#π Preview 26.30.28
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cough
My database for this
Just with 19 different liquid types π
I could probably make it a hell of a lot better though lol
2k π
So I might be able to make use of DPs later on when I clean it up lol
Would be nice to do so tbh
Yeah, it being only 1kb limit is quite sad.
Although, idk how I'd be able to visually change my blocks textures with so many DPs
The only way to change the visual is by permutation that I can think of
Sync the dp to permutations ig?
Wdym?
*states but yeah no that would suck
That's what I'm thinking of, but that'd be too many permutations as I would need to do 16 true or falses for each layer, which that alone is already 2^16 permutations which is the limit
That's why I'm using the database here with an entity for the layers
If they ever add support for actor storage, summon an entity, store the DP, read the entity
Presuming its possible
actor storage?
Back to using block cords + dimension as the way to store block data ig
This text is so bait to me π
Wasn't this asked in one of the QNAs?
Or maybe not at all
Makes sense to me
Soonβ’
Yes? I want to say yes.
π I think it's just skill issue.
If it said an associated entity then you would be right to be baited.
Also, I like that they said DPs currently doesn't have the ability to do it, which makes it seem like they will do it eventually
It (currently) does not carry over its data to the item resulting from mining or picking the block entity
It'd be nice if that were possible
Not sure how that would work tbh.
Will it be converted into an item entity? But then those can exceed the 1kb limit.
Does it matter that the items can store more than 1kb? It'd have sufficient space to store the block's data and I feel like that's the important bit
Apparently the block-entity has the id "DataDriven"
You're not understanding. Could I then store things into the item and convert it to block data. It's evident the other way is in the works but what about this way?
Yeah Quaz posted that earlier.
Oh, I didn't see his message.
I'd wager we just can't change the data stored for the block
Or would it be BlockStorageItemComponent that access the block data.
That's what I figured it'd be like
SO a readonly property whilst in item form.
I mean I guess they could probably enforce a 1kb limit and make it writable too
Can you just spawn an item then relay the block properties onto that item when you destroy the block
We would need an beforeOnBreak
Global event
BeforeOnPlayerBreak?
Explosions.
There's a before explosion global event
Make the block outta tungsten
Does the wither charge count as explosiom?
Have not tested that one
We would still be missing on piston break for example, placement filter, etc. onBreak just wouldn't be able to get the block since its air.
Uh
Just dont make it break when piston pushes it
Moving the goalpost award goes to:
Look i proposed that as a workaround
To which you will be punished by being forced to interact on Twitter.
If you're desperate enough you can make it work
Essentially Cici.
Noooooooo
Alot of marketplace work be like:
Shout out that one MP addon that abused item display transform for a GUI lmao.
well it's only for custom blocks so not that insane
And then subsequently got Mojang to put a limit on those
I aspire to do that one day.
Make something so absurd that I was the reason a rule was put into place.
What did it do π
Custom furnaces addon by vatonage iirc
And why did they feel the need to put a limit
Because it wasn't intended to be used that way probably
What were they abusing them for?
I believe they just had it take up enough space to mimic a custom ui
They scaled it way past the slot size I think
Yeah, it was fucking insane.\
That is fucking incredible
Had a feeling it was that
Im even more intrigued like were they just displaying static information or was it dynamic by some unholy mechanisms
Guess you'll have to download it to figure it out or look up a video
I'd likely need an old version
Are the properties saved there?
Yes.
Ah, then I guess I did something wrong because nothing showed up for me.
I wonder if it's worth it to invent some serialization scheme that's more compact than JSON.stringify for storing my arbitrary blobs
That's strange, the potent sulfur has a block-entity but seems completely useless, it doesn't seem to have any fields and it's controlled by ticks, or rather, I don't understand why Mojang created a block entity in Bedrock, so why did they create one in Java too? That's strange.
I mean it literally does, in vanilla block actors are also used to render stuff..
