#Preview 26.0.25
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first
first
YES
did the bot die again?
hi
:p
export class EntityItemPickupAfterEvent {
public readonly entity: Entity;
public readonly items: Array<ItemStack>;
private constructor();
}
export class EntityItemPickupAfterEventSignal {
public subscribe(callback: (arg0: EntityItemPickupAfterEvent)=>void, options?: EntityItemPickupEventOptions): (arg0: EntityItemPickupAfterEvent)=>void;
public unsubscribe(callback: (arg0: EntityItemPickupAfterEvent)=>void): void;
private constructor();
}
export class EntityItemPickupBeforeEvent {
public cancel: boolean;
public readonly entity: Entity;
public readonly item: Entity;
private constructor();
}
export class EntityItemPickupBeforeEventSignal {
public subscribe(callback: (arg0: EntityItemPickupBeforeEvent)=>void, options?: EntityItemPickupEventOptions): (arg0: EntityItemPickupBeforeEvent)=>void;
public unsubscribe(callback: (arg0: EntityItemPickupBeforeEvent)=>void): void;
private constructor();
}
Happy preview day \o/
smh where emoji in post title
hi
add banana
banger update my dudes and also rip bot
Can probably mimic the delay to item pickup from spawned items that vanilla items dropping through loot tables normally have

also 2 minecraft grass blocks as a thumbnail i guess lmao
SEED IN SCRIPT!!
Party time 🕺🏼
Bot committed die
What is the benefit of seed being available in scripts? I guess servers might be able to use it?
Pause screen settings button
hooray
Finally listening to community feedback about dumb marketplace things
Changed Settings button on the Game Menu back to being a text button
LMAOOOOOOOOOO
Nether biomes and world seed in scripting, this is epic :0
all it took was public shaming
YOOO ITEM PICKUP EVENT
Quite useful for my use case.
im screaming holy it took this long
minecraft:village_type and and nether biomes are cool
java when they don't like something:
They have generate so much new schemeas that i am lost in it
If you can't say what it is then it's not real
are ddui schemas also new?
Using noisejs to perform certain functions at certain coordinates depending on the noise.
yea there were some changes and additions mainly
good preview
happy preview day
see you next year ig lol
Happy preview
unfortunately they are json
Can anyone tell me if the minecraft:connection trait was already moved to stable?
what is the repo that these are in again?
Or the minecraft:corner_and_cardinal_direction state?
Happy preview!
Seems strange to release the connection_rule component without those, also.
Peak
??
Banned
Also, does Nether biome replacement not require any experiments?
you can't access to the closed actions link
Happy preview day!

might be good if mojangsters fix that too
this one works but not the other
What is onEntity?
wasn't that added last week and we thought it was a typo lol
Yeah!! Settings before Browse Add-Ons!!!!! 🥳
Now two buttons at the bottom look goofy
Yeah, they should add the "Browse Add-ons!" button there with an image!
subtitles in top right corner is an intresting design choice
Really?
yeah
probaly waiting rollout
What happens with custom sounds?
I tend to skip over the notes at the top if it was there lol
Are there lang keys in the text file for sounds?
Finally, onEntity could be interesting. There are actually a few different ways block events can be triggered from entities. I'm excited to see if they all work.
Now they gotta move the browse addons at the bottom
Ohhh onEntity
should definetely be bottom right of the screen
Do we have any APIs to hook into the subtitle system?
I'm huge on accessibility; I'd love to get started on that.
EWWWWWW
Not at the moment AFAIK but the feature is designed to be creator compatible. I'll see if I can find details.
EWWWWWW
I broke this preview.
cool but weird placement
I don't mind waiting. I'd just prefer this feature not launch for Vanilla content without stable APIs for creators, too.
Hoping this is something that is just a new line in sound_definitions.json
Happy preview 🙂
yeah the closed caption feature is kinda random
placing a block says you are breaking once
Y'all Mojangsters have a good holiday break.
Play some good games ❤️
What would be the purpose of getting the seed?
the naming for this is a bit strange, but glad we finally have this back
Interesting
What is onEntity though?
