#๐ Preview 1.21.80.25
1 messages ยท Page 2 of 1
wait so will we have shadows in the end now?
made by a bunch of my friends. great game.
Something that I've realized is that when I turn on actions and stuff, vv doesn't work
yeah, from random directions every time.
makes sense
Marketplace packs currently don't support VV.
this is intentional. Texture Packs and Marketplace Worlds disable VV currently.

will that be fixed in the future?
I absolutely love that this is the approach they took for the End. I was not expecting it, but it actually does so much for making me excited to explore and build in the End.
I'm not going to announce any Marketplace plans today.
It likely might not be performant but this would be dope
oki
I think it would be great if packs can keep the "sun" in the end, but have this effect as a default or something.
Oh wow that's awesome! I love nice and snappy platformers. Just haven't been able to find the time to sink my teeth into many single player experiences lately
why is this water depressed
Water underground is quite buggy
This looks great but my attention went straight to her clipping through the pillar. ๐คฃ
That is the reason those pillars were made of obsidian, after all.
Hey, how do i return to the release version?
The movie server join button disappeared when i installed the beta to test, but even after exiting the play store program it didn't let me download a different version
It takes a while to go back
It is quite annoying how we can't just. Install a previous version
Java has a launcher, but bedrock and especially the mobile version have to contend with that
Am I the only one that has near constant crashes with the preview version?
It's basically unplayable
That sounds accurate to a preview version
At least on Windows there's an unofficial launcher that makes the process much easier
Do you mean the games restarting, like it goes to the red screen then Minecraft logo comes and back to world again
Still. It shouldn't be that bad.
Isn't it just the vibrant visuals overloading your device?
the only crash i've had recently was /reload all
just telporting crashes the game for me
No, i mean playing in a previous version like 1.16 or beta 1.2 like java allows
For me when using vv/deferred the game restarts some times and the area that you need to click to interact with the buttons and stuff in game changes to be a bit lower. Also the editor seemingly crashes again when opened with a deferred pack in it
Here's what crashes for me
- Basically anything
I know it's not because of my hardware.. It's much better then what minecraft needs.
Is this with vv
And is the game closing completely or just restarting
See if there's a crash log, see if a reason is given
Otherwise just return to the release version and wait for next week's preview
On that note Couple of things to be expected for deferred/VV in next weeks preview: fixes for local exposure, fix to how transparent blocks are rendered, fix to water, fix to a new issue with bright color/glow on the screen (mainly on android).
Most of these fixes should be in the preview
An hour and a half now and still nothing
Longer than that I had to wait days iirc
you'll need to reinstall the game back to stable completely, that's how android works, it can't downgrade versions.
Leaving beta should take about 10mins upto 20mins, you'll need to force close playstore first just to refresh it.
Reinstalling the game shouldn't be that bad as android does have "Keep app data" as uninstall option, so you don't lose your stuff.
Society if Android had preview.
I sure hope so, really didn't wanna have to uninstall it first
Android has preview, that's the problem
I can't get out of preview
That's beta, it's different than preview.
preview is a separate app completely like some cloned app but only beta stuff.
so you get to keep both stable and beta at the same time.
YESSS THEY FIXED PARTICLES IN DEFERRED
NOW I CAN HAVE CUSTOM CLOUDS
They used to be extremely bright and you could barely see anything when you looked at them
Blocks that use alpha_test_single_sided become opaque at a distance when they are in the same chunk as blocks with alpha_test_single_sided_to_opaque, is this a known problem?
To Do (Open)
Unresolved
theres preview for education edition but not for bedrock 
Edu is free.
though playstore currently doesn't support bought app or atleast clone the app as separate yet.
yeag
it'd be dumb to buy the game again just to use preview
honestly im surprised that google play doesnt have that yet
Honestly wouldn't make sense for them but yeah
Though it's also the first where playstore actually does mojang request with chromeOS version being completely separate even though it's the same app.
unfortunately you'll have to buy the game twice if you're playing on both android or chromeOS even though you can run android as compatibility layer already.
Hopefully that'll change once chromeOS is fully merged with android. (Yes, Google is ditching chromeOS and replacing it with android.)
