#π Preview 26.30.27
1 messages Β· Page 1 of 1 (latest)
first
second
Hi
height_difference_filter_feature
oooh
interestne
A
only_check_intersection_for_motion_blocking_blocks
oooh
3050th
Happy Preview Day!
first
The "minecraft:wearable" component no longer overrides the "minecraft:max_stack_size" component when both are present on a custom item
@robust rune oooh
ultra downgrade
lava_flammable
oooh
First
can we edit it tho?
owner_launch_immunity_ticks
ooooh
This is quite nice
Happy preview!
Added EntityStartSneakingAfterEvent and EntityStartSneakingAfterEventSignal to beta.
OOoooooo
I love you all.
Too slow nerd.
we no longer have to run a loop that checks for player.isSneaking
Happy Banana Day!
holy 2 rtx bug fixses
Yoooo!!
π
erm
Added a new color formatting code (Β§w) for the shade of blue used by party chat
oooh
formatting codes still live
old tree blooms
Ok wait.
definately hype
Wait can someone please send how the new color looks?
WOOOO
yayyy DebugCone, DebugCylinder, DebugPyramid, DebugEllipsoid
W PREVIEW
Added a new color formatting code (Β§w) for the shade of blue used by party chat
Goddamn it
Too slow
Beat me again
Bruh
Yeah, but can't that just be modified when the dimensions are modifiable?
π₯ π₯
Fixed issue where SimulatedPlayers do not spawn with properties defined in player.json.
YESSSSSS FINALLY!!!
New feature type is cool
lava can flame my wood now
Like the overworld can also go up to 512 when modified
New shapes find their ground
- Released the culling_shape field in the minecraft:geometry component from behind the VoxelShapes experiment. Non-unit-cube culling shapes for vanilla blocks (e.g. fences, bells, slabs) still require the experiment.
- Added occlusion voxel shapes for wall-mounted skull blocks when the Voxel Shapes experiment is enabled
- Added new shape classes to @minecraft/debug-utilities library:
- DebugCone, DebugCylinder, DebugPyramid, DebugEllipsoid
Panels crack, new ones take root
- Replaced Observable with ObservableString, ObservableNumber, ObservableUIRawMessage, and ObservableBoolean.
Worlds listen, then grow
- height_difference_filter_feature
Is this right @cloud sigil ?
I cannot figure out the last one confidently.
Can use gametest for world projects now yaaay.
Ty scripting folks! CC @formal magnet β€οΈ
Still no Β§n or Β§m π
Atm it just seems like a big waste to have dimensions default at 512 height limit
Especially when they're just void
ive never checked out simulated players but can it replicate a player's skin?
Yes it can.
Only marketplace ones.
Yeah honestly for the best. until we can customize dimension height. the default shouldn't be so big that it causes performance issues
Yeah
Ahhh thats kinda cool
Why
Has anyone even been using the extended bounds anyways? hahaha
Becuz Its already in game
Interestingly enough, not even servers can change the height even though it's sent to the client
What is the one that does underlining and striketrough then?
I mean not so much was added in this preview not gonna lie.
ask mojang
The Drop cycle is coming to a close. It's understandable.
none Β―\_(γ)_/Β―
not me
that is n & m but only for java
java doesn't have the new material ones
π Yeah I know, just sad that it still isn't there... but oh well
I can't believe structure features got improved out of nowhere
Not the end of the world
i wonder where they'll go after they get to z
Suddenly structures
Wait so, when exactly is the cycle ending ? Like will there be a specific number to determine when is the next drop ?
when its ready
herobrine
z will become reserved and used as za zb π€£
I thought it was exclusive to Players.
please no π will break every text parser ever lol. i think capitals are the only choice
This as well. This is something we needed since forever
First
don't foxes sneak?
Almost makes up for conditional being removed.
Yeah but like, how will we determine it though, like when the preview will be full of only bug fixes we will know that what they will add in the next drop ?
Hm nothing really interesting cusual player wise
i think foxses sit no?
In Java Edition, adult polar bears also sneak toward foxes to attack them
There's also this in the wiki.
Ocelot does it too... unless it's not "sneak" in the sense that they sneak up to the player if its holding fish
Well would you look at that, they do.
