#1.21.50.26 - Preview
1 messages · Page 2 of 1
It's the same?
structures are
This preview is just a blast
Is jigsaw in bedrock same as java
could've sworn there was an optimization to prevent unmodified terrain saving
yes
But...structures are part of the chunk.
not all chunks are saved just by looking at them, that will bloat the world size
if you view a mapping program, you will villages and such dotted throughout the edges of explored chunks
Oh, I love the new sound stuff for biomes now. I love that so much. And the water detection stuff. I am so hyped to use those.
oh.. that simple, oki, thank u!
Actually, I'm a tad confused on the wording.
i have cut-off villages so i don't think structures cause a chunk to be saved
It doesn't work properly just yet.
I'm referring to POIs
like in the not saved chunks you will have floating chunks where structures are
If you're referring to features changing after you make changes to the JSON and reload the world, afaik that only happens to recently loaded chunks
I thought Yasser said about seeing a Structure in their render dist but not sim dist and yall are saying the structure gets saved?
aha, okey, i'll be looking farward for it to work as needed
pretty sure jigsaw structures do
It works, but it will always point to the same structure location.
render distance is still generated, unless you have client-side generation on (if that's a thing still? I think I saw that before)
Generated but not saved.
i suppose that's correct for old structures, but there is no telling for the new ones, i have never seen an ancient city in a map viewer sticking to the side before
for jigsaws I'd assume they'd be saved
I mean, sort of simple way to test this
load up a world with an addon, /locate ur structure
ooh, okey, even if like 1000 blocks away?
save the coords
Yep
things like basic dungeons that are just features don't save chunks, but villages I know for sure do
It's a start though!!
okey, thank u
go into a new world and get near where that structure would be
ye, that for sure! =D
aren't dungeons features?
You can't locate them
Oh, I also noticed that a jigsaw structure changes when you reload your world and made changes to the jigsaw structure. I think it affects those you haven't fully loaded?
yeah, that's what I was saying
How does one expect custom structure map icon to work?
Where would ti be defined?
it's a green triangle
incoming map_icons.json
maybe
Maybe define an icon within the structure file? Maybe??? IDK.
Not what I asked.
oh, let me take a closer look
Please...no more one giant file.
LOL
I would think within the group that is being located
we need more!
Hopefully somewhere in the structure file
I kind of expected it to be in the jigsaw json to be honest.
server-side texture definitions then?
the structure group json
we can't just be left with the atlas files, I need more giant files
I hope Minecraft crashes for you when you're doing something important next time.
Honestly this, like how BP item files work when retrieving an icon.
jokes on you, that happens anyway!
What if...client_biome has a structure icon...
biome based structure icon.
Nah
And I hate that.
Client stuff shouldn't be in the BP JSON.
Wait really? Why?
client_structure.json
But less files!
RP should be client stuff, idk why BP is defining display stuff
Ideally, client resources are defined in RP
Ok then, let's move all blocks and items into ONE file.
just support:
[
{ "minecraft:block": {...} },
{ "minecraft:block": {...} }
]
yes consistency with the geometry format
are you a fan of the old 1.10 rp item files?
Has anyone tried the lang files yet?
feature.trial_chambers=Trial Chambers
item.map.exploration.trial_chambers.name=Trial Explorer Map
keep display/rendering stuff in the RP
Oh. I am curious how that'd work for a custom structure locator map
Would that be a good idea tho? Block and items all together?
oh, what does a custom structure locator map display for the display name?
I wonder if there's anywhere where the coordinates for the icons are defined
Wrong:
{
"minecraft:registry":{
"blocks":[
{ "minecraft:block": {} }
],
"items":[
{ "minecraft:item": {} }
]
}
}
Structure is just for structure blocks, stuff you have saved in a structure block, while /place is going to be for jigsaw blocks, works basically the same as the java command
ahhh, right mb
Hey you said less files!
missing some stuff tho
I guess that would look better...
If that's your only excuse to defending client stuff being in BP JSON then that's the argument I'm going for.
True lol
"entities": [], "animations": {}, "animation_controllers": {}
add the mcstructure nbt in there too
My bad:
Let's also 🤢 accept only a single script file. no imports
isn't that what the old script API was?
that's not too bad
are we seeing the same thing?
