#1.19.70.21 - Preview
1 messages · Page 1 of 1 (latest)
First
Yooo
They fixed https://bugs.mojang.com/browse/MCPE-162237
Happy preview day!
Happy Preview day!
@burnt bramble Thanks
when beta
Almost said it before you
oh wow. playAnimation is the exact thing I was needing
Is this BP or RP specific?
Ok so data of blocks as number are gone
In JSON formats 1.19.70 and later, blocks fail to load if the "condition" field in Block Permutations is not a valid Molang string
Cool ig
Be strings?
hmmm, @pallid sonnet are you checking the camera.json to see if it’s still there?
Idk lol
json like but not json lol
It’s staying there it’s going no where
Also it has been in the game for a while
Glad of the block properties change in commands
Imma lurk and see what people can fund in the diffs, ill check it myself later
but how are we going to know the property name of a vanilla block?
They'll probably release it
but now its harder to find ur block, lol
Mc wiki
Right? And also addons.html
like direction is sometimes rotation
Whole lotta previews and no regular release... 🥺
Ye
Maybe maybe
Tomorrow? 🤷♂️
Well 😛 technically makes sense
Nah, they never release on a Thursday
You can put multiple properties that way, is a change to good
also when editor mode
Probably gonna take months
Collab with toolbox
but thats same for number flags
lol
ya, its better but now u must know right property name
I at least expected sonic boom to be a damage cause 😅 guess im still gonna use my janky workaround
Not really since in there you won’t be defining the property
number can take all permutation, there are was bit flags
if u know what it is
like every combination of properties
Does this refer to BP or RP animations?
This is what I mean by the way;
/setblock ~ ~ ~ wiki:my_block ["wiki:my_property": 1,"wiki:my_second_property": 5]
RP animations
/playanimation?
In ScriptAPI as a function
You know I was just using that.
there all server script
it send request for play animation
requests for clients like /playanimation does
You were just using the bugged behavior? Whoops lol
when do we not honestly
Yeah, did a little hacking to work around it
The floating number support is very welcome change though.
I was confused why it wouldn't let me use those.
I'm more ecstatic about the position no longer flooring
Also coincidentally, that was what I using to attempt to get around the lack of float support
I am concerned about the removal of the data field from item stack though
just wants us to define them as unidentified now, right?
I could understand block items, but what about items like potions? Don't they use data values as well?
oh nvm
nope not anymore
haven´t tried but in script api they remove it at all
Oh? Now I'm more concerned. Do each potion variation have their own id?
ya, i think so but give me time to test it
I want to say they do
I have updated now
The flattening continues
It really just depends on how it is stored and what access we have to it. In Java Edition, potions store their type in the item's NBT data, so giving potions is pretty trivial (and does not require data values)
I am not familiar with the internal structure of Bedrock though
it’s so weird to see you back here
I mean, a lot of things are still stored as data values
So I guess data values are being deprecated entirely?
all logs aside from mangrove, crimson, and warped are still stored in minecraft:log and minecraft:log2
one of the dirts are as well
Real
coarse dirt?
Sure, but the developers are getting around that (somewhat) by using abstractions, such as enforcing this new block state syntax and using item aliases
Right I forgot about aliases!
at least the flattening in bedrock way is happening
ok so we have problem now
I don't know if those have aliases
Not everything has them yet and that is concerning
We need more block tags
Wait, does thus mean no more stone_slab3 or 4
ahh shoot
Script api is useless now lol
So we're missing potions, stones, logs, and dirt data values now
anything else?
ya
Yes
gonna do a comparison for a bit
also log and log2
Stone types, log types (both old and new), and dirt should have states for each
Or different namespaces?
Just the items are the concerning ones
Ive lowkey lost a bit motivation checking diffs
Besides potions, whatever items depend on data values?
Concrete?
Enchanted books
Stained glass?
I think concrete has it's own identifiers
No
same with stained glass
Ugh right enchanted books
does it not?
wool is fixed now
Banners?
Enchanted books? I thought the enchants would be accessible through components
Heh, banners use NBT I thought
They don't. They custom designs are custom nbt
Wool is the entire reason they just jumped the gun and axed all data identifiers, isn't it?
