#1.21.40.22 - Preview
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Bedrock Dedicated Server for Minecraft Preview v1.21.40.22 is out now!
Minecraft Preview v1.21.40.22 is out now on the Microsoft Store!
first
h
h
Happy Preview Day to all who celebrate!
Yo
We got render distance
export class ClientSystemInfo extends SystemInfo{ private constructor(); readonly maxRenderDistance: number; readonly platformType: PlatformType;}
Happy preview!
Its my favourite holiday
JIGSAW UPDATED!!
Oooo
though i didnt fully understand it yet
danke @sage jungle <3 (and the scripting team too)
also, seems like other stuff is its own file now too
๐ญ
oh god no
this is sooo cool
@supple merlin !!!!
omg, it's like that for all the graphics features
slay
whyyyy ๐ญ
this is not standard at all!!!
@dire bridge
Wild
@short cypress You said it was the standard way! ๐
๐
Is this a bad design principle for JSON?
Erm what the deferred
generally, format_version is top-level
????
it's different from all the other json types
Camera relative movement is huge. I can finally progress with my project.
Chat!!!!
You can negate fall damage now
I saw
There is no way
Happy Preview Update \o/
Let me check
cool, cool
hold on
time to learn jigsaw blocks
There is a ui for jigsaw?
JIGSAW
wait what
wait
ITS OUT???
huh
could we please get one more breaking change to move format_version out of that object?
There is but there was no generate button and reloading the world would reset the jigsaw
OMG
it's coming home
NO WAY
Let's go
has the time come?
dungeons lol
i got so much work to do now...
๐ no generate button tho
hopefully soon
For consistency sake, or is there a functional reason that it makes a difference? That wrapper object will never change.
Still no sign of entity.target leaving beta 
just for consistency
i think it's like 2 + 2 on their side to add generate
probably even in the next preview
it's just really odd that it's within that object when every other file type doesn't have it in there
the versioning is only for deferred btw right
):
It would be the only json file that follows that format ๐ฆ
Although if you want to get picky about format version consistency, we should have a discussion about manifests and blocks.json
How are we supposed to use it then
What does this block do?
Which would probably make schema validation templates etc harder as there needs to be a special exception for deferred files
Probably not yet
mainly manifest
we exercise our patience
blocks.json is prob going bye bye if the QnA has anything to say about it
Next preview, trust ๐ค
Thanks for the information/tip! We'll definitely discuss this internally and weigh the pros/cons.
What?
Yeah yeah ill data mine it
Nice new features to minecraft:explode ๐
thanks
mark it under a spoiler plz
yeah
what?
gotta keep the surprise for those who don't wanna know
Add support for custom items with the "minecraft:block_placer" item component to use the referenced "block" as the icon for the item Oh nice qol change
I always do
Why are you late
wait we can now get if player is in mobile or pc?
or OS?
is the wind_burst component going to get obliterated since explode now does everything?
what sort of benefit does knowing platform type give?
a really cool addition for servers
Controls and default performance
IT WORKS :D!
so they can put mobile and pc players in diff places
Nah
?
??
controls isn't guaranteed (I played xbox with keyboard), and memory tier is prob better for performance
/**
* @beta
* Describes what kind of platform is a device.
*/
export enum PlatformType {
/**
* @remarks
* Specialized gaming device.
*
*/
Console = 'Console',
/**
* @remarks
* Personal Computer (PC).
*
*/
Desktop = 'Desktop',
/**
* @remarks
* Handheld device such smartphone or tablet.
*
*/
Mobile = 'Mobile',
}
export class ClientSystemInfo extends SystemInfo {
private constructor();
/**
* @remarks
* The max render distance for the device in chunks.
*
*/
readonly maxRenderDistance: number;
/**
* @remarks
* The platform type of the device.
*
*/
readonly platformType: PlatformType;
}
cool!
Happy Preview, everyone!!
But im away
huhhhh
Banana day
wdym? shouldn't fuel still work
way sooner than I was expecting
Thats what i meant
or are you wanting to make "blocks" now work as fuel
so now you can use the block as the icon of the item that has the "block placer" component?
I don't really get what would be the use for it tho
is the render distance returned the player's render distance setting, or the effective render distance due to the server render distance possibly being lower?
yes, whatever the block identified in "minecraft:block_placer" is will become the 3D icon of the block if no icon is specified
I've never needed to do that in 4 years
seems like a step closer to replacing block items
witerwawwy make mob heads
I assume it's the former, but that might be a bit odd to work with
can make blocks that have item components now
Moved PlayerInteractWithEntityBeforeEvent and PlayerInteractWithEntityAfterEvent from beta to 1.15.0```
finally
like fuel
ohh that's huge
more medium sized in my opinion
Hmm true for mob heads. Though I don't know what else you could do.
