#1.20.30 - Stable
1 messages · Page 2 of 1
Or just minecraft:legacy_blahblah to keep everything consistent
That way every vanilla feature shares the same namespace
Interesting. So I'm looking at the game files now, so legacy don't have their own feature files, but are used by feature rules
Yea
That's why I'm a little bit angry, the generations haven't had any progress, also be angry it's not a solution, so that's i want a good answer
but I guess there is no other way

waiting for Hytale
lol
Moving to stable is and will be a painful process for a good amount of experimental people
Y’all need to be patient with custom biomes. They’ve literally said they’re aware of it and want to fix it, but it’s not gonna happen for a while.
At least now we can do more things without needing an experimental toggle
Elaborate
Downside is you can now do slightly less even with an experimental toggle 😂
☝️
For me not having to use toggles is nice.
But I fear for any Beta APIs I'm using 👀
Not the first time it had its nerf
Look on the bright side: All the features that are finally out of exp are safe and secure thanks to backwards compatibility
That's the upside I described!
Remember when they removed runCommand in favour of runCommandAsync?
setLore my beloved ❤️
Yeah, but a little less broadly 
Idk, I like the API but most of the changes have been for that, and not for other things
…and then added it back (just so people would stop using it everywhere, I presume)
Well that's their current focus. They'll move to other things as we go along
ye
Yeah, that was just an example. There have been other nerfs for sake of stable
Like the equipment component only working on players
(for now anyway)
True
Say no more. I understand everything now
wdym
But I guess what we should remember is that just because a feature was removed from experimental, doesn't mean it's gone forever, or the functionality of it
Who know? Maybe they are considering an alternative for conditional_list
Like with that bone_visibility on blocks
"I dont Know" - Kayla
That's why I said maybe
ah bone_visibility use permutations in the code, I used several blocks with bone_visibility and I got a message that I used many permutations in the world, more than 65k
yeah, maybe
Also why I anticipate a more fleshed out response
Maybe they just need to ask the team about it
An answer like "I have to consult with the team" would have calmed me down more.
It probably won't be of much use, but hey, I consider my project lost. 👍
I mean, you could still attempt that alternative
Then see if it's lost 🙂
❤️
Apparently realms are broken with addons? is there a fix to what i'm trying to get to work?
- So basically, I just released an update for my anime brawlers realm and all the behaviour packs arent loading, the items, ect... but the resources work fine. However if I set the realm's save to the old version before I updated it, it works completely fine and all my items are there....? (I havent changed the manifest or anything-) Does anyone know if there's a fix to this, if so.. how do I fix it?
Update changed a few things with items & blocks
But the old version/save still works completely fine If I set it back to that, except for the script which is outdated, the items and such are all there, in the new update I havent updated the items at all, I've only copy pasted and renamed basically, its all the same code basically.... so why arent the new behaviours loading but the old ones are???
i really like the new death screen
Ig the good old "just use scripting" wouldn't work here this time
lol
https://discord.com/channels/523663022053392405/1153346026472751145 cough Mojangsters please consider this
Mojang suck
Elaborate
It's opposite day
Why do you love gravel
First time? 😅
Oh wait this is your very first message in this server :D
The Java devs give similar responses to us on Minecraft Commands.
Agreed
Sometimes they're direct, but other times they don't want to promise anything.
Let's congratulate Tomas for staying silent on this server for several months 🎆

how about no
Yes
anyone has any issues with fancy graphics option on android whereas the game stutters and crashing after 10 mins or so?
(Includes memory leaks)
I dont use any of these and now none of my stuff is generating :(((
Updated min_version ?
like this? (video not mine)
https://cdn.discordapp.com/attachments/855090088325021736/1154158464310988932/Minecraft_2023-09-20-15-47-52.mp4
probably is ur device
actually not just me
alot of people has that issue too on my telegram.
even my old budget phone has it
are they all mali
probably
but I'm pretty sure all of my budget phones were mali
I went ahead and asks couple of people about it and seems to have exact issues, mali to be specific.
I don't see people with snapdragon having that issue though
hmm mali seems hard to work with or mali has too many gpus
reminder that this issue occurs in 1.20.10+
It does not occur on below that
even 1.20.0
It still playable with fancy graphics off nonetheless.
it's either mojang reworking the inners of renderdragon
it's just fancy graphics issues on mali somehow
turning it off fixes that issue entirely
we just to need wait fabulous graphics from java to come lmao
it is so much better than fabulous but a WIN is a WIN
guess what
what
this fancy graphics where it causes memory leaks and crashes somehow still there on the latest preview
bruh i thought my dad was coming back
( already made a bug report for it though )
link? to upvote
i have also seen some bugs but bug reporter doesn't updated it
upscaling bug and light bugs
idk, in my android no problems
does your device use snapdragon
srry but i don't know what's that
Those are not really comparable tho
i mean the cpu or the soc
ah, srry, let me check
Somehow found another fix and this time might be a good one as for now
Toggle fancy graphics on and off during in-game/sessions, the game should be stable enough as for now even with fancy graphics on does not fix.
