#🍌 Preview 1.21.80.22
1 messages · Page 2 of 1
Behavior pack hierarchy... I guess if the top pack registers a command with the name je:help and then the pack below the top one registers a command with the same name it will error on the second pack
It's revealed they are working on the Progress Screen and turning it into ORE-UI:
Huh?
The loading screen you see when example; you join a world.
Ah
Can you go further into this, more customization on our part?
What?
Nvm
They’re a bit bad atm
Loads of issues
Hoping it’s fixed next preview
Thats good tbh
in a beta module inside a preview is something I can ignore for now
the fact that there will be custom commands in a polished state at any time is what is making me cry
no more chatsend shitty things
Well, ye, it's preview lol
Yea I get that but we can barely do anything with them for now
woah i completely missed this!!!
classic texture pack makes all creepers look like charged creepers now :<
How do we use the new custom commands in JS ?
we dont
because of namespaces
heh?
ok thx
it was a joke
i never used custom commands
because they need to have namespaces
Ah ok fortunately I was scared
Check the pins.
I don’t like the namespace stuff tbh
Also besides that. The custom commands have very limited abilty of what we can do right now since we can’t get the sender of the command
(Getting fixed next preview I think)
but, it's better than not having custom commands itself.
Hm well for now using the prefix commands is the way as we have support for everything. Even the things the developers have said most likely will never be supported for the native custom commands, like the sub commands( due to the command error system being too complicated to do so if I remember correctly ). And prefix commands are shorter and more appealing due to not using namespaces
The namespace stuff is just opinion tho
polska gurom
Tbh, auto complete made that a no problem
The new command could have an option to make the command with or without namespace
If two addon adding the same command name then addon with higher priority (higher position in behaviour packs list) take the command
idk how addon is loaded in the background; but if it loads from top to bottom then just ignore existed command name from registering?
I quite love the namespace prefix tho, kinda handy when you just need to type out the namespace and get all the related command to that addon
I will reiterate my opinion on namespaces with commands. Outside of chat they are necessary, but in chat, having the ability to type them without it when there's no conflict would be excellent QOL
but that won't make sense for it to be implemented right
How so?
i just see it as something extra work since there is things like autocomplete when you press TAB
You don't have that luxury on mobile and console
Besides, even with TAB it's still more convenient to type just the command without having to worry about the namespace
Agree with slsilicon here, outside of the chat it’s definitely useful but it’d be a nice QOL to have it optional in the chat. And for the namespace stuff to where you can type it out in chat and see all related commands. An idea for this is to just have the namespaces be “invisible” where you can still see all related commands to that addon but you don’t actually have to type it out
I doubt the namespace stuff will be changed at all tho. I haven’t seen any developer feedback about it
There’s pros and cons to it
Instead of namespace, having it as a subcommand (when that gets available)
E.g. /butterfly home @p 100 ~ 100
Where butterfly is the namespace and home the command, possible with nested subcommands:
/butterfly home home1 @p (home1 being the subcommands)
Subcommands aren't on the roadmap...we might get beforeChatSend and Entity.target stable before that.
Yeah I heard that. I thought of it as a possible solution
Still sucks that the current error handler for commands won’t be able to support sub commands. Or that the team currently doesn’t want to redo or fix that to make it happen(could be wrong, I’m just assuming). I wouldn’t call it essential for commands but it is wanted within in the community
a lot of things are wanted 😭
While it's not 1:1 with vanilla, it's certainly far better than what we currently have with using custom prefixes
It has its pros and cons. We have auto completion and the ability to actually use the / commands but I still think the prefix commands are far more superior as for now we can make sub commands/far more complex commands
What exactly is stopping you from making your commands not as complex using the new method?
Command callbacks, sub commands, argument system is a little iffy personally, I would argue on the namespace stuff but that’s just preference
But, this is just my feedback from messing with the commands for a good 30-40 minutes
Stopped when I realised we can’t callback to the sender
If they added the text parameter (which the game supports), that would let you have more "complex" commands at the cost of losing auto completion, but still having a slash command
text parameter? why the lost of auto completion?
You mean those parameters after that text parameter won't have auto completion?
a text parameter just captures the rest of the input, so it would show as something like "/prefix:command <arguments: string>" but then you could parse arguments however you want
I mean, you said "at the cost of losing auto completion"
I don't quite get that what parts make it lost except that those parameters after text parameter
/prefix:command <arguments: string> <value: bool> ?
oh, you mean reading raw message and parse it your way
yeah pretty much
there are a lot of parameters type not currently added tho
like json
do command parameter get added?
No clue yet, all we know 100% is that sender callback is being added next preview I think
Idk about anything else
🇵🇱🇵🇱
yup
Is this a polish meme I'm too foreign to understand?
yeah
Yup
Is that Poland's ex PM? 😭
TODAY IS A PREVIEW DAY!!! :D
Oh :(
one of the best bug ever
Is this pick block and you got a pickle or?
or you can break any block by sneaking and trying to place the pickle when facing the fence gate
does it drop in survival
Probably not
I miss wither cage
What 😭
Welcome back seed planting
oh no those poor farmers
what's the stuff in the right corner?
the guide system?
yes the tutorial
I tried this and it made the fence gate disappear 😭
rng block destroyer lets go
or ig not just destroy but…
exiled from the plane of existence
Exposed new fields to data driven jigsaw structures: start_height, dimensional_padding, pool_aliases, max_distance_from_center
made height_map_projection optional and changed anchor to start_jigsaw_name
Do we have any docs on these?
I don't think so but i have working jigsaws for the version that use those so I have a understanding of how to use them
Would you be able to explain what those do and if you have an example of them being used that'd be great
We might get java stronghold rarity parity (i hope not)
Strongholds aren’t jigsaws
Yet
Though i really want that mojang will convert all structures into jigsaw structures
That would be cool for addon makers
The docs were delayed I believe. I think they'll be coming Tuesday
I'm not 100% on that. A Mojangster said it last Tuesday, but something could have changed since then. I haven't been keeping up
The thing that pisses me of with ore ui is the lack of customization, a lot of cool UI resource packs are slowly being destroyed because we can't customize ore ui



