They fixed a bunch of things with saddles in this snapshot, but I still wish there was a way to remove a saddle from a pig or strider without killing it, because it's sad when you have to kill a strider if you want to use your precious saddle for something else. Like you should be able to shear it off like wolf armor
Or sneak interact even. For an item that buffs the player's movement with a mob. It should be more accessible because limiting the power of the buff with a non-craftable item is silly. It is like rationing potatoes because yams are sweeter. Or limiting saddles, because heaven forbid players rely on horse riding to travel the world rather than wandering around on foot.
The thing I dislike about new "new ui" is that the inventories are WIDE, so putting them side by side means you have to move your mouse further on average to move things between them. If they want them to be side by side, they should make the inventory taller than wide.
It's probably for mobile players. It's kinda hard to use chests without removing your hand from the side of the phone if you have small hands. i have big hands and it makes it hard for me too. this way i can use my chests faster
would it not be better if they increased the inventory to be a square and then you have a duble chest wich is also a square, in the worst case it would be equally efficient. And we are talking minescule changes here not to say your coursor gets placed in the middle of the screen anyway so it would be about the same anyway. accept if you have only 1 item in the first slot and you are trying to move it into the last slot of your hotbar, in that case it would take longer. (sry for the wall of text lol)
You could already change textures using datapack commands so for maps not that big of a deal. But for survival players using resource packs you can make fun weapon textures and actually use them
@@Nova32x even then, this was already possible with things like optifine and CIT Resewn, but that's one less mod i have to download so i'm hyped for this change
@@duckified.OptiFine is trash, and the author is a POS who steals code and pretends it's his own. Moron didn't even have the foresight to review the code and remove their comment tags.
I am a big believer that it’s a good thing when a game listens to the community and sees these performance mods, and updates the game so that it runs better and those mods are no longer needed 🙂
yeah, especially the new OreUI version of the Create World/Edit World screen. Tapping on the toggle switches and other option buttons doesn't give a good feedback feeling compared to the normal Minecraft UI that had minimal animations and less lag. OreUI feels laggy on my phone and it's like the buttons have a slight delay before displaying a change when they're tapped on (just my opinion)
personally I don't really like the side-by-side UI, it would be very good on mobile devices, where you have a finger on each side, but on a computer, you would have to drag your mouse much further than before which just seems annoying
@killikario Right now if Joel wants the Jan 2025 Ravager Rush trophy, he either has to get the high score in Ravager Rush, or he has to run the server datapack's trigger command to set the CustomModelData component of a carved pumpkin to the value Etho reserved for the trophy. Going forward, he can just grab a carved pumpkin, take it to an anvil, rename it "Frogchamp 01/2025," and the item will change textures without anything needing to be installed on the server.
Finally the ability to make bucket mobs identifiable. Hopefully this gets added to Bedrock in the form of a free pack. I would personally put the potions' icons on the bottle to make it easier to identify them, because relying on color alone can be confusing. I always thought it would be cool if we could open enchanted books and read a brief description of the enchantments. They are books, we should be able to read them.
I do some coding from time to time (not Minecraft-related though), and let me tell you: Automated testing saves SO MUCH TIME. Being able to run a single command, and have even hundreds of thousands of lines of code tested in an instant... it's so nice compared to manual testing. Automated testing doesn't just check whether you've broken anything with a coding change, though. Automated testing can help you feel more confident coding in new features - by removing the fear that you might've broken "feature X" by adding "feature Y", and replacing that fear with a test that tells you exactly how you broke it. All this to say: Seeing Mojang expose some testing features for players to use... it makes me really happy.
Not only that, they did testing *in-game!* I don't even remember any major game that have that as a feature. It's very important to be able to test things as close as native setup while allowing for testing as much possible interaction as possible. Now, if only Mojang allows for automated CI/CD testing (Github perhaps?) Mod makers will be able to easily test their code before releasing.
Ok stuff like this is so awesome. Mojang not only keep adding features and blocks for players to keep making their own Minecraft content, but they then create new blocks to make it easier for both them and the community, all while making it accessible to everyone.
The new testing blocks seem like they can be amazing for the community! Especially how you mentioned Modders can potentially use them. It’s be nice to be able to test if a structure or mechanic works with a mod consistently with this block, rather than trying to manually test it after every update to see if something broke or if something you changed actually fixed an issue you may have been having with your mod or custom structure I see a lot of potential
Yeah it’s a win for everyone including modders. The devs wouldn’t have to worry about leaving modders behind as modders can now see what broke and what’s fixed, it could also be helpful for the devs as people would be able to sent bug reports quicker which would allow the devs to add even more features without worrying about the bugs
Mod loaders already have launch configs that enable dev mode which adds the /test commands The real issue is these minor updates sometimes change too much stuff instead of just being bug fixes. Going from 1.21.4 to 1.21.5 shouldn't make mods incompatible, but it does, and it's really annoying to deal with these changes.