Blocks can handle the entity
execute_event_on_home_blockevent via custom components in scripting, being beta features
Entity definitions can call events on blocks.
lol
How so?
idk, onEntity just feels a bit odd to me
onEntityReach
I imagine that’s what it’ll be
Some of these are hardcoded. I'm curious to see if minecraft:raid_garden can fire minecraft:on_raided.
Placing block says block broken but breaking sea lantern says something falls on a block 🤣
I assume this is for any event triggered from an entity, so that would be inaccurate
we had this capability with HCF before, but it never made it into custom components until now
yeah it's reallt reallly random and not fully fonctionnal
I'm a little surprised the API isn't structured for custom events in general.
is the subtitles top right of the screen?
I mean, blocks should be able to call events on other blocks.
or can we change the position?
But it isnt.
nope
yeah.. i wish it were in parity with java in the bottom right
I am free if anyone whats to test the party system, but i am not sure how to join/create party
Yeah
I have to try it out myself honestly
I guess for now we'll have to summon an entity inside a block, set its home position to that block, and then call the event?
What's onEntity?
I can’t select anything in that panel. Dunno if they actually broke the ui
It is 1.26, trust
erm why do we need this screen mojang
ik it technically is but yeah
DDUI!
it feels like they accidentaly left it in tho
THIS IS ANOTHER BUTTON
custom chests now fully possible with onEntity?
they left a menu testing screen in there lol
No no, its a test modal.
wait what Actionformdata and Modalformdata combined? We also need that
Likely to help creators get started.
how to access it
Where is that?
Did they update server ui?
No. There is no way to open the inventory UI on a player.
it’s not a new form guys
Thats coming later.
In ddui files
Bedrock samples? Because I can’t find the DDUI files in bedrock samples?
custom chests would be so peak
Alr
is there any more ore ui related stuff ?
what exactly does it do then?
does it has some kind of screen UI? Maybe i could try to invoke it in API
i mean Screen ID not ui
first
minecraft:modal_form
where abouts is the party screen
help i'm stuck
oooooohhhhh
what?
this reminds me of essential mod xd
yeah lmao it's broken
oh interesting depening how you accses smth, it changes how it looks
Can't wait for the stable version to be released.
divided into "featured experiences" and "creator experiences", i'll definitely prefer creator xp
Epic last preview of the year!
how can you access this
Because of this block update I was really looking forward to it so my add-on could be resumed.
modify oreui, replace bed/death screen with this screen
ok so that was internal
yeah
but those nonsense paddings are still not fixed, probably to dirty promote oreui?
no, unless you count ddui getting smth called extentsions
tried with api and no luck
"onEntity" poor choice of name, tho there is hardly a fitting name without being long
onEntityTriggerEventOnHomeBlock
i feel like "onEntityEvent" would be apt
i just thoguht why is part 15 people if lan wolrd supports max 8 people 
though, we already have onBeforeDurabilityDamage, anything is possible
onEntityDefinitionEvent could also be more accurate to the world event
What file is that? whats the path?
The name doesnt really matter as long as its descriptive.
onEntity isnt really descriptive though
nvm, apparently that was changed to dataDrivenEntityTrigger
on entity what? what is the entity doing?
Not saying inEntity is descriptive.
Referring to "it might be too long"
oh yeah fair
resource_packs/vanilla_1.21.130/ddui/root/modal_form.json
time to create own resource_pack then
anyone have a sc of where the settings button is now?
it's an file in xboxgames foler so it woudl amke sense if api or smth like that cannot accsess it
Finally
yea i guess experimental things might be disabled by default for vanilla forlders or something, i will try creating own resource pack and setting up script for it as well
Btw, thank you @split wave and team for discouraging it while still enabling it.
This is one of the rare instance I've seen you guys disclosing this instead of limiting it. Curious to know the reason for the discouragement though.
I don't understand, what is this for? Block-entity?
Bees entering hive, Creaking connecting to a heart
Ah yes, I understand, thank you.
they changed one pixel of the parched texture 💀
Does this preview fix item custom components requiring a format version of ≥1.26.0
I don't know
the party dropdowns are sooo bugy when I click on one of them I cant do anything I need to restart my game
upcoming harya complaint essay on a texture sprite
Did they add anything useful
So will we be finaly able to modify equipment slots of entities, other than player?? With the new entity pick up item event, if yes that'll be awesome
...........
