
considering RP required the game to be reloaded in the first place.
They're able to do stuff like this just fine as they already did to manifest where the title and description lang strings can be read without the need of reloading anything.
hm, no icons would be a problem.
it is, yeah.
unless they implement a manual reload button that should reloads the game with active packs on but it's really tricky and probably hacky even.
oh yeah, Ore-UI can't even properly display 3d stuff yet. i guess the block texture would be flat or just pre-rendered.
My guess is that custom superflat will be moved to Editor, as the UI would fit better in there.
And functionality will be handled through add-ons
Editor already supports custom blocks I believe as well
anyone else having an issue with custom stairs cornering with itself? works with vanilla in any orientation, and with custom in most - issue appears to be exclusively inner_left and inner_right states. does anyone know enough about this yet to be worth opening a thread on the blocks channel?
specifically, the block state is "stuck" at "none" when it should be inner-left or -right.
Anyone know if placeFeatureRule doesn't actually respect seed? I am running the command in a lot of chunks and I'm getting the same patterns.
I actually have been having that issue too. No clue on why.
as far as I can tell, outer corner works properly *until * you extend the short side, then state reverts to "none". All other corner states work as expected; I submitted a bug report.
Link?
I only just saw this. No this is not true and I have no clue where Snave got this notion from considering he worked with us and we *never * used them or knew anyone who used them
Honestly I have no idea. My best guess is that he's referring to products from the very very early days of the Marketplace when it was the Wild West.
Speaking of the whole crazy thing to render those, it's coming along very well. 
He later mentioned in this convo his grievance with Bedrock enforcing box UV, but that hasn't been a thing for a while now.
Yeah I have no clue where he got that from lol
The Marketplace back in 2017/18 was less restrictive but we still had rules lol. Like I said I never knew anyone to use them other than just to mess around in a private world for fun.
I'll ask him later since apparently this is a mystery confusing everyone. lol
Hello
I missed your ping and have decided to reply to this ping after 2 months. Honestly I regret the whole air tag thing. I took it too far and really ruined relations with other people including mj devs.
So basically I don't reccomend crusading for a feature to be added at all. Just making your suggestion known is best.
They should just change the version numbering to Semver (already talked about it before). The perfect way would probably be changing 1.22.23 (e.g.) to 22.2.3 or smth and increase the first number with drops
I think this makes sense(?), interested in what mojang is going to do
Yeah, I never understood the whole β1.xx.xx.xβ thing. I guess itβs due to once the game got out of beta but now it just kind of looks like there will be a Minecraft 2 π.. Semver would definitely make more sense
I honestly like the way Bedrock is versioned, I think they could keep it that way, but the problem is that we're stuck on version 21 because previously that was used for major updates and we don't know if we'll have major updates anymore.
Mojang must be scared of the number 22.
Valve with 3 ahh
I think they could change that number when it reaches .90. I know it doesn't make sense because there's no logical reason, but I like the idea.
tbh drops should just count as full updates imo.
unless they have plans to do a proper major 1.22 in the near future
we've had 1.x updates smaller than some of these drops
So true. The second number in a SemVer is meant for breaking changes, which include content updates.
But no, they break everything with what are meant to be patches.
just because some recent updates were bigger doesn't mean a smaller update just shouldn't count as 1.X
like, is 1.1 a drop now? 1.2? 1.3? 1.4?
1.10?
those updates were a similar size to something like Garden Awakens
They're not going to retroactively* reclassify past updates
*one article mentioned Tricky Trials as a drop
sure, 1.16 was huge, but the reason people were disappointed with smaller updates wasn't because they were 1.x updates, it was because they were small for once a year things and had disappointing announcements because they tried too hard to keep community expectations low.
if this year's drops were just called 1.22, 1.23, 1.24 and 1.25, would people suddenly be mad that they're smaller just because of the different version number?
Nah they should forget about numbering systems and label them all with SHA256 hashes written in base64. 
The drops system works because keeping the number at 1.21.X keeps raising people's expectations for what a 1.22 will be
but then if 1.22 is disappointing, or doesn't release anytime soon, then this system just causes more issues because it removes the version number parity they achieved with like, nether update or village and pillage or whatever, and hypes people up only to disappoint them.
They should just call stuff like Mounts of Mayhem Patch 1
alternatively, just do what the april fools updates do
and put words in the version numbers.
1.21.Garden
1.21.Spring
1.21.Ghast
1.21.Copper
1.21.Mayhem
I have seen some horrible suggestions...this might top it.
