#1.19.60.23 - Preview
1 messages · Page 1 of 1 (latest)
First
Lol sec.
Happy Preview Day!
More shooter component stuff oh boy
Cool
lol
IDk how I feel about campfires not lighting players on fire and destroying minecarts and boats
I feel like that's how it's meant to be
I didn’t understand the shooter component thing tbh
guess not
OH WAIT
shooter component really is huge
we can define magic
Is it only magic, or can we define the projectile as any of the damage types?
:0 shooter being updated???
No way 
LETS GOOO
What changed with shooter
Wait Apple blocked Minecraft?
🤷♂️ Maybe
Weird
nope it was just a bug. nothing nefarious.
May I ask why File Location: External on Android still requires READ&WRITE_EXTERNAL_STORAGE permissions?
Android Developer says that, since Android K, permissions are not required by Android/data/__packName__/files/.
And I've tested it in Kotlin(idk how to test in C++ tbh). It seems true.
Maybe its to move data from the old directory if possible?
why not ask for permission only when moving data?🤔
it asks for the permission when i set file location to external
Maybe they could do something like on xbox where theres a button to sync old worlds
If they dont have to change it they probably wont anytime soon
Not the place to ask tbh. Is there a jira ticket?
i don't think it's a bug 💀
@fast fern looks like lastInteractedSlot removal was missed from the changelog
wait wait wait i am confused cam[pfires werent supposed to do that???
They’ll change it back when they find out fire is poisonous to humans
Noo my iron farm xd
Will use lava ig
why? That's weird
I don't like this change:
- Mobs still get damaged (as normal), they just don't apply firedamage (so just normal damage like a cactus would)
- Non-mobs don't get hurt anymore by this. XP orbs don't get killed anymore, while they were very useful to kill xp in a farm or something
- Mobs that drop a cooked version of their loot, due to fire damage, will no longer do this. This is because they don't die of fire, but just of normal damage. This causes farms that rely on this burning affect a lot (hoglin farms just loose their functioning because of this)
wait, so it's not actually damaging them as if it's fire damage?
that seems really bad
Onto the bug tracker!
It applies as normal damage
though most people never really used campfires for this kind of thing
That is the reason why xp doesn't die. XP doesn't die to cactus either (which is a bug: https://bugs.mojang.com/browse/MCPE-101920)
wasn't it just netherrack with minecart chests going underneath
doesn't really kill the farms
Happy Update Day!
lol
mine looks a little different
I checked Java and it has the same behavior. It will probably be marked as WAI if you report it.
Yay they added a gametest feature that is usefull 3 % of the time
.removeEffect() when 
.modifyScoreboard()
What would that do? I thought you could already modify scoreboard values.
oy via commands lol
would bypass the runCommandAsync 120 something queue limit
isn't there an add effect?
Yes
It still affects for a split second- it’s not like /effect with 0 seconds
But like being able to do player.removeEffect(MinecraftEffectTypes.speed) would be handy
You can remove by running the /effect <entity> clear
^ don't do that
Oh yeh that removes them all.. should tell that
that's not useful when you have other effects you want to preserve on the player
I usually do /effect with 255 multiplier and 0 seconds, but it doesn’t always work
can't Java edition actually specify a specific one
128 according to the docs. I didn't know they added a limit to that though.
PARITY ISSUES OMG MOJANG
I think Java should have received the campfire parity with bedrock edition
not the other way around
Kinda backwards to me
Ye
^^
Fire burns -> campfires have fire -> campfires don’t burn ???
Nah cos it’s not fire damage anymore right?
well looks like there's only one thing left to do
Atleast magma works with fire prot and frost walker stuff
It's considered fire damage, but doesn't kill mobs that way
Time to make my own campfire blocks that DO deal fire damage 😎
Oh ok
Yes
You can use frost walker and fire resistance/normal resistance to prevent that
That's the whole reason they just added the fire damage with scripting too!
they want us to replace campfires
thanks mojang
🥲
This was already in my todo list anyways tbh
Need
I miss it. 😅
surprised we don't have that tbh
When will they give us copper campfire
That’s what we really need
Idc if it doesn’t make sense it could make Green fire which would be COOl
I don't like the campfire change either. It's literally a source of fire that doesn't spread.
How do I change the colour of my campfire?
textures folder 🙂
Vanilla Resource Packs/textures/blocks/campfire.png
I could see that being easy to implement using the experimental blocks.
Yeah
Hmm.. no block features in a while. I'm gonna misinterpret this and say I'm finally getting "on_updated", redstone functionality, and a air block tag.
.
setOnFire is nice
very cool to make some sort of fire power
Nice
split up for?
so thats why it felt delayed whenever i use these
Ooh!
what the, i load into my world in preview and my entire inventory is cleared
different rednders for different dimensions interesting
I am noticing however that renderoptions.json isn't actually there anymore when I checked.
yeah, it is replaced with the 3 files at the bottom
This is real intresting stuff!
