#π Preview 26.20.26
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oooo
So that's what happens if you delete your dimension while in it and reload all
Wait...default spawn dimension...implies we can change it.
My preferred string coercion is (''+arg)
And it says {if set}
π
LETS GO
You know a cool usecase for these? Proceedurely generated instanced dungeons.
Type script or Java script?
Can I start posting "the vaguepost king" after every changelog
JS
JS
Nice
After every changelog or...after every line?
thats js
this is cool
Ugh, cobweb dithering.
wait so is it just a blank dimension for now
Yes. Should check the pins.
OMG
Speedrun to make the Aether Mod starts ... now
When you re-add the dimension, EVERYTHING IS SAVED
Sorry, cease and desist.

Just call it the Neither Dimension
could you send me the world file
Im curious how its stored
blue
oh god
why are some world blue and some arent??
IDK
Oh cool, types are out.
Nice
What did you use to tint out things?
nothing
i just rejoined
then it was all blue
The blue dimension of death
the thing is IDK how to script, all i do is make new stuff and well thats it, no scripting, i cant get myself to learn π
Well
No better time to learn.
Yeah
i tried for years
thank uuu
down under
np!
So it's just set to minimum of -512 already? Nice to know...
Yeah, noticed this earlier.. happy to see that's in
i didnt know there was a reload all
What happens if pack B added the dimension.
can't wait to actually be able to do
custom biomes in these
Artemis 2 got me all excited and i'm thinking about trying my hand at doing a spacey addon lol
wdym?
Like 1 pack adds the dimension and then another tries to use it?
i know what im doing
:o
the same thing you just said
ah cool lol
oooo wait. Sulfur caves and custom dimensions π
totally just not because you just reminded me of it
I presume yall are using playerDimensionChange to add the blocks?
Sulfur Dimension confirmed?
Some are using tickingAreaManager
The player is coming!! Oh no guys the player is here! Hurry and initialize your rooms, oh no they're here!
True!
I would prob depend on structure queing personally (not great if your doing anything biger than a chunk)
Depends if you're doing a dungeon or random gen
Some are using the tickingArea for noise generation
probably just going to do that
whats the custom dimension name?
dma:test1
webs? spider dimension? NO THANK YOU
And the other is dma:test2
Anyone able to take a look at #1067535608660107284 message and tell me why my command isn't working?
sadly not
thank uuuu
Is day night cycle per dimension?
what happens if you remove the addon and add it back, it should save right
its global
or probably not
Oof
sorry mister big man, I know my internals
according to @muted kindle it seems to store them
I don't know about removing an add-on
...
I mean, if you can fully reload it seems to be stored somewhere
But it saves the dimension level data if you remove the dimension from the startup
good
No worries, It is the internet dimension
I guess. I'm kinda thinking that somehow they're saving it with internal per-add-on shenanigans, but now that I say it it sounds dumb
thats worse...
Wait, ooo so if it's saved to the level data, then if I undeclare it in 1 add-on and do the same name in another add-on, it should reappear
π
I wonder if you could yk to some degree recreate the old infinite dimension april fools snapshot
world.
time to add 58079 planets
uh
bugrock moment
backrooms levels
Man, adding the whole solar system alone would be insane
make it a mod and add rockets build out of vanilla blocks
lol
i made a backrooms mod but ive been waiting for custom dimensions because the backrooms will just be in your overworld which could be annoying
ohhh, i was thinking more of a adventure map
Also, you can indeed do stuff across add-ons with dimensions
yeah you are right
no, addon
was
The teleport works, so that's great!
thinking more of like some no man sky type thing
but that would be cool too
Oooo Yeah
That would indeed be cool
And very possible now!
Plus, you could divide each world up into like 100kx100k areas per dimension!
So you could go even bigger
Man
con have one if it still work
or even 500kx500k, and you'll have literally nearly infinite "worlds" at that point
@toxic estuary I believe this is what you were asking earlier about the Pack B thing. It works cross add-ons
@toxic estuary I WAS WRONG
π
wrong about what
it seems like custom dimensions can have individual times of day
oooooo
sick, infinite night for space
weather too?
event.target.teleport(
{ x: 0, y: 64, z: 8 },
{ dimension: world.getDimension('smokey:void') },
);
Keeps TP'ing the target at x8,z8
Unless of course the entity wanders around before the player teleports?
DID I READ IT RIGHT? CUSTOM DIMENSIONS!?
no, you did not. go back to bed
nope
Huh, interesting

its just a late april fools joke
oh
me too
Death penalty.
I got bamboozled
Uhhh...my OW is night time though?
can you pause the daylight cycle there
I'll check
without affecting the other dimensions
I don't think so
tldr:
- there's a new
DimensionNameIdTablekey that maps the identifier to a numeric id, for exampledma:test1to id1000so that they can be looked up easily there's also a newdigp(prollydimension index group prefix) key that creates a two-level spatial index mapping chunk coordinates to actor storage buckets inactorprefix- there's also a new
WorldClocksthat stores per dimension time values - and probably some other stuff...
the gamerule works across dimensions
its a big day
There is a bug with custom dimensions right now where their sky lighting won't update after being created.
