#1.20.50 - Stable
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I think getting good performance across all the devices supported right now is pretty hard. If you focus on your core devices it's pretty easy. But yeah if you are trying to support console, mobile and pc like bedrock thats pretty hard to optimize for without a massive team.
Vs you only do PC then it's pretty easy.
grapic is a really complex topic its more complex than cpu architectures. when you have writen a code you can compile it to every system and the compiler improves it for the system
I think it's still doable as an indie alone. Where I think you really have to have a team is multiplayer. Making single player games in UE5 is fun and not bad at all. Performance is pretty easy to manage even in massive massive maps and worlds.
But once you add mulitplayer and server/client the complexity and issue skyrocket. This is where I get burned out most the time. I can get the core game play done but then get barried in the multiplayer nightmare.
On my last go I had gotten Steam/Epic fully working and could host games, but then getting all the server/client side to look perfect is a massive on taking.
I meant especially in the graphics area. I've never done anything with servers before, I imagine it's very complex
Nanite and lumen just do it for you. Say you are an architect and need to make a 3d building from your revit drawings. It's setup even that person with no real game dev can get in and do it.
the graphics performanse. with game engine graphic is easy but raw is it more hard and complex than normal code
100% if you're doing by hand. But ue5 tools make it codeless. I use blueprints. I have a blockbench to ue5 guide if you want to see how easy it is.
I do my rendering in there instead of blender
thats the point of game engines : the devs dont have to worry about graphics and can conzentrate on gameplay instead
Yeah I've tried to code graphics in many places and wow thats hard. The math is crazy
yeah i self messed with 3d rendering.
nmmmmmmmmmmmmmmmmmmmmmmmmmmm
what script version beta does this use
Think 1.8.0
1.8.0-beta
It allows you to take the result/success of a command and store it somewhere. Bedrock doesn't have NBT access, but it could still store to scores.
Will we get single storage items in blocks as a component? Since pots got them
I highly doubt they're going to add ANY more components to blocks
First a block inventory component
at least for the time being
is it stored in the block or the entity?
I don't know what a pot is. I assumed it was a block.
Why the hell would they still be making fake entity/blocks if entity performance is so horrible and blocks is what we have to use.
They're definitely tile entities
Why can't we just get optimized entities. UE5 displaying thousands, bedrock struggling with 10's
cant even get entitys which are visible over 70 blocks away
Thoughts on Entity Wizzard?
Entities at rest should be as optimized as blocks if they aren't doing anything. But they have horrible overheads
It's very helpful to get a very new person started. It's like candy, once they see what they themselves can do, they are charged to do crazy amounts of stuff. So I love it. 90% of them use it 1-2 times then move to bridge or json.
Here are my stats on my entity wizard and animations entry level guide
80% are unique viewers
adding a inventory is not the right way . a better way is to be able to create costum tile entities where we can also store properties for example
Sure whatever. I'm up for it. Game dev wise. I need a way to provide quality interactive and destructable furnature and assets that can break and drop loot. IE like the pot/jar... So having this logic in custom blocks seems like a no brainer.
Why we don't have a simple furniture solution blows my brain hole.
I have to do bp ac jank to sit on a custom block.
I wish those doing bedrock dev were making their own addons and having to deal with these issues daily too. Having a chair the player can sit in is basic 101 stuff. Yet here we are
How will scripting api fix this?
tile entities would open so much doors for creator . tile entities should be able to store properties (unlimitet like enitiy property) ui storage and there should be able to play animations
nice, sound great
scripting is a great think but for example the "breack_on_push" commponent should be not a scripting think making these with a commponnent was so much better adn faster
Seems like there is a distain for components and commands in the newer guard so... Depressing and Discouraging
i made this thinks with entities but creating them and remove than equals to the block that its in is annoying . normal entity are very cpu heavy because of position, shadow... updates.
Create is 70% possible in bedrock
Only because they don't let us turn these off and force us to have shadows on every f'in entity when most of don't want any shadow. ONCE MORE We had this before they killed off shaders for NVIDIA trashware RTX scam
Regardless of how you did this, it's lovely. Amazing job. I love how this feels
tile entities are anyways completly differend from normal entity it begins with how the tile entities stored in the world
i never understand why we cant dissable the collision blocks from entities. in survival even when the hitbox is smaller than the selection box of the block in some angles you cant interact with the block because of the entity hitboxš
but thats only in survival the case . yea its very weird
Did you make this? š®
of course but i cant really continue it because of major api gabs
is random_ticking on blocks broken for everyone else?
ooh so useful
But I thought it was mostly stable
If you do a diff between stable APIs and beta, via their NPM type definitions - about 60% of APIs are now stable. But, we believe these represent the most important APIs. We continue to work on moving APIs from Beta to Stable.
(this time last year, that number was 1%)
no chat event though
That 1% we all love
That's an epic amount of work in a short time. Thank you.
when can we adjust the entity visibility distance š¤
That's a big lift, and not on the immediate roadmap.
let us control packets like servers
Damn..
would help alot with hackers ( prismarine JS and bedrock protocol )
well atleast good to know that the team is aware of the issue
Very awesome to see such huge API progress done this year :D
Wonder what the goal is for next year
Hopefully focusing on json components
Iād love to see more components that were missing currently
Oh right, Iād assume they may work on client side scripting
There was a scripting QnA a while back right? Were there any goals stated there for the future?
if the goal is just keep getting more APIs to stable thatās pretty awesome already
Just getting as much of the games data exposed via scripts
More events, interfaces, etc
Letās hope we can see lots of cool new things for api next year then, I think so
Iām sure we will, but Iām just still hoping for the things weāre missing json side
Yep! I just wish they had actual slash commands higher on their list
They feel slightly forgotten
Lucky for you, thatās the goal for them atm
Kind of
Theyāre just focused on getting stuff out of experimental right now, and moving stuff to scripts
Well previously it was just json they were focusing on, now itās both json & scripting, and scripting is brand new, so some focus has to be given away from json
Oh sorry I completely misunderstood you
And I know theyāre working on custom biomes, but I feel like weāre still missing alot of features in terms of block components, things as simple as waterlogging
I assumed you were talking about moving most of the old components from json to be accessed via scripts
It would be nice to see more properties like that accessible
It seems like itās been a lot about scripting lately, which Iām not against, just wish they didnt just stop working on json for as long as they have been. Theyāre have been a lot of great fixes for it but nothing new
No Iām fine with scripting lol
Yeah it does suck for json but I think for the capabilities that scripting offers itās efforts well spent still
Honestly, like scripting and wish they focused on it even more. I realize this maybe a bit of a disagreement, but think that a lot of the json components missing can be recreated with js pretty easily.
