#π Preview 1.21.110.25
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also i feels like .110 previews is gonna be here for awhile, judging by not-so-small changelogs and is also a drop release.
hopefully we doesn't reach .110.30 with this one
i just want .120 already because we clearly aren't getting custom superflats and seemingly also no XSS VV fixes in 110, so i need to hope the next one has them 
hopefully they at least fix the classic texture pack creepers in 110 still
they fixed husks
love this funny cycle
new 2 previews came out with actual fixes and new stuff, then everything is just script updates and bugfixes afterwards
stable comes out, preview goes in loop.
everytime.
one of these days we'll get custom superflats and it'll be great!
is that day the 1.21.120 preview cycle?
is it 1.21.130? 1.21.140? 1.21.150? 1.21.160? 1.21.121110?
no one knows !
if you don't get what you want within 2 weeks ( 2 previews ), yeah you're gotta wait another 5-6 weeks for another previews lmao
i know but
i want the custom superflats on console too :<
also like, structures and features and stuff.
your pc and console account are not the same?
really?
The worlds does not sync between platforms.
hm
you'll have to buy and use realms just to get your worlds from other platforms you play on.
couldnt you just like, download a mcworld file onto your console
yeah. And i couldn't even actually use the realm if i bought it, as that requires a second subscription, to xbox game pass.
No, console is extremely locked down for third party stuff like these.
sadly consoles don't like letting you download files anymore, this isn't the PS3.
this was possible on PS3/Xbox 360
and it was good.
so, Sony and Microsoft decided "we aren't anti consumer enough"
and removed it for later console gens
If sony didn't go full lockdown mode where they cares who jailbreak their consoles, we would never have stuff like these.
they removed "Other OS" feature from PS3 that is extremely useful for me... just to patch the said jailbreak
from there basically everything is locked down and other like xbox and nintendo follows after.
at least PS3 still lets you download game save files from PC to console.
you can still import minecraft worlds or LittleBigPlanet levels from the archive onto the PS3
I thought xbox series x has a file system
ps5 does too, but its locked behind ps plus I think
can you just not click and import?
i can't see texts in the sunlight yk
xbox still does i think
but
to download stuff into minecraft
you have to reinstall the game every time.
because files can only be imported in the old version of bedrock
that does not make sense
xbox supports file manager stuff that also leads to launch minecraft and import stuff.
i mean, not surprised since software on that console is literally windows 10 kernel and every games runs under UWP anyways.
the way it works is, you delete Minecraft, install the older bedrock one which sees the files you put in the folder, then it updates to the new bedrock one and the files stay.
it's a goofy system.
people used that advantage to basically make their own file manager and releases on microsoft store and people imported their worlds and stuff with that.
eventually microsoft know what's happening and removed that thing off their store.
not fun
less money from the marketplace
imo console bans shouldn't be a thing.
yes they should
Sony and apple are like peas in a pod
it's a ridiculous concept. Imagine getting banned from accessing your PC because you downloaded a file Microsoft doesn't like.
They should kiss
agreed, but it's just sony thing anyways.
they sees someone jailbreaking their console, they go sue.
You also get account locked for taking action against them π¦
literally lol
if you thinking about adding third party stuff that sony doesn't know, just. dont. get xbox instead
that would be someone i know i fear.
Whodat
i was thinking cheaters but I doubt its easy to cheat on newer consoles
fire preview from what I'm reading
it really is.
this, along with the script api stuff we got from the last 2 previews... its great
motivating me to try out addons for the first time in forever
sim4 spawns too many mobs near to you so a lot of players getting jumped by mobs for that.
I would recommend playing sim6 ._.
Hot preview!
Just saw this changelog today, and I'm blown away.
I find it perfect that they now have a redstone producer component just when I am dealing with electricity in my addon lol.
one theory I have is they jump to 1.26.x etc. to match the year like what Apple did with their OSes
keep scrolling
Custom flower pot additions?!
Player swing?!
π₯
Hi all, happy (late) preview day! If you have any feedback on player swing, please let us know
Ive noticed a few people say it triggers numeorus times a second similar to the old interact event. Is this intended?
swing detection would be perfect if we could detect hitting air on the "tap to interact" touch control scheme.
I almost forgot. Has Mojang fixed the bug of entites not being able to detect blocks that have items with the "replace block item" turned on in the move_to_block component?
regarding the swing event, in addition to what the others mentioned, it would help if the event have a source or cause property (what caused the event)
like block hit, entity hit, block interaction, item use and so on
It should trigger once per arm swing. If you swing 5 times consecutively, the event triggers 5 times. If it is triggering more than that, then there's a bug!
That's not directly related to the swing event (sounds like gameplay, control scheme feature), but I'll make a note!
That makes sense. Like swing context of some sort
yeah
Ah I think I understand it now. Mining will trigger numerous arm swing then yeah? or drinking/eating. What's considered a swing?
Any time you see your arm swing 
That's not a swing
Mining is, drinking is not?