Ah I see
yeah thought so, because how the command works... I guess ill just keep setting the time in the dimension to night overtime
Aether bedrock port about to be crazy
Oh, dayslock is completely different, lol
a real one would be cool
Yeah
instead of stolen aether stuff slipping through the cracks in the marketplace
damn that situation was bad
lce had it before bedrock π
This was not how I expected custom dimensions to drop
Crazy
Especially the registration being through scripting
I was expecting it.
Ok nice, it does correctly give you the dimension ID
world.afterEvents.playerBreakBlock.subscribe(({dimension})=> {
console.log(dimension.id);
})```
like as soon as we got custom components and stuff I was like "hm, custom dimension registery"
I like the scripting registry
It's very weird compared to like literally everything else we've had
bit sad that they start at 1000 tbh
well everything is being implemented to scripts now
Yeah
soon mob spawning
That's not how that works
what
Is digp new? I thought that was for digest
https://learn.microsoft.com/en-us/minecraft/creator/documents/actorstorage?view=minecraft-bedrock-stable
They're not implementing everything in scripting
Wait, so if dimensions start at 1000, that means the number of the 58079registered dimension is indexed at 59082?
well i didnt literally mean everything dude
nvm Im a little stupid
Scripting makes sense for stuff that involves a lot of logic not for static stuff like this
am I the one doing this?
lol
there's also a new WorldClocks that stores per dimension time values
Huh, with the /time set command it's changing the time of all dimensions π
You said you were expecting it, I explained why I wasn't
someone tell smokey I was right indeed, ig its not read yet
yeah and then you wanted to lecture me or something
@toxic estuary
Bad news, Lucy was right
π
poor guy being pinged all day π
π
The fact that bedrock is actually porting the world clocks of all random things java data-drove lately I feel like has some significance for future content
what about the time apis
Isnt world clocks je only?
Lucy got that from the level data file, right?
wait a min, the time apis are not on the dimension class
welp, maybe we need to wait for new time apis for the dimension class
Could be neat if they were introducing a new overworld-like dimension with a separate time cycle
creating a portal registration system is more complicated than i thought
Yes, the default biome for the overworld.
Would make sense given that, with VV being a thing, you want new dimensions to have global lights.
Ahhh
does it support multiple custom biomes?
Not yet
Has someone tried NBT editing custom dimensions
Ooo @errant tree
Sounds like a job for you π€£
Lucy has looked into the level file and found some new neat stuff, but didn't say anything else π
Huh, kill e somehow kills the wither in the OW. Is the chunk lazy loaded or something?
probably just incorrect dimension tracking ig
afaik, changing dimensions will load the area u left for atleast a bit
Traveling between dimensions always let the previous dimension loaded for a while
just from my experience i think thats how it has gone usually
/kill doesn't respect dimension boundaries. Might be related to that Nether portal change where chunks in the previous dimension are kept loaded briefly?
Oh yeah, if it's the same as nether and end, that makes sense
That's how chunk loaders are made in vanilla usually
does anybody have like a blank mcaddon for testing the dimension stuff i am so lazy π₯Ί
I mean there's not much to edit- the level file just stores dimensions data such as entities, blocks- time and stuff.. there are no config regarding dimension properties
the creator channel video has sample code.
I think thats the game we are developing addons for
Is this actually custom dimensions or am I dreaming
late april fools
snap back to reality
Lol
Oh, there goes gravity
I forgot the next lyrics
"choke"
But he so mad that he won't give up that easily
Ok when's The Aether mod coming to bedrock?
Shitty ass domain expansion LMAO
wha
huh
I just hope it won't be constrained to actual overworld biomes. I've wanted to do something for a while where difficulty starts off easy in the spawn location and gradually increases the further out you get, and that's just not possible atm
aint no way
π Shitty ass domain Im telling you
Custom anime cutscenes
So when do we get immersive portals? π€£ π
The day we get custom shaders
Im so motivated to improve this domain expansion.
I'm making a little lib that makes it much easier to register dimensions
currently registers the dimension and a teleport command to the dimension
planning on adding a enum for being able to choose a few world types like void ect. idk how far this can go with this phase 1
@idle hedge this is what i am talking about, i am at 831 lines of code and this is nowhere near finished (this include everything being customizable)
honestly, i am hooping we get a way to register portals
I see
maybe you can figure it out and then post a template, that would be helpful
idk about that
probably not
lol
would be easier to just have a hardcoded size
Is this feature already supporting spawn rules, can we spawn mobs in the new dimensions?
Damn
@inland sphinx , I know I say this all the time, but seriously, give thanks to the proper teams that worked on all the features that have been delivered so far. You guys have been killing it and I think the Community morale has improved to the point we are now excited for every preview because, custom dimensions out of the left field is insane. You guys have truly made the Bedrock ecosystem a viable option to make UGC.
This is fire
thank you mojangsters!