It uses the entity renderer not behaviour though. It doesnt summon a literal entity.
a barrel is a simple block but has no unique rendering properties
Ofc not every block does, but a good chunk of blocks do- think bells too
Bells, beds, chests
Banners.
Furnace. Smoker, blast furnace, barrels, item frames(?), shelves, dont use a special renderer in the same sense as the other two.
Wait let me check item frames
Is there any use for this?
In my tests, no fields were created; only the ID, position, and the new block-entity version field exist.
item frames do use special renderers
The movable field has apparently been removed as well.
In the same sensw aa the other two which has animations.
no no it has a dedicated item renderer
They probably removed it because it was useless, since all block-entities can be moved by piston if the block can too.
damn block actors seem to use pretty much 1:1 the regular entity renderer lol
but yeah ofc it doesnt have the normal entity behaviour
Is there a chance that color grading, atmospheric changes, and overall scripting rendering capabilities will be coming to fancy graphics? Or will this only be Vibrant Visuals exclusive only?
The file storage location option has apparently been removed in the new ORE UI screen, making it impossible to save worlds to an external location on Android.
Is this intentional? Or is it a problem that can be changed?
It will remain as an external, only affecting newly installed Minecraft because by default it comes as application.
Ohh i see
Can you access the option.txt on phone, I don't think so
?
I didn't like that, I hope they change it, it's awful not having the files on an external drive.
Yaaa
It depends on where it's normally located.
Look, I think it's a good idea to put it in the feedback.
am I being silly? I cannot find api docs for these new things
Can't find on stirante's docs or in the npm types
https://stirante.com/script/server/2.9.0-beta.1.26.30-preview.28/index.html
Documentation for @minecraft/server
I agreee
I would assume it's in https://stirante.com/script/server-graphic
Oh!!
I had no idea that was a thing
new as of this preview?
Woah this is awesome
Thanks for that :)
I hate block entities π
they're awesome
late for the party damn
forgot there was a preview AND a snapshot releasing this week
Is there even any information about v3?
Ms docs.
This module? No.
How le curious
Its been a thing for a while now. It just had biome atmoshperhics is all.
Yees I noticed when I checked the typings it's been around for a bit
Righttt
Anyways it's incredibly cool
Contrast + shaderglass = lethal company
dont give them anymore ideas or you'll be working on it for the next 3 years
It's too late, they've seen it
A good leader delegates, I will delegate to raisin
ohhh raisin its time for worldgen once more β¨
Could you send me the source?
An article page or anything like that
Yeah weβd like to know since color grading since it would be useful for TONS of stuff but if itβs only ever gonna be for VV and not all graphics settings itβs not as useful
Yeah that is a substantial amount of ass
?
im still tryna figure out how to use this
What can you do with it once you do this?
Like can you add storage to it?
and still use multiblock with it
I think really the only thing you can with them as of right now is store data in the block, similar to world/item dynamic properties
Yes, right now only block dynamic properties
Excited to see them be stored in block items in the future
Define storage. You can store dynamic properties and yes you can still use multi block.
I wonder how block entity renderers could work...
Client Blocks.
π
"minecraft:block_entity":{
"dynamic_properties": true,
"renderer": "namespace:id"
}
Actually based, I agree
But how could the client block/block entity renderer look
As vanilla also renders items for example
Or entire maps
Or animations
Wdym maps?
Like the JSON?
What about it?
You can put them in item frames
Literally cipy/pasye current entity client, rename to block renderer(wait thats what attachables do lol)
Ok add a field to render map?
Like...?
Over complicating Lucy.
Everything the entity client does suffices and meets requirements 99% for block renderers.
What if you want a custom map like item?
lets turn maps into embedded renderers so we have more interesting memory leaks to diagnose
Photos for example have a similiar behaviour
But can it run Doom?
ur going to the block mines when ur back now
Thats not block renderer thats an item thing tbh.