@@burkino7046 They can just wait for a few months until another minor update is released, that's what we've been doing prior to Drops anyways and it's unnecessary to make a mod for every minor version. They can skip 1 or 2 minor version until updating the mod and skip another 1 or 2 version again until it's the final minor update for that version. Mostly a non-issue, this is something that's inherently gonna happen with faster updates, especially if they want to take full advantage of its advantages.
@@user-tzzglsstle585e38 it's a well established standard throughout software development as a whole that just adding content is a minor version, and breaking changes is a major version. but unfortunately with minecraft, the version numbers have a lot of hype about them, so people who don't understand how version numbers are supposed to work think a major version _must_ add a lot of content and "things only the tech people care about" are a minor version, the polar opposite of what version numbers are meant for. going 1.21.4 to 1.21.5 is quite literally a promise that mods and datapacks either won't break, or will only break a little. but instead they break _completely_
@ Bringing up other people here is kinda irrelevant since it's the devs themselves that decided to take this route. Anyways, Minecraft has always been developed to have both sizeable content and big technical changes at the same time in major versions, while the minor versions that comes after are *technically* "things only the tech people care about" since they're often not at all content updates and just bug/exploit/crash fixes, this has been the case since release 1.0. The difference now is that they're actually following the standard of "minor version=content update", but since the content in these minor versions are inherently something that requires relatively major technical changes (i.e. entity variants with the addition of Pig variants)-- they also include those technical changes in this minor version, which has the benefit of streamlining their work if they happen to add another feature/content that'd use that new technical change. Not to mention; snapshots have **always** been introducing big technical changes in tandem/because of the feature they introduce when it's reserved for major versions, it's a symptom of how the game was developed in the beginning; the only difference being them essentially polishing and releasing snapshots called Drops/minor updates. Anyways, it's not like it's much different from pre-Microsoft Minecraft when it used to release multiple major versions a year with those major version having about the same level of changes the new minor versions bring. If they name these minor updates 1.xx instead of 1.21.x yet still release it with the same frequency and same kind of changes; people would be a lot less upset about it (it's not like modders already often skip minor version prior to this anyways).
This seems like yet another thing that giving the player options in the settings would make everyone happy instead of forcing UI changes on everyone. Like the new bundle UI is just worse than the previous one showing the full inventory
Mods are bout to get a whole lot more stable and I'm here for it! This feels like a "moddng API" without disrupting any of the current modding landscape that devs of loaders like neoforge and fabric have worked countless hours on.
the container screen being horizontal may be because bedrock has pocket ui mode, which is very different from normal java ui and more accessible for pocket edition players. I think they would make it vertical again for both bedrock normal ui and java because all of the players are used to it and muscle memory would be very hard to change
the different container UI is really dope, but that big clunky HUD is awful, calls so much attention to it, feels pretty bad when you can already see the items in your hands anyway, why have that be so big and bright?
funnily enough, I watched the video about testing minecraft only about two months ago, I did not expect them to be added to the base game at all, that's really cool
the resource pack stuff is really fricking sick. its so cool to see component driven textures finally into minecraft, CIT has always been cool and now it's a vanilla feature im not sure if you can change models, im not sure how it works. but if you can change models and textures based on components, thats really sick, genuienly might be the best part of 1.21.5
Eightsidedsquare already modded the tests into the game 4 months ago, they might not be perfect but it would be a cool way to see the possibe test early.
Id have to imagine those specific horizontally oriented containers are meant primarily for mobile, as they also all happen to include an 'x' to exit button which I cant imagine theyd put in Java/pc. I can kinda enjoy the direction theyre taking the UI, but I hope they enclude a dark mode personally, and a legacy option for the sake of old heads who cant embrace change. As long as they dont force people to change orientation, and let us revert/customize the textures with resource packs, Im all for it
Adding new slots honestly would be as simple as a scroll bar so we really don’t need more screen real-estate for that. Though while I like the colors for the new inventories I’d like it to stay attached… and would like to know if there would be different colors for each shulker
I hope the ui redesign allows us to control how many inventory slots a player has via attributes. It's a long shot, but it would be pretty useful for mapmakers
7:40 while I do really like those UI changes visually, I'd also LOVE if they allowed for these UIs to actually be data driven, so texture packs could change the positions of slots, tags etc. So e.g. people who prefered the UI side by side like this can have it like this, but people who want it on top of each other can just get that with a resource pack
or preferably have it the other way around. keep the UIs stacked vertically, and allow people to position them horizontally with resource packs. the feedback to this new UI has been largely negative, so i doubt they'll keep it side by side. i hope they go through with the new textures though, at least
This new drop structure seems to be a much better development pattern for them. They seem to be much more focused and purposeful, which gives me the impression of faster development time than before.