Why does mctools.dev allow me to make a "gravity block"?
Since when could we replicate sand π
What...code did it output?
Can you create dimensions at will?
So like have a separate dimension for each player.
only on start up.
No. Not dynamically in-game. It's registered in the same area as custom components and commands.
Okay. π
Just minecraft:gravity. I'm digging a little deeper
What others suggested is you create 100 dimensions and assign each player a tag for that dimension.
I hope we can disable this annoying portal sound
Yeah I don't think the component actually exists. Gonna try run it anyway
I was thinking for a storage area type Add-On you could have a room generate on a grid infinitely and assign room numbers based off something.
Yeah. Just override the vanilla sound definitions.
Yeah, that could work.
Yeah but like without doing that
It just all depends on how many players.
or maybe custom sound for each dimension
Custom loading screens would be PEAK.
Indeed
I will say, the instaneous transfer is insane.
I know it's because it's a void world but still.
I dont understand too much the part of the player being able to teleport to the dimension
is it able thorough blocks?
to what?
oh you mean like, registering a custom portal block
to teleport players to dimension
no, but you can teleport them directly from the scripting API
Couldn't we just check the player's AABB against the world?
Ugh, constant ticking on the scripting's end.
Does the dimension change event work with the custom dimensions?
Here's my code:
we will need the block AABB too for it to be precise
fair. We do need a selection/collision box component
I rather have the engine handle that for me then do my own logic.
but i guess working with custom blocks, that can be hardcoded
Honestly, fair enough
An actual portal component would make sense
Why not just check if the player is standing inside of the portal block
since we have no way of fully making the effect anyway
Effect being?
the player nausea swirl and the fading portal texture
Nausea swirl can be handled so can the camera fade. I thought you meant the end portal and the particles.
I mean something like the nether portal
Any replication we do will not quite be exact
And I mean more like vanilla. Without needing to give the player actual nausea
That's why a builtin portal component would make sense
It is interesting the sulfur potent gives nausea instead just visually.
that goes for the portal structure itself, just handling all the cases is a headache, including making stuff persist
Persistent?
what portal is linked to what and stuff related to it
Dynamic properties! Block dynamic properties! leveldb manipulation!
I guarantee you that they'll only make block dynamic properties for block actors
AAAAAAAAAAAAAA
would be funny trying to make a portal using multi block
Despair.
that one pocket dimension mod comes to mind
Portal opens like a door
i was going to say that earlier
the one with the iron door and the abyss
lol
Like from monsters inc
Portable zoo 
not a bad idea tbh
Yes, kinda like a pocket dimension.
You could also tag people a certain number and if they use a command let's say, then they get teleported to a dimension called storage:dimension at specific coordinates depending on their tag maybe?
Add-on whose namespace is storage.
Yes. I couldn't come up with a proper namespace π
And didn't think of namespace until now...
namespace:dimension
first
Yes
will this finally fix visual chunk glitching when changing worlds at the same coords?
How
math
Alright, what did I miss?
Shitty domain expansion.
I got a F in math in one year
You put a barrel with items inside and the items hold your dynamic properties π
I program java because I'm in FRC yet can't program javascript
-10 points if it is not based on world seed
What's a domain?
once they namespace the dimension names in /execute in thats when we'll know that they are putting custom dimensions in that command
They did the same with biomes and structures in /locate before adding the custom versions
it is
π
+10 points?
It's so hard to get mctools.dev to develop an addon with a server
I often forget you like anime
Does rtx work fine in custom dimensions?
I know anyone here is unlikely to have use it, but is anyone else having problems saving the name of an addon edited using npx mct edit
ill test rq
Tysm
try myyyy pack....
:<
i don't know which one is yours
Lightning path rtx, but anyways, you can use any. I just need to make sure rtx is fine with custom dimensions
any idea when this will become stable? Also, is there a point in me learning it while its not stable? i havenβt done much world gen, but nothing stops me
Preview won't even let me turn rtx on itr seems
It won't even let me turn it on anymore
the options is always grey
Why don't you turn on "allow in-game graphics mode switching"?
in the settings
I have it on but don't know what key it is
the ";" doesn't change it like I heard
Do you have any other resource packs opened? Are you in editor mode or not?
I'm gonna try yours
I had my own on
my own rsource pack
Are you in editor mode?
no
I think you need only to leave rtx rp so it works fine.
ill try that
one sec
well it works now
"working" might be a stretch
chunks were too low nvm
it looks fine
Anyone knows how this works?
What version it needs to work?
Yayy it works, tysm for testing.
custom dimensions?
np
except redstone torches it seems
Sexy time
Redstone torches have some issues with material, it is normal.
ah
The only thing i can do is to use blockshapes
Yes
If Mojang ever asked me, what to do: add custom dimensions or make RTX update. I would probably choose RTX update without thinking!!!!
Now we need the Offhand support asap
Ok
It's so cool that potted blocks now support texture variations.
It would be cool to do this for custom mobs, preventing them from spawning in the peaceful.
