#1.20.70.24 - Preview
1 messages · Page 1 of 1 (latest)
Happy Preview Day!
Whoops
he
h
well, no deferred stuff
egg
hey hi
hiya
Happy preview day!
hi
Why skip.23
I told you all. Bogged Skeleton killed it
nice custom block change
Structures in scripting
Yooooo
wow
alpha_test_single_sided?
oooo
yay
anyone knows how to get structures from world db programmatically?
Still waiting for target to enter 1.9.0 
is this about item dynamic properties or something else?
Death to .23!
I feels like I seen this somewhere in the previous preview
Preview on PlayStation when
Are the structures in scripting world specific? Assuming we can't save them into the BP at all
yes - itemstack dynamic properties
That would be exporting the structure
Which requires direct user interaction on PC
yeah
STRUCTURE APIS
Trying to figure out my use case
I've been waiting for this
@void jewel STRUCTURE APIS
structurises
makes structures in scripting 🗿
You know what would've been really useful? A way to get a list of those structures
A getAll function if you will
true, there should be a getAll
why its not in dimension
It looks like id is the only property for StructureTemplate. The other one we really need is size. That's very important.
or a way to check if entity is in structure range
Oh cool...time to make a proof of concept with this
What is it's max size
Yes the size is very important
Otherwise, this is huge.
I'll be using this right away
What are you using it for?
Now I just need ticking area management, and all my base needs will be satisfied in scripting.
🙂
Compile your feedback on the structure apis and send it along.
Well I did say getAll. Anything else?
I guess someone could make a post on #1067535712372654091 again?
itemstack dynamic properties on stackable when 🤔
i can but what you want there?
Compile your feedback on the structure apis and send it along.
Hi
I don't know how I would use this if I can use features and stuff. Am I missing something I am too stupid to see?
Where you use the structure command, you use the structure API
I can see using this for building things in creative, but that's it for me
Ya, i could do some research and some testment, but i can already say that i wish we could edit or create structures without loaded dimension like making structures with block apis
Dude... i have a proof of concept.... but idk if this api allows it for now. Havent looked deep into it
Now that you mention it, it is weird that we can make an empty structure. What's that for?
npm types when
I'm curous what the options are. It has a SaveMode?
no deferred? ...
why its not on dimension
no i mean structures and assign own permutations
yep
need to know what these are
Well yeah, what I said is related to that
it's sad 
Ig save to disk/memory
we will see
Exactly. What good is one without the ability to edit it directly
I think it's about wether to include entities/blocks like in structure blocks
The options are what you'd normally use in the command version
but maybe its just not in the changelog
Let's make a post in #1067535382285135923 to talk about this
yea
Bedrock Dedicated Server for Minecraft Preview v1.20.70.24 is out now!
That explains why action bar backgrounds may have been missing in stable at least
Everything's good in the right proportions 😉
But it looks cool
eew
Much easier to read for me at least
it makes stuff readable
make it a toggle to enable
This is super lame, but the blocks documentation doesn't even include the alpha_test_single_sided that's noted in this changelog. But I just tested it and it works, even in stable on older versions. I really could've used this a while ago.
the text string is saying that it's going to be a slider 🗿
much like glint
I'd much prefer to have it on 0
How is it different to normal alpha_test?
The backfaces are culled.
YES
How dare you speak to this famous youtuber with that tongue (im not famous)
oh I just made something like that with culling rules today
lmao the bogged
10 years to add something like that
Mojang please give us biome-based mobs with biome-based abilities
We are aware you know Terraria, well, follow em
🥺
btw when was alpha_test_single_sided added

first time I hear of it
Minecraft Preview v1.20.70.24 is out now on the Microsoft Store!
Apparently it's existed the entire time
quadruple ping
i've seen it in the materials file but didn't think custom blocks could use it
yeah kinda same
I don't know where I heard it but im sure it was not documented for custom blocks
Time to check if there is a connectable block trait not announced nor documented?
that could (but probably doesn't) mean there's blend_no_culling and alpha/opaque_seasons as well
cool preview btw, love the new mob
👁️
might try later
Time to check the files
btw im not crazy, it is not documented https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_material_instances?view=minecraft-bedrock-stable
@obsidian harbor How outdated is this page if you know?