I think the fox "stalk_and_pounce" behavior is considered sneaking
well that's checking if any of those conditions are true, doesn't indicate fox sneaking
Doh, that does indeed say any of not all of
Debug elipsoid is very timely for my project π
nvm, that has its own thing called "is_stalking"
ig they don't actually sneak, not sure where I got that from
A lot of features usually arent timely for me, I will invest weeks only for it to have official support.
@robust rune Shelves aren't alone anymore.
The "panels break" refers to the DDUI changes
ew why
@lofty lagoon thats why.
Jigsaws need this as well
I still take it! We needed this
Poggers.
Oh, that's my name!
Cool
This is a question of a few months now.
BEST PREVIEW!!!! Nicknames finally work
Sulfur caves now have entirely unique fog
Yep, 3 messages above.
I know frπ
don't tell they gonna release this update with the outdated cinnabar and sulfur blocks set π
it was updated on snapshots right
Not sure I noticed any thing different about the fog.
yeah and it's been a few weeks since I opened the bug ticket
It is bright green in the air
and nothing happened
uh oh
Oh its just black?
I suppose you can't really see it in caves, and volumetric fog requires directional lighting
chroma key fog
With VV on single biome
With min render distance.
a little too green for my liking
what does it look like in fancy? normal?
This is fancy.
In VV there's no green.
The only place with green fog should be the SWAMP
tbf there's no light. it realistically shouldn't be glowing like that
If that's what you call realistic
I thought it was black
It's just the atmospherics colors
Is that night time?
I just turned on the render dragon experiment.
No it's noon.
why does the bottom of the world void look like that?
Because of the fog.
Oh wait that black fog actually increases with the render distance
9090th
but first in your heart
Oh, another voxel shapes again, let's me see the changelog
- Added EntityStartSneakingAfterEvent and EntityStartSneakingAfterEventSignal to beta.
i wonder what this is for...?
Awww.....
For me.
That black fog isn't normal though. It only happens when inside blocks, and becomes really glitchy at lower render distances
Finally they fixed it
Only in sulfur caves yes.
when entity starts sneaking it will be triggered
i mean yeah sure
Oh stable recipe book
but what is it really for
@ancient current @young lichen
i thought its only us players that can sneak
for listen for the entity sneaking event and do some cool stuff
We literally had this convo.
Scroll up.
it's uncertain

Try it in a single biome world. As soon as you leave a block, it becomes regular volumetric fog, still with the density from sulfur caves
That supports my point though?
iirc custom entities also can sneak if you config it right
The black fog only happens in spectator mode in blocks in sulfur caves.
ah yeah i see now
is it even useful though
i guess its better than checking isSneaking for all the entities on every tick?
you can give it a try 
We should kill you.

Stabilization? Then there's no image support in the first stable version of ddui.
I dont think they ever said there would be.
That's true, but they said that one day the ddui server will do everything that the current server-ui does.
RIP server-ui
So I missed the image support, but that's okay, it should come in the future.
the future is NOW
Render Distance: 5 chunks. Non VV.
no - the future, by definition, is what hasn't happened yet
Oh I understand it now. It's like that because global directional lighting is disabled inside blocks
Seems like you're living in the past
now set your render distance to 96
Using 3 different tags? Why not create a single tag for this resource? It would be more practical.
What does Java do?
I haven't the slightest idea.
Huh, the HTML docs still are being updated, Atmospherics is now documented alongside colour grading and tonemapping and water.
So if JE doesn't do that so shouldnt BE.
Me when no stop sneak 
Finally, it's possible to make flammable blocks that don't burn with lava, unlike some vanilla blocks.
Though I would not be opposed to BlockItemDropAfterEvent so I can make my custom mining system better.
Wait is Bedrock's sulfur caves still lichen ridden?
Omg π
For example small flowers 
Goodbye extremely high dimensions
Fixed Custom Dimension height range to match Overworld defaults
prevue
4/5 of the project-breaking bugs I've experienced in the last previews seem to be fixed in this one π
@olive spire slot.armor.body is working again for me, give it a try
the
will sneak. This is all a hint for the
.