Ig, but sulfur cubes aren't hostile, so idk why they're blocked by peaceful
They are.
Huhh
"spawn_category": "monster"
"population_control": "monster"
Interesting
Mob Spawning experiment when π©
Are they passive until hit? Or how do they work?
No, they're passive but they're under the monster category.
Oh I see
That alone says he's a monster; they don't even have a monster family.
So this is intentional? That's really cool.
Oh, yeah, I probably should've clarified that those are the same block.
Gonna poke at entity version upgrades later.
Yes. This was originally meant to fix an issue with item visual being used with material variations but we realized that we could also get it working with things like potted blocks. Happy accident π₯³
Only startup
Are you guys already aware about custom nether biomes being broken by chance? (If not the bug report is in my name)
Wrong team haha.
"Do not fix MCPE-236399 as it will give hapiness to Sir Rel"
I will eat your pet fish
can someone test if beds work in custom dimensions, i am getting my brain flooded with the "before beds questions"
haha. Yeah 2 secs
huh
And night?
do you respawn there
hopefully that will be configurable
I hope it will be possible to configure it better with JSON.
π
We looked at https://report.bugs.mojang.com/servicedesk/customer/portal/6/MCPE-236399 and couldn't repro with the world provided. It looks like in the provided behavior pack the nether dimension was deleted so when we went there it was just void. When we tried to take the custom biome on a new world and use it, things seemed to work fine? If you can give us a better world/steps to try let us know.
I bet he thinks this is funny. Our reaction to him just typing
idk, but we definitely need some kinda of config
daylight cycle toggle
how long is a day
what weather can happen there (maybe even custom ones)
is liquid placeable there
....
Nah I had an actual response was just trying to get the info right π
Liquid placeable is biome specific if I recall.
At least in terms of water drying up.
So we could technically make it so water actually dries up in the desert?
Bet, ill get back to you in a hot minute, i need to make a behavior pack
It...does though? I'm not sure what the question is.
Sent to #1469419316226162688 so Cioscaa can maybe update the pack when he's free
Or am I thinking of sponges.
you're thinking of sponges
I meant placing water down with a bucket
That just sounds like a beforePlayerPlace thing π
Wait how?
Then get the biome, or biome tag
I mean...it is because you can do /fill water
It's not just the water bucket. breaking ice won't cause water to appear either
I mean, you could also have a custom desert biome in the custom dimension with the tag of "hell" or whatever the nether uses to dry up water
Unless the drying-up of water is hardcoded to the dimension
anything can be datadriven if you try hard enough
liquid speed maybe
material instance component + material variations + embedded visual
Liquid speed does sound nice, but that just sounds like a lagfest with trying to update so much more liquids per how many ticks
that already happens with vanilla dimensions
not if there is a lot of flowing ones
Yeah, I meant the flowing ones
In terms of performance? I've no issues.
Minecraft doesn't process all block ticks at once so there isn't any issues there
Shoutout farms.
they slow down, performance is not impacted
100 queued ticks per chunk if I'm not mistaken
Correct!
Holy
That information was forced onto me against my will.
I learnt it while researching how Bedtock redstone works
Java on the other hand has a global cap of 65536
Regardless of chunks
That makes sense xD
Easier to make update surpressors.
It follows the same thing as random offset, where it is randomized based off block position. Meaning if you place a block in a pot at the same position it will always result in the same one.
Tbf it makes sense
lol, i guess i need to offset my house one block to have different variant next to the window
Dimensions and than Custom liquids?
dimensions then block actors
okay so the Nether Biome bug doesnt always happen (which is why it wasnt noticed by yall)
and if it doesnt, you gotta just make a world and try again (from my experience, the lower the "amount" is in the replace_biomes component, the more likely this happens)
beautiful
Nah, you hand placed that.
π
are you gonna let him diss you like that?
You said a hot minute but it was 20 minutes. Is that still hot?
Looks good for me 
(Looking at this, no promises ofc on timings on anything)
Absolutely burning to the touch
in my defense i was in bed at the time of talking about nether biomes π
π£οΈ Under 30 minutes or its free.
Pay up
Is anyone having issues with loading into a custom dimension with a resource pack equipped? Behavior only works fine, and the Lava Chicken Add-On works fine, but if I add a custom rp (even just manifest & texts files) to my world, it slows down until it eventually kicks me
Nope, used an RP to add sounds. Worked.
how in the heck could i do all that in 20 min π
(bit of extra info, but the ratio of the triangles is dependant on how large the "amount" is in replace_biomes as well)
i probably couldve got this done in 15min, but my computer is slow and it doesnt always happen so i had to rely on RNG
I think custom dimensions doesn't have an invisible bedrock lol
The block limit is also of different interest.
It's -512 to 512
Yes, larger than the overworld, very interesting.
wait so same works on how you paste those structures as how you would do it in jigsaw right ?
Iβm planning to test jigsaws in the custom dimensions i have in the near future
So this isint jigsaw ?
What is there to test?
Does the game understand which biome the dimension belongs to?
It's early work, Probably not yet
What do you mean?