You go do that 🫡
Im guessing its either an accidental slip or a diff internal name
You can see when it was last updated - Sept 2023. Feel free to log an issue.
It's not outdated. It's just missing this one material. You should file an issue.
Oh rigfht
Leave Feedback on the new StructureAPIs here: https://discord.com/channels/523663022053392405/1207737567663882330
Havent receievd the update yet
im so fast
same here
Bogva
StructureSaveMode (Enum)
- World
- Memory
StructureCreateOptions (Interface)
- includeBlocks: boolean
- includeEntities: boolean
- saveMode: StructureSaveMode
StructurePlaceOptions (Interface)
- animationMode: StructureAnimationMode
- animationSecond: number
- includeBlocks: boolean
- includeEntities: boolean
- integrity: number
- integritySeed: string
- mirror: StructureMirrorAxis
- rotation: StructureRotation
- waterlogged: boolean
sky stuff
Bedrock developers: We added the new Bogged mob!
Players: Where do they spawn?
Bedrock developers: In the Mangrove Swamp biome
The game: https://bugs.mojang.com/browse/MCPE-170183
Interesting, I dont have the inbox feature anymore
i feel like each of the render methods options should get its own paragraph instead of them all being jammed into one word soup
yeah, thought of adding that but kinda felt like it would be logical... will add it
done
Not quite done, but whatever: https://publish.obsidian.md/cicis-notes/Blocks/Server+Blocks/Components/Material+Instances+Block+Component#Render Method
wonder if they're doing changes to the chat screen
things you type don't populate the window until you leave it
Ah, damn. Either in this one or the last one, the massive speed increase to game loading was lost. In 1.20.70.21, it was crazy fast.
Huh, I wonder if there are other hidden materials.. I'll check
wind charges have an offset
Huh, why did we skip .23 preview
because 7 ate 9
There shouldn't be. As you can see, all non-special, non-seasons terrain materials should be covered now:
Maybe something happened with 23 build so they cancelled it in the last moment, and released 24 today instead
oh sweet. 1.9.0 is now stable
Item properties are stable.. so that probably means no props for stackable items.
Also still no stable chat event lol
I don't see how you would even give properties for stackable items
you'd have to dynamically create them based on stack size changes and be able to tell what goes where when you split stacks
which is completely impossible
Uhhh what’s this
I can't agree with you.
Try "Pick Block with Data" on a furnace and then toss the item to the ground.
Then do it again and again and intermix a regular furnace item.
What is skyprobe deferred shading mean
All the ones with data get stacked together. The ones that are just regular furnaces also get stacked together. But those 2 groups stay separated.
Lol
bruh chat is absolutely broken!
Weird. I can't actually find the gametips command from the localization… maybe it's not in public builds?
I guess that'd make sense.
ya, it is included in dev build only, bc its client side command i guess
How can you tell it's disseminated to that client only?
it sounds like client only command, since it doesn't make sense to have this option controled on server,
is chat broken for you as well?
I looked it up does this mean custom sky’s for deferred?????
Yes
😔
Dynamic properties out of exp?
they were before as well, but new item ones are now stable
Is there a new Script API?
like is 1.9.0 stable now?
because in the logs it said removed stuff from beta and put them into 1.9.0
but I'm not getting any errors whatsoever in my add-on
like it doesn't say wrong version api
1.10.0-beta or 1.9.0 versions for preview
oh, just for preview?
Ye
Stable is one less for both
oki
Nice
There seems to be a new, undocumeted entity component:
And here's their new material for one-sided alphatest items: item_in_hand_entity_alphatest_one_sided_color.
Anyone know what “skyprobe” is?
that is if it goes public*
Editor block palette thing looks cool
Does it not work the same as changing the item NBT? I think once 1 item or a set of items has their NBT changed, they would only stack with the same NBT type.