🤸
🏌️♂️
@slender isleNew job for you.
Outsourcing all of your work smh
@random star opinions on the upcoming jigsaw update for your command based 1d perlin?
🙏 I just hopped on COD with my homies
Where is the first line used?
I wish you the best of luck for the next 2 hours.
I believe /locate.
I'll test out the lang stuff, dw :P
Is it outsourcing if it's in this server?
Ah that makes sense
insourcing?
Plus, Smokey already said he doesn't use add-ons
Happy Preview day
HAPPY DAY
We all celebrating Preview day and Darknavi out here celebrating he is still alive.. damn
What should I imagine under this?
No go it seems.
Tried both id and namespace:id
I was curious about this one as well
not really sure what it means
Seems like it's just about detecting the input "glyph" in the UI? #1301216627185942571 message
I got a little bit too hyped about it, as I thought it means custom images finally in the UI.
You mean via scripting?
Yeah, this seems to be the "glyph" which outputs SPACE if you're on a keyboard device in the example sent above.
I really don't know honestly, this is just what was sent here before.
Yeah it's a minor feature with some bug fixes still to come
but it is useful for showing the "Jump" key which will automatically change based on the player's input device
Damn...I thought I got custom structure map icon to work...oh well.
allow you to use input Keys directly in forms
Oh that's useful.
Yeah, nice to have it work in forms now
So tired to type "right mouse button/RT" for example qwq
Weird.
how, exactly?
just type it as string
no raw stuff needed
"press :_input_key.jump: to fly"
No way.
it would be nice if we can our own custom text/emojis that depend on the device
I'm not sure what that would be used for since it's always input related
You can change the icons with a resource pack for the input keys and allow them to add emoji in-game
you can already do that using glyphs
yeah nvm
idk what i was thinking
i assume this can be used outside forms?
cool
Jesus, minecraft:liquid_detection is obscenely robust. I don't think I've seen a component deliver so hard on a feature from the get-go in a while.
I only noted one bug on it, wherein it was possible to suspend a water source block without it updating upon the block being broken.
I'd also say it's kinda weird that it doesn't support minecraft:water as a liquid value.
Idk. I’ll see what I could do. But I’m on xbox so not much
It looks like the worst core offenders to blocks now are:
- No multi-collision or multi/extended selection
- Lame loot tables (which is more a problem with a different system, but still…)
- No custom pick block, which item proxies can't always help with 😦
- No ambient occlusion projection for custom geometries
- No way to inform the engine that a block should be treated as solid or placement replaceable
Yeah, that's a bug surely.
Don't call him Shirley!
jigsaws aren't perfect but i enjoy them
I'm very happy they went the route of loggability not being a block state. This is so, so much better.
I'd be surprised if they did. That's not how waterlogging works on Bedrock at all. Why would custom blocks be any different?
Oh yea. They still need some work, but it's a great start!
Because Bedrock.
New job for me: Check jigsaw structures in the nether.
It crashes the game once you enter the nether, nice!
hmmmmm. fun
What if it uses a different step?
:p
- 2040
- 2036
- 2025
- 2025
- 2030
Oh, I just came across the minecraft:compostable bug where it always succeeds on empty composters.
Still have no idea how looked at determines what a feet and body is. Also hoping for look at specific and trigger event.
What do you mean?
Usage of items with minecraft:compostable on an empty composter always succeeds, regardless of the specified chance.
Both via hoppers and hand?

I assume "feet" is simply the entity's position. I have never figured out what defines a mob's eye height though
I mean, they place in the end but no terrain adaptation.
It's exclusively set via the collision box on entities not using a runtime identifier.
We need server anchors exposed, too…
believe it or not I never have opened a map in the Nether. What happens if you try and give an explorer map for a structure that generates in another dimension?
I can test for you.
all I'm getting to tonight is probably adding the water breakage to my plants, all the structure stuff is going to require me to rebuild out all of my structures since I don't know where the worlds with the originals are
Ive tested that!
For the endcity and fortress it renders the OW terrain.
nice map
Unless they changed it, i tested 3 months ago. I gave myself an explorer map of each structure in each dimension.
I think the nether and end part isn't finished yet.
Technically it is the world surface.