Thats what im askimg koala to test
do I really need to test that? It's still an item so it should work
This is Bedrock we're talking about
yea it should
the default block item will still be given in some cases like pick block so that isn't properly possible
Hmm what happens if you set it to a block your not supposed to get like bubble column?
well tags definitely work
it feels targeted
Uh oh... Someone's head is getting used as fuel
why is the llama head looking away
because that's how the model is rotated, It's not something I ever managed to fix
offset rotation?
because it's technically rotated right in the players hand
Lets...fucking...go
It caused problems last time I tried
works for me
you should have to also change the rotation in permutations accordingly
that's because there's a bug where custom blocks are rotated 180 degrees in third person by default

!!!!!????
what is the identifier of the end portal goo
CLIENT SCRIPTS LETS GOOOOOOOOOOOOOOO
no
?
๐ my SSR configs got reset after 10 previews
Where was that even mentioned? What???
weird
huh????
iirc that's not a llama head
Am I a fool? I seemingly cannot make camera presets, I keep receiving this content log error:
[Camera][error]-Camera Preset file cameras/presets/cool.json has unrecognized fields: minecraft:camera_preset, align_camera_and_target_forward
They started to release client scripts, ClientSystemInnfo class
That's not client scripting?
do you have the toggle on?
Yeah, it's not
that property seems to be locked behind a toggle
Bro that's client info it's an advancement
Yea, I do
more block solidity separation?
That's still not client scripting
lmfao
The main object being an unrecognized field is concerning
we already had this class last preview, and it's not evidence of client scripting
Didn't say it was that good it's just a start
Client scripting is separate though, it would run on the client rather than the server.
it's just giving info about a player's client
And that's part of it
it's not
as king said, client scripting is running on the client
any server APIs are unrelated
This may be a start of it, there has never been anything with the word client in the current scripting API before.
Whatever tho
client is just a word to describe the player's game
Oh of course, I asked Minecraft to update and it didn't install 40.22
Ok?
what's this
deferred rendering files
The client just sends some information to the server upon joining it, and they're just allowing us to access it.
i uh dunno, the first thing that comes into my mind when i see "client scripting" is stuff thats entirely client sided
and this one doesnt seem like one
ahh
i don't personally think it's client scripting
if i were mojang, i would put it in @minecraft/client module
they're adding identifier to a lot of things, hope that means we can trigger different effects using them 
hi
Guess who's pack is already updated 
Yeah I guess so but it might be a start. I mean, maybe this is just some classes that they will add and then release client scripting? Idk I just said it's a start.
damn
time to rewrite my bot
just accessing this info is not enough to be called "client side scripting"
Client side scripting should interact with the client, not get info from it
Ye, it may be the start
if I recall correctly, that was a module over a year ago that appeared for a version or two and then vanished
Quite the speedrunner lol
if we see that again, then I'll think client scripting is coming
That's what I mean
Just might be the start
Tf
Never noticed bout it
The server API has tons of things that interact with the client before this
We might be getting client scripting soon
Lol, no
That's crazy
well, we hope
It's still a thing actually
Ye
They just removed @minecraft/client-ui
is it? thought it was removed since then
yea, i remember that
iirc it still exists but is not usable
ahhh
guess it's just been sitting there stale then
That's good
Are there any docs for client biomes yet?
Seems to me that all biomes are now in the RP biomes folder
@sonic meadow
Does end still use sky color?
{
"format_version": "1.21.40",
"minecraft:client_biome": {
"description": {
"identifier": "the_end"
},
"components": {
"minecraft:sky_color": {
"sky_color": "#000000"
},
"minecraft:fog_appearance": {
"fog_identifier": "minecraft:fog_the_end"
},
"minecraft:water_appearance": {
"surface_color": "#62529e"
}
}
}
}
Hell yeah
Are there any sound definitions in those files?
Not from what I can tell right now.
custom biomes fix soon? (probably yeah)
BETA DAY
I just realized something. Wouldn't this make client biomes the only json in RP that uses components?
Besides old block/item JSONs from 1.10
particles?
Also I really feel like they're gonna use the client biomes files for deferred's per-biome stuff.