honestly a huge step towards other things that were previously modded features. we already have vanilla shaders, so maybe resource packs with dynamic lighting are possible in the near future
i personally dont like the look of the new UI initially, but it'll probably grow on me. what i do like is the seperate bits because that leaves so much room to work with for inventory as you said, or allowing us to potentially open multiple at once on screen and dragging them around/sorting them, like opening multiple windows on your computer. giving me some hope for the inventory issues the game is plagued with.
The new test blocks features do give the unit tests vibe from computer programming ("you have a piece of code that you want to test it under multiple conditions, you wrote an unit test and run it"). I hope it gets expanded into a thing so mod/datapack creators can use it to auto-test their stuff easily with a quick headless (without showing a screen) command-line output way for testing stuff easily.
Oh the inventory redesign thing would be so nice! Especially the new way they display the number, because as it is now, some numbers i can't tell apart (namely 3 and 8) depending on the item in the slot. It also just looks so bubbly!
@@daniiii888 It's a texture, it can be easily changed with a Resource Pack, also the original textures will probably be added to the Programer Art Resource Pack if this comes to Java.
I like the look of the new UIs, but I really hate putting the container window beside the inventory. Currently, I don't have to move my mouse much if I am dragging things between my inventory and the container. The average distance between any one slot of the inventory and container is small. But if the container UI is beside the inventory, the average distance between the slots of the inventory and container increase. This makes it much harder to drag items between, and will increase the amount of time people spend looking in a container vs actually playing the game. Also, while the inventory UI looks great, I wish they retain the darker gray and transparency of the hotbar. The new hotbar is too bright and solid, making it way more distracting and out of placs as compared to the current hotbar.
I like the idea of the horizontal inventory, but I feel like the new ui textures look too off from the games look and looks a bit too much like a weird texture pack
I don't like the new UI changes. The UI has a huge impact on game feel, and it doesn't feel like Minecraft. I'm not usually the person to judge changes because of my "nostalgia" or whatever, but it genuinely makes it feel like a different game (it doesn't look _bad_ though, to be clear, it just FEELS different). And its pretty obvious to me that the whole reason they're changing it is because of the mobile version (Its now horizontal, so it fits better on a phone screen). If its not an accessibility setting I'm going to be upset.
I think it'd be best if inventories could be customized with resource packs and datapacks. Let player customize their appearence and layout with resource packs and datapacks on the server configure the number of slots and what is allowed to go in each slot. That way players have the freedom to make their stuff look how they want and the server can still enforce rules
I love the potion bottle texture pack… helps a lot for visually impaired people. Plus it’s nice to identity them more easily, I can never tell them apart usually.
I like the side-by-side UI and the new textures too, but I wish container textures would appear on the right of the inventory instead of the left. Every other game I've played with side-by-side inventories puts the player's inventory on the left side and it makes a lot more sense in my opinion.
I hope they will increase the inventory size. They already acknowledged the issue of it filling with random stuff even more with each block added, and the bundle was meant to help somewhat in that regard So that means they probably aren't opposed to move further in that direction
As a texturepack maker these changes are an absolute win. The seperated verdient items and inventories are mostly in line what optifine was providing. If inventory placement becomes a texturepack controlled metric this would be huge.
It's about time we got name-driven textures in vanilla. Also, those test blocks will be great for us modders. I just hope that them showing more of their hand with development isn't an omen...
Love the new ui, except for the hotbar. I see the vision, and how they are trying to make the hotbar fit the design theme of the other UIs, but i dont like how thick the border is around the slots and i dont like how its no longer transparent, it makes it feel more obtrusive than the regular hotbar
5:17 I love how it took Mojang 4 years to add unique axolotl bucket textures when the Axolotl Buckets mod has been out since basically 1.17 was released and does the exact same thing😂
If they do add the horizontal UI to Java for some reason, I really hope that it's toggleable. I'm personally not a fan of the new hotbar either. It being transparent is really useful and the new opaque one feels more clunky.