Perhaps now that scripting is actually becoming more of a stable feature thereāll be more love for json again? Idk tho
I will say itās a bit strange that json has been around for so long while scripting api is pretty new still but the devsā preference is much towards scripting
Wonder what caused that shift so suddenly
Cause it feels more modern
It does I can agree on that
The main focus with json atm is moving HCF out of experimental- something that has been neglected for a while.
Think about json ui for example
Probably the sheer volume of capability and potential it has within addons
Exactly
Ah yes thatās true, a lot of it can be. But Iām talking about the general components like being forced to move slowly through berry bushes, custom liquids and queries to test for being in that liquid, waterlogging (Iād like to see this on the scripting side), climbing ladders type component, there are in fact lots more
Itās just though how come it didnāt happen earlier? Idk how it all worked internally though
Theyāre not ignoring json, although it may feel that way with all the recent removals & changes
Itās easier to use, easier to learn and remember, and the skill is more universal
(js, I mean)
Still seems to be getting neglected though which is my point
Oh right hereās another, storage for blocks
For me at least, a lot of the json stuff seemed difficult to learn at first, and still really feels clunky. Running a command requires a custom id (mark_variant) and component group in addition to a custom animation
Uh, you just have not been using experimental
Thatās true.
However, if not for bridge or other editors, how do I know what each component is called, what it does
I think the fact a lot of big json features were still experimental allowed for the shift to scripting
Since they technically werenāt stable yet there wasnāt as much commitment behind them (obviously though we have seen a bunch get released to stable which has been good)
Same goes for scripting api, you have bedrock dev, and Microsoft learning websites to help though
Component group overrides is still confusing to me š¤£
Thatās true, but if you know JavaScript, everything is instantly 10x easier
And if youāve ever worked with a library, 20x times easier
The documentation has definitely become a million times better over the past year imo
Yes true, but my thinking is, what would a full block made with scripting api look like
Iām not here for the removal of json, but I donāt think it needs as much attention. Maybe something like OreUi could work for blocks, entities, etc too
Honestly for me JS does seem easier than JSON, both to write and read
JSON is hard for me to read lol
Agreed
Another point I wanted to make is that they made an entire event dedicated to questions for scripting api, and have continued to really say nothing much about whatās happening json side
I still find it weird that you can run stuff with json lol
That one, to be fair, is cause the api is new
Thatās just an example, Iām honestly interested in how it would work, and look
Yeah, itās so weird to think about, since technically all you are doing is storing data, but you can change it with the data you store š
Yet 60% of it is out of experimental, and there has been almost non-experimental json features coming out. I donāt know the differences in the developing of the 2, but it always felt like json was in the back
I think thatās because it really is. Itās a older feature, less fancy, and less documented
I think there definitely is a pause in JSON development to focus on building scripting more
I donāt think though there is capacity to maintain and add to both systems equally
Scripting imo seems like where the focus should be at
So then why havenāt they switched addon creation over to scripting completely then. If it runs faster and is better in every way, why havenāt they done it. Thatās my question
Not great for json users obviously but I think thatās how it has to be
Since itās a long difficult task, and scripting isnāt best fit for some of that
Legacy reasons I think. If they could start over with scripts I think they would
Honestly it would be, think about it.
You can have identifiers, components like light emission and everything in there
Itās like redstone in java. Mojang has different principles now compared to the notch era yet they still commit to keeping QC in the game
Properties
Etc
Also I get it, itās a skill youāre likely very good at, and losing it to have to learn something new would be difficult
And look at bedrock without QC, they had the chance to start over without it and they did
Thatās why Iām wondering what the future holds, what I say here is purely for discussion, Iām wondering what you guys think and the community in general
I honestly want to learn scripting, and Iād like to see it eventually allow for the making of everything in it, my only worry being file size
I think JSON is here to stay, stable features wonāt randomly get deprecated. But you shouldnāt expect the same amount of additions as before. Scripting is the new (and better) kid on the block.
Darknavi said in the .60.22 preview channel that an API got removed from experimental because they don't want things hanging around too long. So it for sure seems like their is an aim to get way more API's stable and minimse the amoutn of beta api's
My concern if that was to happen is speed. Weād need something better than quickjs probably
Well said.
Iāll brb, dinner
Not really, if js is so fast, faster than json, then there wouldnāt be something better to switch to, or a need
Kayla said somewhere that it's layers.
Someone might start by learning command blocks in game and using commands, they might move on to json or functions, and maybe they move on to scripting
Ah
Yeah I think thatās a good way to put it.
Supporting different levels of the creator eco system, people who use scripting are probably the people who want to use the most advanced features
In terms of development, it would be nice if all 3 had brand new stuff added all the time, but you only have so much capacity
It makes sense to focus efforts on scripting imo, especially for advanced features
Camera got commands before it got scripting support š
Every now and then the other 2 get something! :D
True, Iām just hoping that around may beta apis are around 90%
Iāve been very impressed with the speed at which APIs have been becoming stable so maybe a possibility!
So that the focus can start to be json again. As I stated earlier, there are a lot of things missing that should be there, whether it be added by JSON or js
Scripting in no way replaces JSON files. One is code, one is data. The best parallel is Java mods. Most modern content mods have a builtin data and resource pack just like vanilla does, because code is for logic, not definitions
But what about JSON that performs logic?
Question, have you taken a computer coding class?
Like what? A loot table? Or animation controller?