Spawn rules can limit spawning to certain blocks. They did it for fish (not spawning in bubble columns), hoglins (not on nether wart blocks), so it's nothing new
OK, I got the camera to register. Seems align_camera_and_target_forward is not supported in the 1.21.40 camera schema currently
sheeesh
I wonder what's the reason for locking max rendering distance query to client side-only, since we have an equivalent scripting api...
yea, pretty weird
how would the server know which client to get the max distance from?
For anyone wondering: align_camera_and_target_forward must actually be align_target_and_camera_forward. Then it works
Ig that would be a good way to encourage usage of API and discourage everything else... Hold on, I need to find my tinfoil hat
It could be context based, so it only works in player-used molang
yeah, wonder how they're going to go about it though
one component per each file type?
or one big deferred component?
Ahh, it works so well, but we still cannot use target_entity with minecraft:third_person_boom. So close!
Would I even be able to use it with the launcher I use?
Setting align_target_and_camera_forward to false lets you move "forward" independently from the camera. You can sprint in any direction by double-tapping that direction. Also disables using mouse input for player rotation
ik MCMrArm launcher supports custom urls, but idk if it'll work with that one in specific
wbfviwerbglirehwbgvew
I have to re-compile it ๐ญ
you'd have to rewrite a bit of code
I have my own launcher 
I'm coding my own launcher (real)
thats cool
ooooh
Would be useful, though
(my launcher is not using the repo I sent though, I should really switch to it)
You should
huh
dose the player actually rotate then or is it just an animation
Looks as if the player's y-rotation changes depending on movement direction
Said movement direction is still relative to the camera direction, but not locked forward
Huh. Snappy
Is a bit snappy, yes. Could probably be improved by adjusting a client side animation
look a little like @stone badger addon
Alr see ya later everyone
Hell yeah
Gotta love this preview
Jigsaw is being updated on bedrock!
About time!!
Is there a point in putting this in How to Play when you need to make a behaviour pack to make custom structures?
in-game documentation (real)
Better ingame docs than external
just to make sure
Might as well document how to make addons in there too
Its still teaching how to use blocks
is Jigsaw block now working like Java?
Completely different
Jigsaw blocks are only useful with addons
This is teaching how to use an ingame block
Doesnt matter?
Yes
ah fuck, so they don't actually make us possible to generate a vanilla structure?
Why are you against it?
Because it's pointless
jo finally jigsaws are useful
This only benefits people who work with addons, and those people rely on external documentation
So what?
Its still teaching how to use an ingame block
This is useless to anyone not working with addons. And those who do don't use how to play
Which is the purpose regardless if its for addons only or not
So what?
So it's pointless to have it there
Only the mc community would complain about docs
It would be better if it were in the microsoft docs online
Why not both???
The existence of ingame does not mean it cannot bein ms docs
Its much easier to deploy ingame first than writing the ms docs
There's no point of it being ingame is what I'm saying
All the How to play is pointless then, just works to make custom guides from addons 
.
Then you bring bad faith into the argument
The how to play section is for general gameplay. Everything you see in it applies to the average player
People will see the jigsaw and wonder whats it for. Then if they see the how to play, theyll understand ah, its for addons. Which might help kickstart their joruneu
Any help or push to expose people to the api is a good thing
They'll think it serves some purpose ingame, which it doesn't
What would be helpful is if how to play had an external link to addon documentation
In the inevitable jigsaws allow you to roll vanilla structures what then?
They can add both yes
But since the docs arent up yet...
It still requires an addon for it work at all
Not in Java, so why not Bedrock? Im saying when we do get the ability to place vanilla structure
If it can place structures ingame by itself, then fine
Yes....future proof bc why not?
@remote mango how do i set align_camera_and_target_forward state
It must be done through a camera preset. Read this introduction to camera presets if you haven't set one up before: https://learn.microsoft.com/en-us/minecraft/creator/documents/camerasystem/cameracommandintroduction
Then in the properties within "minecraft:camera_preset", set "align_target_and_camera_forward": false
I have decided that, while the new camera-relative feature is cool, I still need one more thing to start on my project, and that is a way to combine target_entity with camera-relative movement
Much better launcher
Hi ๐
The Jigsaw block changes are a step in the path to data-drive jigsaw structures for creators (to make custom structures and structure sets that generate like vanilla structures). The block itself is a great way for players to dip their toes in to creating. There will absolutely be more official documentation in the learning portal that will be available as other features are released over time. We are hoping to release the combined functionality in the first part of next year.