1.21.End.125.32
1.Major.Drop (Name).PatchHotfix.Preview
Minecraft does not fulfill requirement 1 of semver:
Software using Semantic Versioning MUST declare a public API.
Since there is no public API, there is no concept of a backward incompatible change to the API.
If you consider the world format the API, then Minecraft is correct to still be on major version 1, since worlds remain compatible. If you consider something else, like the server protocol or commands to be the API, then they have their own increasing version numbers distinct from the game version.
i feel like it makes sense to be the worlds
just you wait for 1.21.Fletch
That would be comical considering I've just removed the fletching table from my add-on
1.21.130 is done but they still haven't fixed attachables model in 1st person
lmao
2021
To Do (Reopened)
Unresolved
They're like 50% fixed btw.
Well if you apply a cape it breaks
That is almost not the case anymore that's why im saying that.
Classic slim skin with cape has this fixed on the latest preview.
But regular classic skin with cape somehow does not.
And they kinda somehow break it where classic slim and regular has their attachable shifted or offset'd to the side even without capes.
Other than that, Only character skin (not the classic one) does not have this issue, ever.
I don't exactly know about marketplace skin either since it can be fully custom model or regular classic one.
mfw mojang don't check ingame their changes
for these who don't understand, they removed the back of the head in order to remove z-fighting but now it makes the head back empty
π
Bruh.mp3
where is mojang QA for fuck sake
Wait I thought I just did something wrong with my attachable, but I never figured out what was wrong because sometimes it worked perfectly and others it didn't
That's strange, the zombie horse was programmed to spawn in ice plains, but it only reads grass blocks, meaning it will never spawn in that biome until the player removes the snow or in covered areas.
Hey guys is Hiding items in command now viable?
lol
Thanks
now that ore ui is almost everywhere
can't they add a slide to have a custom ui scaler
instead of 75 & 100
The gui scale or?
yeah
A new Bedrock Edition update has been released to address issues discovered in the 1.21.120 release. The update will be rolling out to the various platforms as they become available, so please allow time for the update to reach you.
Read more here: https://t.co/sc36PdQwIX
VERY RARE MOJANG COMMUNCATION
WHOA
It was mentioned in the change log. You still experience it?
Yeah
Didn't notice any changes after update
Pnly the cursor thing
Hight memory usage doesn't really means memory leak, well once its over 94% in total in task manager then it is
but hight memory consuption is relatively normal for apps, it just doesn't reuse the memory as other process
to address issues discovered in the 1.21.120 release.
These issues were not discovered in the 1.21.120 release π
Everyone who played preview has been long aware of this, I mean what kind of statement is that
I feel like mojang is truly in damage control mode, judging by the fact they're announcing a bug-fix patch via their twitter account
I mean it's a statement for the general playerbase. Not everyone plays in the previews so they would not have known about the issues being in there first. Most people first interations would have been 1.21.120
But yes Mojang are clearly realising the lack of communication is damaging the reputation more and more.
guys do you know why mc removed the keybind to turn off/on VV? are they ever gonna add it back?
it was more of just a keybind for testing so it was never supposed to be there officially which is why they removed it
it sure was a good feature though
thats sad why they didnt just let it there
didn't they re-add that
it is in the world setting iirc
but we want a button click and not 100 clicks to turn it on
it is a toggle for the keybinding
It's a toggle for a toggle. The keybind no longer exists
bruh
anyone else got that big where full screening will full crash your game or trying to adjust mionecraft's size?
Why dont we still have an easy way to add on screen buttons
Or custom keybinds
So we can do things like press F to use this skill
In chinese version you apparently can do that
Well China isn't Bedrock so ... 
There is a chinese edition based on bedrock engine
Which has all the things im talking about here
In fact im pretty sure they were inspired by the chinese version to add scripting in the first place
It's a modified version of the Bedrock Engine and they have a different team and scope.
They are taking just so long to give us what we actually want
Like custom dimensions, custom block UI, custom keybinds and buttons.
There's much more needed before those should be implemented.
Also why are they still so silent about ore UI customization.
Wdym?
We dont have a confirmation on whether or not it will be customizable
The ore UI
We did though from VOlgar's tweets.
Too vague for me
That's still not being silent though.
It said you will be able to, but not through resource packs (?)
But I get what you mean.
There's just no updates on it so why bother rehashing the same things.
Thnaks for understanding me
Is the numeric ID of items changed every time new items are added in the version?
Don't think so, that would break so many things so quickly
Ah yes, I'm trying to understand, for wiki notes, but I didn't quite get it.