When have I ever escaped?
i wanna be able to play minecraft in minecraft
need those redstone machines condensed into a renderer placed in item frame
Run our prototype in the prototype 
Client scripting would solve all my problems, and create a thousand new ones π
Ew.
In this Discord we stan server side logic.
Wait until they pull out chakra again and slap it onto the client
π ?
Oh youngling, you missed the old times... nah ms had some fun with writing their own js engine a long time ago
Wasnt too great, its dead now
Damn
https://github.com/chakra-core/chakracore
Its even open source
they scammed me out of 200 whole gigabytes
Can we now add animations to blocks just like we do to entities?
it appears to me like it's just rotating
okay thanks
like chests
so it brings up an inventory ui
(i donβt need any animation)
that's not part of what minecraft:block_entity can do as of now
can you?
can you combine two inventoryβs to make a double chest too?
if you can't replicate a single chest how could it ever be possible to replicate a double chest?
oh fair enough
what does dynamic properties mean
We?
custom properties that you can add and modify whenever you want
is it like signs
no text rendering for blocks yet
just arbitrary data storage
whats s the use case fot this
well technically you can use the text primitive thing
or whatever it's called
Storing dynamic properties.
*you
in practice
any custom logic that relies on storing arbitrary data. like how you would with items and entities. both of which also use dynamic properties
you can save data inside of the block (I'm assuming you're talking about block dynamic properties) and access it
so for example, I could make a counter block that goes up every time I hit it
Whatever you need to store. Just like storing data on entities and items.
could we do like a custom renderer based on this
Not yet
We only have dynamic properties right now
why dont you just track when a block is placed/destroyed and use JavaScript's objects/arrays
with block position as the key
i dont get it
You say that like it's a good solution
well its temporary
And dynamic properties are the solution
but it could be saved with a dynamic property for world
Gross.
and then you lose all the data upon restarting
that's not how dynamic properties work, but the suggestion still has syncing issues
it doesnt have any difference i thought we could do some rendering or query typeof thing with this
dynamic properties don't get reset when restarting
oh mb
This is just the beginning
Does the concept of it being a stepping stone and laying the foundation escape you?
I swear people always assume the first iteration is the final.
what block actor capability are you most excited for? client rendering?
GuI and Actor storage.
Store them bees.
it's a shame we can only add dynamic properties to custom blocks that intentionally support it
sru im not rlly active in this community anymore i thought this preview was a continuation on that
I mean I can see why they didn't add support for every block
but I can also see how it could be awesome if they did
what does this even mean
it means only custom blocks can have dynamic properties
not vanilla blocks
and not even all of them
only the ones with the minecraft:block_entity component
and it's also a shame that we can only store up to 1kb of dataπ
i legit am so frustated that they add a random limit that do barely anything
nametag now limited to 256 from 32k wowzzer insane optimizationππβ
also im pretty sure dynamic property for world is also stupidly limited to 1kb before it was changed
so stupid
right now it's 32k tho so it's fine
To be fair I get their concerns, they don't want an addon to potentially cause performance issues
but sometimes they add some limitations that feel like just limitations
nah
it doesnt even make a difference
juat random arbitary limit
u think going from using int16 to int8 will do anything
also
if lets say an addon is bad and unoptimized
people wont play it either way
Tbf, 1Kb does make sense since they say its more heavy on the ram side.
true but for marketplace add-ons for example, you don't have a way to pre test it before purchasing it
Plus a single chunk of those is however many blocks.
who's gonna have a whole chunk of block entities π
unless ur REALLY TRYING
i dont see the point other than killing possibilities
i could also make an addon that is horribly unoptimized if i wanted
Wouldnt it be better to have the limit small first then expandM
Its shittier to have unlimited then restricted.
like they would do itπ
true, I just hope they actually will expand it
sorry but im speaking from when i was still active in this community bto everythinf is so randomly limited it pisses me off
do you know the .target property
im pretty sure the engine is 100% CAPABLE of doing that
Sure, ignore lore limit increase.
still waiting for them to add customizable height limits for dimensions after they changed the 512 to -512 to be overworld-like
this also js so annoying
but they increased the limit
The limit is still restricting for you?
idk about the recent increase though
So why complain.