I highly doubt they'd ever do it, but it'd be damned powerful to have minecraft:transformation usable underneath minecraft:item_display, too.
Do you mean visual or item display transforms?
Yea. Though I wonder how they get the "surface", like we used to do with q.heightmap.
I still hate jigsaws steps. Shoudlve use placement pass.
I guess it would work with item display transforms, but those can be painful to repivot due to how they're setup.
Eh, those suck in their own way, too. They don't mean anything, either.
Well, I am not sure how those would work.
Steps should take place before any other feature, like on Java I think?
Do you know if it is some percentage of the entity's total height (like 90%)?
Do they?
At least tell me if they have a mapped to placement pass.
I am pretty sure they don't. The jigsaw should place first, and then the tree features after. -- example
Stealing those.
Aha, I was on point
No, these all happen before features are run.
...this looks like tree forst then jigsaw.
Which..doesnt back up your point?
when do big stable updates usually come out?
This one will be December or January.
ohh alr thanks!
edited* :3
I did some tests earlier wherein a first_pass feature replaced something that was in the last usable pass of structures, and that worked right.
Oh, man, I just realized this system can be abused to place features and locate them using maps. I'm gonna go crazy with this stuff soon.
Uh oh
So are the placement steps the same as java?
I mean, yea.
Oh, my god. geometry in minecraft:item_display is checked for being in bounds. 🤦
Bounds for what, a block?
Expected.
So on java features don't generate on specific steps and is instead based on step for them generating per BIOME, so if they work the same on bedrock then they are generated at different times from structures
What I wanna know is why are jigsaws placed first before features instead of in conjunction.
Yeah…
You'd always place superstructures before features.
So, why does it generate my path on top of a tree or the houses? hmm
I truly don't know. It's possible they aren't stacking out-of-bounds segment ordering correctly inside each respective chunk.
What's the thing called where it's supposed to check for the other structure's bounds before making a placement? I know on Java a jigsaw won't place something if it enters the bounds of another structure.
I also found out on Java that the jigsaw block has to be at the edge of the structure bounds for it to place, which makes sense, I guess?
do you mean the structure/part bounds or the structure exclusion zone?
I don't really know what it is called, but that white boundbox when you save a structure
Oh… item_display_transforms don't work with minecraft:item_display… at least not from what I can see at a glance.
Worked for me?
Wiki refers to the outline as "bounding box" and structure outline. Ingame, the structure block hides the white box if bounding box option is turned off. Idk if the code actually refers to said save/load zone as bounding box tho. Something to note is that the XYZ markers are also included with the box ¯_(ツ)_/¯
The jigsaw does use this box shape for structure loading though, and if a jigsaw were to interfere it would try to generate a smaller room in the template pool if possible or use fallback
yeah usually the case. Also vanilla jigsaws define fallback as minecraft:empty so it wouldn't matter for vanilla structures anyway
Yea
is it not the same 20 size limit as datapacks?
9x9 chunks.
oops sorry i completely misinterpreted what you said as structure size and not placement size
Sorry, I meant the structure placed by the jigsaw block.
Is it not just 64x64 or 48x48?
I know the structure feature max is 48x48, but not sure about Jigsaws. It opens more room for me to mess around.
Either way its restricted by the structure block no?
@slender isle Is there no sound that gets played when the custom plants are popped for you? It should be playing the block break sound so it mimics vanilla
Not sure if I'm missing something
Uh, let me check.
mine are silent
I really don't know.
Oh yea, no sound. Hmm.
unless it was changed structures above the normal save limit can be made using structure editors or do you mean smt else
let me check something
yeah nothing new in the block sound files 😔 hopefully this gets added next week or I'm going to lose my mind and add it with scripting
Is there a place that explains this component better?
The html docs and the pinned messages has a full example.
ive been having funnn
actuallly looks so majestic
ive been havin issues tho idk why but my structures are cutting in random places and size
I think it's a bug, the person who did the tutorial video encountered the same issue
Oh wait
Your structure is actually just getting cut off here
How big is it?
the structure?
its quite big tbf
now can we create maps for our structures?
man this is simply the best version of the game, i really loved this version
Where would this be? in the villagers' exchanges?
Any loot table.
Will a structure with a map containing a chest to the same structure lead to itself?