The rest is coming next Preview. "fences and stairs" should fully be possible in 1.26.0
please 
That's awesome to hear. Thank you.
I'm surprised we still haven't gotten access to equipment on mobs
Yipeee
I hope to see snow tinting and snowlogging soon too, you guys are doing a lot of cooking and I'm excited, but now it's time to rest a bit.
yay changelog for next preview leaked by mojang
Maybe the side texture of grass changing colors based on biome eventually as well
Cool
its good
I initially agreed that the subtitles should be on the bottom right, but then I remembered that controller hints are a thing
Perfect timing
Well it’s too late for us to expect a good texture in any game drop so at this point I give up
Don't feel like it
Why don’t they used ore Ui for party
but we need an option then where we can put it on top right (default) or bottom right
Minecraft Feedback
The new Party System is available in the social drawer for Preview! Create a party with your friends and follow the party leader from world to world.
Please use this thread to let us know what you ...
Ah yes. Just like the option we have for moving chat on the bottom left
What does it look like?
Ah the settings.
Huh that's a good point
I thought you meant the ingame.
They're ore UI ifying it anyway
Oh well not that
Still, I don’t get why it’s not under ore Ui tho
can you invite me I want to test it
Bro that comment is completely unrelated to the party system
Looks like local BDS doesn't works as well
praise to him whoever commented it
Oh, I thought you were advertising your comment
Try Soul Steel
I like the new friends list design and it also not lag that much
idk if possible with preview
Not my best moment
Guess your only other options are realms or directly joining
yea i tested local BDS and didn't work, but i kinda expected that
Same idea actually i was about to join our serenity test server but then i realize we don't support new protocol yet haha
parties
Probaly bc oreui does not support dropdown where u tick things on/off
Wow, it looks like most of the core wood and stone set stuff will be fully functional by the time 26.0 hits. I think the only things that really throw a wrench in things are:
- Not having custom pick block. This is needed for double slabs to return single slabs.
- Block item overrides breaking fast bridging. Block item overrides are at least needed for slab accumulation.
Nice to see that the light leaking issue is fixed (I think)
Are your double slabs a separate block?
Of course
???
Javas is a block state.
I do not like where the subtitles are on the screen
Then go develop for Java Edition 
And the "Footsteps" subtitle only shows up like once before going away..
The direction it comes from also just shows up once with it
Placing a block counts as "Block Broken"
If we check the sound files, we might get a hint to why this happens
Ah,, that makes sense..
Pickup item event
I really like parties but I wanna see how they work with realms
So what does it mean to be in a party?
Unless we use state for double slab as in Java.
Currently, I do this for my slabs.
Automatic redirection on where host goes, only /reload all doesn't works properly
omg
So if the host exits their world then joins a new one, everyone else follows automatically?
Huh?
While I am glad we have subtitles, they do seem to need a bit more work. I would love it if it had a similar UI position like Java when your UI profile is set to "Classic"
Look at rhe FPS counter
I know. Huh?
But the custom pick block would be useful for other things as well, such as crops like wheat, for example, which gives you the seeds.
yea pretty much
That's kinda neat
yea
I don't play with others all that much so I'm not as hyped as other people
Your games runs really well
onEntity being useful is nice
Though I wish it wasn't just from executing on the home block
Exactly
This is a feature I'm stunned isn't there yet.
Its not enabled like this yet
Oof
preview
YAYYYYYYYY
Devil's Advocate: They should make the Browse Add-ons button functional. I should at least be able to apply the addon to the world I'm in without manually reloading it
agreed. Though, small steps, let's at least get enabling RPs in-game first.
instead of having to quit out of the world every time you want to use a different RP when on java you've been able to swap them in-game forever
yayyyyy
How's the light leaking from the sun?
i hope ddui gives us better visual customization🙏
not sure idk if i have any areas in my world that are good examples of it
so idk how to test
Where do I find this and what does it do?
are format versions still starting with 1.?
in the last preview changelog they were 1.26.0 but in this one they're 26.0
Just noticed I have this now.. shouldn't the "World" tab only show players in the world while "People" should show friends and offline and of course "Party" showing members in your party (as it already does)
Would this not make more sense to do?
