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MCExplorer44

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Yes! With both versions using linear and a spacing of 37 and verification in snapshot 9/Preview 26 that camps are at the same locations, the issue is resolved. Thanks!

Correction: I mistakenly referred to the placement rule as a feature_rule above; I meant to say structure_set. Also, it is noted the spread_type on Bedrock has already been changed to “linear” in 26.50.26 Preview with the spacing raised from 34 to 37 to help avoid village collision.

On Java Edition, the placement rules are in the snapshot .jar file in the following packaged file:

\data\minecraft\worldgen\structure_set\abandoned_camp.json

On Bedrock Edition, the placement rules are in the following when installed on Windows 11:

C:\XboxGames\Minecraft Preview for Windows\Content\data\behavior_packs\vanilla_1.26.50\__brarchive\worldgen\structure_sets.brarchive

Because there is only one new family of structure in 26.50, the only feature_rule present in the recently switched-to optimized brarchive format is for the abandoned camp.

To be exact, it does seem to be using a fog effect, but the color of the Vibrant Visuals fog is black (RGB 0 0 0) instead of green. Thus, all you get is a kind of darkness effect instead of fog.

I created a development behavior pack which helps with the potent sulfur placement so that it does an initial scan to look for the opening of the pool into its surrounding cave (filter so there’s air on top and all four sides with water underneath) and then scan in a single column vertically until a sulfur or magma block is found before placing the potent sulfur. Ideally, however, the C++ sulfur pool code should be updated to generate more consistent pools with their anchor point/local origin more in the center.

I also tried to fix the completely enclosed sulfur pools by using the new minecraft:height_difference_filter_feature but it appears to only use the world heightmap for its calculations and doesn’t return a success condition in caves.

The potent sulfur blocks in the sulfur springs mcstructures need to have their states set to one of three values:

“potent_sulfur_state”: "wet" (causes noxious gases)
“potent_sulfur_state”: "dormant" (causes gases+geysers)
“potent_sulfur_state”: "erupting" (causes active geyser)

Using an NBT editor in VS Code I saw all the potent sulfur blocks have no state at all in each of their .mcstructure files. I was able to set these and create a test add-on which overrode the Preview’s versions and was able to get “wet” to work. But “dormant” never erupts and “erupting” erupts forever until the player modifies a block next to the potent sulfur. There must be additional timing values the mcstructure files need to make them work as expected.

The cache flushing issue is fixed. (Thanks!) The ConsoleMode registry access is still occurring as reported by @GoldenHelmet in both Preview and Retail; however. I am not sure if this is needed for the game engine to work or if this is some kind of debugging code. For fun, I added the missing registry value as a DWORD but adding it didn’t make a difference in it constantly reading it.

  • Video attached below. One new detail worth noting is one time this morning the texturecache file was able to grow to 55MB and then the issue appeared to stop happening. Every other time the cache file does not grow beyond 59K and contains almost nothing but 0x00 values. Render pipeline timing issue perhaps?

  • The game reacts normally, though it does slow down the more I explore in open areas.

  • The %appdata%\.minecraft folder only contains Java Edition logs and I could find no recent logfiles in there indicating they logged during the times this issue was occurring. There are no recent crash dumps to provide.

  • No add-ons nor resource packs are enabled at this time.

  • I included details system specs in the issue report section above.

  • The only background process I was using was Process Monitor to get technical data, but it doesn’t affect performance and the issue happens whether or not it is running.

  • The only overlay enabled is the Windows 11 OS-provided gaming overlay.

    [media: flushbuffer.mp4]

Additionally, vines are replacing tree trunks everywhere they generate. Forest and the three taiga biomes also exhibit mangled trees.

This issue is resolved with recent updates.

This appears to be fixed in Preview 26.0.29.

MCPE-153072 probably means allays need the can_swim property set to true in the minecraft:navigation.fly component so they can pathfind out from underwater blocks. But in this bug, they are pathfinding on the surface successfully - they just can’t detach themselves from it and move very slowly as of this release. They could touch water with no issues in the previous 26.0.26 Preview.

Still occurs in the 26.0.23 Preview. It is very noticeable when switching between riding a boat and riding a nautilus, as the nautilus turns smoothly like boats do in 1.21.124 Retail.

This would explain why the Deep Dark looks like it's lit up with the experiment enabled.

This appears to be fixed in 1.21.120-23. Thanks!

This happens because jigsaw pools include block processors which randomly change blocks. Ancient cities use them to create decay by replacing many of the deepslate and wool blocks with air and if there is a lever or candle or anything else on the block that is selected for removal it ends up floating.

While this is technically a bug, it is how jigsaw structures work in both versions of Minecraft and is more of an unfortunate side effect of the current implementation.

This issue should probably be moved to Launcher bugs by an admin as the Preview editor works and the new shortcuts just need to be documented. The launcher should be updated to use the new app resource locator string.

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