I ran a loot command to give me a new map and it leads to the same one. Even though im standing right on it.
What do you mean second map?
Two maps to the same structure
Does it update to show a new one after getting a second one?
I ran the loot command three times and it led to the same structure. I did this while I was standing on the structure and placed blocks to save the chunks.
Ah
We need whatever Mojang implemented to structures in the backend that tracks if a player has been to that structure before
Anyone know what the "mine" addition does in /loot?
It's something which would give you a dropped block right?
Java actually has that feature data driven. It's supported wherever predicates are supported.
Like you want a loot table that drops special items in villages? That's easy to add.
The vanilla advancements use it too.
And custom map icon. I thought I had it figured out but no luck.
Doesn't this also happen with vanilla treasure maps if they are close enough to the same treasure? Either way it would be nice to be able to embed that info into the item itself similar to component editing on java.
For other structures it leads to a new one 🙂 .
Do you have a server for 1.21.41 for peaceful players like me
New Panorama Added! Did no one notice this??
It was mentioned in the changelogs.
YAHOOOOOO
whats inside?
So since they picked out a panorama, I guess that means no more new features
Don't vanilla ones do that too?
Iirc you need to be far enough away for it to show a new one
Terrain adaptation is just the best thing ever.
i watched the creator series video and honestly couldn't believe how easy it is to make custom structures already :O
it's definitely worth watching the creator youtube channel videos to learn bedrock modding
like damn that was so easy to make a custom generating structures
I'd actually argue that this is the hardest system to work with by far, but that's just the nature of having to export those structure files. I'm not sure they could even possibly make this any easier.
I admittedly haven't had the chance to check out Minecraft Editor in a while. Maybe there's something there that makes cataloguing, editing, and exporting structures easier.
same. It's been so long for me since I have tried the editor. So many features are coming in but I haven't had the time to check them, and also, copy pasting code isn't really that hard.
but yeah i do kinda agree with your point if we were to make some really cool looking and big complex structures, that would take some time but worth the shot for basic.
it does feel easy for everyone if we were to watch a video and try learning it.
i really hope we will get the ability to open the enttiy inventory UI without interacting with the entity itself in the near future,
just like having the ability to open the inventory entity using scripts, this will be very very good for creators.
I wonder if its context is based off villagers bc cartographers give you a new map.
Not yet. But structures is something the Editor team is looking at. I'm sure the team would love your suggestions over in #old-editor 🙂
Jigsaw Wizard when?
Thanks, maybe I’ll crack Editor open later and take a look at the state of things.
Could we possibly get a hint at what yall are cooking? 👀
THIS IS A THING!?
HUH!?
WHERE HAS THIS BEEN!?
anyone got creation showcases for jigsaw blocks yet?
Browse twitter and this channel!
Browse twitter
👎
Sorry, "Browse X" is that better?
imagine calling twitter x
yeah, there seems alot more stuff to do with jigsaw blocks. wondering if there are any example files for this?
Check the pins!
we need liquid flow updates in script api!
thank you!
Man I swear I looked everywhere on google
Thanks ✅
cool
Should have used Bing
Bing 
Yeah.
Wonder if villages will soon be data-driven...
No. They use the legacy system.
Shoot. Worth asking tho, I've always wanted to add new buildings to vanilla villages.
Always use the latest, which is the same as the game version. 1.21.50.
ty again
Does bing offer more accurate results regarding MS docs?
Not sure if someone jumped in yet, but we're taking this bug on. Should be a fix in U6. 🙂
Maybe! 😛
(the joke is that nobody uses Bing compared to Google, but it's funny when Microsoft employees suggest it)
It’s funnier when Microsoft employees suggest chrome in that one video
I unironically use Bing
I actually also use Bing
Bing Buds!
So I just downloaded bing for no reason
I also use Edge. Since it switched chromium as the renderer, it's been perfect.
...
oof - tough crowd
Oh uh- uh, I use you on Android 😅
Omg same
I love edge so much 🥰
Do estimate this component to be held back from being released to stable until this bug is fixed?
I use bing on my work browser (which is edge) unless I realy want to google something.
Plus bing points!
do we still use msn nowadays
FIREFOX GANG, UNITE!