I will say that I do like the layout for this though! 👏
The image above is ore ui... and I don't know the information about customising it yet
no luck with showing custom screens sadly
I guess it requires experimental toggle thats not available yet
is this for jsonUI?
yea DDUI
This works???
Ore UI
No errors, no response, no screen
wait what? we can create ore UI now?
And how do you do the layout??
Oh
Here is simplified root layout
{
"format_version": "1.21.130",
"minecraft:ui-root": {
"description": {
"identifier": "con:test_form"
},
"attribs": {
"root_point": "minecraft:screen"
},
"layout": {
"markup": [
{
"tag": "Panel",
"attribs": {
"colorMode": "barrel",
"stacked": false
},
"children": [
{
"tag": "Panel.Text",
"attribs": {
"text": "§aH§be§cl§dl§eo World!! ;)"
}
},
{
"tag": "Panel.CloseButton",
"attribs": {}
}
]
}
]
}
}
}
DDUI screens are written in JSON and displayed by the game using Ore UI
No we can't (yet)
We are so close, i guess Kayla just forgot to add the new toggle for it
What is the file path for this?
<resource-pack>/ddui/root/your-custom-screen.json
We could never forget the ``
you can also create custom modular components that could be shared across screens
Thanks bro
Where did you get the DataDrivenScreen from?
doesn't really helps as you can't really test it
own tool to generate types
gotcha
I mean for responding
So what's missing that's in JSON UI at the moment. I'm aware this isn't complete, but just curious
Add this on top of global files
declare module "@minecraft/server-ui" {
export class DataDrivenScreen {
public constructor();
public showScreen(player: server.Player, screenId: string): void;
}
export class DataStore {
public getProperty(player: server.Player, dataStoreName: string, property: string): (string | undefined);
public getPropertyPath(player: server.Player, dataStoreName: string, property: string, path: string): (string | undefined);
public setClientWritable(player: server.Player, dataStoreName: string, property: string, path: string, isWritable?: boolean): void;
public setProperty(player: server.Player, dataStoreName: string, property: string, data: string): void;
public setPropertyPath(player: server.Player, dataStoreName: string, property: string, path: string, data: boolean | number | string): void;
public subscribe(player: server.Player, dataStoreName: string, property: string, path: string, onChange: (arg0?: string) => void): (arg0?: string) => void;
public unsubscribe(onChange: (arg0?: string) => void): boolean;
private constructor();
}
export const ddui: DataStore;
}
I guess its close to being complete
they just didn't enable it for producation i would guess
no error --> no experiment enabled
Talking about features. I'm not well-versed in JSON-UI-fu
json-ui was never officially supported so i would guess it would be removed without too much care of backwards compatibility
😭
Besides older marketplace worlds
Do you know if the new sponsored server (dungeons) is made with json ui?
I forgot the name
yes
Nothing uses custom Ore UI right now
Not even the mc menu for the worlds?
that isn't custom
?
use alpha modules

Peak
Exvuse me for using java as a reference since we dont have vanilla reference on Bedrock.
Did I miss something, why are the docs referencing it from read only to restricted execution mode now
Where's the closed caption option?
nevermind. Found it
It didn't have a description on it
yea its called as restriction execution now, they even changed the error names from privileges to not allowed in restricted execution
What do you mean we don't have a reference?
I decompile Java to see their class files.
And there's no slab.json in the blocks folder in the samples as well for Bedrock.
Another example, Java's leaves has a distance property, ours do not, at least not exposed.
You mean you weren't before when I told you how we made custom caves?
Custom mobs that have custom sounds but lack subtitles will have no sound.
Subtitles are required for the mob to have sound.
Good.
<Snake Slithers>
I took the test and it's still mandatory to use 1.26.0±
I'm going to assume this means 1.26.0 not 26.0.0.
either that or they're going with 1.26.0 for client entities and 26.0 for blocks
any eta on serenity's update?
Why do we construct a screen instance if it's empty
Idk maybe try creating the DDScreen in early execution?
😭 world.beforeEvents.entityItemPickup <-- I was just asking last preview for beforeItemDrop and we got the reverse lmao
Maybe next time... 🙏
Though I guess itemDrop would have to account for dropping from your hand or from your cursor 🤷♂️ who knows
Go careful using the new "Party" options.. I got soft locked in the "Receive party invites from" menu (have to restart game)
Seems like they all cause this soft lock at the moment
im curious, can you change the position of subtitle?