I'm not sure if 2 items of the same itemDP can be stacked. I would guess it's extra data/nbt to the item
it doesn't let you set any properties on items that are stackable
That's just odd
agreed
I'm guessing it's to make data for reflections or ambient lighting in general
From what I can find on Google it’s custom sky
Or something
Like skyboxes or something
Are yous talking about it being added? Or being changed?
Idk Google isn’t always right
Skyprobe sounds like what Sisilicon is saying
Like it's probing the sky for it's light level or something
in the context of CGI, probing means to take a snapshot of the scene and turning into usable data for lighting
Aw man
That would mean a better sky in general and for future stuff they have plainned.?
So in this case, the probe would render the sky to a cubemap or maybe spherical harmonics (SH) which is then used for reflections or diffuse ambient lighting
I thought it was gonna be something cooler
ye
it is pretty cool
This can produce more accurate lighting. One that reflects (maybe literally) the environment you're in
Imagine the terrain having an orange tint during a sunset (and in shadow at that)
is that how they fixed the lighting issues a bit ago?
Oh yea, lol. Imagine they added reflections but the sky does not get reflected, and all you see is a void
Yeah, you need a probe for that kind of reflection
I can agree, that the current light does not work well with the terrain surface, only sides
Show me an example what this looks like please
Don't have one in handy. But here's another example. Say the end sky is purple. Then the islands will be coloured purple too.
yea
Oh cool
It's like the terrain adapts from the sky
Exactly
imagine if they made a block component for glass blocks, like "minecraft:alpha_light_color": {<hex_code>}
I wonder if this would ever fix the void we have in the sky with current deferred.
like the colour that is shown through on shadows from blocks
Nah, that's an issue with the way they calculate the sky itself. The probe would literally reflect that flaw
Darn
I don't think reflections would be next week. There seems to be a lot to be done to have it working properly.
Maybe we get a surprise
It's great to see Deferred get more love than RTX from Mojang
Not a lot of chatter huh
@acoustic night , PS4 preview out
Yes no announcement
The button actually worked I was just getting ready to test the bogged
I was getting ready to help my friends with performance comparison's,
And I was like alright button let's push
And boom just downloaded
Send screenshots and videos if you can
They might announce it soon
Incoming ss
Hahaha check out my status
I see it!
oh shit
@spring totem @fringe rose @grand moss
Playstation Preview is out now
Or at the very least, rolling out
:0
Just so we all know, the deferred preview experiment isn't there is it?
Not in main settings, but is still a toggle for , er uh creating a world
🤔
Although its still in the files we could be looking at another hurdle essentially
If only I knew a preview realm with a deferred pack where you could check it out in
You're telling me
Don't preview realms only work on pc?
As far as we know, a switch preview could be what cuts in line of our chase
hmm, I'm getting no content was found when I click on the preview button on MC
Giving me an option to ceate a preview rn actually
Try updating and or restarting the console
It's different from when I used to click it anyways
already did
Should work for anyone in preview
What region do you both live in? Maybe it's that
Ireland
USA
Could it be taking longer in europe?
Realms in PS4 preview can not go to 20 in render distance
But I still appreciate David for still trying to get everything done and worked out
Mind if I share these screenshots on the Twitter verse?
I remember they said not everything gets told to them

Oh they were not kidding
No blue screen, 58-60 FPS
Everything's running smoothly
Do you have a second device with preview so that you can test deferred in local multiplayer?
If my laptop could run deferred, it's stuck on that one bug that's preventing it
I have multiple realms though
I might be able to test it myself
You have a PS4?
I don’t own Minecraft on Playstation too so I might not be able to test deferred there
Wish they would’ve done the same thing as iOS
Wdym?
You can install Minecraft Preview for free on iOS
with testflight*
Just join the beta program and start installing
Well yeah, but they could’ve released the preview for free since you can’t access the Marketplace
pretty sure they did that for playstation
Look
The button for opening Minecraft Preview doesn’t appear in the demo :<
Maybe it's possible to find in the store or open a direct link from browser?