Is this the year for Minecraft Bedrock Edition?
This is exciting!! :)
Every year is the year for Minecraft Bedrock Edition!
Curious, the block right now is still pretty useless due to no generate button, correct?
I mean, the answer might be obvious haha ^^'
You're lucky this update got pushed fast, there's usually a delay of up to 24h
Yeah. The MC W10 version switcher didn't update their list since like a week ๐ญ
Well, you need to define the structure pools and have a way to hook them into the system to generate the structure, so yes. The design here will allow us to test all that internally in bedrock to make sure it's working. You'll see more ways to use that block release in experimental soon.โข๏ธ
was that how it work?
i thought you just save it with a structure and that structure execute stuff as it get loaded
That because I was supposed to add last week's Preview but instead readded the one from two weeks ago... ๐
But yeah we're only 4 updating the list so it really depends on our irl schedule
You can check the option "Download form Microsoft Store" to get automatic updates but it makes the app slower.
Imagine relying on MrArms switcher to update to Preview... couldn't be me ๐โโ๏ธ
Oh that's awesome! And I assume it'll work similar to Java Edition? Or will Bedrock have its own way of doing it?
This but unironically
That's top secret!
We're working with the Java team in an effort to do the right thing that works across platforms to let more folks do more things. ๐
๐
W
Honestly, the Jigsaw block and structure system is VERY complex. I don't even know how it works. ๐คทโโ๏ธ That why I surround myself with people much smarter than me!
Story of my life
Iโm very excited for jigsaws.
I believe in you guys!! ^^
Has anyone checked to see if sky colour works properly in the the end yet?
I can check for you
Still the same as last week
I'm curious if the jigsaw will support custom structures
In what way?
Why wouldnt it?
Forewarning: Do not combine ease with minecraft:follow_orbit and camera-relative movement. Each time the camera is applied the camera direction is set to the player's rotation, which can be nauseating if applied every tick
/camera @p set test:relative ease 0.05 in_out_cubic
Whats the result?
Has it been confirmed?
Im just trying to think. We cant edit vanilla structures, what else could it mean?
(Take caution if you are photosensitive)
can't edit YET
I didn't think I was, but after that video I am realizing that maybe I am lol
If we can use custom structures do you think they would include .mcstructure support as well or stick with .nbt like Java.
Oh dear.... you dont have the speed effect right? Thats interesting
Docs are updated
Could you link the camera json?
Paste I mean
{
"format_version": "1.21.40",
"minecraft:camera_preset": {
"identifier": "test:relative",
"inherit_from": "minecraft:follow_orbit",
"align_target_and_camera_forward": false,
"radius": 5
}
}
I've been so lazy reading the camera changes, if anyone wants to post a big document of all the new camera features with examples and videos since say /camera got added, I would be so happy
I'm flattered
I guess an easier project would be this: right now I only use cameras for scripted cutscene paths, any improvements to that I should be aware of?
I'm a bit late, but could this mean we're like 1 step closer to being able to work with jigsaw blocks?
Yes
With the jigsaw being worked on and custom components being stable maybe custom biomes are making a comeback?
#1285994621373120513 message
#1285994621373120513 message
There are only a limited number of applications of camera for gameplay scenarios currently.
- With free cameras,
/camera <player> target_entity <target>can set a camera to follow an entity every frame - Follow orbit camera is like third person but you can set positional view offsets (relative to camera) and entity offsets (relative to entity)
- This preview just now introduced camera-relative movement, which for all intents and purposes works like third person but the player's rotation adjusts to their movement direction
And a couple more that I probably forgot or didn't mention
How do I set up presets again?
Does that have anything to do with differed?
BP/cameras/presets/file.json
gotta toss a bit of snake_case in there too
oooh time to check something
Many thanks
I wonder if there are more components
Can you clarify a bit about the third one? One of the small issues I had with custom third person cameras was how pressing W was always relative to the player, not the camera. Does this help kind of pull them into sync like in a normal third person RPG-type game?
For?
Oh the reply didn't work. I'm talking about client biomes
Unfortunately i couldnt find anything using string search in the .exe 
WaterAppearance and FogAppearance are the only ones that are new
Almost got baited...
Every biome json file got updated and so did features....
But it was just for the flatenning
LOL???
The Github samples show the how to play jigsaw section but the ingame one does not???