I don't think so currently; you can only enable or disable it. Currently, the button doesn't even have a description.
i wonder if they have plans on adding contexts for custom sounds?
closed captions for custom sounds
Is already possible.
oh.

my bad
i didnt expect to have quite a handful of stuff in this preview
@lavish rock this is unrelated with this preview but do you know what BiomeType.getTags() do?
Gets...the...tags?
lol
actually better question
It actually gets the components.
Also why is village type a component not a tag
Will custom biomes/jigsaw structure get a similar API?
ohhhhhh
yeah i should search before asking next time
😂
😂 They messed up.
I think Sean is trying to hide that it gets his address and not the biome tag
this needs to be in the next hotfix im tired of closing and reopening the game bruh 🥀
In addition to already being possible, it's mandatory; otherwise, your sound won't play in the game.
It retrieves the tags that the biome has.
he was already answered and he specified more
he wanted to know what a biome tag was
and he figured out
minecraft:village_type Does it only define the type of village in the biome, or does it also allow villages to generate in the biome?
im assuming the first thing, because thats how its described in the changelog
So it's kind of strange, because why would we define the type if it only generates in vanilla biomes, unless Mojang is planning to release a tag for generation?
Oh, my god. minecraft:corner_and_cardinal_direction seems wildly broken.
how so
I have more research to do; I'd have to confirm. But it seems:
- Self-connections are incorrect for outward-facing corners.
- Connections are direction-inverted with Vanilla when using
"blocks_to_corner_with": [{"tags": "q.any_tag('minecraft:cornerable_stairs')"}].
One question, did you add the trait connection?
ok keep me posted
Yes.
I will research some more. I really need this (and all other support/connection stuff) to hit release correctly.
Here's the gist of the problem I'm seeing. Inward-facing self-cornering work great for both rotations. Outward-facing and Vanilla-cornering doesn't line up.
(Yes, I'm checking the server-side states, not just relying on my own geometry.)
(I have a video that I believe proves one of my claims… but I can't send it here.
)
That's strange, I tested it and mine is working.
Care to send your file over? I can verify it in a flash.
Can you share your pack so we can verify?
Sure thing, but it may be later tonight.
This is what I'm using.
Could you give me your geometry?
Here
Yours also isn't working with Vanilla oak stairs.
But yours is working with outward-facing self-connections.
The difference in our files is that you have the minecraft:connection trait, which shouldn't be required for stairs. But for some reason, its existence is allowing things to work correctly.
I needed to add this for the connection to work correctly.
I just noticed a problem: the vanilla stairs are leaking water when placed in corners.
And the use_liquid_clipping It works when it wants to work.
Sometimes it works, sometimes it doesn't, and when it does work, it only works in one direction.
I can't check your file again right now, but I do know the liquid detection component isn't affected by transformation rotation.
I set the rotation manually using the geometry.
Only the vanilla ones leak water when they're in the corner; the custom ones function as they should without leaking water.
Look the test
Apparently, this only happens when the middle blocks are custom and the corner is vanilla; if they are all vanilla, it works normally.
Wait what it is enabled now?
did anyone having an issue with global packs not applying?
I checked on my Android and pc and they seem to work just fine
It's not working for me apparently on PC.
It doesn't want to apply until i relaunch the game.
That's weird
even then, joining the world with 'applied' global packs on just doesn't apply either.
had to put my packs on world so i can use it
Actually I didn't check removing and enabling the packs, I'll check that as soon as I can
ok everything seems fine for me , so it might be smth on your end
ive reinstalled the game with a fresh install btw still doesn't seem to work.
huh
Also did tried using my backup drive where i also have windows installed there has the same issue either unfortunately.
so no, definitely not my windows config were the fault so idk what went wrong.
are you trying with a specific texture pack? there might be smth wrong in the pack itself
When i apply the pack, it just doesn't show any "loading resource pack" popup or dialog.
although what can be wrong in the pack that might cause this
oh
including the marketplace ones.
hmm
I am gonna try to use the launcher and if that changes anything although it shouldn't
oh you meant preview, I am sorry I was testing on stable ;-;
let me test the preview rq
Ok yea I am having the same issue
it says that my global resource pack activate but nothing changes
Man, I really am not sure about the support stuff hitting release. I mean, I kinda like what's happening now. They could use template/preset strings in more places in blocks. But it should really be a face mapping that respects transformation rotation.