Does he understand that the entire dimension has a plains biome? Because it would be strange to think of a world without any biomes.
Or perhaps the ocean, since that's the default biome.
Aether when?
I wonder if any team will secure a partnership with the aether team.
doubtful tbh
When it becomes possible to create a world generation
"technically" possible just not efficient
It's very heavy. 
I just got the news and I need someone to confirm if im dreaming or not
Are custom dimensions going to be a thing
yep , techincally they are a thing now in the latest beta but you can only make custom void dimensions
You mean stuff like the end
ya without the islands, since world gen for custom dimensions is not a thing YET
Hopefully it can be expanded upon for more than that
Like how java has it
But then again its still a new thing
yaaa
Entity upgrade demo:
{
"format_version": "1.26.20",
"use_beta_features": true,
"minecraft:entity": {
"description": {
"identifier": "test:donkey",
"entity_version": {
"upgrades": [
{"upgrade_to": 1, "name": "x"}
]
}
},
"components": {β¦},
"component_groups": {
"ww": {"minecraft:scale": {"value": 4}},
β¦
},
"events": {β¦},
"upgrades": {
"x": {
"add": {"component_groups": ["ww"]}
}
}
}
}
Works pretty good but queue_command doesn't do anything. I'm guessing the caller is getting lost on upgrades, but I'm not observing any kind of "transformation" occurring. Also, it's not despawning the entity or anything like that.
What did you want it to be?
I want entity permutations back tbh.
I am curious.
If I had an entity v0 and it hasn't been loaded and the addon has a v10 of that entity, does it incrementally upgrade fro 0-1,1-2 or straight from 0 to 10.
Goes through each one
I can't think of any tbh. It's far better than what wolves did.
I can't wait for them to put this on blocks.
Since blocks don't have CGs, I can only presume you mean directly add/remove components?
It would just be a remapping of states/traits.
Isn't...that just a block remapper rather than specifically upgrades.
That is a way yeah. I never thought about that. I always assumed it just be a separate JSON file.
"upgrades": {
"namespace:property_a": {
"namespace:property_b": [false, true]
}
}
For example I guess?
Not sure yet. I'd have to think about it. But it doesn't matter now because we probably won't see this in forever.
First time I've seen vanilla mcstructure files instead of nbt files.
structure sets do not seem to work in custom dimensions
Upgrading pre-existing objects in the world is an essential capability for add-ons. I'm glad it's being given first-class support and attention, although I personally won't use it (since I don't make add-ons). This is much better than the ad-hoc q.had_component_group / is_updated actor properties/environment sensor hacks vanilla entities used.
Java's data fixers are beautiful because they can fix serialized data before it's ever loaded, so the actual object definitions never need to care about upgrading themselves. Of course, they're not user-facing and likely never will be. It makes sense that the model would be a little different with that requirement, so with that in mind I have no major complaints for this addition as it appears and I approve it.
That's perfectly normal; Jigsaw never had an option to choose the dimension, only the biome tag.
I had assumed since the ocean biome seemed to be the one in custom dimensions I would be able to use that tag to generate it
how to make a jigsaw spawn inside a custom dimension or just a block to stand? i didnt get it in the documentation
We don't seem to have that ability rn
And placeJigsawStructure?
Don't work?
/place works compelty fine in custom dimensions
The api
Perhaps he wouldn't identify the custom dimension.
even the stand block? i just want a way to be on ground in the dimension
there is no ground in the dimension
its a void
I set the test jigsaw to force place at y100 with no surface projection
otherwise /place does fine
test structure works fine, the structure set isn't it seems however
I did seem to crash the game by placing a structure with terrain matching pieces however
Really
Yes, it's likely that any generation of structure is disabled.
WHERE
They just misread something. No custom chests just yet.. π₯Ή
NOOOOOOOO
Got my hopes up π
Anyway
Ive seen that you can interact with an item to teleport you to the dimension
I think block containers are in the works though. Itβs been mentioned in the βWhatβs nextβ on the docs page for updates. Hopefully soon π
I'm waiting for someone to port the nameless deity
With their garden as a dimension
Its actually just a garden
Im hoping we get it π
Are dimensions not unregistered once created?
I've been having an issue with a custom command I made for changing dimension where it said that the Dimension ID was invalid. This was on the same world I created the dimension limit on. I thought it was an issue with my command but upon creating a new world, the command worked just fine.
If this is the case, being able to delete or at least clear up unused dimensions would be a nice additional feature.
how would this be done?
When should the game decide to clear up dimensions
I think players should be able to manually clear dimension data in-game.
I was about to say just when they're no longer being registered but I guess that would be bad if you accidentally take the pack off and whatever.
or like, in the world screen
yeah.
You can accidentally disable a pack, or you can have a pack get disabled by itself sometimes even.
You really wouldn't want to lose all your progress in a custom dimension from that happening
I do agree that we need a way to clear unused dimensions, but the process needs to be manual.
i think an add-on should be able to unregister its own dimensions though
so you could make temporary dimensions.