I can’t find it in the store, but trying to look for a direct link
Do you have a link to the store in payment confirmation somewhere?
Er uhhhhhhhhh
All we need is a link that directs to preview on playstation store
Im looking
show
It's not letting me share the link?
wait I misread that as shaders ...
We're addicts
lol
I know I am
you spelled add-on wrong
Yes. Many times. Also you're*
however I am no better
Actually. the last time I said "addon" aside from in mod chat is June 2023
I completely changed
well
Am I only seeing it cuz I'm closest to the servers
Don’t think so, I don’t see the button because I don’t own Minecraft on Playstation
It’s sad though :<
I assume it's private only for those who owns the game.
It’s probably meant to be, but maybe we can install it anyways?
It's not allowing me to share any links of any kind
Oh yeah really great out of context typo right there
Right up the Discord Black SUVs outside
there was one
It's in minecraft settings at the very bottom
but doesn't work for me anyways
That button doesn’t appear in in trial
personally checking if the preview lets me in on ps4 pro
my ps5 said content not found

i gave my old console to my sister and she’s taking forever to log in omg
hopefully it rolls out in the EU soon
If it's not on your PS5, it won't be on your ps4 yet either
how would yk
have you tried it on both
i have not seen one person on ps5 get the preview yet
booting up my ps4 slim and updating everything would be faster at this point, swear on it 💀
ok it showed up
it is downloading
and ill see if i can get it to my ps5 somehow
im checkingggg
I KMOW ONE
@wraith fulcrum
Lemme find the realm code
wdym
Realm codes allow you to join realms without invite
Like server ips
you want mine?
No I’m giving you a realm with deferred applied
zMieVnShERc
Is the realm code
Go to friends and tap join realm
And put that code in
Joining
downloading resoure packs
Make sure to go to settings and enable deferred technical preview
If it doesn’t have deferred then I guess we will have to wait like ios
thats what I'm thinking tbh
its too early technically
at least its not blue screening
Did the realm load?
What
unlikely because something in the coding would have to be recognized
and so far my PS4 is looking at me like
If the realm don’t work do you have another device with mc preview?
That will do
Maybe they didn't implement deferred but also didn't prevent it from being activated on ps
fun fact is crashing
Maybe PS5 has luck im not sure
Then it’s something wrong with the game
loaded
looking for toggle
guess whats not there
you guessed it the toggle
Its alright still worth a try Eddy, just might not be ready yet
I feel bad for the devs they have to optimize this running smoothly on 4 different Playstation 4 verisons
Well if they can get deferred running on an iPhone XR at 40 FPS then they can do the same for PlayStation
It took them 6 months to get deferred on iOS
So I expect the same for PlayStation
However
I’ve seen that they’ve been testing mc ps4 preview since November
So maybe we can get deferred on PlayStation by April
i can try
ill first try making a world on my ps5
Jim confirmed it
did it load for jim
No toggle no dice
ill try something
ok there is no deferred rendering for playstation
the toggle exists, but the option in game is nonexistent
Yes yes
4?
Glossy Ps4 first edition
Matte 2nd
PS4 Slim
And Ps4 Pro
All optimized incredibly differently
How much FPS would you get on a slim
Good
60 most likely
That’s what my cousin has
They can't do anything above 60 though
ps4 is capped at 60fps always
on ps5 the cap is 120fps
Let’s hope it comes soon
Wrong
some people can already get on it
ps5 FPS cap max is 120fps on the console
Only platform without some form of preview now is the switch
And android
I wonder how they would implement it on switch
That's why I said "some form of".
Even chrome book has a preview now 💀
Probably the same way as Playstation
Take a shot everytime they see a comment that says "30 FPS"
Oh yeah
Has anyone tried to test deferred on a chrome book
Via education preview
I’m okay with 30 FPS on deferred switch
Just not 10
Dear lord such a forbidden statement
It’s not that bad
It's a switch
i dont see 120fps on ps5 preview
It's probably already there.
chromebook can run android apps so, no differences.
although there's "optimized" chromebook version that separate android version for some reason idrk why
So is Minecraft chrome book just android version?
