#π Preview 1.21.130.27
1 messages Β· Page 1 of 1 (latest)
first
static
hooray
3050th
first
STATIC LIGHT SUPREMACY
Third
WE ARE BACK
First.
Fist
Redstone consumer component
It is no longer possible for two mobs to mount each other simultaneously 
last
so static light doesn't cast shadows
or so i think
huh what
Minecraft:leashable block component
johnathan render dragon is typing
Open windows such as inventory, trading, or chat, will now close when you are hurt by a mob
Windows will not close repeatedly if you are attacked multiple times in quick succession
what are peoples thoughts on this?
i feel like people are gonna hate it
Leashable component...
Love.
really?
We hope you have fun with this early look at static block lights! There is still a ton of work to do on the feature, but we wanted to get the core of the tech into your hands as soon as possible. π
didn't this happen this already?
The 2nd one? Hell yeah.
LEASHEABLE COMPONENT FOR BLOCKS
RTX MENTIONED
Yoo...
The water logging roots thing is nice
REDSTONE BABY
i suppose the second one makes sense, but the first one seems annoying. if you're being attacked and aksing someone in chat for help it'll close the chat lol
I would have loved images.
BlockComponentRedstoneUpdateEvent
I guess we have to test it ourselves or docs.
any mention of memory leaks?
Iβm going to write a letter for Mojang this Christmas
RTX FIX!!!
The new splash screen text is what we needed
huh
this is pretty nice too imo
The shovel tag is peak
YAYYYYYY
i am so excited for static light
Can someone test where the leash entity spawns with the new leasheable component?
What does static block light mean?
i've been checking every preview for this ever since they were announced
light but staic !
You know how excited I am for this
RTX Community when RTX mentioned
Doesnβt light emission already do that
but it's colored now
Its actually so fucking crazy official redstone inputs on custom block came.put know my fucjing birthday
STAIC LITBGTGTGT ! !
Best birthday present on god
You can color lights with out RTX/Vibrant Visuals now?
they should make it an accessibility option cuz i personally hate this
i don't think so YET
yeah i agree with that
rtx laready has colored lighting iirc?
WE HAVE TO TEST
It does
I have a rtx card and use it frequently
Custom Consumers are a thing now π₯
RTX has had colored light forever
Shockingly good Preview this far into the cycle
i swear RTX got discontinued
It did not
when i tried it; it barely worked and looked horrible
what next?
Refractions π
ah i see
It's just not getting further new content
Damn today is a big day for redstone
eror
i do hope this one gets changed eventually
like, this is the first version of it so it makes sense
and i'm extremely excited for this
Perhaps we won't get the next cycle?
Wait a fucking minute
This is the best day ever
what does it mean btw
colored glass won't change light colour.
Only refraction could make my life better
which yeah, that's a separate technical issue that'd require some more work
point light doesn't either?
MCPE-231122
Wait what is static lightning
plus if they do it, they'd have to also apply it for pont lights
This screenshot is from an older version of the tech, but this still demonstrates the general idea of what is possible with color mixing. π
yay, redstone update event
Legendary
HOLY WE ARE SO BACk
very cool! looks great!
It's so good
It's ok.
There was an error while executing this command!
I can't lie I'm warming up to the idea from watching clones but...
Im still not a fan.
Imagine this with mirror blocks
Oh my God bruh Mojira bot are you down because mojira is down?
Bruh
Shh, let him think
Take a shot whenever Mojira is down
this bot is thinking really hard.
In 15 mins it won't be thinking
Anyways best birthday present thanks mojang
lmao
There was an error while executing this command!
(Interactions expire in 15 mins)
MCPE-169754 is still not fixed, a shame
Let bot cook
rip bot
+1 prepass render target XD
I don't like the change where windows close when hurt by a mob
What if I'm performing extreme clutch manuevers and crafting something that will save my life
Isn't that how it has always been tho
@last warren hey, look at that, the potion stuff will be stable in server 2.4.0
If it was then why would it be mentioned in the changelog
Idk I'm confused after looking at the changelog
Hell yeah!
We actually fit it into the same g-buffer footprint that we already had. π
I'M SO EXCITED ABOUT STATI CLIGHT
i just yelled about it in like every server i'm active in
What I remember is if mob hits, window closes
But if you open again and mob hits in quick succession, window doesn't close
Can someone test if a block with minecraft:redstone_producer updates that component properly
I will continue to wait for the day I secure a victory in a preview
Downloading the preview right now.