Yeah, I was thinking of something just like event.dimensionRegistry.unregisterCustomDimension('custom:test') but you might forget the name of a dimension that you made.
but that also requires registering at runtime
So yeah, having a screen somewhere or something else would be nice to manage them.
I guess just when making servers/realms be careful with names you pick.
Just going back to when servers were made on Realms would be fun to try and go back to with custom dimensions now. Just set up 11 pre-existing dimensions and load/unload player data for things like Skyblock Islands or Prison Mines, etc.
It'll definitely be cool to see what people come up with for Servers and Add-Ons.
add a button to file management
That was fast! It looks good though, it would be a smart place to put it if it was added.
this should take you to a menu where you have:
- a list of packs that add dimensions.
- in each pack, every dimension in that pack. You could press on the individual dimensions, or the whole folder
- a button that says "clear unused dimensions". This would remove dimensions from ANY packs not applied to the world.
- a button that says "clear selected dimensions". This would remove dimensions you selected yourself.
that way, if 1 pack has say, 53000 dimensions, you don't need to delete each one manually, you can clear the entire folder
What do you do if that pack doesn't exist anywhere on the system? How might Mojang go about displaying it in the list.. just "Unknown Add-On" or something along those lines?
without deleting dimensions from pack 2 that has 4 dimensions that you want to keep
pack namespace
Imagine it tries loading 53,000 buttons like in pack cache to select each one to delete.. π€£ π
yeah i assume for this it'd be dropdowns.
so by default it's JUST the folders
with a number of dimensions next to them
and dropdown button
This is sort of what i'm imagining the dimension management menu would look like
Damn, you actually cooking.. 
Good
i guess the one thing missing here that i could see being good is like, it should say whether a dimension is from any currently applied packs or not.
so you don't clear unused stuff when you can't see what isn't used
tbf the way i assume it would go is if you load a world with a custom dimension, and said dimension is not registered by any enabled addon, it will be deleted
thats how it is with items and stuff like that
yeah but as discussed a bit earlier, that is problematic.
The game doesn't just delete blocks, it replaces them with unknown blocks.
so now imagine you have a world where you built a lot of stuff in a custom dimension, and then either you accidentally unselect the add-on that adds it, or something breaks and the add-on unselects itself as has happened to me a few times.
im not saying i want it to be like that i just expect it to be tbh
i mean, if there's any time to give feedback on how it should work, it's now.
custom dimensions are in an extremely early state and presumably nothing about them is final. Plus, we don't even HAVE a dimension de-registering system yet as far as i know, but that is something that we will need to have.
wait so, as of rn, if you remove the addon, the dimension stays?
i'm unsure, testing that now.
ahh ok
yes.
thats really interesting
it will load you into the overworld if the pack is missing
going to the dimension that no longer exists π₯
ohh i see
but you can remove a pack, add it back and the dimension comes back with your saved data
ohh i see i see
ooooooo
nice
So, i built this little pool in the sky lounge dimension from the mojang example ones. I deleted the pack while in this dimension, it sent me to the overworld. I added the pack back, and the pool stayed.
this is good. It means the game doesn't just destroy your progress because you accidentally removed the wrong add-on
interesting
here's what happens when you remove a pack while in custom dimension
that's so smart
as for this UI, i think it'd be good if we could also reset the Nether and the End like we could on legacy console.
that way this button isn't just out of place for people not using custom dimensions
When I first saw this testing out removing dimensions, what caught my eye was the (if set), we can't currently set default dimensions right?
Unless it means when you set spawns in other vanilla dimensions like the nether and end.
I assume it means "If you set default spawn in custom dimension that exists, we'll send you there. If not, it'll go overworld."
like, you can have multiple packs with dimensions
so just because the one you're currently in is gone doesn't mean the one with world spawn is gone.
Well currently if you set your spawn with a bed and die you get sent to the overworld. I would assume the behavior is the same currently if a dimension is removed while you're inside of it.
Because it says default spawn dimension but that default could be any of lets say 300 dimensions.
Oh world spawn... right.
yeah.
it seems the dimension bounds of custom dimensions are Y -512 to Y 512
wild tbh
i assume it will be customisable tho given thats like, the one thing we can edit in dimension.json files
I assume they'll let us set custom min and max height later.
makes sense to set it to max until that's here.
A custom dimension with 1024 height that actually uses all of it could be very interesting
yeaa that would be insane
Imagine a dimension that's many layers deep
Or a city dimension with these giant skyscrapers and underground areas
yess it would be so exciting
I would assume it's due to performance that they decided to use void as the pre-template for custom dimensions. Though I guess that really does allow for anything to be made going forward instead of having to define it as a void in the dimensions folder which is nice. Also the fact that -512, 512 is the default is great!
Also, since this is as tall as some legacy console worlds are wide, you can have a full sideways world
omg yes
Do you think they'll ever allow us to have dimensional bounds for x and z for creating worlds like legacy?
It would be nice to set hard limit world sizes instead of having to implement our own via scripting.