Fair
In Bedrock wiki It says the netherite sword's ID is 640, but in my in-game tests it came out to 646.
That's weird
All i know is there is no way they'll change an item's id
So the wiki is just wrong maybe
Anyone know the fix to the f11 thing on pc?
Oh damn, I didn't know that
What test would that be?
there was an item id list provided by microsoft but seems the page was removed
I only know about custom buttons. I haven't seen any Chinese addons do custom keybinds π€
Data driving parts of mc bedrock has been making the game worse and worse ever since they started with the uis back in 2016
Movement simulation isn't needed in most players' worlds, and should be off by default
Are these bad takes?
They have custom bindings, I found this in their docs
Also they have client scripting
you see that too? they use python for all of it instead of javascript
always wondered why javascript was the chosen language. not that its bad or anything
Yup, they use python and have they own modapi
They donβt use scripting api
Netease modapi also support client side scripting
didnt we use to have some client stuff when script api was first made and then it got removed?
I can't read that but I'll believe you
They have they own system made from scratch
It was kinda limited to be fair. The client script does mostly what we can do now, apart from adding custom UI
although judging from the new DDUI files, that might come soon too
hopefully
DDUI will be server side?
DDUI is client side
It's basically JSON UI 2.0
At least, as far as we can see right now
Legacy scripting had limited HTML support
We will can create our own custom ui with functionality?
We'll see
But we do know that's Mojang's goal
They want to replace JSON UI so they'll have to make it just as, if not more capable than it
China edition canβt change now ore ui
It's a relatively recent tech. Maybe this time they're coordinating with Mojang
Rather than doing their own thing
btw, I find it weird that Bedrock China even has custom keybind support. IIRC it's publically only available on mobile platforms, with Java being on PC
Many Chinese addons use jsonui so i think that they want to make ore ui compatible with jsonui
The same goes for marketplace content
and official servers
I donβt think that this is problem for servers
Servers use JSON UI extensively to modify server forms
And in many cases the HUD
Without JSON UI, the menus would look very bland
Servers can be updated to use ddui but what they will make with unmaintained marketplace worlds
If I were to guess. Backwards compatibility
They'll deprecate it, but keep it in the game for older worlds
Just like how older worlds can still use legacy world gen
well they would end up removing json ui at some point. look at the first marketplace map to use script api. that still uses modules of "mojang-minecraft" so that will never work again. so im sure theyll do the same with json ui
at some point itll be removed to and people will be forced to leave their json ui and worlds behind or update them to ore ui
The 0.1.0 beta API is still here for backwards compatibility iirc
Maybe I'm misunderstanding what you're saying. Are you disagreeing or agreeing with me?
I haven't watched addons for a long time, but what is mojang-Minecraft?
They might be trying to say @minecraft/server
which is a scripting module
π€·ββοΈ idk lol. i mean if they leave in some kind of backwards compatibility then thats good
China has windowds builds too
For public gameplay or developer purposes?
mojang-minecraft is what script api used to be before it got updated to @minecraft/server
I only know of the latter
both
We also have leaked china dev builds
Where is it available?
either way you cant play the china edition unless you can make an account which requires a local phone number
I know that, but the website can still be found internationally with a way to download the launcher
Is the bedrock version available in said launcher?
Yes but idk how it work
idk if i am allowed to send the link here
How are you not allowed if it's publically available?
Win32 builds of china edition?
fair ig https://mc.163.com/
The website changed a lot since I last visited it. It looks a lot more like the international version now
Instead of comparing Java with Bedrock, it's comparing Bedrock(Windows) with Bedrock(mobile)
I get "Download Now"
auto translate is perfect. no problems π totally
I'm using Bing. What are you using?
firefox with google search engine
Is it different from the OreUI?
it's used by ore UI
I'm pretty sure it is OreUI. The datadriven side of it
Im wondering whats gonna happen to all the servers and marketplace packs once they deprecate json
Are they just gonna break
eventually I'd hope so because keeping an old ui system in the game would be a waste
Servers can update, but marketplace packs I guess we'll get backwards compatibility like worldgen
not again
Iirc they were inspired by china edition to intially add scripting to bedrock
With ty el ui
I mean netease implemented all that in 1-2 years tbh. So I dont think thats a valid excuse why it would take so long to implement on the global version
I mean that is like, the main point of it.
Netease also has pets and other shenanigans 
Custom dimensions still need:
- Modifiable terrain generation
- Overriding biomes outside the overworld
- Blocks to make up features(this is being chipped away)
Blocks to make up features?