What I find most interesting is that it looks like each kind of block will have its own colour!
deferred_renderer.json:
"light_generation_parameters": {
"emission_to_intensity_factor": 0.0285714287
},
"deferred_shading_parameters": {
"ambient_light_contribution_multiplier": 1.8,
"block_light_contribution_multiplier": 2,
"sky_light_contribution_multiplier": 1,
"emissive_brightness_multiplier": 1,
"emissive_desaturation": 0.1
}
}```
light_clustering.json:
"lightsPerCluster": 32,
"NearFar":{
"x":0.025,
"y":250.0
}
}```
vanillalights.json:
"colors": {
"minecraft:torch": "#FFFFFF",
"minecraft:redstone_torch": "#FFFFFF",
"minecraft:end_rod": "#FFFFFF",
"minecraft:lantern": "#FFFFFF"
}
}```
250 as a far distance implies that the lights can be seen up to 15-16 chunks away.
I wonder how they'd handle blocks like Lava. I'm guessing they'd render like how they do now, and not like a point light
Is anyone else experiencing any bugs related to mob heads? It's very timely since I've been adding custom ones
That skeleton head was a creeper head that I placed down. It immediately changed textures and offsets to a creeper head right after.
mob heads are also tiny when held
You would not happen to have a Scripting pack applied that affects blocks placed?
I may
I believe a mob head's type is stored in NBT, so when the script goes to replace the block it loses that data
Now to actually read this week's changelog
Can we auto-pin that?
what's weird is that the second I decided to point out the problem, it's suddenly no longer reproducable
If a webhook can do that, perhaps
Pretty sure that’s normal for every bug
Not with /execute bugs 
I found a way to crash my game when I attempt to join a world with set dynamic properties that start with “§”. Can’t reproduce it on any world except my own, and an example pack can’t replicate it either.
Looks photoshopped lol
let me fix my comment
Witch head?
Cool
I didn’t even know if mob heads were possible tbh so that’s cool
Also I think your name changed colour
I was a bot momentarily. Anyways, it's not completely possible though. We can't make a 3D attachable icon when held, so that has to be a 2D icon still.
Ah, like in the old versions I think
Maybe you could make the item texture a image of the 3D attachable? It wouldn’t be perfect but could maybe work
nope, resolution would need to be really high and impact performance, it also wouldn't be 3D
The Preview is now available on iOS
It can't but I might have time over Christmas to write it as a bot
Or you can send post requests to Discord’s API just like webhooks
So a bot 🤣 it still requires a bot key and scoped authz
It just requires you to put a token in the header when sending a request
I can send you the code that i used for my bot
But what token.. a bot token? Feel free to start a thread in off-topic
Token of ur (discord bot)
Make sure to print it to chat for debugging
yes
yea they are supposed to light players on fire, if not thats jus unrealistic asf
To play devil's advocate, people don't just burst into flames upon coming into contact with fire
but then again, it's a video game
yea lmao
violence cant be the reason, bcs then they would need to make lava harmless too
Yah but you can if you touch regular fire in minecraft.
Gravel just do the pro move, I know you can
make your own campfire and remove the vanilla one
I've considered it but.. main problem is you couldn't have multiple things cooking at once. AKA - Multiple of the same item placed at different times or multiple different items also placed a different times.
You could..
several block properties and an entity running several different animations depending on which slot has an item in it, using actor properties for each slot
It definitely wouldn't be simple to do
Yah, you could do that. Was referring to doing it completely within a block. I prefer to make things that way.
Has anyone tried out the modified shooter component yet?
for pc?
Is there a doc on how to use it?
It's pretty simple.
It does in order of the provided entries in the projectiles array. Each entry's filter and chance are considered. If both pass, that is selected. If one fails, the next is considered in so on.
If all such entries fail, the fallback top-level def is used.
All defs support spawn events with <>.
what if that fails 
Nothing is actually fired, but the shoot sound, if one is provided, will play anyway.
Lazy example:
"minecraft:shooter": {
"magic": true,
"sound": "item.spyglass.use",
"def": "minecraft:thrown_trident",
"projectiles": [
{
"filters": {"test": "has_tag", "value": "a"},
"def": "minecraft:snowball"
},
{
"filters": {"test": "has_tag", "value": "b"},
"def": "minecraft:arrow"
}
]
}
Sounds are registered level event sounds usable by the server. See the items documentation for those.
IDK, actually, it might support entity sounds, or it may only support level event sounds.
you can also define different sounds per projectile, right?
No.
that's unfortunate
chances are 0 to 1, no Molang supported.
Well, just declare a shoot sound in the projectile if that's what you're looking for.
This is supposed to be a sound relative to the entity itself.
ah
Is shooter ah entity thing or a item
so if the entity makes an funny sound
add to faqs...
yes, entity
I think they might tweak it. I'm not willing to put anything up until it's released.
There's more to this component, but again, I haven't tested everything yet.
I think it’s entity