Yeah
The miners dimension is waiting for a port now lol
Expecting a full Aether port by the end of the week
I'll have to revisit this idea now
#1304655342285881374 message
It has an ocean biome
That's what I'm hoping. Otherwise it'd just get to so much bloat if people kept exploring multiple infinite dimensions
So a lot of people would want custom dimensional bounds
im still waiting for them to add support for features and feature_rules or just natural terrain gen
That'll come later
π₯
how potateful.
I hope they update that add-on to add the dimension when it comes to stable
But I doubt it though since it's old
An April Fools add-on that Mojang commissioned...
I doubt it, but they did update it to bundles of bravery
Adding a potato bundle
Don't think its been updated since though
But it would be nice to have past joke dimensions as an addon
π₯ potato
Yea
Fast fishing...ome day youll make sense.
nothing too crazy, but i had to give it a try
https://fixvx.com/minato4743/status/2042254526627901729
Need some optimizations...
using scripting for it is not the way to go anyway, looking forward to custom biomes in custom dimensions
A setBiome() function would be cool
I wonder what the most immediate use case of this version of custom dimensions is. Structures? I guess noise-based biomes is a bit much.
How did you get the sky to be red?
Structures mostly imo
crimson forest fog
I don't see how that'd work tbh
I think the setting of biomes should be fully JSON only
How do you set it?
yeah
we need client side dimension customization lol
like biomes
but this works ig
I honestly love what I've seen people do with custom biomes through features and structures in the overworld when biomes weren't possible
I wonder how well they could do it now in custom dimensions
Like a fill command, just get two positions and then set biome to that biome for that volume
Even without anything native
or well, I guess we can wait until we can generate custom biomes in the custom dimension and then add the fog through the biome there.
I guess, but the amount of variables and other stuff you'd need to set for that
And it'd also need to go into a new startup event
Which, I do see them adding more startup events, but idk how likely something like that is
Maybe it's more likely than I think due to them adding dimensions with startup Scripting events
Since they did that, I wouldn't be so surpised if they did more with scripting related to world-gen ig
I still don't get why they didn't do it through the dimension folders.
If any Mojangsters are able to say why, please tell us π π
Cici already asked this.
Oh, 1 sec then. Imma look for the message
Ah, thank you
good episode
Unironically this was my first demo.
Not house but Domain Expansion.
aw man
I wonder, what if someone did tickingAreaManager calls to namespace:custom_dimension1 equivalent co-ordinates as the players' in the overworld, so whenever a player moves to a different chunk, it makes a new tickingArea for a few seconds to load in generation from the custom dimension?
I did that.
It's not intensive because of my PC Build, but you do need to unload the previous one because eventually you'll reach the limit. Though tbf, I did one chunk at a time and ran it every 20 ticks. My scuffed code didn't take into account elytra though.
Ah, haha yeah Elytra would definitely break it
Or when someone activates a portal, it makes a tickingArea just in the area of the portal maybe even 20 chunk or more distance, just to preload the area.
So that way it doesn't need to generate so many chunks that might never be explored
For example, this ^
Chunk generation for a void world isn't bad.
Plus it doesn't write to disk unless you modify the chunk so it ain't half bad.
Oh, I thought it wrote to disk. Ok that's a whole lot better than I thought lol
No, Bedrock made this change a while ago like years that chunks are only saved to disk if it's modified.
Save for structures generating.
Wait, sorry, I meant like when generating noise or terrain for the other-side in the dimension, that would be changing terrain, no?
Or does that not count as editing terrain in the game's code?
Oh yeah, that writes to disk.
Yeah, that's what I mean
In my example it is very intensive
You can notice in part of the video particles not spawning from breaking blocks and items slowly falling
Ok, so it would be better to maybe just do it in a radius from where a portal is constructed. So then you don't need to save too much area and change too much of the dimension's terrain that might never be explored by the player there
What does this mean?
When completing a portal, have the function return a boolean.
That then gets passed into another function that preloads/generates the terrain on the other side of the portal up to a certain radius with noise or structures
Ofc this is just for now when there isn't any biome or natural generation within the dimensions
So it's only a short-lived idea
Just for experimentation
I wouldn't call 6-12 months a short lived idea. Unless of course Mojang wants to surprise us in 3 months.
Haha fair π
Hell, custom biomes took so long to stabilise.
The only problem with my idea that I see, is that you'd then have to load chunks farther away chunks in the dimension when the player is in it
And the nether ones are still kinda broken atm
As far as optimization go i did also prioritize chunks in view direction
Anyway this is really scuffed, and we should stay away from making it a standard lol
I doubt they can stabilise custom dimensions with terrain gen in less than 6 months.
i think they may stabilize them without it first so any packs that just want to use them for dungeons or boss arenas or other smaller scale dimensions can do it.
I mean, if they have custom biomes mostly fixed, I don't see how they won't use most of that already combined with features and modify the code a little bit to make it work on custom dimensions
Unless of course...the thing happens.
The thing?