Success
I'm glad these client properties made it to scripting, molang is nice and all but you can't really show text with it
Can this be used to create large structures? for example the woodland mansion?
Who isn't :D
W
Wait...you dont even need block placer?
for?
Ok no you deffo need it...it doesnt register the block, cant setblock
Ah pick blocking still doesnt work
since the last version there are folders with the name "__brarchive" What does this mean?
They're just zipped folders
Damn
What file is that
This is my own generated
Ots what i expected...o thought it overrode the itemstack but it does not
what was your render distance set to when generating this one?
and was that your max render distance?
Were you expecting to get their renderdist?
did anyone figure out what the realms thing was
yeah
Copy pasted from last week ot seems
Couldnt find any assets
rip
i wish they let us change the max render distance
what does it? it is for any custom items to use a geometry or do I have to create a block that uses tha geometry and then specify it as icon? or it is just for the block items?
You can make an item that looks like a block and places the block on use
Otherway around?
What? Make a block that looks like an item?
so I cannot still make wearable items like chestplate to looke like the 3D on hand?
You can already do that with attachables
with attachable you can do only when equipped to the body, on hand I can only use the icon, or m I wrong?
Well, i mean both works
Unfortunately, pick block is still bugged it seems
You know how tridents have a 3d model when you see them in your hand? Well the same can be done with custom items
Really got excited. Regardless a step in the right direction
yea but that only works with weapons that is actually on the place it supposed to be, on hand... but dont work with wearable equipments
I see.
hot
So, is it that you can register an item and block with the same name, and the item has a block placer, the item is the one that shows up in give commands and creative inventory?
Correct
But if you dont have block placer you cant do setblock at all
That makes sense
But pick blocking makes it give the block form
And if you mine it, do you get the block, or the item?
Didnt test
They don't even need to have the same name
it will just inherit the block icon from whatever block is in block_placer
3d custom items inside the inventory?
wait,
I know, but I say same name incase there's any behaviour in that scenario
they'll all show up in commands, I think you'd just have to specify that they don't
So what if they have the same name?
item & block
damn,
like they're both runecraft:llama_head_brown?
yes
Only the item shows up. And if block placer isnt specified then you cant setblock
mine is the opposite, only the block is showing up
How do you know its the block?
I can't put it on my head
More testing needed
wait a moment, my brain isn't braining..
is that used for rendering the item 3D inside the inventory or something?
Skulls
what was the thing where you can disable something being available with commands/creative?
Best example
is that not a thing anymore
having custom skull items that can be used to place the skull block and be able to equip them?
Yes
jeez that's soo useful
fun fact,
i could have done that using scripts
luckily for me i wasn't really interested in having custom skulls.
now if only they could fix the rotation
Right. Wait, so if only the item form shows up, how do you know that it's the block you got when block picking?
Video in 30m
15m remain
Ah, interesting, i fiddled around now and fixed the no block placer not registering the block
Annoyingly....
We need that swappable property from Java's wearable
And pick blocking:
wait thats illegal

interesting..
weird, so yours was giving you the item instead of the block, and mine gave me the block instead of the item
Nice hat
now waiting for the add-on where someone built a script that turns all blocks into mob heads
Please do not make me distracted
I know you can do it
I have many things to do right now...please no
Am I the single who don't like the jigsaw ui ? I think it's not at all intuitive compared with the structure block which is a lot
Also it's not oreUi style ๐
I don't think they're at that stage to give blocks Ore UI menus ๐ค
Furnace will be the first test subject
also, what does that jugsaw do?
probably a structures thing idk about it
It's for making custom structures
But we don't have that ability just yet
huge structures like fortress?
you see, the interface don't help to understand how it works
Yeah
i think it basically not working at all
Not like features
How would you suggest they do it?
no but it's the same problem in java, also in my memories java structure block ui is as clear as jigsaw
How is the UI unclear? It can't show anything because it's used to generate structures.
does anyone know how it works tho?
idk I just find the structure block ui too good and it's probably possible to make something easier to understand
if it can load multiple structures at the same time to load huge structure, i will be using it on my next project
so, how it works?
me idk but the ui doesn't make me interested with compared with the structure block
Jigsaws help with structure generation. They're used to chain a bunch of structures together to make things like villages.
yes, i need to do something like that
in my next project, maybe next year,
Could probably use it as a dungeon generator too.
It's name is a hint, jigsaw puzzle
jugsaw >
so, they changed the jugsaw UI, maybe in the 1.25 update they will make it functional
Probably since they switched to client biomes and they don't use water surface transparency
Has anyone noticed the destructible tags aren't working?