I have
Thatās likely why scripting is easy for you and json is harder
But Iām not well versed in Minecraft add ons specifically
I did the opposite
did they remove the chat event thingy
No scripting experience, but learned json on my own
Honestly Iād say those are properties but like experimental json features like run command (based on what Iāve heard, I have 0 experience in add on dev lol)
Commands are definitely replaceable with scripting
You'd never see functions in a competent mod's data pack
Oh yeah Iām aware haha
Iāve mainly done web dev stuff
And the line is very clear there between whatās in JSON & JS lol
Use the functions to run code. 
Seeing tryashtar and Ersatz discuss add-on making is interesting since they come from a Java background
I am of the opinion more Java creators should take a look at how Bedrock creator stuff works :p
Those have always seemed cursed to me, but I see why they did it that way.
A closer creator community between the 2 editions is good imo
Iāve used Java for years but never got into datapacks somehow
Also java players have always wanted a modding api, and I think itās awesome Bedrock is pretty much getting that (I think Java is getting closer to that as well)
You get to a certain point in your creator career when you've seen and done everything and want to learn something new.
What do you see for that? Iām curious
On Java, worldgen uses Json object based math operations. It's not a quick Molang string. It's just more annoying to write.
Loot tables, predicates, and item modifiers use computational Json too, but I feel like those are more like real data.
Hmm I see.
Tbh with Minecraft the line is pretty blurred, but I tend to think of logic as real-time stuff you do with the individual blocks in the world and interactions between blocks, other blocks, & entities
Screw it, just give us full C++ modding capabilities. No more JSON vs JS war
JSON & JS would unite because neither of them wants to learn C++ lol
uploading source code to public github repo now
š
tweeting this right now
License better be MIT
:O panic
I live laugh love at this moment ā¤ļø
Letās go back to Minecraft Pi Edition modding
What about cobalt it was created by the DOD, we should get the gov involed and really make this interesting.
I honestly started this conversation to get people talking on this. I wanted to learn why people like scripting and why people like json.
It seems like the main reason people learn scripting is because of a computer coding class they took making it easier for them
While people who learn json are usually on their own and figure it out overtime
JSON and Scripting aren't at odds. It's like saying "JSON or JPGS".
TGA>>>
Yeah no, thatās the point Iāve been trying to make. I wanted to figure out why people like what
Typescript better
Mmm types
it's pronounced gif
jeff
I wanted to see where the conversation would lead, and what I may be able to learn
Anyone who says jif is wrong and I will die on this hill
hif
I hadn't used javascript until trying scripting. I just let intellisense cruise control take over and spammed tab until I was enlightened
epoc
There was no internet when it came out. I think people can say it how ever they want. There isn't a wrong or right way.
gee eye eff
I canāt read the emoji you put š, too high quality
kmb
I didn't learn programming from a class, I learned it myself. I was that kid writing batch scripts at a young age.
I'm learning scripting because I've always had an interest in programming.
Were there any changes to riding entitys? Or anything to the horse chargeup?
Things were so much easier in qbasic days. Look at these graphics. https://www.youtube.com/watch?v=lyBD0X81tjk
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I think all minecraft addons should be done in visualbasic
There are lots of backgrounds people have regarding any code and their way of learning it. Amazing to hear you learned that so young
Do it all in redstone
It's 25 years old!
With co-pilots, does anyone need to know how to code anymore? Certainly is faster than the old way: looking up things on stack overflow every 5 minutes.
Co pilot does really well on typescript and mc tbf
I still prefer stack overflow, itās my specialty
I don't trust those, so didn't go that far
Until you find the thread that no one bothered responding to
Then you look at github issue discussions
I don't really trust the output of those. I've had questionable results for other languages.
Github issue discussions are my jam
So many tools discouraging learning and creating lazy people my family would tell me. Autocomplete / syntex helper is for noobs. You should know it....
So they don't like bridge's tree editor either then?
SCRATCH
Let's make addons in scratch
It's a joke to them whatI do. Even if I learned JS and Java I'd still be a script kiddy.
Not having intelisense is coding with an arm behind your back
Like sure you could, but for what?
nah it's lazy
come on
You need stacks of dot matrix printouts
Code shouldnāt be written like youāre trying to reinvent the combustion engine from scratch
Thatās a great idea someone make an add on doing that
Intelisense š
Intellisense makes it easy to learn how a program, library, framework, etc works. Especially if it has good comments.
Did you see copilot chat can generate docs now??
My main issue is the placement of everything
No? š
Just 1 to 2 more steps to ai doing it for you, lol
Ai can have docs to be fair. Few enjoy doing them. Better docs is good for everyone.
My main problem with ai is itās so broad, I prefer things that are specifically for this specific use case
How to get more amazing docs like "is_hungry: this query returns true if the entity is hungry"
It lies so much is mine
Like a 7 year old with a 1000iq
Tbf that can be helpful in intelisense just so you can easily see what something does
I had chatgpt help me for a few days write python scripts to automate my PBRs/MER files for RTX and it was painful, but I got it done.
It helped me count all my pixels per folder to diag over atlas nightmare.
is_hungry: this query returns true if the entity didnāt pay their bills and now has to wait until next paycheck to buy groceries :(
Some of them are going to be naff though
I'd love to see a comedy version of the wiki queries.
is_sprinting: this query returns true if the entity finds out that Jeb and his amazing hair is in town today
The sarcasm here is crazy
wait
Honestly though, I was just trying to start up conversation š
I couldn't tell lol
I know I went a bit over š, but my intention was to get a genuine response from it
Not to make a division between json and js
I was still remembering this
I like the 2 of them and theyāre both very useful in addon creation
agreed
I don't like the player.json compatibility issue though
Thats the one thing I hate too
Though that goes for anything you replace
Iām hoping that scripts will be able to solve that issue, but practically adding things to the player.json code without acctually touching it, if you get what I mean
Same goes for them client side scripting comes
true true
my idea is json is used for client side things like(models entities etc) and scripting is server side(with the logic required)
I think models shouldn't be json
what do you think it should be?