Theres no way you asked madsie just for that.
this is stupid imo π
makes it look really polluted
Please mojang leave Observable.create too
Tbh it does make typescript code shorter
const obs = Observable.create<number>(0)
// new
const obs = new ObservableNumber(0)
Iβll riot if this isnβt something we can configure when dimensions get definitions and stuff
What are they?
1- slot.armor.body broken in wearable. I reported this one
2- my entities that used texture_meshes to look like a 3D extruded texture were all one color. I hadn't reported it yet.
3- one of my random particles turned into a solid square of one color. I hadn't reported it yet.
4- some of my custom blocks had the UV all wrong somehow. I hadn't reported it yet.
5- can't /reload all in editor test sessions anymore. I reported this one, and this is the one that's not fixed yet
I hope it comes when configuration files are released, otherwise it's going to be quite annoying.
Ahh yes, my trend with previews continues
I now have triple the number of content log errors
True. Also those pics were posted a while back too.
I hate how its set to render though.
I wish it was fixed.
the sulfur cave biome looks so much better in fancy because it has a unique water colour and green fog :<
meanwhile VV still doesn't do water colours
o i missed that oops
You don't miss a lot.
Yeah
Gotta love that there were 31 new oreui textures added, that werent even used
Sulfur caves volumetric fog is the same as pale gardens btw
I wish sulfur caves were like.. 4x bigger
They are so small they feel bad
Compare that cave biome with the lush cave.. lush cave is so good
Hey thatβs true
Why does VV doesnβt have colored water
We had this convo in #1019692489596215388 or was it #1182091012177399809 a few days ago too lol
Ah okay so that mean neither you or me have the answer of why lol
We boiled it down to there is a feature that allows for water colour but Mojang doesnt utilise it which led to the conclusion that feature is broken as hell.
Lmao thatβs exactly what VV is right now, broken lol
I believe ocelots π edit: Ah sorry you already got to it. But yes when we were making this it was originally just going to be player and then we had a whole hullabaloo when we realized there is one (1) other entity that does and it's ocelots lol
Hey, if even the Mojang devs forgot about ocelots in the first round pass that makes me better π
I am sure no one would even have noticed if ocelots didnt have sneaking events
Would a feature change really break existing features?
Format version maybe?
I didn't change any features, so I believe that's not the case.
Happy preview! π₯³
Then my guess is that features arent versioned.
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "wypnt_bab:decayed_island_8_feature_mcstructure"
},
"structure_name": "wypnt_bab:decayed_island_8",
"adjustment_radius": 0,
"facing_direction": "random",
"constraints": {
"block_intersection": {
"block_whitelist": [
"minecraft:air"
]
}
}
}
}
Yeah theyre not versioned then.
Ah yes, I think they might change that in the future; it would be very strange to let it arrive in the stable version that way.
Don't we already have like.. input button change or something for this
To detect the same thing but also detect jump
#1501611531693985963 message for ocelots.
Ah
ocelots sneak???
The more you know.
and I thought cats were just better versions
They fixed this bug.
π
Both mobs are useless
But now there's a new bug: when using the match_tool, it never drops items from explosions.
what you don't like going to sleep and waking up to a 16.13% chance of getting a free rotten flesh?
Ok I lied. Cats are useful for a string farm.
This is the third sneak detection that we got, but ok
Fun fact: Cats drop string
the input button sneak detection works very differently
π
Yes, hence string farm.
you know what else drops strings? spiders and you can get a spider spawner in 2 different structures
On the topic of it being the 3rd detection, I quite love the events being more granular. PlayerInput is too broad, you need to add a fitler. .isSneaking requires pollling every tick or so.
we need more button inputs for player input tho
I agree on that, but that also makes it ever more annoying to detect sneak π
Nahhh
Based on my tests, it probably only treats the count as 1, and that's why it never drops with an empty hand, which is why it doesn't drop due to explosions.
those macros had potential, but they require holding alt and the user needs to configure them in settings thus basically useless for addons
what's even more stupid they don't block the action of secondary button, if you configure one to Alt+E it will run whatever command and open the inventory
yeah, I'm sure they will cook something up eventually tho, having the ability to read certain keybinds would be a game changer for addons
Shucks, well who uses macros anyways
the fact that you gotta hold alt makes it unusable for me
I'd rather just type the commands
I have configured some macros to custom cummonds but i have never remembered to use them lol
guess we're too used to the old fashioned way
I have this too, let's hope they dont ship it like this lol
This breaks the loot of leaves, because they don't drop with shears, and if you break them by hand, they drop something else. This never drops with shears, so you need to use the match tool. But now, using the match tool, it never drops with an empty hand, and it also never drops from explosions or when broken by a piston.