In this preview?
Or did it start last
I'm not sure, I've just noticed today it doesn't work ๐ญ
MY DREAM CAME TRUE
HOLY SH

Do you know the bug report number for this I canโt find it
They said it was fixed in 1.21.30
You can use the new display transforms for custom blocks anywqys
I am in game rn and the blocks are still facing the wrong way
When is the 1.21.40 release expected to come to stable?
Who knows
Probably 2 weeks after the first 1.21.50 preview comes out
Based on the start and end of 1.21.30, it looks like they go about a month
So probably late October
I saw something like that in last week's snapshot, can the image say that it will also be possible to do this in Bedrock?
god damnit
Someone had to do it
seeing eating animation with a block makes me wonder more how the anims for first person items even work
Do you need an attachable for this to work properly?
Looks like something that shouldn't need an attachable to work
yeah, considering carved pumpkins...
LETS GOO!!
You do
Itโs still technically an item qwq
this feature is almost perfect. It just needs to work properly with block picking and when worn on the head.
Oh, and the give command too. It shares the same problem as block picking
Yummy ๐
Never thought I'd see you so excited for someone eating dirt /j
This is more of QOL, but they should also revisit use priority. It's not so intuitive when you can place the block and consume at the same time. If you're going to place, you do it without attempting to eat it.
But if you're not aiming at a block, it's fair game
but can you eat Inventory Management for breakfast?
Quoting Bartek Bok (@0x00716F62)
Inventory Management
Tastes good as well /j
I didnt need
Mines automatically rendered
Are you using the built in geo?
Yes
Actually, wait I'm not using any geo, I'm relying solely on blocks.json
Ok now it works
So it's just /give and block picking that have issues.
There's also now the oversight of the fact that the wearable component forces you to have a max stack size of 1, so you can't have a block with a normal stack size and be wearable at the same time
Oh you're still having /give issues?
Actually, no, I'm not
I guess I didn't test it properly
There is a tiny workaround I can think of, havent tested it:
On Use -> Custom Component trigger -> replaceitem
In what way is /give not working
nevermind. It's working fine
-# huh
I was testing with dirt, so I must've confused the identifiers
That's what I get for gaming past 12
Haha
So it's just block picking then and the max_stack_size/wearable conflict
I am honoured to have my name mentioned in the Minecraft's code
@spark gyro if you have time right now, could you try this workaround? But there's still the issue ig of not able to shift click. Can you shift click vanilla skulsl onto your head?
Yes
And I can't try the workaround rn, sorry
Iirc you can't shift click skulls on your head
Yes you can
Oh
But can you do it when you already have a helmet on
That's a different action you're asking about. If you have helmet on, you can't shift click anything into the slot
Also, I just noticed something. The custom item doesn't have that smooth animation when hopping from one slot to another
Ic that's why I mistaken it with shift clicking skulls
only for the UI afaik, not in hand or on head
Fixed a bug where all custom blocks were rotated 180 degrees in the UI
Why
standards
WHY
"no" | "yes" | "maybe" | "kinda"
"kinda" LMAO
just add "nuh uh" at this point
I'm dying LOL
"Yes but only on certain circumstances that is hardcoded and cannot be reimplemented via filters"
The perfect option
where is it in the code
1.21.40.22 -> parrot, ocelot, cat and one other file
ok thanks
That's sick! And good to see u
wait wait wait, so this mean that it can place a block without needing a script??
It uses the block_placer tag
Itโs always been a thing, they just allowed us to have a block as an icon
it was always there, and was not a hcf feature
Is there a list of all the new vanilla items we can edit?
Anything you can see in the vp's iirc
And the windowsapp
Right yeah that too
Where can I find said files?
Window Apps Folder
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
@pure gale
Thank you very much
Wow there's no more default for the client biomes I realised. You have to specifically tell the biome that it uses the fog_default one
thats cool
we can make block as a fuel now
by faking it using item and block placer
Can we add item custom components though
i don't see why not
I wonder how those'd work if the block has an onPlace and the item has an OnUseOn
I wonder if they're hoping that people just don't use them together?
don't see why it wouldn't just trigger both
Yeah, I imagine that is the case
Is the jigsaw block working then?
No
Ripp
U have Any idea when it cld be?
Hopefully "first part of next year" - Mojang
Not that far
Y'all would probably also have to learn Jigsaws when they're out too.