I can yeah
W dev :3
Your demotion has been delayed.
YOOOO LETS GO
also i like how GDK updates are on time
they're now always at 18:00
or, more consistently
UWP updates were always like 20-30 minutes late
Testing coloured lighting right now.
does static light work with heightmaps like this?
"peak" π
Yeah...it's quite faint.
The colors seem a bit dull
That's vanilla VV tho
Is there a way to set the intensity of the light?
but this is just vanilla vv yeah
I think there should be a concentration component to the lights
yeah, hopefully that gets changed
It says via the ligth emission.
It's probably done that way intentionally for the default resource pack
So you can have lights be a faint blue
Or dye everything it touches a vibrant blue
Default is meant to not be super drastic
Imo just the subtle lighting alone looks way better than it all being the same intense yellow
what color light would the enchanting table emit
definitely does
Why does the enchanting table even emit light
magic
It's a diamond and obsidian
The book probably
one could hope π
It seems blocks will still need a light level to use this
custom redstone components are now possible??
Which ig makes sense for gameplay reasons
Holy shit....
Point lights
I should diff now.
Would've been cool if we could overwrite it, but I get why we can't, as then it'd be confusing due to light level also being a core game mechanic driving mob spawns
Yep
Speaking of light level
I have an idea
I think A is a lot more realistic
But i just want longer reaching light sources man
Ggs
I forgot, is this point or static
point light
point light seems to be more concentrated and have a star shape
What if you turn off point lights?
But yea look at the edge of the point light, the color matches it
WAAAA
Point lights off
my dreams have been fullfilled
Static lights here now?
ohHHH that's nice
bc you can turn off point lights from settings and
could be huge for low perf players honestly
Yeah I see it.
Ooo wait, you can now type in chat immediately after pressing /
Thank god
Yes
Finally
Ah the account is up next for OreUI

?
Static lights pretty cool ngl
we about to have fun HEHE
huh what did i miss
/jira issue:MCPE:231122
Hang on, brb, gonna change every point light to static light
There's a really nice roll off on it
There was an error while executing this command!
pretty
Mojira servers are powered by hamster I swear
Looks like there are some chunk border bugs when lights don't propagate into nearby chunks if they already have a light of a different color
think refractions might come first π
Prob
Redstone Static lights
I still hope they add static lights for normal / fancy graphics
lovely
spawn egg organisation 
it makes me sad, how we cant organise custom ones
would it be possible tho
redstone update event
i see i see
nothing much interesting for me on api stuff tho
everything is possible
I mean... stable potion methods is cool
@shrewd pivot any idea what does the new ui thing do?
new acoount settings or smth
Hermitcraft using static light
ye thats nice
I changed the light colours.
but they still havent fixed effect before event
which I was questioning why it was in beta since like 1.13.0 the other day...
can some one tell me what vpn should i use to download from ms store
download speeds suck asf
that thing still returns translated texts as string
yo we can have lava lights in VV without insane point light lag
Nether finally doesn't feel super vanilla game with this
Caves will benefit too
Uhh can you apply these custom blocks right?
Interesting.
Wish the verdant frog lights were more green
Yeah....coloured lighting right now is a disapointment.
The colours of the blocks they chose + it being dependent on light emission.
.
r/chargeyourphone
I mean that's why it's customizable (the colors)
Default is gonna be subtle anyway
Me when I'm giving feedback on the default look since not everyone can or wants to use resource packs.
This is not the fault of the tech team but the VV design team.
would it be possible for static lights to be able to interact with pbr like point lights do
Naturally, without a sign out button
Very possible. Hope they consider it
canβt be bothered π
that would be great
running on fumes
wait so what's static light (im stupid and tired) is it just coloured lighting?
Yes.
Seems so
But VV only as well it seems
I'm not faulting you for that. It's good to get feedback but their design with default was to be subtle and not obstructive
that's pretty cool
So it's likely why it is that way
expected that
the removal of that button had to happen at some point sadly didnt it
It's really cool imo
I think it's very good for some blocks.
I might make my pack compatible with VV because of that though
All my light blocks can get colored in VV
Lava and amethyst are my favourite.
enchanting table, soul campfire, redstone torch are good
Colored floodfill is a great option cuz it's cheap and looks good
Looks like hytale if you ask me
Really cool tho
now that they dont have yellow static light
Yep
Pretty
yeah that'll be the big improvement for sure
I need to know how they decide what is static and isnt.