Some binary blob that's faster to load and takes up less space. Not really important though
glTF!
lol, i found that out just now
yeah, it sucks
Not sure if this was mentioned, but as someone who uses structure void blocks for their intended purpose, the change to make them not block placement made editing structures much easier without worrying about creating unwanted air blocks that are difficult to see. Sad to see this change reverted.
ima assume its a bug they introduced š
It's called Bugrock for a reason š
lol
am i going crazy or is setting my randomtickspeed not working either
its working for crops and such
but it feels way different from the last update
its smooth as hell and i put it to 4096 XD
it slowed some stuff for me when i set it to the max limit
yeah it was like this in the .21 as well
its not slowing anything down
no it's like when i drop stuff it's takes very long to drop
ik, my items are just falling smoothly
yup lol it's working like tick command
welp ima sleep on it... ima just keep my random ticking component and just imagine it works for now
at first i thought i broke my world and started a debug spree trying to find any errors in my pack... just to find out its the random ticking component that doesnt work
did anything change about riding horses or horsejump whatever, i was using the horsejump/boost to trigger stuff and it broke after the update
cant find anything in the changelogs
Huh
I don't think the script team has much to do with the JSON stuff
Scripts have always received updates due to their iterative nature
what is intelisense?
is an extention called npm intellisense?
for autocomplete
It's basically autocomplete. Most popular IDEs and text editors have it.
anyone noticed you can run while eating apples now?
thast been here since the game came out
WHAT
No way
Thatās definitely not a thing in Java
hi
I noticed this as well... I have been playing minecraft forever and it always slowed down whenever eating something
Exactly
Must have to do with apple's definition file getting updated again
I would love to be able to turn chests from tile entities, into blocks like barrels.
same goes will all other tile entities
:/
Now you can no longer export structures that exceed the limit of the structure block
Wasn't that always the case? The limit was (64x256x64)
Before it could be exported anyway
There is no other way to export structures, right?
Why do you need such a big export anyways
I want to do something
Jist split up the structure
That seems to be the only way, now I'll have to position it 3 times instead of once.
yeah it's a pain
š
3d export is also broken and often doesn't work
but at least before I could export it anyway if I edited the structure block with NBT
Yep
what an unnecessary change
Why don't they limit it to 48x48 then? That is the world's generation limit for structures.
Works as intended
So is it intentional that you export a 64x64 structure and then find out that the limit is a smaller size?
48x48 is just a limit on world gen, not actual structure blocks
Read my next message
Not everyone uses structure blocks for world gen. The 48x48 is just a limitation of world gen
There was a similar situation with the blocks with the hitboxes and the models, however they limited the size of the models until the hitboxes were fixed
When?
There is no "engine limitation" in the block models, only in collisions
There were already two ways that the limits of the model could be exceeded and both were patched
That doesnt explain when
I'm not convinced those making these changes make their own addons, so I don't think they can understand the effects these changes have from their 1000 mile high point of view. These all seem logical to them, because they arent' having to use the tools in their own projects. I'd like to see it a requirement all bedrock devs need to be working on sub projects so they feel our pain and see why these choices do matter.
Why do you want to know when?
Bc I do so I can know what youre talking about?
Yet, 90% of the creators are perfectly fine
I'm referring to "minecraft:transformation" and that addon that allowed you to make larger models
Makes sense? Why would your model not align with your hitbox
Yes, it's sad they don't take time to understand the other 10%
sure? Currently the collision limit is 1 block and 1.8 models
and in the same situation that you said that not everyone uses the structures block for world gen, not everyone makes blocks with collision
Like all vanilla blocks, spore blossoms, lectern
That has nothing to do with sturctures
That 10% mostly use world gen? XD
well you can just clone a structure block with different sizes and use scripts to smartly position them, however third party export is on ur own
I wish that would happen
additionally just use third party world edit tools
or do convert to java and vice versa to get more tools
If these tools allow me to export the structure to the size I want, could you tell me what they are?
mojang limits structure size due to chunk loading problems
Amulet
I already use it, where can I export a structure?
Beyond that many expert map makers use java to make map content. Structure blocks are the best way to move that content to bedrock. Applying a restrictive limit on strucutre blocks costs me alot of time and productivity for no reason. We've used large structure blocks for years with no issues. Yet no they are too large and have to be limited.
If they were making addons and doing this themselves they would understand this.
You can copy paste blocks from one world to another
You mean the ones they caused and just bug fixed? Those chunk issues.
Does java have a size limit?
then i have to move the struct to java and use the java structs block and pass it back to bedrock?
Then again, if youre doing world gen, just use java
I don't know I have to convert them to bedrock first
I have no idea what youre trying to say
conventional mcstructure format if you want is not available but u can write ur own, i think wiki.bedrock.dev has documented it well and you can make plugins in some third party tools or just use http api in bds to create custom structures writer
So, why do you want me to move a structure from one world to another?
Isnt that what you want to do? Export structures so you can import it into other worlds?
no?
i meant if they kept that high structure limit then it allows people to make really big strucutures, that can pass even simulation and render distance
I want to convert the structure to .mcstructure
however a better choice was to make it configurable
the game doesn't let you generate them
Im so confused now
And do what with it?
idk a readymate writer, but wiki.bedrock.dev has documented it and you can write ur own, additionally nbt viewer extension from vs code can help u learn how contents of mcstructure looks like
generate it with commands
/structure load
Wants to load it via behaviour pack it seems
yeah
export to files
Splitting it should be fine then. You should also keep sim distance in mind though
Hence why structures have a limit
Yes, it is the only way, but I wanted to avoid positioning the structure several times and see if I could do it in one go.
What do you mean commands can't export?
write ur own structure writer and attach as plugin to apps like amulet
and for quick method, just do it manually via hand with in game by putting structure blocks
Commands really can't export, but I think he got the wrong idea
so stupid. I've had to do some of these and it's a pain
you cant create .mcstructure file via command
You can plop a SB down and fire it with redstone.
yes and my structure is not small...