Wool is very commonly used in construction. At least when planning things
Leaves uses data
didn't they just remove the data identifiers and go with orange_wool cyan_wool, etc
Yeah
seems like more editor mode references and they're getting it ready based on the ore ui text
other than that, that's it
I guess also water, concrete, powder, grass
Other block data values are states like rotations
Show?
wait water?
water?
water has states, yes
Yeah, but only liquid_depth
Water has 2 blocks, water and flowing_water.
Grass is all ferns and tall grass in data values.
Flowers uses data for a flower types.
I would have green water all around my world if so
not gonna say much, but they added this text which is something
We are early in our development and excited for the opportunity to build alongside our creator community!
lol
Do shrubs exists in bedrock?
They got a lotta things to flatten before 1.19.70 is released x)
I believe that depending on the value the grass changes of color, is like selecting the biome the grass is from
I suppose it is worth testing, right? Try to see if spruce_log is a valid ID for ItemStack creation
😄 now do this but for custom biomes and dimension
not sure if that was a bug though, I remember doing so back in 1.16
have tried sadly no
i always wish we aren't 2-5 years behind on that
In this preview?
Grass color isn't data dependent. It relies of a .tga image file, which overlays biome colors from that biome color texture.
ya
I guess it was a bug then
Makes sense, I remember being able to set a white grass texture
I know that bug where some Grass had all the colors
That is worth bringing up to the relevant developers then
wtf
Got that bug on Mineplex 💀
Oh...why is it glowing
Players can no longer see through partial blocks when sneaking or riding in third person (MCPE-156273)
- Players can no longer see
okay, but can you please adjust the camera position instead of slapping the black screen around it
Fair enough
weird change to me
They tried to fix it haha
i was reminded by the people in this community that every time they added java parity and feels unfinished, it takes forever to fix it and being used to exploits
please don't be a norm
Huh, how can i place spruce via fill or setblock commands
what is name of the type of log property
thats the problem u always need to know these properties
I mean, it's possible with commands
thats bad change for map makers
ya, but u must know that property
thats the problem
well yeah, it might be something they want to fix for everything and haven't got to it
I think by now we have reached the point where many parity features that are added were skipped for a reason rather than just not added because parity wasn't a goal at the time, so I think we are just seeing the reason why X feature didn't initially include parity xD
A lot of ppl would be looking up data numbers too
Properties are easier to memorise imo
@burnt bramble We will get unique ids for logs as well as for wool?
kayla when will the custom geo size limit be expanded
But why
There are no plans to expand it beyond what we've already shipped.
Oh hye kayla o/
Try old_log_type ?
i think that's a bit of a poor reasoning to that tbh with the way they implement and doing the beta cycle rn
but when its just nunmber u can eazilly test there is lik 6 combinations for log, but for propety names there is more then quantimilion combination of latters
Are there any plans to expand collision boxes to match the increase to 30x geometry?
No?
huh?
one thing to say, if you really want to seriously go for the flattening, 1.20 is the way to go
no i think these are the block properties
what about better hit boxes and custom stairs
its that block properties it works
"custom stairs" is a different problem that we're thinking about ways to solve for creators.
So you mean customizable hitboxes?
yes so it matches geo perfecfly
A few blocks questions:
• Are there plans for a block inventory component and block animations if the block is a "tile entity/container"?
• will we get a max y:30 expansion on the selection box?
Hey kayla remind me again, is the plan to release all block out of exp then items or is it just whatever you feel like from HCF?
the current focus on block components is to work through the list of HCF components.
"old_log_type" why the is difference between new log and old log (log, log2)
why this happen
Log2 is acacia and jungle
Oh I didn't know if that would be correct I was just looking at Geyser's mappings
we won't release everything out of experimental, some things already have been replaced by other things. but the goal is to allow for similar capaiblity for creators by the time we're done.
ItemStack can now be constructed with a string identifier
It couldn’t be before?
- dark oak?
no
Maybe? I hate logs lol
Does this mean.... custom chests and fences and doors???
By the time it's all done?
But I would like query.log 😦
And what about data driven items?
Do you have an example of how to use it now?
We have food
HCF items components will follow simple block components
This means?
Just new ItemStack('minecraft:dirt', 1) ?
Ya, but like shields, vanilla tools and other stuff.