?
uh i forgot
lmao

"I am Proud to be a Nerd" -🤓
thanks
np
🤡
the low input latency option is disabled and i can't see the vsync toggle at all, but the input still feels snappier than before 🤔
not really
if I remember correctly fabulous graphics fixes some transparency issues
I don't think we have transparency issues on bedrock though
water still rendering behind the glass
issues with water, sign text, slime, banners, glass, glass item, clouds, ice
Candles too
portal block
honestly I never seen those so it doesn't really affect me that much
They changed that screenshot.
64 of chests for sure! and full stack of bread as vvell
Does anyone know why the addons I previously installed aren't working
Hi! Sorry for the delay in responding to this question 🙂
Unfortunately, it was not part of the released feature rules this time, but it's something we are looking at. It's great to hear that conditional_list is important tho!
hello anjku!
Did my suggestion for the full Block Destroy time list go anywhere? : (
That's good to hear. Was there anything that prevented y'all from just keeping it under the experimental toggle?
ok so I guess block properties are bugged
- I get an error log saying
set_block_statedid not find the defined property
They work for me
Hi 🙂
can i see how you use it?
how are you?
I even checked their docs to see if I did everything right, and I did
That's a good question. Generally we are trying to clean up our experiments which may mean we make some hard decisions in order to keep things current.
So it is never returning?
Never say never
So far so good!
I’m glad to hear-! :D
yea idk my properties are not being defined/read
They're looking at it. the world gen modders have spoken ☁️
https://discord.com/channels/523663022053392405/1153346026472751145 only if this is considered
What stable changed how block properties work?
I guess this is what happens when u update ur format version after 3 years
imagine
Can anyone here explain to me what changed?
all my structures and features using vegetation patch and snap broke
Read the changelogs
So far I don't understand what broke
You need to use min engine version 1.20.20
It means they are no longer behind the custom biomes toggle
Is this inside manifest.json?
And use a min engine version
Or within the json of each feature?
Manifest
Both
in the manifest I am using 1.19.50
My vegetation patch is on 1.16.0
My snap to surface is on 1.17.0
Until 1.20.15 everything was working perfectly
What should I change??
I LOVE U
thats a good answer
.
Thank you for your response!
Mojang moment
I wanted to understand
because the
"minecraft:wearable": {
"slot": "slot.armor.chest"
},
Using
"minecraft:allow_off_hand": true,
No longer showing the item equipped in the left hand on the character's chest
Is it now no longer possible to equip items in the left hand and appear in the chest slot? Or did they change something
All methods with noise currently use that ;v
why is chunk refreshing so slow in the newer updates
in 1.12 (only ver i test) when turn on and off smooth lighting, it is instant
in the new versions it takes a few seconds...
after 1.18 (caves and mountains update) is slower
gonna try and pin point which version started this problem
ok it seems between 1.16.221 and 1.17.0 it became slow 😬
Not all, there's a few ones using scatter features instead of conditional lists
The few that do it are super lagged with the new noise methods they used condition list because it was easier and so many features were not needed 👆🤓
Not all worldgen that uses noise needs to use a conditional list
I'm not saying that you have to use it, I'm saying that it's easier since you don't need to have so many features.
I'm saying some situations don't need conditional lists at all
Like columns, or a simple Molang-based heightmap. You're just returning iterations. There's no conditions you need to check.
where 1.20.30 lag fix 🤓
Randomly freezes
randomly freezes?
Mine's broke, so I'm salvaging my stuff before reinstalling 😢
Game tick freezes
thats a problem processing an addon
its not new in this version
in this update the performance was improved
I noticed that too.
renderdragon
that's probably the cause
No
the problem does not occur on 1.16.221 which is a render dragon (PC)
Forgot to mention this was a win10 thing
No it's not. There wasn't a problem before 1.20.30. I even tested it without addons and the lag is terrible especially with villagers. A lot of people already reported it on bugs.mojang.com
Look at how many duplicates it got since the 1.20.30 update
Try to place at least 2 villagers and 1 zombie and see it for yourself
Finally!
new icon?
we’ve been waiting for it since 1.20.20.20 released
nice
yeah simplification hell also struck minecraft
true it is fine but it does not look gamey unlike 3d grass icon
hmm
i will try it
thanks for the recommendation will try it
mobile Minecraft's icon was always 2d grass though..
i mixed the launcher and game up
srry
tried! working good for me
Good for you. Well, there's a lot of people have reported that issue though
I wanted to understand because the
"minecraft:wearable": {
"slot": "slot.armor.chest"
},
Using
"minecraft:allow_off_hand": true,
No longer showing the item equipped in the left hand on the character's chest
Is it now no longer possible to equip items in the left hand and appear in the chest slot? Or did they change something
It was working until 1.20.15, in 1.20.30 it changed
Can anyone explain to me what changed?