That's good to hear
Next thing you know, we have another lore limit situation
is it possible to increase the block rendering distance with add-ons now? Like grass?
no
sad
awwwhh particles dont cast shadows :(
also uhhhhh, is this known? non-attachable items wont cast shadows in first person
and attachable items are desaturated for some reason
that didn't happen in regular deferred if i recall.
probably recent bug or something
Intentional afaik

playing at 0% brightness will be a fun challenge.
blend seems to work well
but then it has other issues like slime rendering through it
i can't seem to change my brightness on ps5 for some reason
They meant for vanilla it seems.
Are you editing the right brightness slider? there's 2.
there just isn't a second one for me
the default slider won't affect VV
i checked all of video settings
it's under Vibrant Visuals
yeah
hidden in a button
i looked under there
the slider is disguised as a button :<
wait there are more settings?
i dont remember seeing point light (shadow) quality
That's with the render dragon creator features toggle enabled.
oh
I don't get why they hide the settings
because point lights are in their own league of experimental
Hmm
they probably have point lights only in old deferred toggle because they are still a bit wonky
Specifically, it's simulating a supernova flash ๐
Oh what? That's cool, though a lot of people think it's a bug
It will improve over time, and resource packs will be able to control the color/intensity like other directional light sources.
We've been calling it "End Chaos" lighting. Or just "Chaotic Lighting".
Oooo
What would be really cool is if we could also control the speed and frequency of this light. Maybe even freeze it.
Though, will packs be able to change how it "behaves"? I am sure some packs would love it if the light was always there
I will bring this feedback to the creative team. ๐
Doesn't seem particularly realistic, every entity should've instantly died from an immense gamma radiation ๐
It's also quite interesting from a lore perspective
I knew we forgot something
That's really interesting
Was the team inspired by all the shaders making the end look like the middle of space?
I'm not familiar with that one, but it sounds awesome!
Sure, many shaders with the end dimension have some sort of space theme.
I mean look at this
Gotcha. I don't know if I would say this ties the End to "space" theme necessarily. The supernova just happened to have a surprising amount of observational research with regards to lighting, so we started there.
I see
Well it's an interesting take regardless
I wonder what the end will look like after per biome settings are pushed
hey aajambram, i have dmed you a couple of issue that i have came across in the new beta/preview do you have any info any of them
Now y'all need to add quasars as well
YES THATS ME
I WANT TO HAVE THERE DARK BUT VISIBLE PURPLE LIGHT ๐
:3
also double or 3 layers clouds would be cool :>
clouds config where we can change layers, thickness, roundness of clouds
yes sir
We can have custom sky boxes?
this was java
Oh
This is not recommended, this option is very broken and may make you unable to install the game easily again.
-# 33% of my device's resolution is still too many pixels
How do I lower the resolution to less than 33%?
is that a bug? I can't see any text or buttons
This was already fixed on android 13+.
OH I LOVE THAT YES
THAT'S GREAT
just when i thought i couldn't love the End Chaos any more than i already did
to be fair, i feel like that is very fitting for the End, given the fact the ambient noises also sound intentionally glitchy.
thats if you use modified apks
I know the culling layer stuff isn't done yet, but it seems there's still one other thing missing from custom blocks after that's finished to do leaves the right way:
As of now, only opaque renderings of minecraft:geometry.full_block cast ambient occlusion onto adjacent blocks. All other materials won't do such. Unfortunately, vanilla leaves (although alpha-tested) do cast ambient occlusion.
Wait, is this the only way to get the custom properties?
Because not having access to other custom components' data would make me very, very sad.
feels like this should be a parameter in the geometry component rather than hardcoded to a specific model and render method
I'd have to agree, if it were possible.
Afaik .getComponent returns the custom component instance but not the parameters at least yet.
Hopefully they'll do that. I'd love a shared data model wherein a single component would act as a data provider for multiple other components.
Any reason why I don't have screen space reflection?
okay I know why
SSR and water visual don't worry with hight res resource pack
It does work, what deferred/vibrant visuals pack are you using
the vanilla one
Thatโs weird, I am not sure but the resolution of textures should not effect ssr.
