#1.21.60.23 - Preview
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It just detects if you pressed or released your sneak or jump button
Even if you disabled movements using inputpermission it still detects it
Nvm, ignore what i said
Lmao, I'M OUTDATED ASF
stop sending gifs ๐ญ
world.afterEvents.playerInputModeChange.subscribe(({ player, newInputModeUsed, previousInputModeUsed }) => {
console.error(`${player.name}'s new: ${newInputModeUsed}, previous: ${previousInputModeUsed}`);
});```
uh
this dont look right !
Send your message in text not in image.. for God sake
This counts as spamming y'know?
no need to be so rude man i was just wondering if there way anything to get the current input rn
i dont need any code
I'm not lmao
Just stating facts ๐
alright then
I mean it's my fault too cause I didn't understand your message lmao
chef mojang is literally cooking
i think, that didn't work bec new groups should have at least 2 items
Yeah, that was the case
wait can i join maybe i wont be able to download but it would be cool to try 
!Day Happy Preview
ofc just dm me
interesting, but I hope that at least it has the parity of being able to add items/blocks in multiple groups and categories, but if it doesn't have this feature it's okay, it's better than nothing, I imagine how difficult it is to program these features for us
how could you test the deferred for PS5? no market place and I'm guessing over lan?
You could upload a world containing the resource pack over Realms or LAN, yea.
I played with Deferred last night a bit on PlayStation and it was somewhat buggy
We got 2d torch now ๐ฎโ๐จ
Oh my, splitscreen is going to be fun ๐
Right. Im dumb...whats the issue?
In the top screen, some player models are invisible and in the bottom screen, shadows are not where they are supposed to be
Indeed!!
the multiplayer issue is not fixed yet
What issue exactly
look at the same recipe on different accounts, the host can create the item normally, but the user who entered the world cannot, it doesn't seem to work only with recipes from tags
Ah so it's tag issue
Yea
look at a recipe that doesn't use a tag and it works normally
Another curiosity is that minecraft:logs_that_burn is working, but minecraft:fuel is not working, this is clear only for the user that I am in the world, for the world host it works normally
this problem happens because of replace_block_item
I hope this will be fixed soon, as it has already been slightly fixed, before the item did not appear in the inventory of the user who enters the world without being the host of the world, now it appears and works some things, just a few more adjustments to work perfectly as intended
How do you know that
why i used this method to create my block
Those are custom blocks you're using?
Yea
these are the only problems
That's a feature
it's called the torching
well remember that what's next page? where they said next we have jigsaws and /placefeature and stuff, they also included block item configuration, so the bug with replace block otem fix should be right around the corner imo
and my life will almost be compleate
It is possible, because this component is a little fixed, it was much more broken before
If you look at the official 1.21.50 it is completely broken in Multiplayer, but in 1.21.60.23 it is already somewhat fixed.
Ah...do we not have a place feature scriptAPI alternative yet?
Guess the screenshot button doesn't work right when using deferred?
I just get blank sky images lol
Guess not
Waiting for .spawnLoot() personally
I want the ability to spawn items with no initial velocity. That seems to mess things up
I was wondering why my script wasnt working...bc i forgot to enable the jigsaw experiments.
And said items should be able to have a custom pickup time, because it's currently instant
Oh...nvm...the feature is UCF.
Does....dimension.runCommand or Async not execute /place feature?
Oh wow...not even player.runCommand.
@wanton thorn Any ideas? If I copy paste the command:
player.runCommand('place feature minecraft:oak_tree_feature 16 -60 16');
into the in-game chat, it places the feature, but via scriptAPI it does not.
Does that API call return an error?
No errors, successCount = 0.
Try catch, nothing.
I even tried async.
And that player that you're running the command on is near 16 -60 16 (like the chunk is loaded)?
Yes, here's my testing code:
world.getDimension('minecraft:overworld').runCommand('say ADK Lib loaded');
world
.getDimension('minecraft:overworld')
.runCommand('place feature minecraft:oak_tree_feature 16 -60 16');
world
.getDimension('minecraft:overworld')
.runCommand('setblock 16 -60 16 minecraft:stone');
world.getPlayers().forEach((player) => {
player.runCommand('say ADK Lib loaded');
player.runCommand('place feature minecraft:oak_tree_feature 16 -60 16');
player.runCommand('setblock 16 -59 16 minecraft:dirt');
});
And yes, I do have UCF AND the Jigsaw toggle enabled just to be double sure. And BetaAPIs.
1.18.0-beta
Should store getDimension() after calling it once
Watch that be the issue.
Oh...I mustve made navi's Monday bad by reporting this bug. And no one else has disproven me...
You forgot that Navi doesn't work on Mondays... he only works on Preview days and then has to rest for the rest of the week ๐ฅฑ /s