It's just yes and no.
Hmm
We’ll probably never know if deferred works
On chrome book
Cause education edition needs school account
not exactly sure why would you use deferred on a such low-end hardware and OS in general
Why did some people here were saying both, addon and add-on wrong?
I would like to see how it would perform
Im sure they are mods 🤓
Nah here’s the real footage
most chromebook can't even run java edition properly so idk what do you expect to.
nah it's plugins.
additional content >
hopefully not because entity events will be deprecated next 😅
this is really sad
Hopefully not what?
i wish for some kind of molang events in .json files, bc scripting is not performent enought to handle events for custom blocks, items, entities
its just too much for non native single threaded lang in my opinion
... because entity events will be deprecated next
molang can be used in a variety of BP json files, it's not as powerful as scripts but it works at least
Im so confused right now 😂
like this in a format version 1.19.50 block
interesting
ya, more things like this is in need maybe you can't cancle before event but you dont have to if its already filtered in BP definition, you can save so much performance with that
this is no_longer possible right?
it currently works
.
i think it should be part of both, i mean you dont need to define event name, but you should be to catch that event with id in scripting and so some stuff, but event filtering should be done on native side
Joke breakdown: I implied that they might've avoided using component groups because mojang may plan to deprecate them, which is funny because deprecating stable feature sounds absurd, but at the same time they deprecated experimental block and item events recently, so getting rid of entity events doesn't sound that implausible anymore.
Ohhh 😂 did not catch that
when did they remove item and block events?
is it 1.20.60 or prior?
block events haven't been deprecated yet
this is so missed up
Well at least splitting the wind charge entities is java parity (except the IDs have _projectile appended for no reason)
Bad parity
Might be worth bringing this up in https://discord.com/channels/523663022053392405/1145868241634345004
can't wait for that to happen so I'll have a reason to end bedroc dev'ing 🥶
Let's kill entity events, and then animation controllers, and then entity files overall. Turn it all to scripts with armor stands
I doubt they'd ditch entity events
An API for finite state machines would be interesting though. Especially if it keeps state between reloads.
Eh
Definitely
Not rrally
Only thing I can agree on is that Molang is way faster than scripts so some way to check that instead of going to scripts where feasible would be nice
People that already know scripting don’t need it for sure, but that post aims to speak for the community rather than a part of the community
And even with a fair amount of programming experience(granted, I'm only a novice in JS itself, but I've doen stuff in C# and Python), I'd prefer this method anyway as it seems better organized than how item interactions are organized in scripts(with one event and a switch statement)
Technically....you dont have to have all your stuff under one event, you can just make multiple itemOnUse subscribe
I think that causes issues? Never really had it but @conmaster2112 said something about it on the script server
Ah, that's good to know. It will make my scripts a lot more readable
🤷 Never had any issues, I have like...5 item on use subcribers
Yeah I haven't either
Hmmm, no. Ban
ReferenceError: "scripting is bad" is not defined
ReferenceError:"ReferenceError: "scripting is bad" is not defined" is not defined
RIP
rip
i thought so, i hate how they are thinking recently
Which is?
which what?
i hate how they are thinking recently
i was referring to the fact that wind_brust component not being usable outside vanilla entities, the same way it was with the sniffer and the camel
Surely it's to give time for the feature to stabilize in vanilla before creators start building off on it
Once the sniffer and camel were stable the components got released
https://learn.microsoft.com/en-us/minecraft/creator/documents/update1.20.40?view=minecraft-bedrock-stable
Ah so 1.21.60
i don't think any experimental features should be restricted in preview, what is the worse that could happen, if it's not ready before the update release disable it again, while in preview however, let us use them.