I'm trying very hard
all with commands
i think it saves to memory and doesnt creates a file
That can only save structures; not export them. That requires user interaction
Yeah in Dragonfire Nations our islands where made in java so I had to transfer them over. It was 8 SBs per island
I don't know any programming language, I doubt I can do that
He's half right
Save to Disk doesn't create a structure file
well than do google search and try to find one and if you need to do ur task fast then just focus on doing it manually
Pyrhon
Loterally use the amuet core api
first its not a command but structure block screen and save to disk and memory or whaever option doesnt create .mcstructure file
Then what does it do?
It saves to your world files.
Save to disk wrotes the nbt data to the db files
Embedding it into the world's database
i never use them bcz they are useless for me (i said me)
So it's not a separate file you can play around with.
That's why there's an export button.
Good thing API scripting will fix all this right.
Yesn't
api wont get file access
Scripts don't have file access so half the work needs to be done by an external program. That's what I did with WorldEdit
but it should get a method to read/write structures via json and we can share those jsons via http api
lolololo
These guys should add a structure stitcher to their app. https://discord.com/channels/494194063730278411/1147393979499941982
Amulet is a really good way to move structures from java to bedrock. We often use it to avoid structure blocks if we are just replacing or moving something somewhere
Yeah, but this isn't about Java <-> Bedrock
Cyberaxe brought that case up š
Moral of the story...dont mess with nbt data
NBT is not your friend
lol
Use amulet. It has .mcstructure export
Not Bros Teams
Yah export button
Every time I've tried to use it on large maps it's been useless.
Why
Unstable, extremely poor performance.
I haven't tried it in a while. I've used it for smaller maps. For large content I use je2be on microsoft store. It's been epic. I can't believe what Iv'e done with it
My largest map so far is 60GB
wtf 60GB
I also got about 40 miles of western Colorado in, which was epic
yeah man I'm hardcore
minecraft should add zip export option that does export to zip file(that contains mcstructure files) and this option can export only
they can either make this part of editor and this method should be able to load any chunks and export the structures with a button to cancel it(bcz big structures means longer export times
Once I can get 256GB of ram in 1 system. I'm working on a 1to100 earth map.
I'm so excited about it with the new map height caps
What's your specs?
ooh its true! thank you!
always the community moving the reins of the game
lmao
6 has to get upgraded to 2k soon
going from 3-6 and 6-3 6-2 is stupid
seriously
I prefer freak
All custom
how much does something like that cost?
a camera of nasa assuming everything was latest and never used
When I built it $4K ish without monitors. 3090 was 2k cash in a liquor store parking lot. But I used it to mine and paid it off in 6 months.
I have a 23+ year old IT business so I do this as a expert/professional. I'm well over thousands of system built and sold.
me crying looking to my pc
At one point I was doing 40 a week.
what a pro
that makes sense otherwise i was like no a normal gamer wont need this much
And what made you decide to work on Minecraft Bedrock making addons?
well I do gave dev in bedrock, ue5 professionally and 6-7 other jobs. I have 3 businesses.
you will be happy to know that i have i5 2nd gen and u better from me
I love doing it. Codeless. In seconds I make and have in game anything I dream of
me too T-T
I have 5-7 better than that stacked in my bathroom
sadly import costs prevent me from sending them to people. I've tried.
this is still better than the avg gamer
Ig but I got it a few years ago
bro I have a fcking intel 2nd gen xd
well i can buy a pc but there should be a reason to buy, as far as my pc doesnt gets slowed so why would i cry, it meets my requirements
1000% I'd spend a few hours calling around to local businesses and ask them for their ewaste and old stuff. I get countless nice system given to me.
You could even stand outside best buy and offer old people $10 for their old systems. I've done that too
not every one one lives in us or other better countries
I swear everytime I'm at best buy some old lady is recycling an alienware i7 her grandson doens't use anymore
š š
but everyone has old ewaste.
free loot in my eyes
I've sold alot to people around the world
i dont run ewaste business
I need to check out some ewaste sites later
Probably some gold I can find there
In my country ppl don't leave something on the street even if they were crazy, they eat it before that.
some crazy people throw away newgen phones ect all the time at those ewaste places
It's crazy
my pc is surely cheap in terms of dollar but in terms of economy of my country its pretty much good
I have seen how people tend to throw many great things in the trash in US, here where I live I have not seen that even by chance.
Ah
and the so called pc donator cyber, just sell ur pcs and send money to ur desired friends( the whom u wanted to send)
btw i dont want ur pcs or money
idk amulet worked great for changing biomes so i love it for that, though i wonder if there are other methods
Here is the setup, pc/server are in the bedroom behind this wall. They get their own room.
"server"?
bro have his own server for games
and i thought being able to have 3 monitors was too much
I've used 3 for ages. But then I wanted a 4k tv so that was 4. for 5/6 I tested them for 2 months by putting them on my desk but not plugged in to see if I would have the urge to move content to them. And right away I was trying to put apps on the screen that weren't even plugged in.
When I got 5-6 done I then thought I really want a "code" monitor under my main one so I can keep bedrock/ue5 on screen all the time making 7.
The usb to vga are $20 at bestbuy. So $60 and the monitor and add 3 more monitors to almost any system
Monitors are being firesaled on social media right now. I've seen killer deals.
I have. I've funded a few PC's for devs struggling.
The freak in me couldn't sleep a few nights ago, so I spent the time developing this. My first showing of it.
ā¦is that bedrock??
Yep
Ah, is that project that is all HD?
We don't need no optifine... Sing with me
Oh my lord.
beautiful
But the showing off is contected seamless textures.
I almost have grass and sand done.
I don't understand your issue report:
https://github.com/MicrosoftDocs/minecraft-creator/issues/752
Also, please don't list game bugs on our learning portal Github. That Github is for documentation issues.
When you export the glb youre entire terrian atlas is included. So that means all my block textures in 1 file are included. I bet alot of studioes and partners have used this for fun, to get 3d printed assets or 3d art done not knowing all their block texture art work is included in this 1 file. That worries me alot about NDA leaks and copyright violations because it's not well known.