Yeah because it doesn't have pbr
Every block needs to have it's own pbr textures
AH
reflections need to be at ultra
i learned that particles are affected by shadows
discord is so broken, the video is playing without image
uhhhhhhh
There is also the fact that the new materials only affected the distance and not the graphic option.
how?
do we have a doc for that?
yes
a link would be useful
What's that mean?
G
Fancy leaves.
They think the render method is affected by the fancy leaves toggle even though its a different thing.
but nobody talks about it
Because its a different thing.
TY!!
u a god
You say it's possible but you don't even send me the link to study, so it's a little difficult, but that's okay.
Tbh it should not return the params, ever
Why?
Only way to access the params should be a custom function on the custom compinent itself
#bringbackblockanditemevents
I would argue that params are like the class ctor's args
I mean...by that logic...we shouldn't access components in general.
Something the internal class has to process itself, that would also be a reason for why not to increase the object depth limit, since frequent copying is needed
We definitly should!
The options in a component are willingly exposed
A custom components args are non willingly exposed
Then we should be allow to dictate that as well in the cc no?
Ok, so we agree we should be able to get the params then but not on how.
class MyCustomComponent {
constructor(params) { ... }
getHeight(): number { ... }
public height = ...
}
It should be willingly exposed
Ehhh.
Think about someone is passing in something you wouldnt want to be exposed
Idk a password or something
Doesnt matter
It should not be exposed by default
I agree...I do not like this method.
A public class parameter?
Or a public setter/getter?
Im no TS expert, but params should be a Record where Record<param, public: boolean> or something.
I would only ever like this if blocks were purely made in TS. At least for 2.0.0 this is not what I want.
Why?
Whyยฒ?
I just don't fuck with it.
I love setters and getters, but for 2.0.0 CC, too much.
Public properties?
The syntax of anything is just vibes really.
Like, I hate Javas biome json.
I just dont vibe with it.
I agree with that, but not because of "vibes".
i'd rather have something like this
class BlockGrowthComponent {
growthChance: number;
constructor(parameters) {
this.growthChance = parameters.growth_chance;
}
// Event hooks
static onRandomTick(event: BlockComponentRandomTickEvent, component: BlockGrowthComponent) {
if (Math.random() > component.growthChance) return;
// do growing
}
static onPlayerInteract() {
// bone meal things
}
}
blockComponentRegistry.registerCustomComponent("example:growth", BlockGrowthComponent)
I rather we fully switch to TS.
how would TS make anything different
Because then everything is built using JS thus allowing more control of what can be exposed and whatnot and also trigger events on other classes.
Thats my biggest gripe is the removal of event allowing block to block or item communication but no one understands this.
I forgot multiple packs could exist so this wouldn't really work
since they wouldn't have access to the class
unless they could add something like const BlockGrowthComponent = BlockComponentRegistry.getCustomComponent("example:growth")
Waiting for a fertilize event for custom bonemeal
I'm slowly working on porting adk-lib to CCV2 and once that happens I'm pretty sure I can replicate the bonemeal functionality fully.
Aside from custom crops from other add-ons, but that's never been a priority as far as I can tell
Which'd require standards, but at least then it's doable without hardcoding every interaction in your addon
Exactly.
We can't, there are way too many people relying on just using js in their "pipeline"
even on the marketplace..
I love this! Exactly what I meant
This message was approved by Microsoft
If I had a penny for every MP project I worked on in the past year that didn't use JS, and I at least tried switching it to TS, Iโd have five pennies. Which isnโt much, but wow, do I hate it.
Compile times are worse
You know what I mean...swotch fully to JS and not use JSON.
yes that way i can register all of my 100 blocks in one file
Support for extending an abstract class and inheritance? Hell yeah.
Ohhh
Yeah I totally support that!!
There are partners who don't use TS?!?!?!
