#1.20.60.20 - Preview
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NIce
Wow
h
fortnite
lets goo
ohhh
Banana!
fortnite
Per player particles are here! i love it!
nice
๐
waos
script api tweaks
Happy Preview day!
Wish this had an explosion power parameter and wasn't tied to radius. Whatever equation it uses to determine explosion damage is exponential and becomes a nuke with any radius higher than 1.
stable .50 in this month?
good but where is minecraft 1.19.50 release
They're usually staggered by a week
It might be delayed to the start of december? 1.20.40 threw off the releases around the start of the month ๐ฎ
and more api been stablized
Yooo letโs go I always wanted to access players via scripts
horray
No more random fall damage? Nice
format mistake 
1.20.50 might come out the same time that Java 1.20.3 does
Every single time lol
Since both have similar gameplay changes like the bat remodel and the 1.21 experiments
When dat?
SoonTM ๐ But sooner once Java starts pre-releases
โข
format lol, it's the fixed rule for update logs (x
bro ๐ when can i download the preview
it's 1am rn
run_command ๐ฅน
RUN COMMAND
run_command is dead. Long live queue_command
๐ damn we at mcdonalds now huh
RIP for run_command
Yay queue command
"queue_command": {
"command": [
//commands
]
}
right?
should work exactly the way run_command was working
nice

it's more readable I think
I'm gonna go to sleep
Leave your feedback and discuss about the Breeze here: https://discord.com/channels/1138536747932864532/1171830306865692765
Leave your feedback and discuss about the Trial Chambers and Trial Spawners here: https://discord.com/channels/1138536747932864532/1171830847922511933
Leave your feedback and discuss about the increased realms render distance here: https://discord.com/channels/1138536747932864532/1174388059765227520
https://discord.gg/MXxTqXnuD5
Will queue_command only affect entities or blocks as well?
it's only for entities
a
I never thought Iโd see the day where run command (or something similar) is non experimental ๐ฅน
Get ready for the hardcore mode ๐
don't worry, I will phone you when it's accessible
so for blocks and items still unstable?
my number is 65023898
Ye
ok im back and going back again but im late for party
Ok, so blocks will still use run_command but entities will use queue_command, a bit confusing.
Sean, you didnโt even include fixing the fall damage bug in the official discord changelog 
Block events are still experimental
copy that, good night~ ๐
run command for blocks is still experimental isn't it?
blocks and items are both still experimental, and no plans to release run_command for these out of experimental
Oh? Do I sense the changelogs newest vicitm?
gn
gn
Yeah, itโs you
What you think about local perticles!
Very neat
ya, so cool
I gotta try that when electriccity is back here
I donโt know when I would use them specifically but they definitely are useful and I would love to use them
me when doing player.dimension
Time to eat lunch
okay i should definitely check the quick world creation by tomorrow if it has came for me
Long time
goodnight. I'm going to sleep
Well more like a couple weeks
10:40pm 
and what about entity permutations
entities don't have permutations
really ๐
ya, they have properties but not permutations/states
They have component groups
"permutations":[
{
"condition":"q.actor_property('property:string_enum_example') == 'first'",
"components":{
"minecraft:scale":{
"value":1.0
}
}
},
{
"condition":"q.actor_property('property:string_enum_example') == 'second'",
"components":{
"minecraft:scale":{
"value":2.0
}
}
},
{
"condition":"q.actor_property('property:string_enum_example') == 'third'",
"components":{
"minecraft:scale":{
"value":3.0
}
}
}
]
why wiki bedrock wrote an article on entity permutations then
True, but it's much better to use for running commands on event trigger
aliases are already out of experimental and properties too but permutations is left
Entity, permutations?
yep
I think I have it
it's refering to entity states or whatever they are called
Happy Preview day!
Minecraft Preview v1.20.60.20 is out now on the Microsoft Store!
Bedrock Dedicated Server for Minecraft Preview v1.20.60.20 is out now!
got it before u
Oh bds as well?
its referring to this, except permutations , all things from this article is out of experimental
https://wiki.bedrock.dev/entities/entity-properties.html
Yeah
ya
Docs are updated!
new Server version 1.9.0-beta!
playing preview now
and i hope entity permutations would be more reliable then component groups
why does it have the word deferred in there
show is deferred performance
lol
130fps
it seems like they directly went to world without visiting main menu
what does skin standard cust mean
Why shouldn't it?
lang file issues
what was it before
Got 70fps before this preview