I'll create a bug report for the block issues. But same problem I can't include a sample glb file without it violating my copyright/assets lic.
this post shows how to access the entire terrain texture atlas using blender frmo the glb file exported from a structure block 3d export mode. https://discord.com/channels/691547840463241267/1009629397428482179
since when is this possible
Since I couldn't sleep a few nights ago and my brain made me get up and write down a solution.
Also give me an idea for grass animiations
I almost have it done for grass/sand. Then it's pretty easy to duplicate for the rest of the common ones
How did you blend it?
Just made custom blocks for each var
Ah
that way I can control all their side textures.
I mean it's jank but it's doable and I think I can get it pretty seamless to the player with some work.
so, you replaced all vanilla blocks by custom ones?
using world gen?
ahhh i thought it would work with vanilla blocksš
No, I'm just adding in custom block between connected blocks in real time
hmm, if you used the texture vars and setblock maybe you could do it all in vanilla
Yes, it's even more restrictive than Bedrock. Structures have a max size of 48x48x48.
There's workarounds for larger structures, but I believe the devs have mentioned wanting to fix that.
They're not afraid of modifying the structure format too. They've done it before.
isnt the workaround literally just worldedit
What do you think? https://youtu.be/ZqulwIl5gvg
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lol
what you been watching on yt. lol
Here is what I get. I have no idea what this is. yt is so broken.
i have never watched dhar mann š
I have no idea who it is. 2023 for the win
NBT editing if I remember correctly.
damnnn so it updates right after
40 front, 20front, 10front, 5x5x5 around.
It's not perfect but it's pretty good. 80-90% on first pass, 100% by second.
uffff
https://discord.com/channels/523663022053392405/1182836391336480848 check it it. Next is to do the sides and bottoms.
This is as designed. Just the way the game works today. Sounds like what you are looking for is a feature request such that all blocks have their own independent texture atlases and when a structure is exported to only export the relevant files.
No I'm ok with it as is, I just think there should be a warning that it's including the entire texture atlas so people don't give away all their block texture atlas or leak copyright assets.
I'm worry if I google these files in the wild, I'd file lots of textures that shouldnt be in the public free access, but because few know these 3d model export files contain all of their block textures so they share these files freely.
It doesnt' concern you someone at mojang could share a 3d export of a structure for fun to the community and it contain all block texture in their local RP's in that one file? That seems like a massive risk to copyright and NDA.
If It was my studio I wouldn't allow my team to use them unless they were checked and approved. But I only found about they had all this extra information a few weeks ago. I wonder how many others don't know still.
If you don't think it needs a warning then it is what it is.
yeah! wtf mojang
gotta love how they updated the bat model but left the terrible animations
I thought the changelog said they updated it
the updated the model, but the animations are practically unchanged
Fine with me
why does the mc bat fly upright
this isn't me nitpicking about realisim, it just looks stupid
It's easier to hit
Bats in games never fly like that
It's nearly always in some form of hovering
easier to hit my ass
I'd hope so
why is the id property of dataDrivenEntityTrigger event only got renamed in the afterEvent? while beforeEvent still uses the id property, instead of eventId
Inconsistency perhaps? Are both those events in stable scripts
someone pls make a better animations texturepackšš¼
nope, only the afterEvent was released out of experimental in 1.20.60, which might be the reason why beforeEvent wasn't changed
Yeah
Should I switch my add-on from 1.20.40 to 1.20.50?
They all love David Fries though :P
minecraft one cuter
David! David! David!
Question: Is there any ETA on fixing particles so they don't hover on custom blocks and respect the collision box settings. I had hopped this was fixed this update but it doesnt' seem to be.
My particle puddles, footprints, and others collide with the top of the custom blocks even when the blocks collision is off. It's very silly.
Have you made a bugreoprt for it?
Is playerInteractWithEntity and playerInteractWithBlock events out of beta yet?
Changelogs does mention it's moved from beta to 1.7.0 but I am still unable to use it in 1.20.50 stable, I am getting undefined error
I think only the classes for those events are out of beta, but they still havenāt been added to the WorldAfterEvents class
also pretty sure itās still not in that class even in the latest .60 preview in 1.8.0
The event works for me with 1.8.0-beta version of script
Yeah we missed a few APIs. The following will come later (probably around 1.20.70):
WorldBeforeEvents
- playerInteractWithBlock
- playerInteractWithEntity
WorldAfterEvents - playerInteractWithBlock
- playerInteractWithEntity
š® 1.20.80
damn
sorry - 1.20.70
Few, got me scared
1.20.70 COMING!! LATE 2025!!
1.23.40 COMING SOMETIME IN THE FUTURE
2.00 COMING EARLY NEVER
idk about that
lego fortnite is here
lego fortnite feels like a mix of a ton of survival games
I feel roblox from that
i think it's dumb that they've been planning this whole idea since fortnite released too
idk why are you comparing to rust and minecraft clone minigame
it's a joke
did the update make it so that structure blocks edited to have a size bigger than 64x64 don't work anymore?
from what I've heard, yes
Before events as well?
i am not sure if before event system is ready rn, i know that we have before player leave but its not cancelable
Before events are tricky. So we won't predictably have before events for everything.
Could we get a way to have a block spawn a particle atleast and some timer to loop it while the block is alive. For the countless blocks that need them.
Like wet sponge
Aren't there still ticking events?
you can just use that component and queued_ticking to play a particle
Could you give example how thats setup?
I get that
That could work, but would definitely be better if this was its own component. Less server load that way
it's just something like this json "minecraft:queued_ticking": { "looping": true, "interval_range": [ 100, 100 ], "on_tick": { "event": "particle" } } and then the same way you run commands normally
I don't have a JSON example for it, but it's just the normal way of doing commands
I go to Scripting to do everything
Maybe I didn't do it right, but doesn't work in stable. What am I missing?
olctd:firepit_a_block | components | To use component 'minecraft:queued_ticking', turn on the 'Holiday Creator Features' toggle in settings
Oh yeah all block and item events and components related to them are experimental
I can't do this is stable I guess. So I'll bite. How would you do this with a api script.