๐จ I could never use plain JS
A LOT.
please at least tell me there's jsdoc in the mix
We're 100% TS now, but other studios still use a ton of js
I currently can only think of two big ones using js
one does, the other doesnt
frightening
oh and the one that uses it, uses it very rarely lol
It's all right. You can use //@ts-check to enable type checking. But it is definitely weaker than using VSCode's native cross-file Intellisense and a compiler to ensure type safety
Yeah, mainly to assert the types of each function's parameters
I prefer using a jsconfig.json over the comment, if I'm forced to use js
Me.
since that applies to a whole set of files
wha
ESBuild is really easy to set up, and it gives you powerful bundling options
There are some hobbyist folks who do develop add-ons on mobile devices. Getting build tools running there can be a pain, meanwhile with plain JS you can just write code in a plain text file, put it in an add-on and it just works. No dependency hell, no package managers, every line of code is made by you and it does something useful.
its my favorite bundler so far its easy to setup and fast as hell, also supports direct TS tranformation to JS so you don't need TSC
True, but in most cases package managers are just for development tools, i can't remember if i ever used NPM package in my addon actually
Absolutely, I agree, and this is just fine.
Happy banana day
i still dont know the difference between JS and TS
I believe the discussion is more about partners who do develop at scale
TS is a superset of JS; all JS is valid TS, not all TS is valid JS
Actually, no.
TS serves to add compilation-time validation of JS. Variables can be assigned a specific type, and the compiler prevents those variables from being assigned to a value of a different type
So e.g. the following would throw an error in TypeScript:
var myNumber: number = 0;
myNumber = "string"; // Type 'string' is not assignable to type 'number'. ts(2322)
So you must assert that myNumber can accept either a 'number' or a 'string': var myNumber: number | string = 0;
That extends to which methods can be called on a variable too. This throws an error because at is not a valid method on the Number class
var myNumber: number = 0;
myNumber.at(0); // Property 'at' does not exist on type 'number'. ts(2339)
There is also an argument to be made that you can hyper optimise code with pure JS in a way that you can't, at least not easily and cleanly, with TS.
hmmmm
i can see the purpose but i dont know if its necessary
Not necessary. But it gives you that extra confidence that you are doing something correctly. Especially when it comes to more complicated JavaScript mechanisms like polymorphism
i see
Or, I suppose I meant function overloading, specifically (that only really exists in TS, so I suppose it's a problem created and solved by TS lol)
you can but it would have to have "as any" many times
every JS syntax is vaild in TS afaik
ohh my bad i see
"not easily and clearly"
Veka was also referring to specific JS features that TS rules make more difficult to emulate. Like prototypical inheritance
Prototypes are really annoying in TS. Which sucks because it is a core feature of JavaScript
Yea
TS makes JS less JS
thats why many ppl like TS over JS haha
nah to be honest TS really helps catch up typos and some inconsitancy in early compilation
Wild ๐ฎ
Yeah... if only they used it....
0% mcfunction :^(
what's the difference between JS and TS?
TS is JS but with more strict typings
alright, thank you
No idea why I would write my scripts in a language the game can't execute, of course I use JS
11% powershell is crazy.
i was just learning powershell and its actually not that bad as i thought
well 20k of lines is the reason in most cases
i mean for MC behavior packs i also used JS in most cases
Skill issue
should've written C++ instead and hand transpiled it to Js
rust not mentioned this time ? ๐
nope, currently writing good old C++ for an ancient heavy load computer
11%?
Preview is tomorrow, right?
For bigger projects, TS is what people would rather use as it's considered better for large projects than JS
For smaller projects, JS is good
Tooling! A recent repo has a worse split but it's just a ton of tools in .js ๐ฆ
One on the left is Sonic Add-On so no need! Only one BP AC as well
There's some MCFunction (Every JS file but two here is tooling, just a bunch of tools, so ignore the 67%!
hoping for further superflat improvements mainly, but more VV improvements would also be nice.
they'll add an air tag
trust me bro
But I don't think we should have any big expectations yk
maybe we'll get a hot fix once more, that'd be spicy
i mean, there's 3 major things currently in development by presumably different devs (excluding things that aren't announced yet, for we do not know of them
)
summer drop features, Vibrant Visuals, and superflats
so, if all 3 are in development at the same time, maybe there's a bigger chance at least 1 of them gets updated in some way each preview? not guranteed, since it all depends on when something is finished, but more likely than if there was just 1 upcoming "update" rather than 3.
please 
editor and scripting 2.0
true actually.