I will probably be able to check in a bit to see if it's better for me
got 150 fps now
mobile?
whatโs mobile performance
I can check
@astral tartan Thought you should know ^
i hope it drops to 50
neat
wat dat
My puny device with 2 fps
thank you. What am I looking at? I sw run_command is coming out
We're now on v1.9.0-beta for the @minecraft/server module
The maximum my device can reach is 40fps
Input lag is a lot better with deferred
That run command, unlike what I had predicted, is not going to be removed
donโt know what that means 
But it dies when I use multiple light scources
Nice.
mY PACK
ScriptAPI thing
ah okay
Poggy's Luminous Dreams
Notifications
Notifs
what is this for
Mid
hm
Mines better
what kind of notifications
I've heard of this add-on!
/s
what is it used for?
Mine is in a private repo
recourse pack*
I finally finished the 1.20.50.24 changelog, did I miss anything today?
Should be Invites, Realms and News
Yours kills my phone

Get gud
It's the fog
I love the fog
lol Players no longer fall through the block they stand on when switching to Spectator mode and back (MCPE-170522)
When I get to jungles it goes straight to 4fps
no custom sun light colors, ok 
And the fog does look like the ones on pc
This is big for hosted
Increased the maximum render distance in Preview on Realms to 20 chunks. We will be collecting data and feedback on the change to determine what render distance increase we can bring to normal Realms. Please share your feedback with us on the feedback discord server or on the feedback site.
Add an unread post count indicator to the Feed button on the play screen and slots screen```
SPENT a month on mine
Why should I have custom sun colours when the default is already nice?
eeew all white
Decorated Pots now support the use of loot tables```
Me who spent over three months and still havent released the pack
I like this
And?
plain
I wish they would fix the massive memory leak

And?
mine prediction turning true soon lol
@last quiver dw I love ur pack ๐
so... the run_command will still work but only if experimental features are on?
I still haven't tried anyone's PBR pack
Poggy I want constructive criticism ๐ saying plain and white does not help
The default sun colors from the docs is just plain
(when it will be released in a full release, i will rename it to the new name)
so it's not ur pack
all white just feels off
I still wanna change shadow contrast
Entity event response run_command has been renamed to queue_command and has been released out of experimental. Commands run via queue_command may be deferred until the next tick. If the entity is removed before the command is run, the command will not execute. Content using run_command under experimental will still work for now but the experimental feature is now considered deprecated
Lets goo!
what?
how can you fix this with script?
@junior oar I think the wierd values in atmospherics.json is intenional because they done have seperate keyframes for day and night, so they just merged both into the mess we have in that file.
New Ore UI elements (a few ones were already here)
Aujourd'hui
Could you post this file
โจโจ
translates to today from french'
:/ damn at least it's gonna stay that way right?
I am France
โจ
๐ฟ

I found this out because I saw that in globat.json the sun and moon use the same keyframe values
I miss crab

They can add both sun and moon values to that file to make stuff easier
quite interesting
So you mean like 0.0 to 1.0 key frames for sun and moon right
what does the Class player mean in the scripting api changes?
I don't have the doc link
L
i dont
french is my second language
yea, night time (start of night) is also keyframe 0.0
me when this bug is still a thing
same
i have the crab with me all days lol
anyone?
Have the VPs updated yet?
im not french, im italian
i miss italy ๐โจ
Deferred fps on mobile is still the same

It's a format error, the bullet point below it was was meant to be tabbed over.
oh okay
I think they meant a fix only for dgpus or mobile was missed out
yea
Also is the copper grate blocks being pale in deferred fixed now
Would love to hear what folks see on Android with the perf improvements to deferred.
I still get 5fps :/
Hey, Kayla are there any information for cameras development?
nothing to report, but work continues
interesting
if blocks and items events will be deprecated, what about the /event "entity" part? it will be changed to only /event?
Trigger events via /event command will be very useful
@odd glen I will check 2x if fps is better on android
Wdym?
I tried to see what performance I would get, but it was strangely capped at 30 fps
No perf improvment for me
Still the same perf
1-5fps on a decently powerful phone
I am exactly at 1fps but rarely dipping into 0.9-0.8
They forgor android
He is using the Nokia
So After disabling vsync (don't know why it made it 30 fps) I'm getting around 45-50 fps
This is with vanilla performance of around 80-120 fps
I think perf improvments are for good GPUs/SOCs
So we were forgotten
Me waiting for iOS :<
these improvemts are not global based but based for supported deffered graphics so if you use 3th party tools for enabling deffered you will have like very similar results
Ok for some reason I can't set my max FPS while in a world anymore
At least I get 150 on PC :)
I am using vanilla no 3rd party and my hardware is supported
Do you still have the max FPS slider while in a world?
You couldn't. for me I have to quit the world and go into settings
nope
I distinctly remember being able to do it before
how many FPS you have?
๐คท๐ฟโโ๏ธ i didnt find anything interesting in this update
or anything eye catching for my like 1 minute skim through
Without deferred 40 to 30 fps
With deferred upscaled 2 to 3 fps
Without upscaling q
Exactly 1fps
Stay on topic please
Sorry Abt that
i can't really say
oh, ya its sad but i don't have butter spects too