1.21.60?!
i don't think any experimental features should be restricted in preview
Disagree with that, things like deferred and editor definitely needs to remain preview only for a while
It adds complexity to creating the feature, having to think about how creators are using it, how a change may impact them.
It would also suck to build something to use a mechanic the way it was introduced in the first preview and then at release it's completely different
Copper bulbs
no, i meant things should not be restricted while in preview

1.21.21
That's okay it will probably be restricted while stable for a little while too 😅
i know, and that little while for big companies as you know is a short 3 mouths or so...
Reminds me of 1.20.20.20
why ore you all throwing numbers around?
#1123640880314724453 message lol
Smokey made a minor mistake
1.19.84 my beloved
Most of my memories were made on Java Edition
0.2.0 🤘
sometimes turning off the vol fog off can softlock the pc or freeze the pc and crash the game
it's back
Having much fun with the structures API
Nice 👍
Oooh fun!
Nice but nothing really special that commands can't do. Let's see what else they have in stores this week (probably)
Yeah, I have a few things I want for this API
But not needing commands makes it at least 1.2x better
Oh if we could use editor module outside of editor mode I want to use the block meshes
how?
less room for mistakes.
Some people (like me) have to look back and forth at the command syntax to make sure everything is typed in correctly.
Plus having to convert vector coordinates into strings
The code is much cleaner and more intuitive when dedicated APIs are used rather than generic command calls
Oh okay
The way I see, it's a nice quality of life improvement, but not a groundbreaking feature.
Ground breaking would be new dimensions
Yeah
unlike block events 🙂
I think it's also faster than calling runCommand
We'll need to benchmark that
Although I suppose it would be faster in theory since there's no command parsing involved
Less is best
what makes it any in special from the /structure command, other than the ease of writing?
Read a few messages below that
they should have not still split. we have entity naming alias option. a single entity can have more than 1 ids
they made it, its available in release minecraft and then they forgot it 💀
they can use it spawn these projectiles while keeping different ids but still same entity
its like how they made red_carpet,yellow_carpet from carpet
Im gonna guess its due to java parity
Arrows are the only multi projectiles that use component groups. Whereas fireballs and wind charges are separate
Dont need to blame evrything on Mojang for "forgetting" things
yep i understand but we can still get two identifier without making unnecessary file.
also i want confirmation that alias is officially supported. i dont see it on ms docs but its not experimental 💀
i think they are doing separating them like blaze and ghast fireballs are separate 🤔
Aliases are evil, I hope they get never used and then removed
lmao
Aliases are better than spawn events…
I don't get the deal with aliases; it just seems like events with less functionality. I thought it would be treated overall as different entities altogether, just using the same behavior file.
I'm going to have to agree with Tryashtar too. I think aliases are useless.
well if you guys are unable to make use of it then why blame.
its true that events are a good equivalent, but alias is meant to be a shortcut
for example think you are a new person and u want to spawn red sheep and u are using commands only, alias play an important role here
also i hope permutations comes to entities soon as well 💀
true power of alias lies with them
So it's only there to make a slightly smaller command line? Because that can be done with
/summon {entity} ~~~ ~~ {event}
it can be used for readability
wait, I think I misread something
If that's preferred, I can see that, though I don't think it's too big an issue.
Really I was hoping for more function from this though, like aliases actually being treated as different entities but just using the same traits.
I will rue the day I do summon red_sheep and then try to target @e[type=red_sheep] and it fails
its not that simple bro, it can be used to in spawn mob related components as well
yep, i hope they do not discard them
especially where events cannot be used
so like how events already add components, or something different?
another thing is
suppose alias define color of entity and event can be used to set some other thing
would the color be defined by the property the alias sets?
because if so, events set properties too
ik man,
i just said in suppose
entity is villager
- it has several skins
- it has several jobs
.
in single command, use alias for skin, event for job.
i am telling example usage
there is no even property with which we can summon an entity in this component
may be namespace:entity_identifier<event> is supported but it needs to be tested
iirc that is how it's done, yea. I remember asking about it a long while ago, but the memory is vague.