#879773489601585244 message
Then how about this? being able to force an entity to play the swing event. In the player's case, this would be useful for making a block or item interaction look more real. A lot of times when making these interactions, the swing isn't played automatically
So like player.swing()
I need to test eating and drinking then. Because Minato said mining will trigger it.
let me test that
I wonder if the use_animation will trigger it then. Does trident count as swinging? What is swinging because when you run your arms swing back and forth.
im curious, i still haven't tried using this new swing event, but is there a way to filter it, like it will only do something if the player is holding a specific item?
yeah, drinking and eating does not trigger it
You can just test if the player is holding the item in the mainhand
you don't need a special filter for that
So for all intents and purpose, at its most basic, it detects left click and right click if you're using it on a block or throwing something.
Oversimplified, but essentially
oh yeah i see, thanks!
Swing should include: attacking, interacting, using storage, throwing, using certain items, dropping an item
Oh drop detection sweet!
~~itemUseOn stuff don't trigger it either ~~
nvm, just some of them
bucket did trigger it but brush did not, make sense i guess sense one don't have swing
Eating cake?
do trigger it
Can you provide a specific example use case?
does it also trigger by using a fishing rod?
alylica
I believe so
:0
it does twice
lol
pulling do trigger it too
wait, harvesting berries also swing arm, right?
If you find stuff that triggers the event twice, please let it be known! π
Say I decided to use a beforeEvent. It cancels the item's normal behaviour (if any) and replaces it with my own. In this case I still want the item to swing visually
Like I detect a stick being "used", and it, say, turns a block into a falling block.
Ok not interacting with a block, but the air instead, and it turns all the blocks around me into water
Pretty much anytime I want to implement item use logic when the item isn't really being used according to the game
This is a good way to put it for its current state. It's rather basic, but you can still do cool things with it - like you could even make fps-like hitscan gameplay using player.dimension.getEntitiesFromRay when the event is triggered.
Cool, makes sense. Thanks for sharing!
Thats actually a cool example! Might toy around with that.
Thatβs definitely what Iβm using the event for, had to rely on player.json for the whole development process of my add-on and bear with the delays, Iβm glad that we have an event for that now
current state
Of course I expect it to be iterate on more like all events, and I know 90% of the time yall cant share, but does this include a beforeEvent for swinging? I myself cannot think of a use case currently but it's worth asking.
Maybe if we get an event source property (what Minato suggested) it could be used for preventing players from hitting another entity while holding a certain item (sometimes, once again, useful for guns, and also a small step forward to beforeEntityHurt)
I 100% need this for RuneCraft to disable people from using tools and weapons they don't meet level requirements for
Right now I just apply slowness or mining fatigue but it's easily exploitable and won't apply on the first use
What in the plants vs zombie ass game is this
Oh wait...you can utilsie pseudo pathfinding ( or just apply impulse) to make your army go in a spot.
I was trying something similar earlier but was taking too long
OH WAIT I DID IT
Not exactly how I want though
Have you tried utilizing the cancel variable on ItemUseBeforeEvent, PlayerInteractWithBlockBeforeEvent, and/or PlayerInteractWithEntityBeforeEvent?
Here are some notes I gathered:
- I notice some double triggers when interacting with doors, fence gates, trapdoors, block placing and block breaking (event fires twice in quick succession).
- Bow, crossbow, trident charge does not trigger the swing event, which I find a bit weird because the arm swings. I assume it doesn't because is just an animation.
- Food and potion drinking don't trigger the swing event.
- Fishing rod sometimes double triggers. Sometimes it doesn't.
- I have noticed that throwing potions trigger the swing event more than 2 times sometimes, but is very odd. I might have clicked multiple times without noticing.
- Spyglass, brush and emotes don't trigger the event.
- When serializing the event object (JSON.stringify), the result is always {}. The fields (player, heldItemStack) only appear when accessed explicitly, which makes debugging harder and suggests the event shape may not be fully exposed.
Some might be pointless, others might not
Hope it helps
Damn, trident charge doesnt trigger? I can detect other ways but Im surprised.
Yeah
Emotes might be tricky because some emotes dont swing your arms.
We have the event anyways.
Yep
Tried various emotes, but it seems animation themselves don't trigger the event
None of those items trigger swings
A beforeEvent doesn't exist for swing. Let us know if you have any use cases
Why would emote trigger swing?
Yeah that's what I said, the arm swings visually but no event is triggered
But that's not the same thing
Because at first glance if you see an event called Swing you would assume it just means your arm swinging.
Yep
Which is why we're doing all these test cases because even the wiki doesnt have a dedicated swinging page.
I thought it would be clear
Hit swing is clearly different from all those other swings
It might be for Native English speaker.
All you have to do is look at the animation
All those share the exact same animation
Contains information regarding a player starting to swing their arm.
This is what it says in the docs. Nothing about HIT swing specifically.
Hence the confusion.
Ayup, that's why I tested all those
I understand how Kai also interprets that as we're both not native English speakers and how it can be interpreted differently. Not saying all non natives have this issue.