i have 50-60 fps with low graphics settings and in defferet like 14 FPS so its nothink super duper
any questions?
why? lol
i think its pretty nice improvement since you are now able to get its permutation
we can't get stuff like banner color from that
data in general
ya, but you can't get that from itemStack as well lol, but at least you can get the block future state
you need block to get itemStack not BlockPermutation
forgot that there is a block propertie ๐ฟ
Time to update my deffered rendering pack
Lmao be sure to update the engine to 60
People are gonna import the pack to 50 stable and ask why it isn't working
๐ People will still do that
yeah I can't blame them either
mcpedl doesn't offer tags for preview versions
Yooo
Waiting for modrinth
yeah I tried to upload my pack there
pretty sad to know they don't offer bedrock addons project upload stuff
also some how frame limiter is working correctly for me
Cancel damage?
Also what's this?
Changed itemStack in ItemReleaseUseAfterEvent to be optional
Noโฆ?
ItemStack parameter could sometimes be undefined I guess
Ohh ok
Lol
also pls give us a resolution switcher in game
what? again? they updated it?
both yeah
Yeah ๐
๐ i am gonna have to make new textures again :/
the way they are covered in caves ๐
haha, better than nothing I guess
if that part of the structure file ๐
i am gonna do the texture update tommorow i need to sleep fr fr
Honestly think that's good. It's suspicious enough for players to dig in. But also not too obvious either
I just tried the chambers on Bedrock now. My shield was almost broken blocking all those arrows
most people can't even run 20 chunks.. (i guess i should say most people dont run over 16)
just increase the player size instead of view distance ๐ข
wdym by "increase player size"?
you know.. the realm player limit
Oh!
why change the render distance.. just give us more player slots
most servers dont even run above 16 chunks
Why change the render distance? Because there are players that want to see farther
pretty sure people care more about player slots then render distance
They also care about render distance
i never said they didn't ๐ i just said they cared more about slots
๐ you can leave a feedback on the official feedback discord
Yeah they care for both. They're focusing on render distance first though
Long Live queue command!
everyone got a free cape
Oh my goodness
This is the best banana i've ever seen
Ah nice, good to see
Hopefully that will go to blocks and items (I donโt remember if they removed run command in the newer versions)
?
when?
after few mins since i msged
๐
lying isn't very nice
sry sry, but u know na, we can get custom capes, i cant tell bcz i dont know what this server staff will do to me after that
I am very interested to see what more this update brings 
long live queue command! 