I tried using count 0 but the game completely ignores it, I hope something gets changed.
YOO??
wait there's other entities that sneak?
oh yeah lol
Yes, the convo is in this thread lol.
Pinned message: Ocelots sneak.
Oh ocelots
Day 6 of asking Minecraft on Xbox Series S to have a stable VV performance by allowing us to play in 1080p with TAA (not TAAU)
i guess they dont all share the same center point π
all on the same y level
im also surprised they added Β§w though its a shame we still dont have underline and strikethrough. we dont even need to stick to a-z and 0-9 surely. we could have Β§- for strikethrough and Β§_ for underline or something π€·ββοΈ
circles in minecraft fr
-# ik it's a sphere don't correct me
how i felt already knowing ocelots sneak prior to 26.30.27
Whoa, is that globe one the elipsoid? It looks great, I'm gonna use that even for normal spheres
This was a fantastic Preview.
More world gen tech ist always welcome. Iβm very happy to see more structure placement refinements π₯ But Iβm still missing q.get_level_seed_based_fraction and all pack setting queries in features π₯²
tbf pack settings in the features seems weird, as features are generated both on the client and server independently
Yeah it would be kinda βinterestingβ but it would also give us a way to let players customize more aspects of our packs. Iβm always down to give players more ways to create there own experience
Why? We already have an event to detect jump and sneak inputs
That was never the case, there is an event to detect that already
for entities that can sneak
me neither
Read the pinned message.
But what entities can sneak?
it is really exciting tbh, but also concerning as worlds are usually regenerated upon world generation changes... it would be cool to have such a config option in the world creation screen
maybe in 10 years...
This has to be ragebait.
what entity sneaks 
definitely serious
pretty weird to see the start sneaking event without the stop sneaking event being there
I'd expect both of those to be in the same preview
would be quite funny if it releases without a stop sneaking variant
True a setting in the world creation screen would be the perfect fit
what does it look like if ocelots sneaks? I seriously cant imagine...
doesn't it just sit like cats/dogs
im pretty sure they're just slowed
they do a little slow down movement thing
Ohh that behavior
I get it
Like cats, they sneak and stalk their prey until they are within 4 blocks
interesting
tbf custom dimensions are already a huge step when it comes to worldgen, excited what the future brings us...
live weather reaction
wait they kill baby turtles π¨
also mojang please make features and molang faster :pray_to_gods:
WHAT animal abuse, we should cancel them
we couldn't get firefly entities, but ocelot eating baby turtles is fine π
why does baby turtles have so many enemies
tbf personal opinion, any entity below the size of your fist should be a particle...
i agree, just making fun of that reasoning
I think arguing that they shouldn't be in because of that endangerment thing is pretty dumb
imagine if fireflies were entities though and you could bottle them by clicking them, would be hell
chasing a tiny firefly on mobile
they're so cute, I wish I didnt step on them so easily
π Bro did not read the pinned message lmao.
Definitively a huge step in the right direction, Iβm also very excited for the future π₯
the A&S turtle makes me sad because I have to murder /kill it for testing reasons sometimes π’
NOOOO DONT YOU FUCKING DARE
the little wobble it has is adorable
awwww yeah, idk every mob looks so cute in a&s
tbh also love how everything has a consistent art style for once
the difference in art style between the vanilla mobs and the existing ones in the tiny takeover threw me off so hard
yeah, the A&S artists are great
I could never be that artistic π
I'll stick to my scuffed molang
bob ross: the joy of coding molang for hours
real
knew you were a masochist
it's okay guys, after only 50k characters of molang, you'll have a really cool effect 
just because i said i would watch it doesnt mean i would learn from it
its like how i watch bob ross cuz of the videos' atmosphere
wait do you actually?
used to*
aw cute, I can feel that tbh
when's the bob ross minecraft painting?
I beg to god that you got some nice custom tooling for molang, I cannot write pure molang again- my hands are sore from the worldgen shit I did in the past
Average Dev team: I is sad, I has to kill turtle.