Based on shadows. Full blocks cannot cast shadows
So they don't have point lights
Torches, lanterns and end rods will have them
Cuz they can cast shadows
I wonder if this can be solved by using a different attenuation. So not linear like in vanilla but something more realistic, which is much brighter closer to the light source
it's like glitchy it seem :(
my packs with VV compatibility randomly give some ppl an error if their device cant run it, and makes it all unusable
Lichen is too white.
I think the specific colours could use improvements for vanilla but like
i'm just so glad static lights are finally here
Ok...what about non full static
Why those.
Glowberries use static, they're not a full block.
Iirc their point light doesn't cast shadows
Actually
No
It's because there's ALOT of them
And point lights get laggy in large numbers
That's my best guess
The humble torch spam.
These are definitely not our final/inteded colors. This one is on me. The JSON values we have are in the wrong space. Need to be squared or sqrt'd. π That's why they are sort of muted.
yes you are right they did do that for a time
and they disabled it :(
is the point light thing ever coming to VV or just a side thing
if all the resources we received throughout this cycle 1.21.130 remain stable in 1.21.140, we will receive many good things.
they are coming
Both lights are included with eachother
Oh yeah, I know they're not the final. I'm just saying, first impressions matter.
well, let's hope they can also optimize VV with this addition too
Fr
I cant start the game It keeps crashing bc I imported a rp
vibrant visuals is suppose to be super vanilla so it's normal that they choose very basic and desaturated colors so they won't mess with existing buildings and worlds
Happy Preview Day
Not runing VV at 120fps with a 4060 is pretty bad
that is a very colorful preview
Simple math error 
Wouldnt it make more sense for an experiment to...you know, experiment with things first before settling down.
Berries are also kind of large for a point light. They're the size of a full block in terms of dimensions, although much smaller in volume
O shut
Is this something we can change on our end ie change the hex or?
if mojang ever fix MCPE-169754, they can whatever the f they want with the game I will not care lol
Portal blocks too?
VERY happy
Likely not cuz it's an internal math error
You could probably saturate the values a ton
But then once it's fixed
ooo makes sense
overall, great job on the static lights. This will certainly join my list of "best recent Minecraft features", i absolutely love how it looks.
You'd have to revert it
i've been waiting so long for colored lighting in vanilla
Vibrant Visuals 2
this genuinley is so exciting to me
My folders get nuked every week so...I dont care.
Yeah. Their reflections look weird with point lights on low roughness blocks
more like 1.1
Let's see how long colored lighting stays in experimental preview haha
Do hope for directional lightmapping and fog light propagation tho π
Yeah, especially if you're using our JSON as a starting point.
Is that possible with rtx?
Can anyone test whether if this is fixed?
And GI influences normals
Yes it is fixed, for me at least
Wasn't that disabled in brtx default?
Though it was bugged lol
does anyone know how to fix this?
In fact, they actually completely fixed the cursor moving during gameplay in the Preview
But in 1.21.122, it still moves
Great. Hopefully soon a hotfix with it as well π€
No. Neither are
i hope we will get it 
directional lightmapping is really needed
Colored shadows when
That is...only one face emits light?
It should be a matter of squaring each channel value that already exists.
I'm ngl, that light on the ground doesn't look good
also, static light is blocked by tinted glass like block light should be, while point lights aren't so you can still do the fun directional point lights but also can actually use them without it and have it still look good
Technically I think it's 2.2, but squaring should be close enough. It's not a big deal either way. I'd encourage people to author their own light colors to their own liking.
Thank you AI
i think i already have my favorite feature of 2026
Iβm probably gonna make it a separate rp so that people who can run VV can download it and all that
aajab is AI?
lol wut?
Or a subpack
Aijabrams
Oh no lol. I used AI to write a Py script for me to square
Peak intersection
Yeah that to
lol...white water.
Milk
Is it only hexcode or can I also do RGB in 0-255 (or 0-1)
I have no idea how accurate GPT is
everything looks so much better without the yellow blocklight around point lights
It's pow2, so simply squaring channels
Thanks Matt. β€οΈ
Figured I'd ask cuz I much prefer using RGB
Why does the preview keep crashing I cant open the preview anymore I reinstall it but still same issue
0-255 rgb works, according to the schema in the docs
Ok nice
If I can keep myself off persona for... not another 10 hour session I'll probably play with it π
Hm, I thought the issue was with gamma correction, which uses 2.2 gamma. Unless ya'll are using pow2 as gamma?