They basically not removed run command
im very happu
Question... Does that change also applies to blocks and items or..?
Because it kinda specified entity events and my blocks are blockys not entities ๐
what run_command ๐
according to mojangster, they are not planning something for them
#1174391912963244123 message
Why are they changing run command
Because it had scawy pwoblems
sad
Mobile
Medium shadow quality
Medium point light
6 chunks deferred render distance
22% bloom
someone pulled some blinds over your game
Intended.
Thats really good!
No idea why the shutter effect happens
๐ Oh, I went from 2fps to 5 fps average in this preview for defferred
omg double the fps ๐
Must have something to do with the shadow map bias.
The shutter thing is the only led for it to be okay for me
Let's not forget light leaking in caves
Only happens when its day it seems
If its night time, its perfectly fine
Had to set daytime to night for trial chambers
It happens in night too. It's just much less noticeable
yeah
I can see you're taking advantage of the touch customization
Yeah it's better with the customizable controls
k I am late but they fixed point lights
sweet
170 fps? Impressive
Brightness of the point light (colors)
What was your FPS before updating?
Iโm pretty sure he said something like 70
Most of us here noticing performance boosts, then there's this guy in the Minecraft RTX discord #1137476435611754626 message
Poor guy
lets assume, he had given his device to a technician for repair and the technician did a fraud and replaced parts with cheap copies
Increased the maximum render distance in Preview on Realms to 20 chunks. We will be collecting data and feedback on the change to determine what render distance increase we can bring to normal Realms. Please share your feedback with us on the feedback discord server or on the feedback site.
Add an unread post count indicator to the Feed button on the play screen and slots screen
My feedback is this should be customizable for the realms owner via a setting of some sort in the realms menu.
๐คท why not share that in the feedback discord
link?
hehe
Check the pins
oh didn't see that thanks
IS THIS REAL???
ya
this would be sooo goood for optimizations and customizations
also for trakers like in other games
so only one player will see what they allowed to see
so many use cases
wow
ya, but its not increase much for optimalization, but conditions and customizations are now huge
for phones particles are usually reason of most lags. on servers atleast
What
Player.spawnParticle
You can now spawn particles that only one player can see using scriptapi
How would you make it so only that player can see it?
I know this is a duct tape solution, but disabling the damage and then manually writing your own damage function (using ray cast and vector3 stuff) works pretty well
Just get the player and use the .spawnParticle method on the player
I donโt think thatโs how that works
Huh interesting
What about that says it's only visible to just that player?
Yeah exactly
Does it have something to do with the molang variables? I think I talked to Veka about local particles before and he mentioned passing in a variable
Why do you think they added the method to the player?
It seems like itโs just a better way instead of dimension.particle
Fair
Has anyone tested this?
How sure are you that itโs only visible to the player itโs called from?
Some people already have I think
try it
I canโt atm, Iโm just looking for anyone who has
And they said it was client side only?
#1174391912963244123 message
Very cool
Thatโll be fun to use
So it works?
Yeah :D
Cool. Tho it's still not as useful as creating a particle from the player entity via RP as in this way particle has access to player queries and can manage itself, while with scripting you'll have to create new particles every tick and specify parameters via molang variable map
Actually hold on, what if try using something like q.property from particle created from API? Would be neat if it was not only visible to one player but was also attached to it & had shared molang context
I have no idea how q.property works
What about q.variant
I've never used Molang before Veka
ah
ya same for me, for what that could be useful?
but i think client apis could handle local perticles even better
It's like client side scripting, you can use it to program the way things are rendered
Yup, so that's what molang is, slightly less powerful client side scripting
You can have something like q.variant == 123 ? 1 : 3 in particle scale for custom or vanilla particle and then see if changing variant (not sure if it will work via API) will affect the scale of particle
hmmm, does molang can access to entity properties?
bc we can set them via Script API like entity.setProperty
nvm i guess its not conected
Yes that's what q.property is for but you have to define a property in player BP entity file first and enable client_sync so that that it can be read from the RP
@spark aurora :<
Do you see anything in content log?
Absolutely nothing
Ah, weird. Well seems like it doesn't work anyways, so that's upsetting
Nevermind, i'm blind
Ahhh
Anything in particles that can be controlled by a molang string can be controlled through the script api
Could you not just pass in all the data you'd need through the api?
Assuming you can get the data through the api, yeah
You can only pass starting variables when creating a particle, but you can't send new data when it was already created. While if the particle is attached to an entity and emitted from animation or AC it can actively use player queries and update its state at any time
Ah yeah
I see. Maybe one day that capability gets implemented...
Client side?
mhm
^
This is exactly what I need to make my border particles different colors yay
:D
Can confirm it's only visible to the player its run on
I scrolled down after that and saw King demonstrated
There'd be no point in even using the explosion then lol
I'm definintely using this once 1.20.60 comes along
I wonder why this wasn't integrated into the particle command though ๐ค
same!
Does the particle command even let you specify the starting molang variables?
Actually, no. the particle command is very limited compared to the script API
Broken is the word Id use :p
Since most vanilla particles won't even work due to that
So yeah even if they did allow it I don't see what the point would be without fixing it
Does the new client side particle require molangvariablemap? Or do I just use player.
What does this mean? Do we know what the player class in this case is gonna have?
Would be nice to grab player heads