Idk I just like chrome too much
Chrome is top tier in sucking up performance
(I use chrome, I can vouch)
Not anymore. They have gotten much better
Chrome on mobile doesn't even have extension support
My ram utilization is way lower with chrome that it has been with any other browser
I can't use my ad block 😔
Brave?
I use that one minecraft mod as my browser
#off-topic message
When you open up the browser and scroll AD
I was sleeping once while playing like water noises
Ad which vibrates my phone
Never allow websites push notifications!
No it's from the browser itself
funny enough while my phone bootloop'd, had to reinstall everything
when I reinstalled brave, there's actually no ads.
I would switch if it wouldn't suck on Mobile though 😬
I've heard that it also has functional extensions, having ublock on mobile would've been great
yeah
not sure how good is it but there is yandex too
Hey, i am too lite to say this but i am also Bing user and i kinda enjoy that i am able to found my github repos there, as google ignores them bc they are not visited that much
I use edge because i can access google translator in 1 click🫠
ups
i dont even have chrome installed
ohh sorry for ping
gotta load up minecraft just to browse the internet
unless you live in minecraft, there's no other way
I don’t think so.
Nice!
OUR PRAYERS HAVE BEEN ANSWERED
JIGGGGGGGSAWWWWWWWWW BLOCKSSSSSSSSSSSSSSSSSS
now minecraft just needs to add custom potion effects and i will be happy 👀
Scripting...
https://discord.com/channels/1138536747932864532/1166431261309534208 feedback post fyi.
Firefox is the best!!!
Last I checked, ad-blockers dont work on opera-gx. And firefox isnt spyware
Yesterday opera announced that unblock origin will soon work on it
It still works on firefox lol
y does my world keeps crashing when im near the structure
r there limits to the size of structure itself?
i think i everything setted up correctly, processor, template pool, etc. and when joining the world, i also dont get any errors
any ideas?
okey, i figured out y it was crashing, bcs of one specific block lol
i have a confirmed bug! structures that have blocks with minecraft:tick component crash the the game when the structure is generated with /place structure command, or, when u find the structure and get close to it
That's pretty sucky.
@noble turret you should report this on MoJira, along with attaching an example Ad-On that has the problem.
https://bugs.mojang.com/projects/MCPE/summary
Also a bug where Jigsaws crashes the game when you enter the nether.
okey, i'll try do that today if i'll have time
and this one too
Yea, and their generation in the end is also bugged.
But I don't mind, because Jigsaw!
aren't they bugged in the overworld anyway
Yea. I already made a bug report.
guys, so i was just looking through the structures of trial chamber, and in the jigsaw block, i found this compund tag, called components, and the component is minecraft:lore. im just saying, but it would be reeeealyy cool if mojang added minecraft:lore component for blocks and items!
you can set lore in items via script api...?
well yea, but it wouldn't quite work if, for example, u take the item from the creative inventory, like, for example, from music disc tab, and the lore would appear only when item gets in the inventory
and u have to make some kind of event to add the lore
but here, with the component, lore will just be there
its just my opinion😔
That would be nice. I would like more ways to add lore too, Creative is a good edge case
#1276618549514735728 message
yay, finally the glow lichen bug can generate in custom dungeon!!🤩
Does anyone knows how could i clear this cached data???
i mean there is no way to clear them all
try clearing localcache folder
whats folder is that?
it's located in the same folder as localstate (microsoft.minecraft etc one)
i will try to remove some of them
How do you connect one piece of the structure to another piece? I tried but I really can't do it, it only generates one piece and the other is not generated.
i didnt connect any pieces
its a one whole giat dungeon lol
but im still learning how to do that
like this?
What do you mean, exactly?
im qiute lazy to do that since ive been already re-doing this whole dungeon dozens of times bcs of some small mistakes
but i may do it in the future
It's easy, really.
i know, but i just dont want to rn
I have a very large structure, so I divided it into 2 different pieces, and I'm trying to join the two pieces together using the jigsaw, but I'm not able to.
and yet, i have plenty of time before jigsaw comes to stable
The first jigsaw must have a valid template pool and a target name of the other jigsaw you want to connect to.
It's also based on the max_depth, which is the size of the jigsaw structure, or how much it'll be or something.
It's best to check out the guide in the pins
btw, can i load a structure with jigsaw that contains entity?