What even is HCF?
will be unique ids for potions soon? Bc there is huge problem form Scripting if we cant give potions type to players lol 😂
hope so
Neat
Holiday Creatr Features
I don't have a solid answer on that one off the top of my head.
So, what Kayla says is no data driven items?
Would just 'dirt' work?
ya
Excellent
got out of the box
I'm not sure how you could consider data driven items when so many of the current custom item components have game breaking issues xD
I just want marketplace to be able to use blovks
Data driven items = allows us to edit vanilla items
Yes
That's what I'm asking Kayla if that would come in the future..
i want fortune X
Nbt edit
just get rid of all the vanilla items and you're good
current focus on items is HCF components and doing things for scripting
ya, only PC can
log type being split into two types is a bit odd
Scripting? Excellent
Ahh. World generation been forgotten?
previwww
Miss making biomes
Well ill be back in 2024 for world gen then
world generation... sigh... so much work we want to do there. but not an immediate priority.
world gen through scripts
So much to do, so little time
Understandable. This to do with the new generation engine?
editor mode = terrain editor...close enough
3d biomes
BedrockWorldPainter xD
yeah it's a big job to revisit all the data-driven world stuff that existed pre-C&C and make it work with the way things are today
Sad day for worldbros
Ahhh, I see
still want to do it though!!
I wish I could work on everything everywhere all at once!
It must be great to get some of the older features out of the experimental though.
It's nice yea. Some stuff has been experimental for ages.
I'd love for the HCF toggle to go away this year
knocks on wood
Preferably in the Holidays
It's always the holidays somewhere
Why is it called holiday features anyway
I suspect when all experimental stuff for blocks and items are stable, they'll add new components.
It's a very unfortunately named toggle given how long it's been used
Ye
it was a series of features that we built alongside some marketplace partners to enable tent-pole content for the Holiday 2020 marketplace celebration
Kewl
Casually waiting so marketplace can use better blocks
Just imagine block animation, Block inventories, custom shields
original goal was to ship it all out of experimenal. but great plans.. blah blah
Can someone send me a screenshot of data > gui > dist > hbui please
Block animation is alr possible kinda
Tile entity types!
Why was the change made to not allow for custom smithing recipes? Is this to do with Armor trimming?
Are there performance reasons behind the block property limit? 4 properties seems kinda arbitrary
(Especially when at the network level the client doesn't care)
Is there a reason why I’m hungry ?
Lets announcement Minecraft 2, deleting all compatibility for old versions lol, free hand for new feature 🥳
I think it's tied to that? I cant remember if I have my story straight here. There may still be work to do.
release date 2058*
lol
I see.
I knew it was because of the new smithing overhaul
Or just allow us to make our own smithing tables ¯_(ツ)_/¯
Ui is gonna be hard to customize
I hope that armor trimming allows for things like overlay color on attachables. That would make my day.
Isn't it cool when they purposefully remove a feature only to replace it with something better later?
or add jigsaw block with full functionality
That relates to world gen so 2025 at best
:( sadness
You sent a screenshot from inside an older version of mc
Ig i can actual download tge new preview then
Some more stuff since 1.19.60?
i haven't looked at any of this stuff yet
Thank you!
Removed support for field "data" in commands /clone, /execute, /fill, /setblock and /testforblock beyond version 1.19.70, eg. /setblock ~ ~ ~ minecraft:wool 1will only have its equivalent /setblock ~ ~ ~ minecraft:wool ["color":"orange"] supported
New preview nice
What about raids spawning stuff
Also can mojangster have different name color so people could identify them easily
no way I like to be hidden!

Impostor
When can we use blockstate in /give?
I don't think that makes much sense. Items don't have blockstates.
Why?
This should get fixed in a following preview, because it not only impacts scripting but also commands
And get targetted easily? Nah
Wdym targeted
spam pinged by people
Ah fair lol
no its possible to give potions type via command but not in script
it was too soon for removing it from scripts
Finally
Ya I saw this feature in the development version of MC and always wondered why it was like this
/give @s sand 64 1
/give @s sand["sand_type":"red"] 64
red sand exists
That's what I meant by string @limpid rune
Guhhhh
Or, /give @s red_sand 64
wait this works?
Block dataValue is removed in block commands but still exists in item commands.