For an example using top-side slabs, it could look like:
"minecraft:support": {
"*": "none",
"up": "full"
}
This would have the same logic as the material instances component. Valid string values would be "none", "center", "edges", or "full".
Then, in a pressure plate:
"minecraft:placement_filter": {
"conditions": [
{
"block_filter": ["q.block_support_tier('up', 'center')"],
"allowed_faces": ["up"]
}
]
}
The Molang query would accept 2 required parameters, direction and tier, where the latter is the same as the support component above.
Because the slab's up face was "full", that tier covers both center and edges. Therefore, the custom pressure plate would be allowed atop the custom top-half slab.
Okay, so a rework isn't in the cards now that's it's flagged for stable release. But I am surprised we didn't get any semblance of the Molang query to correspond with the current preset-based minecraft:support component.
Ah, shit. minecraft:support is actually bugged right now… I think. I'm gonna try to get to the bottom of this later with the blocks team.
okay wait a sec I don't think was public in the last preview
the keyboard & mouse controls screen is public
It's been public for a while now.
oh alr
yeah it's been a bit since i last checked a preview version
been too busy
catching up with versions is a pain now

Am I the only one whose subtitles don't display half of the sounds?
That's a good idea, let's see what will be done in 2026, that year seems special.
Doesn’t look like onEntity works with on_reach in minecraft:behavior.move_to_block
Not sure if it's supposed to, though…
well it only specifies execute_event_on_home_block
That is true. I was kinda hoping it could receive any block event call from entities. If it's just gonna be that one, I'd hope they'd rename it.
The subtitle system works great for custom content at first glance.
so it doesnt work?
I'm seeing it provide support on the opposite lateral face from what it should be doing.
The top/bottom support face is set up correctly.
your docs arnt the same as https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_support?view=minecraft-bedrock-stable
My docs?
.
Oh, yes! That's just a "dream" component — one that would let us do anything. I'm unfortunately quite aware that we don't have something that powerful right now.
also do we need to remove collision and selection box?
No
Why isn't yours working?
No it’s not just you. It seems Mojang aren’t sending the sounds every new sound that plays.
It seems to be really janky right now and sends one randomly when it feels like it
I think it defines how things like fences and glass panes connect to the block
To allow connection of vanilla blocks, currently only fences are enabled.
Out of curiosity, why?
So do we have a chance to make a connected glass add-on like java edition?
We already can it seems
Can u dm me the addon
I don’t have one
They added block culling rules a while ago and someone made them with that
The game is still crashing, there's no way they messed it up this much
It's when I'm getting suggestions for /place feature
Really? Wow
Nether biomes don’t work well at all; they have a lot of bugs, and I barely managed to get them working
You should be more specific if you want it to be fixed
based on this screenshot there appear to be lines
awesome
you’re right
Nether biomes don’t work the same way as Overworld biomes. If you try to modify the surface_builder materials, they don’t change, and if you use /locate biome it gives you the biome’s coordinates, but the biome doesn’t actually generate. It only works if surface_material_adjustments is used, but that causes lines to appear, which are actually the biome that was replaced. On top of that, it completely replaces the biome regardless of the amount, and as I said, those lines are the biome it replaced
Cannot wait to test custom nether biomes.
I assumed it work the same as targetting cave biomes due to Nether Biomes being 3d.
Those look like chunk borders
I thought the same, but they don’t work correctly.
Intriguing it is only in a certain axis
Could you try using features to place every block in the biome with diamond blocks or something
Yes, but for example, I replaced nether_wastes and it completely replaced the entire biome even though I set amount to 0.3, and as I said, those lines are nether_wastes
That doesn't explain much.
It only explains those are nether wastes, not why it's only on chunk borders or why only in one axis.
I don’t know why that happens either; I hope they fix it in the next beta
Can you target all nether biomes.
