#🍌 Preview 1.21.80.27

1 messages · Page 2 of 1

fervent mauveBOT
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Can I make Custom Biomes?

No. Custom biomes have been broken since 1.18. Mojang is fully aware of this and working hard to bring back this capability.

Here is the bug report: https://bugs.mojang.com/browse/MCPE-100700

ivory gorge
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And this week's preview fixed it?

rose rain
raven helm
ivory gorge
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Was it fixed or did they just give is a workaround

round ingot
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Ahh... the city life
-# Sponsored by Vibrant Visuals 🤣

pastel terrace
ancient thicket
worn orchid
rose rain
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I say both.

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It isn't fully fixed, it's using sub biomes, but fixed enough.

heady valve
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With caves and cliffs completely changing the way biomes and terrain as a whole is generated, most of the components prior to 1.17 won't work.

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Speaking of which, I'd like a list

rose rain
heady valve
# rose rain Of.

Of biome components that don't work. Speaking of which, it appears that the biome JSON link in their official docs isn't working anymore

rose rain
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Mike changed the ToC yesterday.

heady valve
red flower
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We don't have subcommand support yet do we?

heady valve
cloud jackal
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hello everybody my name is markiplier

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wrong chat

grand talon
cloud jackal
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hello good my name is come

sly hazel
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wait nintendo switch has preview edition??

heady valve
bronze kindle
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Does anyone know if Mojang is going to namespace the vanilla biomes before custom biomes release to stable?

bronze kindle
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Okay, so, yeah: cave biome replacements are iffy but they kinda work.

rose rain
heady valve
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I wonder how they plan on truly supporting custom biomes? Since right now you can only replace existing ones

rose rain
bronze kindle
# rose rain Iffy how? They seem to work correctly for me.

It's not an intuitive experience. You set up a custom biome that has no attributes on its own and then use features to actually do anything. Aside from mob spawning, you'd might as well just use feature-driven cave biomes… which would give you way more placement control and actually allow you to generate inside normal stone caves.

rose rain
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My feature placement right now is also oh so iffy.

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Been a while since I touched world gen and I forgot y dist is world relative not chunk.

heady valve
rose rain
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*For Mojang Vanilla Gameplay team to consider.

heady valve
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That would work, but as you said, it's a dirty patch

bronze kindle
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I think it's actually totally fair that that space is considered its own biome.

heady valve
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If only we could have more custom biome placement conditions. Imagine being able to query vanilla noise routers

bronze kindle
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We really, really need the ability to query the noise curves from features at least.

rose rain
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World Gen QNA 2 when.

unkempt holly
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I'm still really confused on how they implement 3D biomes in bedrock, somehow you can be in multiple biomes on same y level (excluding underground biomes) given same position

solar herald
rose rain
chilly herald
heady valve
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I can see the nether getting biome replacement support without any user facing API changes, but I'm a little concerned about the end

magic vale
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but we still don't have the air tag qna

rose rain
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It makes entirely sense though for overworld support first/only.

heady valve
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Of course

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One step at a time

bronze kindle
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I will say this, though: I'm realizing this system can be compatible with a more generic system in the future.

gaunt veldt
heady valve
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Goodbye terrain shape related components 🫡

bronze kindle
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I think the future should hold noise target thresholds (a la Java) with a convenience property for just replacing a vanilla (existing) target.

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That way we can still have a weighted system that's weighted per 5D slice.

heady valve
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I'm imagining molang support for biome placement condition

bronze kindle
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I don't think it needs it.

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And that's crazy that I am saying that.

heady valve
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Well I'm just thinking about the possibilities there. You can have conditions that query different kinds of noise routers. Maybe even custom ones

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Even check the Y value for deep biomes, or biomes near the height limit

bronze kindle
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I genuinely think that something like…

"minecraft:noise_targets": {
  "temperature": [-0.3, 0],
  "continentalness": [0.5, 1],"weight": 3
}

…Would be delightfully easy to support… one day.

heady valve
bronze kindle
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I think that's fine. You could consider some additional properties to be key-value pairs binding noise identifiers to range selectors.

heady valve
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But in all seriousness, yeah your solution is definitely more elegant and intuitive than just slapping molang on

bronze kindle
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Yeah, to maintain performance, the values should be static instead of using Molang.

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The biggest disappointment to me, as a Marketplace developer, is that it won't be possible to target "middle spaces" between biomes. I'd love to add sandy plains or chaparrals transitioning between vanilla biomes.

That's just totally impossible here.

heady valve
bronze kindle
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Alternatively, if Mojang opened up real noise queries to Molang in features, I could just do it myself the hard way.

honest yoke
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Why??
Who asked for this?

heady valve
worn orchid
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Doesn't seem like a big deal

honest yoke
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header
toggle
label
header
toggle

will return
undefined
boolean
undefined
undefined
boolean

instead of
boolean
boolean

worn orchid
magic vale
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how did it break existing things if those things didnt include headers and labels

worn orchid
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It's a change exclusive to v2

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There's an inherent expectation for breaking changes anyways

magic vale
worn orchid
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Ah right

honest yoke
placid pewter
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Why not use minecraft:geometry.full_block geometry?