That is if the code doesn't need to be re-written a lot
Random Bedrock dev after their build failed to compile.
idk whether i'm more excited for 26.4 deep dark dimension, or for the custom dimensions tbh.
(im still speculating they do it in 26.4)
speculation based on dungeons 2
The thing by the way is Microsoft layoffs.
Deep Dark might never come to Minecraft. It depends on whether they put the story that the dimension got more or less destroyed or not in Dungeons 2 imo
I mean the dimension
i don't see why they'd put the portal in the main game, with a unique portal frame block, if they had no intention for it.
Not the biome
Did they ever bring something from there pther games to the main one
the portals always spawn 100% in-tact, too.
pillagers, piglins, allays
Yeah, but I mean look at Minecraft Legends
they were planned for spin-offs first
but the updates were just developed faster
so main game got them before the spin-off
It could all be considered "lost" or "ancient" and mightn't make it into the main game
Yes, Dungeons introduced Illagers while Legends introduced Piglins.
Hmm
But yeah, Illagers and Piglins were the main focus of those games, and it seems the deep dark dimension is the focus of Dungeons 2, so maybe
Welp, might be just warden like mobs
Plus, with a bit of focus on custom dimensions stuff, it kinda does make me think a possible new vanilla dimension is coming
I don't think they'd have made reinforced deepslate something you can't obtain or move in survival, and that takes VERY long to break, without a larger plan for it in the main game.
and i don't think they'd reveal the dimension for the main game before dungeons 2 releases, because that'd just be bad marketing.
Especially with how Dungeons has the Deep Dark
why throw away the hype of showing the new dimension in the spin-off first?
Like I do get why you're so hyped about the possibility, but it's not concrete that we're getting it. So I'm not going to be too hopeful atm
Money.
that is true. I just think there's a good chance it'll happen.
no thats my point. There's more money to be made if they reveal the dimension in Dungeons 2.
you get people to buy the spin-off to see what's through the portal
and THEN you reveal it's coming to the main game
Poor phrasing on your end.
i think it makes sense with my previous message but sure.
I don't think showing the deep dark as a dimension for a trailer would generate more money than the announcement itself
If they want people to play Dungeons 2 and explore the Deep Dark dimension there, then they would get a lot more people to play Dungeons 2 just to see the Deep Dark if it isn't in Minecraft
So it would make sense for them to hold out for a long time financially before bringing the Deep Dark to Minecraft after Dungeons 2 (if they ever do so)
The Deep Dark is not a cash cow lmao
the portal is
The wellspring will be quite refreshing to see regardless if it's a cash cow
Super excited for dungeons 2
It's a name I've seen thrown around for the sculk dimension. Something to do with the legends well of fate
Conspiracy: Mojang withheld work on dimensions so they could get to the Warden Dimension before Partners.
Could be used for one of those pocket dimension add-ons, where you get a limited space to build or store something
only problem is you need to pretty much make as many dimensions as you would assume players on your world on startup.
Or you use a world dynamic property and create a queue that only gets ran when a player requests to make their own dimension, then only create it when the world reloads
Reminds me of the hacks we used to do in java before macros to get per-player bossbars from a big pre-registered pool
Actually, that seems stupid. If it's limited space you only need 1 dimension and can just create a plot system π
Just teleport them to a thousand blocks each
Have a set value of the room
Make players be able to expand to only a max number
Make unbreakable blocks the replace themselves when broken with creative
Boom
Although the addons that use /tp might break it tho
Can you sleep in these new dimensions?
mmmm I'd make a plot system but I know at the speed I work at that now that it's been mentioned someone here is going to do it before I even open up a world
A question for those who have already tried custom dimensions: is it necessary to restart the world to register a dimension?
Or do you just go boom
I dont think so
yes, it's restricted to startup event
Damn
Oh damn
Oh wait
You meant registering a dimension
It would be great if it didn't need to restart; I was thinking about the multi-world plugin.
/reload?
Yeah
Why tho
/reload all
Is it like creating dimensions in real time?
Yep
That doesn't make sense
Its not like some player is unemployed enough to run out of dimensions
XDDD
Although ticking area is limited to 10 chunks only right?
Mm
Man i just want the mining dimension ported to bedrock already
can i make a void only dimensions? i wanna put the spawn for the smps there then use /execute for Dimension selecting when useing a rtp scriptevent
The dimension IS void itself
Dimensions are void only right now
oooooh
can i import a build into it?
SKY FACTORY 4
Yes
SSUNDEE
so a huge 5k X 5k spawn in its on dimension 
sky factory 4 islands like the old days π₯
Or skywars server
Wait @lime sedge can you import structures on custom dimensions?
a creative mode dimension for smps like realms and stuff 0-0
Like using /structure?
yes
I just want a few stuff man
Yea
Nameless deity garden
Mining dimension from java
Sky factory 4
if only it was in the base game not beta π₯
Only a few months
Maybe like a few weeks
Although beta apis are probably needed
man i wish i can code... i wanna break this to its limit ;w;
there's never a wrong time to learn
true but idk where to start or even how