Did you read the changelog?
This sounds relevant:
Items with the "minecraft:wearable" component using the "slot.weapon.offhand" slot will no longer equip when item is used in hotbar
https://feedback.minecraft.net/hc/en-us/articles/19545277817357
I read it but I didn't understand
So does this mean that if you equip an item in your left hand, it will no longer appear in the Armor slot?
If that's the case, Mojang screwed me, because I used this system to create items that when equipped in the left hand appear in the chest slot, in attchab
Attachables
Those two sound similar ... but the phrasing is slightly different. What I quoted sounds as if clicking the item in offhand slot no longer equips it
Hm, maybe there is something else in the changelog
What am I trying to say before this happens?
Would the item necessarily even need "minecraft:wearable"? If it does not go in the chest slot, just the off hand
Until 1.20.15 this worked
equipped on the left hand but appearing in the chest slot due to Attachables and wereables
However, in 1.20.30 this is no longer happening
AFAIK they did not change attachables
Im confused
Now the character just holds the item
Why not just make an attacheable that simulates the chest piece in the attacheable file?
Because I needed Minecraft:wearable to appear in the slot, only Attachables doesn't work
It almost sounds like attachables in the off hand are no longer working—that, or Hiro's attachable definition is no longer valid
my Attachables codes are working, I use the same ones for Armor, the issue is only in this part of the left hand
But that wouldn't make sense though, 'cause the shield still works fine, and its an attachable 🤔
._.
I repeat, a condition list is easier but not for everything, only for certain things.
I love emoticons. They make the silliest of faces
😹
So why is it bugged like this
BDS is so buggy
This isn't just BDS..
yeah that includes most of devices that uses mali-gpu as current.
turning fancy graphic off is only option to fix that crashes related issue for me
How I supposed to make a guide when the Destroy time/explosion resistance isn't written if it wasn't changed.
Actual question.
I managed to solve the problem
I made a bug report for the minecraft:friction component. Comes with a video and gametest pack.
https://bugs.mojang.com/browse/MCPE-175437
I am experiencing a weird bug as I was trying to figure out a member's issue.
and
tp @e[type=armor_stand,name=bob] ^^^-1
Acts weird... 1st person and 3rd person (first F5)
tp @e[type=armor_stand,name=bob] ^1^^
and
tp @e[type=armor_stand,name=bob] ^-1^^
is fine```
Not sure if was a problem before this release
Am looking to get confirmation before I bother to submit a bug report
Wdym by acts weird?
It puts it in the ground
and depending on camera angle for sometimes places where I am
Is it an issue in preview?
Stable. I do not have preview
But if you could check preview, I would appreciate it... don't know if it is just ME
I was trying to figure out within an execute how to capture if an armor stand is to the left/right/front/back, one block away... (having trouble helping a member)... when I came across this issue as I was trying to position the armor stand next to me
Does this look correct? I'm looking directly forward, with ^^^3 in the command
so you did tp @e[type=armor_stand,name=bob] ^^^3?
hmm, I did not try another number... lemme
I did it... and in the ground
Are you looking down?
oh, he is on ground now..
if you look even 1 degree below the horizon, it will clip through the ground
oh dang
If that's the issue, this is correct behaviour
Anyone wanting to help... LOL... https://discord.com/channels/523663022053392405/1155909896106164295
seems correct, its 3 blocks in front of you
I guess I am always looking downish... and it was ME
lol
bedrock at its finest
that world looks interesting

fr
I was looking through the destroy time values for blocks that listed in the changelog.. isn't this wrong? I'm pretty sure these are times if you are to break them with your hand. It defintiley takes much longer then 3.5 seconds to break the lodestone.
That's not the time it takes to destroy the block with your fist, it's the hardness value, which is a value used in the calculations for destroy times
ohh
If you look on the Wiki, the hardness value for the Lodestone matches up as 3.5
How do you calculate destroy time from that?
Not sure
But it says destroy time : (
Maybe it's a relation between hand break and something else
Try searching for "Hardness" on this page https://minecraft.wiki/w/Breaking
Breaking, digging, punching, or mining is a common activity in Minecraft, performed (by default) by holding the left mouse button or right trigger while the cursor is pointing at a block, or by long-pressing on the block on touch screens. Breaking is the primary way to remove unwanted blocks and acquiring blocks for future placement or crafting.
"The base time in seconds is the block's hardness multiplied by 1.5 if the player can harvest the block with the current tool, or 5 if the player cannot."
I see
Yea unfortunately that's wrong lol
No idea how I managed to calculate the right destroy speed for netherite pickaxe despite not having the right values
do structure blocks play nicely with custom blocks/entities?
if there is loot in the chest it does not appear