Lava looks a bit dim this preview
Yeah, i just to pow4 looks so much better
In my opinion it looks better π€
Normally yes, but in this case it was pow2 π
But probably not intended cause it should give out light
I do not agree lol
I still don't understand the decision to not make lava very emissive
Finally...no more figuring out if it's lichen or diamonds.
pruprle
Mmmm color
This is not the purple I chose in my colour picker.
then again I have two different monitors
U need to square the color after choosing it in color picker
oh- eugh what the hell
i dont like how the lights are diamond shaped. i want my spherical falloffs!! /lh
I chose the colour then squared it then put it in the picker
This is a really nice addition, but I didn't think we'd get it so soon.
This is pow4
oh word
damn im so glad they didnt stop with graphics improvements
Can't stop, won't stop
Pow2
Are point lights still experimental? It's been a while since I've paid attention to the VV side of updates.
Yes.
I was confused about what propogates_power did since it didn't seem to work (i was using propagates_power) and then realised they spelt propagate wrong
It should match the color from color pickers π
0% bloom.
Ah whoops, I misinterpreted where the issue was π
Like, i think this build still looks better with the tinted glass directing the lighting, but it actually works without it now
That reminds me of lego batman for some reason
The colors
Looks like you're about to fight the joker
does anyone know what the difference between power being conducted and propagated is
@amber zinc Any chance we can untie light emission from the component?
good, i love how LEGO Batman 1 looks.
like the art direction in that game is genuinley so good, a LEGO game has no right having art direction as good as that.
visually still holds up because of this, despite how old the game is now.
Oh cool, with the OreUI, you can see int he background your settings change.
I'm so glad we get to actually discuss these changes, like static light with the devs here.
both in terms of it being good to give feedback directly, and they get to see how excited i am for static light
auto exposure ruins new lightning for me
redstone_conductor is ignored for consumers
propogates_power seems to work the same as redstone_conductor would normally
it's not making much sense to me right now
it seems like it's similar to making a block conduct redstone except it cuts off wire in a different way
no
Static Lights + Redstone Power means my lamps about to go triple platinum in the streets
i don't think i'll be able to switch off VV anymore.
static lights are just too good
they don't hurt performance like point lights
and look amazing
Oh literally
"minecraft:leashable": {
"offset": [
0,
8,
0
]
}
Yeah it works.
Dope
8,8,8
Pretty sure the offset for fences is 0, 12, 0
Oh, no content error...but it clamps it to 16.
conductor: false, propagates: false | conductor: true, propagates: false
conductor: false, propagates: true | conductor: true, propagates: true
I feel like conductor: false, propagates: true shouldn't be possible
Different panorama?
Oh no I get it, they reordered the panorama it seems.
Anyone else notice that when powering a golden rail the texture shifts a bit?
Is that in the Nether?
oh dear
Xbox does not work this preview.
your break/place blocks sometimes get stuck
so like, you'll click to place a block, it'll keep placing until you switch hotbar slot
same with breaking
not consistently either
is there any difference when the redstone power is going up? like powering the bottom grass block
Beacon beams need to have coloured lighting.
i think beacons should be blue rather than yellow. and then yeah, it'd be neat if the beam itself had colours or if stained glass affected light colour.
I think anything in those screenshots preventing power from going down also prevented it going up
candles don't have colored lights (which, personally i wish they did)
but you can pretend they do by putting a colored torch under them.
just edit the pack for testing/demo purposes
I still think we should be able to decouple the brightness from the actual light emission.
mixing light colours :3
How to configure the position of the knot leash
@amber bear
Happy preview
Thanks
That looks really cool
Recreated that image
or, as close as i could get to it
Stealing this.
The current iteration has some occlusion?
Interesting
Wait does vanilla blocklight also behave that way?
They fixed the shovel tag, now they just need to fix the sound of the axe and hoe being used.
Cuz I swear it doesn't
as in?
Oh wait is that tinted glass on top
yeah
Nvm then
well thats what the left image is for :(
but then the light spills out
idk what block was used on top in the original image
but the light doesn't spill out there
AJ literally posted one with glass.
Are you using Matt's?
its the one i replied to
the reason i sent 2 versions is because it didn't look completely right either way
Ig there is some glass or something there
Or it's some test environment with a dev tool block or something
Btw, can't wait to see more examples of coloured lighting at play, and especially can't wait to see it be released. Any comments for what you guys are planning next?
actually i think i know what my issue was here
the tinted glass ceiling is supposed to be 1 block up
with tinted glass also covering the upper block of the walls
more accurate recreation
What is an action set
Ah, must be for their docs tooling come to think of it.