Yes, you can!
bcs if i just leave an entity in the dungeon and dungeon generates, for some reason, tons of same entities spawn
I tested this, and it works, but it'll sometimes duplicate the entity a few times.
It's a bug as far as I know.
mh, okey
then i'll leave the entities for now, im sure they'll fix it
or actually, i need some entites to be randomized in some spots... i'll come up with something for this
Just use jigsaws.
That's literally what this whole system is for.
You can have 5 diff entities in their own jigsaw structure, and have a jigsaw on one room place one of these 5 entity jigsaws.
and that's what i was going to say, i added the jigsaw to my structure, for entity spawning, but the entity wasn't spawning
maybe i did something wrong.. im gonna check rn
You must've set it up wrong for now.
No worries, it is a new system so there's bound to be plenty of mistakes people make.
me who came from Java's jigsaws
Cool 👍
im super excited that we can now make proper archeology structures
i have quite some of them, and rn, they use the the sus sand and gravel block placers, gonna change that
yay! fixed it =]
unsuccessfully
I really didn't understand
tagert is correct in both
is it necessary to have a "template_pool" for both?
if so, I created for both, and still, only chunk 1 generated
My idea was just to connect both structures to each other to become just one structure
I can help you in a bit, but maybe a post in #1067869232395735130?
/structure cant place vanilla structures
/place structure can to a point
/structure is an amazing thing, ppl dont realize what it can actually do
.mcstructure allows you to see more when using nbtstudio than .nbt does
I know right?
hmm thats interesting
what amazing things it can do, i just dont know🥲
structure loading animations
ah, right
its actually significantly less laggy to load a structure using animations than it is to load the entire structure at once
ye, fair enough
Excellent
Although it now has to explain what "ambient block density" is. I can take a guess, but best to be explicit about it
Ok so, currently, vanilla structures map icons live in this path. If I had to guess, this is where it will likely live if we ever get the ability to add our own. I've tried just adding a png to the file path with the structure id as the name and having a folder as the namespace then putting the png there. No luck, I thought it would automatically register unless I also have to put it in the textures_list json.
Adding to the textures_list.json did nothing.
I mean… I don't think this functionality is up yet. I can ask Anjelika, I guess, to see if they want to support this before it moves to stable.
Oh interesting...the map data value is 6 for my custom structure...but you can't do /give.
I tested this by putting a Trial Chamber and my map into a chest, exported it and checked the NBT data. Interesting.
you can't /give structure maps?
i meant explorer maps
Let me rephrase, I can /give vanilla structures but not custom ones.
Correct!
i see
atleast it's accessible through commands
so technically we can setup a loot table that gives the map 100% of the time
an alternative to /give i suppose
Glad to see item's icon has higher priority than block's item visuals.
makes sense
Anyone made a bug report where custom block models don't render in Bundle UI?
oh they don't?
they do for me
Pics?
Oh...thanks to SiSilicon in #1067535608660107284 , but with mobile now having pick block...could we eventually get a pick block listener?
So it may just be models with item_display_tranforms then.
The right one has that
The right one does has some item_display_transforms stuff
Could you add:
"fit_to_frame": false for the GUI in the item_display_transforms?
I haven't set that parameter
So if whatever is the default
Hence why I'm asking if you can add that.
Something I don't get with liquid_detection is why detection_rules is an array rather an object? But at the same time I can see it as future proofing custom liquids if/when we get them.
The left one is set to false and the right one to true
Could you add:
"scale": [
1.625,
1.625,
1.625
],
To gui?
It may be that it just can't render that then.
Aight
Still works, and the right one has fit_to_frame set to true
Btw I have some custom 1x1 paintings and they don't render as intended, only the top left corner of the paintings appear in gui
Cobwebs now obey 'blockshape' and 'textures' properties set in blocks.json
Requires the "Upcoming Creator Features" toggle
Oh I just noticed this in the changelog.
Oh
Why does it require UCF??
Inb4 cobwebs are the first block to get their own client json file.
Well that explains the weirdness
Do we have the file for it?
No. I'm just making an assumption. We saw that they will do one thing first before porting the whole set to a new system(client biome). With cobwebs, it's just a wild theory based on Mojangsters opinions on a block.json.
Nice! We can use any vanilla .nbt it seems.