I just hope they get removed together
no but should
no
?
we still don't have permutation to itemstack
ik, but they remove it
¯_(ツ)_/¯
idk why i also think Script API should remove it as last one
as syntactic suger.
Explicit blockstate still should be supported
ya, also writing it as optional after item/block id is really clean and looking nice
I wonder what happens when you give yourself an upside down slab
Also, it would be redundant if they just flattened the blocks like they did with wool.
idk actually ive found something weird
/setblock ~~~ mud_brick_double_slab["top_slot_bit":true]
/testforblock ~~~ mud_brick_double_slab 0-15
```no datavalue will match it
At the network level each state has a separate runtime ID and the item is sort of a separate thing that has both an item runtime ID and the block runtime ID it's associated with... so it would depend wether it set it to the block runtime ID at the specific state or just the default which I think is the first runtime ID in the palette.
/give @s mud_brick_slab 1 1
Indeed then it seems it does use the runtime ID for the proper state
I knew in theory it could but it's nice the command actually does transfer that data
Even if they have done that, blockstate still exists in each color, unless you mean they should flatten everything and remove blockstate completely.
How many block names will stairs have to use?
north_upper_stone_stair
west_upper_stone_stair
...
north_lower_brick_stair
west_lower_brick_stair
Why would you give yourself those? Wouldn't those states be overridden by the way you place them?
Like what's the point of giving yourself a block of a different orientation?
Chest art?
People do that?
And I mean flattening block states that affect the block's colour or material (wood, concrete, stone, etc...)
Flatten those and remove other blockState from item system.
Sounds good.
Just /clear and hasitem= need more commands to perform ||.
I still think syntactic sugar is good enough.
/clear wool clears all kinds of wool.
And let /clear red_wool=/clear wool[color:red]
game before used 4 bits for storing blockstates (2^4 -> 16 states)
So it makes sense, for the more old logs 2 bits were used for orientation
(x, y, z are 3 values which needs at least 2 bits and 1 value becomes is unused (00, 01, 10, [unused] 11)
and the other 2 bits for the type (oak 00, spruce 01, birch 10, jungle 11)
Combine those values and 4x4 = 16 types which was the limit
So they made another block log2 and used new_log_type for the type states
same reason we have blocks of 16 colors and not 8 or 20 because internally it was (and for some blocks still is (I think)) only 1 block and 16 states
anyone know what PlayAnimationOptions looks like?
Are the typings not available yet?
npm
Contains many types related to manipulating a Minecraft world, including entities, blocks, dimensions, and more.. Latest version: 1.0.0, last published: 2 months ago. Start using @minecraft/server in your project by running npm i @minecraft/server. There are 6 other projects in the npm registry using @minecraft/server.
export interface PlayAnimationOptions {
blendOutTime?: number;
controller?: string;
nextState?: string;
stopExpression?: string;
}
Let's go! 💯
more limitation vruh
Well they still need to fix blockstates. If their current syntax is for parity, then the devs need to play Java.
I care more about the fact that there is no auto-completion for states than the equals sign being a colon
It could stand to have some improvement, for sure
Even the state names are terrible too.
Nice to see even they are stumped by their own command completion system. The performance of the bedrock client for command completion is genuinely awful.
we're investigating options for auto-complete on block states
Auto-complete would be dope, being able to do everything from in-game would be far better than needing to consult a chart every so often
(Psst, you didn't hear this from me, but client-side auto-complete would be nice as well, e.g. sound events in /playsound)
It would be lovely if like Java command suggestions could be updated in real time, but I think that would lag too much 😅
It would only be once upon any given resource load, which if I am not mistaken can only happen upon joining the world? Assuming that global resources cannot be modified while in-game.
yeah we are limited by the current auto-complete system. and re-doing that whole thing isn't exactly "in-scope" for right now 🙂
There is a little known soft enum type that the server can update after the initial command info packet
Not quite the same functionality as java as it must be updated before the player tries to run the command
So it would actually even be possible to update them... at least on the network level it is.
we have the best POCs from all pillars on this v-team and dang it, we'll get to the bottom of this.
lmao
is there a reason why data driven vanilla items are not public yet?