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You can even give it its own culling rules, the bone name should just be block iirc

magic vale
magic vale
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i'll try it

magic vale
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can't get it to work

bronze kindle
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I know my medicine is making me kinda dumb… I just don't think I understand how to fully optimize my custom block culling using the new culling rule conditions.

I'm trying to imagine how to cull lateral faces from a lower slab. I want to cull them when a fellow lower slab or even a right-side-up stair is adjacent. The former case is simple enough… but the latter? I just don't see how that's possible here.

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I'm also quite surprised that condition is now required when one of its values is "default". I think the schema should be reconsidered.

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For now, I supposed custom walls, lower slabs, and upper slabs could all have their own independent culling layers to get at least somewhat improved culling. I don't think it'd be reasonable to try to handle stairs.

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@solar herald, is the above kinda what was intended for now?

devout inlet
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Not sure if i missed it, but can query.graphics_mode_is_any detect vibrant visuals? Or would it be the same as deferred

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We have some entities that disable shadows in their rc but they're basically just black with vv, was hoping to do a query to fix that

gaunt sinew
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vv is the same as deferred, so it should still work. Although these queries are currently experimental so they might rename the deferred option to vibrant_visuals or something like that when they are released

devout inlet
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Alright cool thanks, I'll have to give that a try

trim siren
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Realms outdated?

placid pewter
rocky vine
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Custom biomes :0

rose rain
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Crying...we all had the smae idea.

rocky vine
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lol

wintry crown
vast agate
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Or does both blocks have to be the same to use state based conditions

near kelp
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THEYRE BACK ???? ? ? ?

rose rain
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Yes.

near kelp
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so

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hi bedrock community

spark wing
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Custom Buttons?

vast agate
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Also to make redstone components there is the issue of them passively lagging the game in mass quantities

spark wing
vast agate
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Oh UI buttons

spark wing
heady valve
bronze kindle
toxic rock
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@near kelp yo

near kelp
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hi

worn orchid
vast agate
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The things I'd do do be able to apply box UV textures to specific bones

gusty sphinx
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When would this fully be released? I really cant wait for custom biomes

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Like ik I could code up the biomes right now but I wanna wait until it fully release

raven helm
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As a stable it might take a really long time to get there

gusty sphinx
gusty sphinx
gusty sphinx
wintry crown
bronze kindle
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Okay, cool. I'll start optimizing culling as best I can. Thank you.

rose rain
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Anyone hear anything about Preview for Consoles thjis week?

solar herald
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PS5 is the only one that should have been delayed. I think the latest is that one is skipping Preview this week.

wheat adder
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Didn’t ps get the 1.21.80.26 update (saw it in a toycat video)

solar herald
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yeah - .24, .25 and .26 are all the same.

wheat adder
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Why is it different in the first place though

solar herald
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When we submit builds to all the different platform holders, sometimes things trip in the ingestion and processing. Often, the fastest way to resolve this is to just increment the build number and send it again. Or sometimes we catch a very last minute severe crash on one platform and we do a surgical fix and that causes the build number of that platform to increment.

wheat adder
solar herald
tiny tulip
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And otherwise make a bugreport so it doesn't get missed 🤭

rose rain
wheat adder
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It’s not getting this weeks preview

solar herald
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correct. no PS5 this week. should be back for next week's Preview. appologies for the inconvenience.

brave hollow
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preview day has been cancelled

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:floppybanana:

pastel terrace
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I'm trying to say, would they synchronise again at each Title Update, but I couldn't say that for some reason xD

solar herald
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yeah, since that's a more "major" update.

bronze kindle
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Aww, man, I'd thought that BlockCustomComponentInstance would return the parameters of the custom component. I wonder if that's planned… or if the refernced interface is just a means of error dodging.

humble lichen
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i hope filter is good enough for this

devout inlet
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.filter(x => x !== null) will result in the same response as before

humble lichen
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for me, a few elements can be hidden or shown depending on player's condition (a tag)

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so i had to make a whole function that pushes elements

raven helm
devout inlet
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that'll also remove 0s and empty strings

raven helm
solid pelican
pale terrace
solid pelican
pale terrace
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it's just a visual bug with pause feature. shouldn't bother anyone that much.

solid pelican
full monolith
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Insert [Always been.] meme

solar herald
gusty sphinx
solid pelican
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Still bedrock, just looks like java

broken walrus
bronze kindle
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I wonder if it would be possible for the team to add multiple culling layers to a block. For example, bottom slabs could have "down" and "side.lower_half". An upper half slab culling rule could then specify that the up face should be culled when the block above has the "down" layer.

(I have no idea how culling works in the engine, so this may be infeasible or insufficient performance-wise.)

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Right now, we can only do exact matches to itself… which is painfully limiting.

glass timber
fervent mauveBOT
gusty sphinx
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Aight

vast agate
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So uh

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Is there any way of making this work

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The dark patch that is surrounded is a leaf block

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And is getting culled from those 3 directions from the non-full slab block

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Also when 2 of the same permutation is placed on top of each other the bottom/top face is culled

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Less of an issue for top, much more of an issue for bottom