As of right now I see no way (block side) to simply make a camp fire even.
You can't
Is run command in scripting out of experimental?
I think they want to remove the queued and ticking components from blocks. I'm just not sure if there's really a replacement for them. Via scripting, we would have to grab pretty much every block in the world, or every placed block in the world to do something like that.
Why would they remove that?
Not again...
Sorry lol
We have this conversation every week
If it gets added in some way to scripting itās fine
you could potentially create a map of every custom block of that ID when it is placed
I'm confused. Isn't the point of addons to be able to do vanilla features. But after 3+ years we still can't even do basic particle from a block matching hordes of vanilla blocks.
But removing run_command isn't a big deal. API scirpting will be able to do every thing well accept the basic vanilla things we need.
Once more I don't think the people making these choices are really making addons and doing this themselves.
Why do you keep talking about removing run_command? We've said several times that "queued_command" is the replacement and is going to be stable
in entities not blocks

I live in 1.16.100 only
1.10
Ever since they did block traits itās been pretty amazing
If you need custom blocks geos because entity performance is so bad then you don't have a choice but to move versions.
Nah I refuse to move I will only make things in 1.16.100
So what is the solution to enable creators to spawn particles from blocks. This is a basic feature that is needed. or is there none.
Back to run command or queue command for a sec, in scripting is it out of experimental? Or removed? I remember talking about it a week or two ago and it was mixed
There is no stable method for that right now
But it also doesn't sound like there is a plan to do it going forward since run_command/que..._command in block is removed. There is a play_effect event will that be left in?
I just wanna make commands happen š
I don't know what kind of implementations they will add
Well there is a way
Non-experimental
Seems to me being able to have a campfire, or torch or countless blocks that need particles is a basic 101 feature. Why is it being deprioritized for advanced stuff few will use.
Can we please get all the basics in stable first before we get random advanced stuff.
I doubt it's being deprioritized
I don't think the people working on Scripting are the same people who are working on the JSON components
could be. I personally think no one at mojang is making addons, on the side so they don't care if these features are in or not.
If they were making addons then somone at mojang would be complaining about these basics, it's shouldn't be left to me.
Correct, 2 different teams
It just so happens that the only people here are js workers
That makes alot more sense
So they get all the stuff about json which they donāt do š
Iām pretty sure anyways
and we've never see an exec come visit us scubs
Kayla...
The fact that there are mojang employees here is proof enough they care
I wish mojang had paid ombudsman fighting on behalf of the community and having some ability to challenge these choices for us.
True way better than many commuities. It's a blessing for sure
They donāt have to answer any questions, or even be in this server, but they are and they communicate with the community almost daily
Kayla is like always here
kayla rn
There are at least two people who aren't from the scripting team here, I'm sure there are more
Probably just watching
It would be nice to see more devs talking about the json side of things, but at the same time ^
To replicate a basic feature like run_command from a block take over 100 execute and functions. Yet they say it's a performance issue... You're telling me running all this logic from player because the blocks are too stupid to do anything is better performance?
Because this is what you're making us do to get basic block features to work.
This is only half. To simply do a 5x5x5 area around player. I have to replicate this over a render distance per block.
But sure run_command in blocks is too much power/performance hit. lol
May I just say now that I have a way easier way of creating particles š
Thatās a bit nuts
Lets hear it
I've spent weeks and weeks asking for advice. Before I created this
The feature just doesn't exist yet, just wait for it
We should make a channel specially to rant about the run_command so this channel stays clear
?
graphics team is here as well
Depending on how many blocks are going to be placed, this may or may not end up being better.
I know you arenāt too familiar with js, but you can use js to summon the entity on placed of the block. From there have the entity run a timer on loop that when done summons particles. Crazy stretch but better than what you have as of now š (if it happens to be less laggy
@fathom oriole Please make this a thing š
I don't care how it's done, I simply want my grass to move and animate. They removed shaders which did this for us with no performance hit. So my only options are a block flipping which is massive performance hit or particles.
things java can do no problem. yet bedrock had and was take away.
I'm so close. to getting back to what we had pre-1.16. Render dragon scam. https://youtu.be/KvuYN55y4bg
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Please share. I need to animate all my foliage today.
What about having a component for the block that says Minecraft:script_event (bit of a stretch)
Again, lets just wait for Mojang
They have stated numerous times that block events will have a scripting replacement
After work I will, but Iād recommend doing what Smokey stack is saying
wait. I've been waiting for 3 years. I can't "wait" for some untold amount of time. I don't have that many days left on this planet.
I mean, you don't have any other option
I have to build solution based on stable today.
Thats what I thought but people keep telling me I do, so I spend time research just to find out I don't. Thank you for making it clear. I'll keep on working at it from a player point of view/bp ac's.
This is just moot at this point
The documentation for dev is epic and I thank you for the hard work, when I started it was very hard to learn from the docs.
Most of my question I get asked to solve each day for people are more like, how do I make a block glow and emit light like x vanilla block. Or when I step on a block it fire particle.
Or how do I make a campfire and have it cook food, make torches, beds...
I think it would be helpful if Mojang had someone making vids/docs focused on how to make/replicate in game features like these vs just general component dev feature focus. I think both are needed, but from the outside it feels like all the focus is on dev abilities overall generally from a game dev stand point and not replication of the actual in game vanilla features we already have but creators can't figure out how to use or aren't able to replicate.
I understand why it's done from a dev/game studio point of view to cover as much as possible upfront. But from a creator addon maker I'm way more focused on doing x in game feature than caring about the 1000's of things a component or command "could do".
So having someone focused on the in game feature replication for creators, as guides and documentation. I think would be helpful too.
"I think it would be helpful if Mojang had someone making vids/docs focused on how to make/replicate in game features like these vs just general component dev feature focus."
- I'd like this too. Just not enough hours in the week.
Imagine kayla making YouTube videos
Nobody wants that
run_command for blocks isn't a performance issue, it's a supportability issue.