Severely outdated
but Making custom trees before was terrible without the distance based rendering or culling.

Now in next year
Preview next year
I'm honestly quite excited for the small update 1.21.140 as it should stabilize some very good things from 1.21.130.
now that we have static light, the main 2 things i want are
- custom superflats
- MCPE-230030 fix
well, also deferred experiment in stable
deferred experimental creator features, shortened down to deferrimental creatures
1
<t:1761555798:R>
<t:1763396669:R>
To Do (Open)
1.21.130.20 Preview
Unresolved
Unset
What?
Yeah...nah.
That should be one of the only preview only things imo.
why :<
kind of feels odd for this to be a preview only thing imo. Like, this is something that's almost certainly going to make it into the base game at this point.
meanwhile villager experiments are now just stuck as an experiment in stable and there's no signs of that being worked on further.
Gameplay team experiment vs creator team experiment.
aren't there creator features locked behind experimental in stable, too?
Now that aside, I think that having creators use the bleeding edge for VV helps accelerate the API more.
Should have gone with that instead of the VTR experiment.
true i guess. I feel like villager should be the one that's preview only.
No.
Especially if it's basically abandoned.
I think that the RD experiment is the most unstable of all experiments.
Like, diabolically unstable and underperformant.
is it?
it used to be, sure
but recently it's been pretty good for me
even with a lot of point lights
Point lights quite literally kills your performance.
nowhere near as much as they used to
And now you enable it for mobile users on Stable which leads to more Bugrock memes.
Point lights for a 5070 does nothing to performance compared to point lights for a mobile gpu.
i think they could significantly reduce point light render distance to match point light shadow RD (maybe increase shadow RD a bit)
that would probably help performance
now that we have static light, long distance point lights are less important (plus they just don't look good when they glow through walls because point light render distance is far longer than point light shadow distance)
since with static light, you already see colored light no matter how far you are from the light source
They still do on my rtx 3060 ti
Having the on medium with shadows on medium kills my pc
I only get below 30 fps on those RTX maps with all my settings maxxed.
thatβs odd, last time i checked they made great strides for pointlights on my phone
ig ill test again
not as low as 13fps like it used to be
1.21.140 preview week ??
is the panorama background in the main menu static for everyone or is it just me?
it turns out that it is controlled by the screen animations setting, is there a way to make it not affected by it with UI?
it seems to be hardcoded π
try enabling screen animations, but use json ui to disable ui animations
yeah it's been that way for a few versions now
ummm no, too much work
umm, not quite
just override some global variables
I mean, fairly recent tho
quick question guys
I'm working with a bedrock server and I would like to know if players would be able to use Vibrant Visuals if i put the pbr module inside of manifest
There is also this in the server.properties
#disable-client-vibrant-visuals=true
# If true, the server will tell clients to use the next best available graphics setting instead of Vibrant Visuals.
does that work with pocketmines servers?
If your min engine version is set to 1.21.120, then yes
if not, you need to set product_type to addon
okay well it's a pocketmine server we don't use add-ons
and yeah like what smokey sent, you need to make sure VV is not being force disabled in the StartGamePacket. I'm not sure if pocketmine does that or not
only code stuff
that's unrelated
it's just something you put in your resource pack manifest
you don't need to
Wait, so if a player want tu use VV, they won't be able because I read "If true, the server will tell clients to use the next best available graphics setting instead of Vibrant Visuals."
Just set it to false then.
I'm having trouble typing in-game, either within a world or on the main menu. However, the keyboard is not the problem since I can move around or select buttons. I've already tried several versions, so I don't think it's a version issue. This problem started right when I decided to buy the game; I should have kept pirating XD
Has anyone else experienced something similar? I'm going crazy, it's probably some external application.
Try the preview
I've tried that too.
Right now I'm trying to uninstall everything related to Microsoft
I've already reached the extreme option
Were you the guy i talked to before about the problem?
If not then you aren't alone
No, this problem is recent. I haven't spoken about it with anyone until now.
The problem persists
It is from gdk release
banana

1.21.140!!

1.21.160
Or 1.21.130.29 which I highly doubt
Or none
I doubt but could be delayed
update drops and when you open changelogs it just has 2 bug fixes π
1.21.130.29 type shit π
It be Thanksgiving week. So either today or next week.
So next drop is for sure releasing Dec 9th
banana wasnt now π
we still have 1h smh
banana is soon?
we will found out soon
yeah it's probably over
rip update π₯
see you next week
Why can't I be proven right for once.