I think it doesn't
They only updated the player class to add the .spawnParticle method
Awhhhhh ok
They sometimes don't format their changelogs properly
Just tryn to understand how it is formatted
Still a w tho for particles per player
Yeah :D
Do you need an AED to jump start your heart?
Get that rhythm
I am curious, does the copper bulb have the 1 gametick delay to activation in bedrock previews that mojang recently removed from Java snapshots? I'll probably make a feedback post to add the 1 gametick delay to bedrock if it wasn't(there are already numerous about the Java delay being removed, I was thinking about one specifically for bedrock)
I believe latest java snapshot is the same in gametick delay for copper bulb as latest preview
Ok then, good to know
If your gonna make any suggestions do it on their discord
That's what I meant
Okay. The feedback website sucks..
:/ yeah i can't login they log me back out again
Tons of feedback gets deleted with no explanation
It goes to "approval" then just gone forever
yeah what is happening with that are they moving serves or some sort
It's been a issue for years
I got what's happening here i managed to log in to the website
my microsoft acc name and feedback site acc is different
which it shouldn't be
It's not the same, Bedrock has at least a 3-tick delay, and Java now has no delay
Also Copper Bulb takes 1gt extra to light up, which is just a visual change
cough Reminder to record your preview bugs on preview not dev builds cough
2lazy2crop
I just realized
name one thing included in tomorrow's update
hotdog
Fixed several crashes note
No 1.20.50? ๐๐
Fr they should give us 1.20.50 as a Thanksgiving gift
give it 2 weeks
Probably next week (or the week after due to Thanksgiving)
It's usually released in the same week with the .22 preview of the cycle, however since there is Thanksgiving things might be different
I think 1.20.50 will probably come next week as well
It's been a while since a stable release came out just 2 weeks after the last preview right?
last few updates have released like 3 weeks after instead
Thanksgiving might throw it off
i hope they fix this in the stable release
https://bugs.mojang.com/browse/MCPE-176995
And I hope they fix that and this https://bugs.mojang.com/browse/MCPE-177045
I'm confused about that one... isn't 2^18 correct? Every possible configuration needs to be accounted for
?
Wait where did you get that
The good news is that you can troubleshoot the issue with the debug log, which contains a list of blocks with permutations, sorted with the largest amount at the top.
Debug Log?
Content log
Or maybe the new debug log string found in the previews, a better debugger
The debug button is only for internal builds
I checked oreui
yeah :<
If you are interested I recommend you reading the conversation here #1067876948858118185 message
Does the same partical instance color change for the player with new player class we have or is it a new instance per player to change color?
@ebon grove
And they just can't see the other instances
Wdym?
So if player a is standing next to player b, the border will appear as different colors, now are the colors the same particle changing the same particle but visually a different color, or is the particle have to be done twice to show for player a and player b meaning 2 particles generated in the same location?
You have to spawn the same particle for each player
or just use the dimension one
Awh OK, so it would be generated twice.
Wdym about the dimension one?
world.getDimension("overworld").spawnParticle
I'm using the native to generate particles so haven't felt issues yet with one color, but if I introduced two different colors like green for your land and red for enemies etc
Will this generate two different colors?
Would have to use player class right
Iโm using the native methods too since the particle command is too limited
that one will show the particle to all players in the overworld dimension and it should have the same arguments as the player one
So just one color
You can spawn multiple particles if you want, youโre not limited to just one
Yeh, I'm just thinking about the color changing for each player due to if they own the claimed land or not near them
I already have 1 color working
I just need to try in preview now
For multiple colors
You should be able to assign the particleโs colours to a molang variable and then you would only need to use a MolangVariableMap to change the colour from scripting
Your saying this would work to change the color for each player in the same particle fir each player without having to make or in the same location
So what you wanna do is spawn a particle for everyone at the same location with the same colour?
No sorry lmao, you shared example further up this post. I'm saying I want to have different colors for each player. So player "A" owns the 16x16 claim. So it shows green around the border for him, but player "B" is not the owner of that 16x16 claim so the particles show red for him. Player "C" is a member of player "A" claim so it shows orange or yellow. Does this make sense? My question was due to preventing lagg, I don't want to spawn a particle for each player for each location green,red,yellow meaning all particles together are spawning in 3 instances of each particle so each player can see their color assigned to them.
I'm just confused on how the client shows particles between players
If I have to create 3 different particle instances per color, or does the 1 particle dynamically change without having to worry about lagg for each player
Oh, I get it now! Sadly you probably would have to spawn a particle for each player
Good thinking ๐
So custom ai in 1.20.60?
What do you mean?
Chat gp Steve ๐ฎ
SteveGPT you mean?
Yes
I prefer AlexGPT
better to learn
KaylAI >>>>>>>>
Cool
The properties are read-only
Thx
Pretty sure those've been around for a while
ya they were
๐
waiting 1.20.50
same story
I recently mentioned in #1067535608660107284 that I was confused as to why this was happening with my ActionBar after not having messed with any UI files but it turns out that the "Text Background Opacity" option is what was causing this to happen. This options sounds more like a chat feature and not for the ActionBar but I'm honestly not complaining.
That's minecraft bug
not really a json-ui issues something like that, it's just minecraft doesn't send the output for the json-ui to process.
so I suppose you'll have to manually set the alpha property for actionbar or anything that uses that slider.
this has been broken since ages now since it meant for title/subtitle.