I'm curious as to why you would choose not to use an event for both; they're capable of doing both things simultaneously. Do aliases allow for faster processing speed or something, or is it more for personal convenience?
its kinda both, you know that events checks for many things like component groups needs to be added or not, filters,sequence, remove components
in short events needs to check alot of things
.
while alias is a custom identifier which simply sets some properties.
real power of them lies with permutations.
permutations are different from component groups in a sense that they become active based on molang expression i think, entity properties are intended to be used here.
but component groups are made active based on events
now since alias can set properties, permutations can take molang and ultimately properties
we can make eventless entities(assuming we dont need to change some permutations)
we may see identifiers like red_sheep after permutations are out
(thinking this way bcz why not, they did same for blocks and items)
I'm gonna be honest, you've made me far more interested in permutations rather than aliases lol.
lol
i am more interested in permutations too
its difficult to keep track of active and inactive component groups and they need a trigger
but permutations codition runs every tick and since its molang then its not problem
While I still can't fully see the need for aliases (other than the potential future of entity events being removed), I'll try to do some more digging and see how it synergizes with permutations since it sounds like they go hand-in-hand.
The reason I don't like permutations is that they run every tick, and desynchronize the state of the mob for a tick. It seems much more straightforward to do trigger happens -> change state, rather than trigger happens -> set a dummy flag -> wait a tick -> read dummy flag -> change state. It's reminiscent of the old hacky animation controller workarounds
there might be problem in permutations bcz they are experimental
also
what i believe is that permutation aim is at modifying appearance and other factors like variant,color component, sheared component etc
but i hope we can use it for everything easily
One positive I do see for permutations is that they centralize the component definitions in an ordered way. Since you can't have multiple copies of the same component, and some components have side effects when added/removed, order can matter when swapping groups, and it can be hard to reason about an arbitrary order of events. But with permutations that issue mostly doesn't exist, it's easy to see where the mob will land after a particular changeup to its properties
I've got a radical take on entities:
- Move action components, like
addriderandinstant_despawnto events. - Get rid of component groups and their associated actions completely.
- Get rid of flag components like
is_illager_captain. - Loosen the restrictions on entity properties.
- Add permutations instead, enforcing that the condition can only use
q.property. The condition, when parsed, registers watchers for changes to those properties, and the code is therefore only run when its relevant properties are updated. - Creators use their entity properties as the "source of truth" for both managing state and applications of said state through permutations.
- Creators use
q.had_component_groupto upgrade content. There may need to be one likeq.had_flagorq.had_componentor something. - Get rid of attribute components, like
damageandknockback_resistance. - Add attributes back as entity traits that automatically manage the usages of those core attributes.
- Add a command for changing any of these properties, like
/propertyor/setproperty.
Right now, there is not one "truth" in an entity's behavior, but several:
- Its list of active component groups
- The resolved flags from the merging of base components and component groups
- Entity properties
There's also the fact that adding component groups including attributes or flags sometimes results in unexpected behavior. The above process resolves resolves all these things in a pretty straightforward way. Or maybe I just believe in the block model for data a little too much… 😅
Sorry for the wall of text.
bro ask for features, not breaking changes
Format versions exists for a reason
Well, I think it's an interesting question. Mojang would not do this. But what if I were making a TypeScript-driven wrapper around the add-ons API? Would I just mimic the existing files and their schemas as-is? I should hope not; they are quite inconsistent and not always well-designed.
ya thats an option
I don't love the component+group+event paradigm, especially with stupid setter components like addrider, variant, etc. But permutations... I don't know, I don't feel like they're right either
Your world to me is definitely more appealing than current permutation world
same here component groups are bad, too bad
Well, at the end of the day, you'd have performant checks across ticks, and permutations would actually be used for behaviors and plain components at that point. I think I had a vision on behaviors being moved to something called "routines" which were sequence- and timer-driven relays of behaviors not too dissimilar to animations and controllers that could be reused across entities.
But that one wasn't super fleshed out.