Yes, we would encourage people to use n-way rotation when it's only a visual need, geometry and material-instances components are somewhat heavy, so you gain in RAM usage and a tiiiny bit in perf. Plus the json is lighter.
If you need to rotate your collision boxes though, that's when you'd need to involve them in permutations because of the conflict with the transformation component.
don't look at how the sausage is made π . because blocks are much more frequent than entities and items, we had to optimize storage, so it is not meant to be human readable. But on the upside, you can store more properties within the 1KB limit because of it.
π would love 360 state limit to have precise control of the rotation.
π€ Water wheel
I wonder if this was caused by blocks seeming to have the opposite rotation direction to everything else
oops linked to the wrong image #1503786081882083541 message
Could it be due to the fact BE uses 5 different coordinate system?
ideally the 16 way rotation has the same clock direction as cardinal, we'll consolidate before it makes it out of beta.
it follows the same rule. It wasn't described in the changelog but it made it to the scripting documentation.
I think we need a 6th
Oh so 1KB per block per addon?
Time to abuse scriptevent to send interop.
Must have been the wind.
per block, be mindful of that if you plan to do cross addon usage of a single block.
GAH
HA
Still weird that we'd need to access a component. But Im grateful it isnt getComponent(BlockEntity).dynamicProperties.get()
Yeah. Is there a reason it's a component and not something you can directly access. even with item stacks if the item doesn't support dynamic properties, it just throws an error iirc
If I had to guess though, having it access a component forces users to learn more about block entity and that it requires the component on said block and doesnt work on all.
That would have been a step backward in the component architecture we want for blocks. We're actively trying our best to not bloat the block API with more methods.
I see
Interesting. I presume same goes for other ApIs.
I can only speak for blocks.
Fun banter at 6PM yesterday. Thanks all for the feedback on n-way rotation and block-entities!
I will say n way rotation is a weird name for me at first but I get it now. Curious if there were any other name candidates.
evenly_distributed_per_axis_block_state_driven_360_degree_rotation
I retract my statement.
Mods give him the mojangster role
contractor* (like mr Rope)
Array form broke, too

Yeah...
I'll get it down somehow
Might need a big rewrite but ehh
Hardcoded full-block geometries work with rotation in the minecraft:transformation component. Would y'all consider geometry-only rotation if the bound states have either 2 or 4 values (half- and quarter-rotations)?
What's the point of minecraft:block_entity without dynamic_properties?
Nothing yet.
Its laying the foundations for future block entity stuff.
They aren't for me
π
Have you reported the breaking of the object format as a bug yet, or has someone else? I'm poor at maintaining Mojira bug reports properly. I'm a GitHub issue kind of guy.
arrays aren't supposed to be supported for versions in format v3 afaik
I have not.
Since when is this a thing?
For a while.
I never saw it until today.
since 1.17 or 1.18 I think
Oh also I just realized my settings got reset somehow.
Maybe thats why it appeared.
definitely nvidia app's fault
it likes to randomly change your graphic settings for several games
It's not
It's Minecraft in general
It's been a bug for a bit
I don't think it would reset my controls.
On Stable too
okay yeah then it's not
yikes
My video settings were reset to Minecraft's default rather than NVIDIA's default
Also, is this not client side?
Added PlayerLighting API for per-player lighting graphics overrides to beta
Added PlayerAtmospherics API for per-player atmospherics graphics overrides to beta
It should be.
Unfortunately there exists the ungodly module that is @minecraft/server-graphics.
guess I'll backup my options.txt, thanks for letting me know
Hmm, I guess graphics could also be server side if it's sending the request to the client instead of the client making the request
I'm not too familiar with it, so it's only a guess of how it could work
n_way_visual_rotation Is it experimental?
yes it is