OMG yes.Finally
Anything in those files?
Hello
I also made the walls of the second layer tinted glass in the original screenshot π
...and customized the tinted glass texture in the for the screenshot to make it more see-thru
The is_shovel tag has been completely fixed; it now performs all the actions of the vanilla version with sound and also removes durability like in the vanilla version.
Now all that's left is to fix the is_axe tag to make the sound and remove durability when using the item in a log, and the is_hoe tag, which doesn't make a sound or remove durability when used.
fixed? it was supposed to do that before?
The is_shovel tag change is versioned right? If not that would break any add-on that manually fixed the durability and sound.
yep, action set is just tooling stuff
I don't think tags are versioned.
ig it would be possible but I doubt they would
any info there? idk if it means that from one element in UI, you can insert some bindings to other element -(using source_control_name)
Well, that's an issue.
also yes matt i noticed the second layer of glass thing and corrected it here :3
?
Hopefully the blending and light accumulation works out nicely or close to expected. Lighting should accumulate/get brighter when lights of different colors are overlapped.
Lights of the same color + intensity won't get brighter though π
Need to decouple light level with brightness.
@shrewd pivot nvm bruh,
sibling scope:
panel1:
panel2:
panel3:
(you can grab some bindings from panel4)
panel4:
sibling_scope: true
ancestor scope:
panel1:
panel2
panel3:
panel4:
(you can grab some bindings from panel1, or does it go just ip until it finds value you look for)
ancestor_scope: true
This is quite awesome
interesting way, basically it eliminates same names, so you can just dive to its parents, previously you could do the same but each element must have different name
21 fps
(My pack doesn't use local lighting files yet so it's neat it still works
The fire has point lights so makes sense
I never moved to the new syntax yet
I used version 1.21.110 format.
Does this work on a referenced element?
But I think this isn't versioned.
?
happy static light day
even very simple stuff like this is just fun
RED VS BLUE
Clicked the wrong gif huh
Anyone test moving static light
that is something that feels like it needs work.
if you push a static light, you get flashing lights. And it first swaps back to yellow block light when you break/move the light source.

this is super cool
yeah. You can do so much more now that you aren't limited to "no light" or "yellow light" (or white in fancy)
different light colours completely change how a build feels
Ahhhh I can't wait to test
I want to get on pc

eepy very early morning
yeah I guess? I am not fully sure wdym
the thing with [email protected]
Weird.
Who needs colour grading am I right.
red :3
i can finally make fully red builds without using red blocks.
and it feels completely different when using different torches !
Added the creative_reach field to minecraft:kinetic_weapon item component
- Defines the reach used when the user is in Creative Mode
- Defaults to reach if unspecified
Added the creative_reach field to minecraft:piercing_weapon item component- Defines the reach used when the user is in Creative Mode
- Defaults to reach if unspecified
This seems really redundant. I wish they'd just make a reach component
that would mean they acknowledge the combat update
surely
Doc updates for static lights are live: https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization?view=minecraft-bedrock-stable#static-lights
You know i have a colored lamps addon
I can share it with you when I update it i think you'd like it
sure !
i probably will given how much i love messing around with this stuff.
this is why i really hope we get colored candle light.
sure it messes with some existing builds but it allows so much creativity, 16 colours at 4 light levels would go a long way here.
I Love yβall. Cant wait to see this get better than basic coloured flood-fill
probably yeah
if siblings works this way why it wouldnt
I'll miss that second post
Wouldnt it be funny if I deleted the wrong post.
Imagine
Should've
Me too. So much history gone
Probably a thousand messages or more
Iβd wager ten thousand. The cure to cancer may have been there
Me trying to implement this and forget I had the bot on
Damn I gotta read changelogs more often, minecraft:redstone_consumer is awesome
can't wait for it to be stable
I'm not sure if this was added this update or if I missed this recently but the @minecraft/server-admin module now has 2 more parameters being allowJoin and disallowJoin. Following this, the server.properties for BDS now has a new property called allow-player-joining: true.
- When set to 'false' players will not be able to join the server unless explicitly allowed by scripting (via AsyncPlayerJoinBeforeEvent)
import { beforeEvents } from '@minecraft/server-admin';
beforeEvents.asyncPlayerJoin.subscribe(async ({
allowJoin, disallowJoin, disconnect, isValid, name, persistentId
}) => {
// Add code here..
});```
-# If this was something I missed, please let me know.
what server-admin does?