They'd be 98% transport/ Urban planning 2% Minecraft
good to know.
A slicedlime for bedrock
Kayla did you see the new Glasgow subway trains?!
I didn't! But what a fun offtopic š
I'll throw in off topic
not bad for a reupload vod like this
You could probably use recursion for that. It's a common technique on Java.
However, you should be careful with recursion as it can quickly get out of control.
This is one of those cases where you might need to think outside the box. Blocks that spawn particles aren't always spawning particles. It's only when the player is nearby.
Scripting could probably do that pretty easily with block volumes. You could iterate over every block in the volume and spawn particles when you detect your block.
I ended up using a fuction firing a function, firing, functions to make it easier. Each I start with a 5x5x5 scanner, then position that at 10, 20, 30, 40, 50... to render distance.
Then I use a function to poistion that in 2 axis(forward/back). This method with positioned is much easier. (I'll add sides next if performance holds up)
So
Forward placement scanner(directional) to scan blocks(area) to block anim(local to that scanned block)
That gives me all this front and back. Just need sides.
I wonder if a recursive function doing a flood fill search would be better for this specific case. Just start at a single block and it would find everything.
Obviously should have a limit to how many blocks it can check. That can quickly get out of control.
I don't know how to do this, any guides or docs I could read?
I'd like to cover 98 chunks/render distance if the fps will support it
Why though? That's a bit excessive.
I can always turn it down. I need to get leaves too so alt matters a little. I could make the directional also use y rotation if I needed.
I have an odd usecase
Actually, I don't think that would be better. You'd need a way to check if a block has been visited and commands can't really do that.
In any case, it's like regular recursion except you run the recursive function on all blocks touching the current block while also checking if they were already visited.
I just thought of LOD'ing my pirate ship with particles. oh man I think I could fix long range battles then
Yeah this is all jank. But if it works.... Indie game dev right. .
Any hints on how custom blocks and leads will work? for custom fences and stuff?
Unfortunately I donāt have any time today, I should be able to get back to you tomorrow
no problem. I'm full bore on this already.
0fps here we come
š, trust me, my fix should definitely (hopefully) keep you from lagging if all works out
I havenāt used my solution in large quantities yet
Me when creating custom bushy leaves with custom blocks š
can you show us/
Nope, not currently
Top secret, not even Kayla can see
thats on my list next with levae animations
Ya I also animated my custom leaves. Plans were to change animation speed based on climate.
Stopped working on them for a while because of the minimal importance they have.
What the
I love this denstity, but down to 10fps 2k at 98 render distance.
Ima need that pack when it comes out
š
Well, why are you at 98 render distance
I think fog would look nice btw
Trying to dev at max for highend systems to end.
100% I have it but waitting for deferred to do any grahpics stuff
It will never come out downloadable
So how is it going to be used
(I have no idea if that was sarcasm btw)
Is something I made for my project. You'll be able to play it online.
Getting there but still lots of work to do https://youtu.be/dMjrrz7uMDI
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Definitely a start
And sadly I still havenāt had time to help you out with the block particles
Sorry about that
It's all good. Any progress is progress...
The NPC LOD turned out epic so even if these others suck it's doable.
phototype here #1184250586003157052 message
Yes I saw, running pretty decent for that many š
Okay I did not notice this but mojang finally improved 30 FPS on switch
Itās Alot smoother now
I set the FPS max to 30 and itās smooth
To me
it is by switch standards
Sadge, they didnt make it into the hotfix
Hotfixes aren't for adding new features
Also, we found some bugs with the APIs so they won't make it in time for 1.20.60. Targeting 1.20.70 now. Game development, ya'll!
Thanks for the status update š
Just throwing out these numbers huh xD
yo feature suggestion: return owner value in is_tamed components in scripts. other than that, thank you for your hard work
Good to make feature requests for addons here.
https://discord.com/channels/1138536747932864532/1138579478923186187
I would love to be able to set and get an owners uuid with the API.
youāre not getting playerās uuid lol
nice!! beautiful
thank you!
If we could get that, omg
You just gave me an idea
No thatās too far fetched
Nvm
sorry meant player.id
This explains it
Wonder why they only updated the apple?
no idea haha
The ||false|| announcement
Minecraft's undercover update to the Apple item code is like a cryptic message saying, "Hey, brace yourselves ā deferred graphics are sliding into iOS soon!" A developer spilled the beans from a city that got Creeper-bombed by misunderstood Endermans. Now I'm on the run, sharing this while dodging three sneaky creepers sporting mysterious sunglasses. Stay tuned, and stay creeper-aware!
what
gotta love running deferred on 10-30fps if even
Beaware, somoeone might upload this to all of Twitter (X)!
Donāt torture yourself with such high hopes
I canāt handle it
Iāve been waiting long for this
I just need to be a little more patient
Me whoās been waiting for over one and a half years for client scripting
and thatās just one thing
The guy reading this who has been waiting for hytale
Iāve been waiting for hytale since the day the trailer released I think or maybe slightly before that
Same
I feel bad for the hytale waiters
And now I have a new wait... minecraft:digger documentation!
yeah yeah.. is a hard petition I know.. unrealistic, some could say.
I aināt really waiting for hytale cause Iām worried it will make Minecraft die again
Minecraft will never die also probably #off-topic?
Minecraft can't simply die
no
digger docs
where
when and how
xD
Whatās digger docs
documentation for minecraft:digger
Whatās Minecraft:digger
An item component used to create tools
Just dig until you find them :3
how if I can't understand the magic arts beyond the speed property!
Is it a multiplier? Does it overwrides the hand speed? If is a multiplier, what is the number being multiplied?
I need responses!
Unfortunately
Preview/Beta News UI is rolling out now on this release. (Ukrainian translation)
I got it 5 previews back
happened on my switch
imagine people who donāt know what preview/beta is and they think theses features are in stable version
š
Has been for a while
huh..?
ive seen this in stable minecraft
plenty of times
thanks
understood everything from this text perfectly
btw is that russian or what
You should read their message again
Well I used it and my structures are not showing up in game