We generally need way more tags
Its so horrible to work with at times...
wondering the same thing, i cant find a reference anywhere and it supposedly fixes the "open bundle" issue
preview day tomorrow?
:doggysmurkW:
could be a .26 preview thatโs still piping hot
It be a .27
1.21.80.30 when
Preview should be tomorrow
Definitely won't be as maximum hype as last week ๐
This will be the last one with new features in it, before we work to stabilize 1.21.80.
So NOW I can safely say, "I doubt we'll get anymore major technical APIs for the rest of 1.21.80"
I think that's fairly safe ๐
yes and everything is fine, but will we still have some things stabilized or just bug fixes?
more than bug fixes
so like a ice cream scoop size of hype or a spoonful size of hype
interesting, well wait, there is little time left, if what I want does not come I will wait for it on 1.21.90
I find it a bit unlikely, the community wouldn't like this number
Xd
high number version, they would probably charge for new content, as happened before the drop system
And?
Why would people hate a 1.22? Most people I know want Mojang to move on to 1.22.
I believe that some people still consider changing this number as a major update, and since there is no content yet, people would complain (as many always do, but on a slightly larger scale).
Happy Ghasts...
I think it's too early for this to be stabilized now, well I just gave my opinion, Mojang knows what it's doing, even because the number doesn't matter if they want to put Minecraft 2.0.0 the game would continue receiving the resources normally
I'm confused what you're talking about really.
Happy Ghasts are in experimental toggle, so far it's taken two cycles for the Drop content to release for Bedrock anyways. So in this instance, 1.21.80 introduces it as experimental and 1.21.90 or 1.22 will de-experimentify it.
Minecraft 2 confirmed
KaylaGPT 2 when?
I'd say, a spoonful.
Oh yea
What if she's lying chat.
Hi, I'm Kayla GPT 4o, how can I assist you?
What does solidity mean?
Aaaand you just used all of our tokens.
Itโs the metaphysical sneeze of Newton inside a voxel soupโcollide, adhere, support, deny.
No superflat stuff? :<
Well...that's out of her domain.
That being said.
I suspect we'll see the void preset this week.
how do you do anything with the void
Setblock. Start building.
Void preset on Java gives you a small stone platform
Great for if you want to make a skyblock or some other void challenge map for example
Or just build something without the pesky ground existing
Hype train!!
This is going to be a big preview!
Perhaps the biggest preview they've ever done!
Custom dimensions, finally!
Something for deferred?
fr?
Waiting for Kayla Deepseek edition ๐
Yeah yeah 1000%
-# this is a joke
Banana dimension
Banana dimension.
Pbr dimension
Pbr dimension with rtx and deferred biome
how would custom dimensions work?
Yes ๐ป
noise

42
Well, to do that, they'd need to add estrogen
Which, to be fair, they should.
estrogen?!?!
Well yes, that would make transition a lot better 
world gen?
or testosterone
Things i want so badly:
What's testosterone? Can you find it in caves?
Just opened up this channel, and this is what I see. Just a normal day in BAO
And still waiting for this to come on addons.
We do have noise for worldgen in addons...
We can even create complex stuff like (awkward) custom biomes
I meant like vanilla noises
Like edit erosion noise vegetation, temperature noises
oh I mean we can edit vanilla world gen values for existing biomes
one day... custom biomes without all this hassle...
New render_method type available for minecraft:material_instances. They are meant to support the same behavior of block turning opaque in the far rendering like Leaves in contrast to other disappearing like Bamboo Stalk.
โrender_method": "blend_to_opaque"
"render_method": "alpha_test_to_opaque"
"render_method": "alpha_test_single_sided_to_opaque"
Omggg
Dream come true
Yeah, these are great. It doesn't give us full power, but I'm still sufficiently happy for now. I think these will allow us to emulate all vanilla blocks at leastโฆ which is a major aspect of Mojang's block endeavors right now.
.
Interesting.