You can use it for transfering players to other servers or to stop players from being able to join before they're allowed to download the resource packs.
The main purpose I see with the update to asyncPlayerJoin and the new server property is for features like user bans or allowlists.
Though normally you would use @minecraft/server-net to fetch the player from a Database and check if they're banned that way or have them load until you've been able to fetch their saved player data from your external Database and so on...
I hope it stays at 1.21.140
Goofy

lava and amethyst static light
It's giving Dungeons vibes.
Yeah

How such Vibrant colours.
Every one of mine are extremely washed.
Especially on Grass.
Nether Portal doesnβt even look purple unless I place a WHITE block nearby.
90% of colours donβt show on grass.
Wayyyy too washed out
Laymanβs terms?
No idea what either of those are.
And the better question is - can I fix it?
Or just wait
Yes.
Just take all the lights, convert from hex to rgb, square each channel.
I feel dumb.
Like literally get the square root of each value and use that instead? So like 255 would be 16?
No, square them, not square root them.
The hell does that mean?! π π€£
In mathematics, a square is the result of multiplying a number by itself. The verb "to square" is used to denote this operation. Squaring is the same as raising to the power 2, and is denoted by a superscript 2; for instance, the square of 3 may be written as 32, which is the number 9.
In some cases when superscripts are not available, as for in...
I see.
Seems basic enough though.
So basically color channels are screwed and you have to triple whatever value youβre intending to use.
Nvm more than triple but yeh
full light blocks got point light back
*square
255*255 is the same as 255 square
Or am I not understanding
I was mistaken, thinking of the example.
I meant multiply the value you want, by itself.
owww cool vv udpate

do shadows work with them
What pack is this? That lava texture is actually nice.
Good color match too for static light
Sometimes is an overstatement.
Now I Cannot play without using MnK.
So when does tinted glass make colored lighting from sea lanterns or glowstone? 
Hm?
Well I placed red stained glass infront of a sea lantern and glowstone but the light stays its normal color
It doesn't change the lighting to red, so I was wondering when we'll get that or if that's just something that isn't in vanilla vv
They said in the changelog glass will not affect the light colour.
I mean, it's the first publically released iteration of this.
Hopefully they add that at some point
it's interesting that they actually mentioned this in the changelog in the first place, usually a feature not existing wouldn't be mentioned.
Remember - a dev did mention stained glass changing light colour and how itβs a challenge for memory and performance.
Probably something that could be coming. Assuming the issues are resolved.
More memory leaks please.
Yeah. I really hope they manage to figure it out as we need more ways to customize the lights
more ways to do fun looking lights is good
mine
Been playing dungeons, and this looks like a screenshot from it

Does anyone have a replacement local_lighting.json with the squaring completed they could send me? I'd rather not do it manually or use ChatGPT if someone has already done it.
i have a python script...
@noble apex Here is the new /party-modal/:modal route:
(This one is at /party-modal/decline-travel)
Xbox party integration?
This preview won't even open on my pc it crashes before even opening
Does it happen to anyone
hasn't happened to me
I think there should an additional couple properties added to onRedstoneUpdate that are:
powerDirections:
Returns an array of all directions that are actively transmitting a power to this block. powerDirections.(insert direction here) returns true or false depending if said direction is giving an redstone signal or not
powerLevel.(insert direction here) also likewise should return the power level of the block in said direction if it is actively giving power to this block
Being able to get the power coming from each direction would be great but powerDirections would be redundant since you could check whether the power level in a direction is more than 0
Oh yeah duh
Why does the preview keep crashing? I cant play it. Is there away to fix this?
From what I've tested it crashes when you have improved input response enabled. You have to disable that manually by editing the options file.
yeah it works thanks. What a dumb bug
and I also found another bug XD
this game bruh
I couldn't open my game today π
Had to reinstall to fix it
My friend was having the same issue on stable while I had mine on preview
@molten crow
It started working again by itself.. thanks though. I'll make sure to have this turned off
use 1.21.120
Ok
My game is always crashing im this preview. I reinstalled it a lot of times and it won't open
How do you turn it off without opening the game
I mean I just went in game and turned it off when it was working again but go to:
%appdata%\Minecraft Bedrock\Users\Shared\games\com.mojang\minecraftpe
and open the options.txt file
Then look for gfx_vsync and set it to 0 I think
I think that's the input response shit
There's also ctrl_improvedInputResponse:0 so just double check that too
I haven't done this fix so I wouldn't know tbh.. I just know where it is
Thanks ππ»