Sweet sweet system
Oh unfortunate, you can't just load a java nbt.
Wait really? Just with /place or more setup needed? Those files are full of java-specific blockstates and stuff, and are actually compressed unlike mcstructures
Java nbts are usually gzipped, maybe that has something to do with it?
Not with /place directly, what I did was set up a basic jigsaw structure and set the start pool to a file path from vanilla.
Unless, it isn't actually loading the .nbt from the windows app folder but an internal converted .mcstructure?
Ffs, why is it endcity and not end_city.
Got the ship to load.
@robust current, I'm definitely thinking about a feedback post for jigsaws. I'd come across a number of issues with them. Not just bugs, either… sometimes more what I would call "oversights".
I'm thinking of making a post on #1072983602821861426 for such… or did you have something else in mind?
I take it this is from #moderation message if so I thought it be fitting to utilize #1019665690233405500 or #1067869232395735130 .
Kayla's historically used the relevant channels before for different posts, but they'd always get buried quickly.
Thinking about it more, I'd say our current channel infrastructure isn't set up for something like this. We may need somewhere new.
If only multiple pinned posts were allowed, but we have historically just pinned the forum post in the general channel of the channel.
Like… I'm not wanting to remove general channel pins or anything like that, and there may be a time where there are multiple systems that could use feedback and act as central spaces for community learning here.
One of the other biggest problems is that not all feedback is useful. Some people are just generally uninformed, even if well intentioned. We wouldn't want the gold buried under the dirt.
But playing gatekeeper to any such feedback system could be complicated.
IDK, think about it over the weekend.
Maybe something like the Q&A, in which feedback is selected based on quality. That could be hard to judge though, and could lead to some bias being involved.
In the meantime, I went all-out for some initial notes and concerns. Y'all check it out: https://discord.com/channels/523663022053392405/1302413668222369822.
long shot but does is come with the spawn proof property of the ancient city?
and, if you somehow manage to place legacy structures like the which hut, can you test if whiches spawn in there?
One way to find out: try
Witch huts are not jigsaws.
No, this is just a structure nbt. An nbt doesn't come with special properties.
They have changed how structure spawning works, so who knows
Thats likely related to the JSON itself. I very much doubt thay the mbt has a dont spawn. Last i checked anyways.
I was replying to the witch hut question
The spawn proof property of structures is hardcoded
😤 SMH use the reply feature.
I'm lazy
Im hope next time you build a farm you forget to remove the torches.
What if it's a wheat farm
Is this still working? Where you have custom geometry rendering in a bundle? If so could you please send me your geo/block files? I am curious 👀
Sure just give me a min
Here, I have made it into a separate addon
I just found that the block models break on this gui
The one in the hotbar is broken
But the block models do work on this gui
Interesting. I'll take note of this. Thank you! 😄
Put a bundle in a bundle in a bundle in a bundle in a bundle in a bundle with a bundle with a bundle adding another bundle adding another bundle in concatenation of another bundle in concatenation of another bundle in concatenation of another bundle
make it underground and forget to place em
they keep fixing it and the fix never works
bruh
lol
Nah
Wait...can jigsaws mean structure loot in chest is now easier(or will be) than having to NBT edit?
Yes, just use processor lists.
This is what I love
Do we have that processor right now? Because last I checked it was only the archy sus blocks.
Time to update the wiki.
Why must you include .json is beyond me.
They updated the changelog FYI.
They didn't add Ctrl+Pick Block yet
Maybe when phone manufacturers start building their phones with Ctrl keys
I can just imagine a small iPhone with like a 1 inch crtl key attached to it via a wire
why? cuz ppl are stupid
minecraft:item_visual don't work?
It does.