The swing it's talking about is when the arm does that circular motion from player action.
breaking a block triggers it like 20 times
I see then
In that case it would help if it came with a GIF to show the specific kind of swing it's talking about, along with examples
Right but the docs don't say that.
Hell, even the dictionary:
To move back and forth suspended or as if suspended from above.
Right now I don't have any systems using the cancel variable. For interacting with entities/blocks since everything I'm doing is with custom interactions/blocks I don't really need to worry about it since I just don't "do" the thing. For swinging tools I'm using entityHitEntity and entityHitBlock at the moment. I don't recall if I ever tried just cancelling it with ItemUseBefore and I don't see why I couldn't... I'll take a look. Thank you!
@radiant wedge Sorry, my brain might be malfunctioning, I probably used confusing nomenclature when it comes to what I meant. I didn't mean "using," rather "swinging" like when hitting an entity or starting to break a block. ItemUse unfortunately won't fire for these things.
100% impossible
Hell yeah!
How about ItemUseOnBeforeEvent or PlayerBreakBlockBeforeEvent?
It would be super cool if the spyglass triggered it!
you can use item start/stop use for that
Yeah, but wanted to create something fun with swing
The old way of checking for swing was variable.attack_time, which people would use as if it didn't trigger on item drop and other unrelated actions. It would be good to know if this event could distinguish between the various things that can trigger a swing.
I use playerBreakBlockBeforeEvent to detect mining blocks the player doesn't meet the requirements to mine. To ItemUseOnBeforeEvent, do you mean ItemStartUseOn? This doesn't work either because the player has to be "using" the item i.e., turning grass into path blocks or something related.
Oh I see. That event was deprecated but it is mentioned in the documentation to use PlayerInteractWithBlockBeforeEvent instead. This event doesn't fire for you in your case?
I'm hoping we see some a "dynamic" value to power level that allows custom redstone blocks to be settable via scripting instead of hard-coupled to permutations.
(I couldn't read through everything here; someone may have already said this.)
Does this mean we can use script to force player or mob to swing?
This means we can detect swinging (mainly LMB)
So no force swing yet π
Bummer
When before hurt event it's been ages
Well become grandparents before it gets released
I see no use for that, what do you need it for
My port for java edition Kimetsunoyaiba since it uses force swing or like other things
idk what that is
Like a Jojo addon that makes the player swing and makes the stands do ora
Bro hasn't watched demon slayer or sum ahh
you are right, bro has not.
Yes I mean the Minecraft block tuff
Living under the rock ahh
I made that joke
π§’
Fein Fein Fein fein
not "capping" broham
You slinky smily smiley doggy woody empty hall of a mess not cap it not tuff at all
Iβd honestly love that.
Hoping this too. We donβt need this many permutations for redstone
what if, for example, i use playerInteractWithBlock, i use a stick on a block. the block transforms to some kind of other block, and the swing animation plays, but it doesn't, and there's no way to do that right now...
I really doubt this will happen.
I doubt it too, but I really wish is not limited to permutations
I jst hope I convinced toph to give us a before swing lol
What would that do? Disabled the swing?
well, yeah
How would that work
Not sure how will that work, with stuff like place block event you do place it before the server cancel it and the client update it information
So will the swing show in client or what
you should convince for beforeentityhurt smh
I choose my battles
Has anyone used the new swing event? How good is it?
The way it was phrased makes me think it's nothing more than a scripting interface for variable.attack_time
Yeah, there's been a few discussion above.
Well itβs basically that, but from what I noticed, it has a shorter delay (compared to BP anim controllers)
Oh. So no new functionality
Or at least, on the surface. With it being in scripting, we can at least read more of the player's state to (better) determine the context of the swing
Does haste effect the event?
lore
will we be able to use the swing event to detect simply holding left click at some point?
it detects when the swing animation happens.
your player doesnt swing their arm multiple times when holding
so I doubt it
that's the annoying thing about it.. it sucks that it just swings once
though i doubt they'll change that just for an event
would have been better if they added it to the input after event
Only on a block
No I know, thatβs why I asked about it being just by hand/item
Doubt, if they are planning to do so it will be a different event
I feel like something like holding left click would end up just coming down to them adding some kind of input registry event or something like that
One can dream
day 899964565464562 asking for entityHurtBeforeEvent
@upper marten
item lore, but it accepts RawMessage now
i found out that the amount of playerSwingStart afterevent triggering in the same tick depends on the client's framerate (if the server is singleplayer or an xbox world)
but this seems like the case only for triggers from breaking blocks
placing a block, punching the air, or interacting with a block triggers it only once
sorry for the late reply, i tested it out just now:
haste and mining fatigue does affect on the delay between events
but it doesnt change how many times its fired in the same tick
interestingly though, the event still fires even if the arm does not swing (with high haste)
aye this is good
this is how it looks btw
the number on top in the actionbar is the amount of time the event fired in the same tick
the one on bottom is Date.now()
Modified "minecraft:material_instances" to support weighted variations textures with these requirements
How does this work?
Check the docs.
Where?
Didn't know there was a page specifically for this