Curious to see if certain biomes behave differently in terms of the chunk border
okay, wait for me
Once again, the biome no longer appears.
code:
{ "format_version": "1.26.0", "minecraft:biome": { "description": { "identifier": "test:nether_biome" }, "components": { "minecraft:climate": { "downfall": 0.0, "snow_accumulation": [ 0.0, 0.125 ], "temperature": 2.0 }, "minecraft:surface_builder": { "builder": { "type": "minecraft:overworld", "sea_floor_depth": 1, "sea_floor_material": "minecraft:moss_block", "foundation_material": "minecraft:netherrack", "mid_material": "minecraft:netherrack", "top_material": "minecraft:moss_block", "sea_material": "minecraft:lava" } }, "minecraft:surface_material_adjustments": { "adjustments": [ { "materials": { "top_material": "minecraft:netherrack", "sea_floor_material": "minecraft:netherrack" }, "noise_frequency_scale": 0.1, "noise_range": [ 0.4, 1.0 ] } ] }, "minecraft:replace_biomes": { "replacements": [ { "dimension": "minecraft:nether", "targets": [ "minecraft:hell", "minecraft:basalt_deltas", "minecraft:soulsand_valley", "minecraft:crimson_forest", "minecraft:warped_forest" ], "amount": 0.3, "noise_frequency_scale": 1.0 } ] }, "minecraft:tags": { "tags": [ "nether_biome" ] } } } }
Wack
is the gameplay subtitles feature going a gradual platform rollout? I have tested it on PC and it works fine but I don't see the toggle to enable it on android beta
no toggle in accessibility and the version is definetly updated to 26.0.25
Works for me on android
weird
maybe i should try reinstalling the beta
ok that fixed up.
I feel like cancelling damage in beforeEntityHurt should also not reduce the items durability
or maybe an itemDamage property that we can set in execution
entityHitEntity beforeEvent would make more sense for that
i mean tbf, its still using the item, its just doing nothing
because it doesnt cancel the hit, it cancels the damage from the hit
its like tryna use a flint and steel on ice haha
before entityHitEntity event when
lol
we have a new goal
oh well, I'm not going to bother just setting a new item with different durability, that will just be the minor consequence of someone using an item they can't use
Still leagues better than before where I was just giving players mining fatigue and weakness if they used an item they couldn't use
I suffered from the same problem, let's wait until next year, this is the first preview where it was added.
@carmine tusk
/26 in the name 
I just remembered. Is Entity.target still in beta?
yes
Will they ever release it to stable? It's the main reason why my addon has to be experimental.
Well yeah, everything eventually becomes stable
Well...
HCF...
I have zero idea what happened here except Bugrock
nice
At least its not as laggy as lagva edition tho
But I've never seen a bug like this before tbh
That's interesting
mfw a mobile game that was ported to every platform somehow has a better optimization and performance than a PC game
Does anyone know a way to run the DDUI files? I've tried everything and nothing worked, alpha version of the API server UI, editing the game files, and nothing works.
You can't yet.

If Mojang doesn't make it customizable, I'm going to freak out.
At least there's some new information besides the fact that they use JSON as a basis for interacting with the ORE UI?
What's the new info?
I was talking to some people from the marketplace and they think it won't be customizable because it's a way for developers to standardize with the new Minecraft interface (ORE UI).
It's been stated numerous times that Mojang has plans to make OreUI customizable. It's just a matter of when.
Maybe yes, maybe no, but for now it probably won't happen, given how Mojang works.
I'm quite confused.
@agentms_ Oh, I see how it can be interpreted this way. My answer was more about the approach of just moving every single Ore UI file under resource packs, and that's not gonna happen for the reasons mentioned above. We working on other mechanisms to do modding.
Mojang often releases features that aren't what they should be. I personally think they'll release them without customization options for now, but over time they'll make them customizable.
DDUI is too early at the moment, come back later lmao.
Wow, that's really good.
It would be customizable however, but not the way you would expect really. — It's not customizable pre-game, but it would be in-game.
That's what I'm thinking; for now, it'll just be a base, probably without the possibility of customization.
In theory you can see them by replacing bed screen with them but i would not call it running

imo, ore ui should have stayed in preview for a bit longer before releasing it bit by bit
json ui devs at this point just waiting for what screen is going to get killed next with no alt
What is ddui??
Data Driven UI
What does this mean?
That you can customize the UI
without making code
Okayyy
i thought you were running two instances for a second lmfao