I tried adding it to a block to test, but I got log errors
and yes the experiment is activated
would be nice to know what the log errors are
23:05:37[Blocks][error]-block_definitions | /storage/emulated/0/Android/data/com.mojang.mine1215026/files/games/com.mojang/behavior_packs/Mythologic | blocks/petrified_player_legs.json | /storage/emulated/0/Android/data/com.mojang.mine1215026/files/games/com.mojang/behavior_packs/Mythologic | blocks/petrified_player_legs.json | mc:petrified_player | components | -> components -> minecraft:item_visual -> geometry: missing required field
23:05:37[Blocks][error]-block_definitions | /storage/emulated/0/Android/data/com.mojang.mine1215026/files/games/com.mojang/behavior_packs/Mythologic | blocks/petrified_player_legs.json | /storage/emulated/0/Android/data/com.mojang.mine1215026/files/games/com.mojang/behavior_packs/Mythologic | blocks/petrified_player_legs.json | mc:petrified_player | components | -> components -> minecraft:item_visual -> material_instances: missing required field
23:05:37[Blocks][error]-block_definitions | /storage/emulated/0/Android/data/com.mojang.mine1215026/files/games/com.mojang/behavior_packs/Mythologic | blocks/petrified_player_legs.json | Unexpected version for the loaded data
Show your code?
{
"format_version": "1.21.50",
"minecraft:block": {
"description": {
"identifier": "mc:petrified_player",
"menu_category": {
"category": "nature",
"group": "nature"
},
"traits": {
"minecraft:placement_direction": {
"enabled_states": [ "minecraft:cardinal_direction" ],
"y_rotation_offset": 180
}
}
},
"components": {
"tag:mc_blocks": {},
"minecraft:custom_components": [
"mc:test"
],
"minecraft:liquid_detection":{
"detection_rules":[
{
"can_contain_liquid": true,
"liquid_type": "water",
"on_liquid_touches": "popped",
"stops_liquid_flowing_out_from_direction":[
"north",
"west",
"south",
"east",
"up",
"down"
]
}
]
},
"minecraft:item_visual": {
"minecraft:geometry": {
"identifier": "geometry.mc_petrified_player_visual"
},
"minecraft:material_instances": {
"*": {
"texture": "mc_petrified_player",
"render_method": "alpha_test"
}
}
},
"minecraft:material_instances": {
"*": {
"texture": "mc_petrified_player",
"render_method": "alpha_test",
"ambient_occlusion": true,
"face_dimming": true
}
},
"minecraft:geometry": {
"identifier": "geometry.mc_petrified_player_legs"
},
"minecraft:placement_filter": {
"conditions":[{
"allowed_faces": ["up"]
}]
},
Theres no minecraft namespace. Check the pins for an example.
Here's a first pass of documentation on structure sets: https://htmlpreview.github.io/?https://gist.githubusercontent.com/Ciosciaa/2e3b9208f6be0a1dde643530a9a0dc9e/raw/53412836cfc512c269f37c39e4dd23d827ec53fd/structure-set-definitions.html
One question, does the geometry need to follow the block geometry limitations?
Yes.
Guessing the dead links arent public yet?
Nope!
And im guessing the formatting is from obsidian?
Some of it
Makes sense:
^format version
And
![warning]
I thought not because it is just the icon and not the block itself
Maybe
oops wrong channel
Preview tomorrow. Can't wait to see what will come
Same here!
waiter waiter! more jigsaw puzzles please
What is culling
Ok thanks
Skbd toilet
minecraft:item_visual can it be used to change the format that the icon is loaded in? for example icon rotation alignment or something like that?
What exactly do you mean by rotation alignment? If I understand you correctly, you could modify the geometry file to change your rotation of whatever block you want to render as an icon.
Basically anything you can do with geometry and materials_instances components today you can do with item_visuals.
So to sum up with this I can use a geometry separate from the block geometry to use as an icon?
Yup 😊
It's sad that we can't put geometries above the size of normal blocks, as it would be interesting to create an icon of a large block, for example a statue of 2 blocks.
I remember asking and Smokey saying it's not possible
Yeah there is nothing special about the geometry for item_visuals. Anything you can do with blocks you can do for icons. Meaning no large geos for icons. Theoretically you could scale down the geo compared to a regular block since you'll only see it as an icon.
and does this support the item_display_transforms component that was added a while back for geometries?
I'll have to check, but it should
Oh yea
How come we couldn't get item visuals compontent for attachables and items 😦 it wld be so cool
Am I the only one who's having an issue with the latelest preview?
when i turn on beta API my game just crashes
#1308835656503656509 ?
Yes
nv my game just upadated again to the same version and now it works
weird
Im gonna assume you meant to post this in #1308835656503656509 because this preview is 3 weeks old now
mb
Hmmm liquid detection