Average QA team: LMAO I just fucking nuked that turtle. More more.
I'll let you imagine 
probably real
the horrors I've seen in bug report clips
you just need to run around a tree three times, scream I love baby turtles and teleport yourself around 30 million blocks away and the addon crashes, this is a critical bug that must be fixed asap
idk what qa does at times to find these weird bugs
tbh, if you teleport even 100k blocks away, minecraft might just crash itself
i think thats the joke 
yeah luckily we have custom dimensions now, I remember in the past when we had to tp players like 100k blocks for custom worldgen
nah, use the big end gap between the main island and the cities
im glad i was never fully interested in worldgen
and then realize bedrock's render distance can be high enough to see across the gap and start crying
Thats why I always play on Render distance 5 to simulate mobile and switch.
yes I've seen of these
would my laptop spontaneously combust if i tried that
god I love on device testing for switch bugs and performance
never again will I do that </3
just test it with an old xbox one s that's been through hell (my console testing device)
genuinely can barely run minecraft on there
ough console testing in general is such a pain
I dont even want to think about split screen and materials and shit π
lord have mercy with us poor addon developers
A&S and Realistic Biomes are suffering from molang query inconsistencies across splitscreen
genuinely so annoying that we can do nothing to work around it
rendering in general is so messed up...
personal opinion, replace molang with wasm frfr
speaking of which, can us developers even force split screen for debug purpose
who knows :>
thats a no for me π
MoScript when?
we should crucify you, and you better not create a new religion
tbh I'm not sure if Mojang would just blow up at that point, currently its fairly fast because its so simple.. maybe they'd need to switch to some proper byte code
oh add left/right shift
I'm just confused why there's two array types in molang
render controller arrays have their own type
and then there's actual arrays from the get_nearby_entities days
render controller arrays support indexing, but the "real" arrays don't
tbh render controllers are weird in general, far too many new types
π
too late on the religion.
render controller arrays cannot be q.counted, but "real" arrays can
why do we have a moaning smokey π
and then there's the for_each inconsistency
and one that gets pet too
what the hell have my eyes been forced to see
clears throat
5th ammendment.
better question, why is there more than one
why is there a third one π
and why are you people looking for it 
it's dead center of my screen, I wasn't looking for anything π
shhh its alright
I got an app to do it
sob
last
nuh, me last
?
why no client scripts?
atp we also need an event for entity jump
playerInput for jumping doesn't trigger with auto jump
Would be good enough
Not if you need to reliably detect jumping
most mobile players use auto jump btw
plus player input only works for players
tehehehehehehhe.
Screenshotting that
last +1

For a while now yes.
man ive been missing out
lol mojang got bugs by itself
You're on a preview, what do you expect π€·ββοΈ
even stable getting more bugs πββοΈ
they always add random ahh limitation for no reason
The first person hand animation is still not fixed :<
Gets randomly bugged every time
Preview Bugs, Coming Soon in Stable (x
true
hey can you apply colour to fogs when using VV ?
Yes and no. You can customize "absorption" and "scattering" in RGB for volumetric fog to color it, but it's more complicated than just adding colors, idk how it exactly works. It's also dependent on the light colors I think
This happens a lot also in Stable
ya fair, wonder what's the issue there
Has anyone even touched the ddui stuff
#1468349958221729823 A whole ass channel of people messing with it.
No the new syntax changes
π Should have said that then instead of vague posting.
What about it? Are you just curious or having issues?
Like are they 4 separate things you have to import instead of just importing observable
Why so?
True, the biggest difference I see is that .toJSON is gone, so is the .create static method which makes sense. Additionally getFilteredText only exists in the String class.
so it's just a downgrade
Probably to remove chances of undefined behavior by having better type safety
I pray they dont do this for dynamic properties.
That do that im rioting
3.0.0 
For me at least the old one was a tad annoying since for example assigning an initial value to a string value would set the type to the literal string rather than just string so I would have to manually widen it via as string in the (likely) event I would change it to another string.
For pure JavaScript the old one is better I'd say, for TypeScript or JavaScript with JSDoc I'd say the new one is better.
yeah I can se how it could be considered better under those circumstances
You gotta love typescript π