Given that there are still so many issues with custom item components I imagine it's not currently possible to create many of the vanilla items with custom item components
my cell phone won't hold it xd
what is this
It’s the control customisation for the new touch controls, it was added months ago
why does it appear on pc
You can make it appear in any platform
and technically you can enable touchscreen on windows soooo
I wonder why they don’t allow touch controls on switch when it is touch screen.
Weird
Yeah, it's really odd. You can manage your inventory and select hotbar slots with touch, but not actually access the onscreen joystick and whatnot.
ahh weird, thought this was a bug with my add-on but it looks like it happens with vanilla too. Want to see if anyone else is experiencing it. If you're walking forward while using items that play a sound at the player such as equipping armor, the sound gets cut off part way through. It doesn't happen if you move side to side or backwards.
Didn’t they fix that in this Preview?
nothing says they did, is it a current bug with stable too?
It's not a bug with stable. Just tried it. I like how the sounds don't exactly get played at the exact location of the player either. If you're moving forward the sounds are much quieter, if you're moving backwards they are way louder.
You can always report bugs you find
I am aware
and it is also bugged on stable, I lied
https://bugs.mojang.com/browse/MCPE-166684 There, I did work
that issue is there for so long
its only for sounds whats are played for each player separately
no
Also does not
tested it with my custom armor sounds using world.playSound
same thing occurs
oh, but note blocks working well
i know thats issues is with l Script APIs too
8 have tryed months ago
I cannot comment on the note block sounds
but for note blocks its fixed or idk
what happened to android?
Delayed
iirc in java they do not load until you try to input any command, but that would require to redo the whole autocomplete probably
Like I said they can be updated in bedrock too when soft enum type is used but it has to be done constantly, so whenever the list changes, rather than waiting until the user requests it... which was a questionable design choice to say the least...
Tale as old as time
Java: has a system
Bedrock: what if I changed it for no reason
it's worse
fin
I assume they have a reason
Command performance is bad enough as it is... enough commands with complex syntax completion suggestions will freeze the client when they first try to type /
So imagine how bad it would be if it also had to send to the server what it's typing in real time xD
Whatever is making the syntax slow/freeze in the first place is another example of this
I assume it's not so simple. There's not really a reason they'd want a bad command system... with features where there is an obvious monetary benefit to going one way I am probably more conspiratorial, but no one is really helped by commands being screwy.
I could see it being a priorities thing though since commands just aren't really as important on bedrock since server play seems to be... discouraged by design.
It's funny how a command system written in Java has better performance than one written in C++.
Like that shouldn't even be the case.
The bottleneck seems to be when it has to initially parse everything in the commands packet... I can send you an example but because there's no way to have shared enums I think, every command has like a whole mess of things.
Like once you've gotten past the initial client freeze when you first try to issue a command it's good...
so 1.19.70.21 was waiting after v1.19.60?
I just realized this is another OreUi
Mobile users are eatin
This was added a while ago
Also why are you still one 1.19.70.20?
Because this
NOTE: This week's Android Beta version may be delayed. We apologize for the inconvenience and are working to resolve the issue.
Actually, the latest preview should be rolling out right now on Android
Yay, right when the next preview comes along
633 MB??😡😡😡
most of them are the musics that is now packaged together in the app now
im not hating the minecraft music
i know i talking about size
3 people ratioed me lol
4*
Maybe they could give people a prompt ingame and ask them if they want to download additional assets?
something like how it was before?
Huh, they changed it? I didn't know that they had.
I know there's still (maybe not now though since the music is included) the loading screen message to tell players that they can download the music pack from the marketplace.
nope, they get rid of it i think
I didn’t dislike it because you hate the music, i disliked it because i think it’s a cool change
So you don’t have to install the game then wait for the music pack to install
youd only have to get the music once until more music is added
Also the pack is just probably like 120MB
Closer to 400
The music pack bundled with app is nice for me, because I always download the pack. But since I'm often change version to stable/preview (for addon), somewhat overwhelming
I haven’t played Minecraft on Mobile for almost a year 😅
So makes sense that I don’t get the size correct
Actually, it just delayed like 1/2 days, but since I'm still working on .20, I didn't update it yet
Did you manage to fix this?
i just temperately add the ignored tag to the panel, so yes. I think that exist mainly because i mess with json ui in my own time
Ah so its just minecraft being stupid got it
custom
¨why is this thread active?