I think the reason the books don’t change is because enchanted books can have multiple effects unlike potions (excluding turtle master, but that one has a unique name anyway). So they probably didn’t think of a good way to determine the texture for each book. Do they go with the first enchantment? Or do they make map makers create textures for every permutation of every enchantment? Or will they make it so it’s enchantment based if there is 1, then have a catch all for every combination? (Obviously Mojang didn’t add the special textures themselves, but I’m talking about it on the code side not the visual side.)
if they ever do add unqiue textures the easiest solution is to just use the current enchanted book texture for multiple enchantments (maybe with some icon slapped on it to indicate the enchantments) and when it's only 1 enchantment then give it a unique texture :3
For an inventory update, beyond the player inventory itself, I'd suggest two storage items that can store items inside it like shulker boxes, but with 8 slots, probably made with stone or iron; and 64 slots, made with a more rare material, but renewable in some way, if not an already existing one. Including the bundles and shulker boxes with those, up to the equivalent of 13,824 stacks would be made possible and should be plenty of storage space for most players to have in each slot for a while.
The testing blocks are amazing!! I really hope Mojang shares their test that would be soo epic. Altough i understand why they might keep it proprietary. Sqlite also has a propeitary test suite. Still i hope they share them! Its the right thing to do.
I still love EthosLab's idea of having all block variants be smelted back to the original block. This means slabs, stairs, chiseled blocks, etc could all be thrown in a blast furnace to get the original item back. This would mean you only really need to store the original block, and storage systems could automate the process of smelting the variations.
I feel like with the new UI making way for a possible inventory change, a backpack would be a cool feature where it gives you temporary inventory slots as long as it's in your chest armor slot.
2:06 Wow Moajng re-added the Cog back to Minecraft awesome! I remembre this block was teased way back in the 2010s but was replaced with Redstone. So good to see it back in a new form.
it would be awesome if we got access to that ultra testing world for mod devs, maybe it could even be used for testing for compatibility between functions in different mods!
Giving the public access to your work tools is like hiring millions of people to do your job for free. Some just lul about, but everyone combined will do your job much better than any single person could.
i suspect that the test blocks are being deployed first and they may be working on setting up an even wider range of tests that will then be included, possibly via a datapack system, allowing modders to setup their own test functions and maps for users to run when debugging issues 🤔
my hope is that with this new UI, you can finally have the full inventory screen open while in a chest, allowing you to put armor on directly from a chest.
Not an electrical guy but a ceramics one; The pattern of waves on the outside of the resistor is amazingly similar to the wires in an electric kiln, though I shouldn’t be surprised that there is one most effective method for spreading heat out. In other news, nichrome stays hot for a real long time, even at a low level. Ask me how I know lol.
They fixed a bunch of things with saddles in this snapshot, but I still wish there was a way to remove a saddle from a pig or strider without killing it, because it's sad when you have to kill a strider if you want to use your precious saddle for something else. Like you should be able to shear it off like wolf armor
Or sneak interact even.
For an item that buffs the player's movement with a mob. It should be more accessible because limiting the power of the buff with a non-craftable item is silly.
It is like rationing potatoes because yams are sweeter.
Or limiting saddles, because heaven forbid players rely on horse riding to travel the world rather than wandering around on foot.
i bet theres a very easy way to make that with a data pack
As much as I'd love to see Striders die, since they're over lava most often, there is a huge risk of losing the saddle.
@@timwoods2852 What did they do to you?
They should add the ability to shear it off, but also they should just make it possible to craft a saddle.
The thing I dislike about new "new ui" is that the inventories are WIDE, so putting them side by side means you have to move your mouse further on average to move things between them. If they want them to be side by side, they should make the inventory taller than wide.
It's probably for mobile players. It's kinda hard to use chests without removing your hand from the side of the phone if you have small hands. i have big hands and it makes it hard for me too. this way i can use my chests faster
Are you saying the inventory should be in portrait mode instead of landscape?
the best option is to make it configurable, here's hoping that they do that
would it not be better if they increased the inventory to be a square and then you have a duble chest wich is also a square, in the worst case it would be equally efficient. And we are talking minescule changes here not to say your coursor gets placed in the middle of the screen anyway so it would be about the same anyway. accept if you have only 1 item in the first slot and you are trying to move it into the last slot of your hotbar, in that case it would take longer. (sry for the wall of text lol)
@@bora0166they should just make it a setting atp
That Name Driven textures is gonna be a GAME changer for Maps and data packs
You could already change textures using datapack commands so for maps not that big of a deal. But for survival players using resource packs you can make fun weapon textures and actually use them
@@Nova32x even then, this was already possible with things like optifine and CIT Resewn, but that's one less mod i have to download so i'm hyped for this change
@@duckified. Its good for people like me, for whom optifine is a bad memory of the past before Fabric and Sodium/Embeddium were created.
@@duckified.OptiFine is trash, and the author is a POS who steals code and pretends it's his own. Moron didn't even have the foresight to review the code and remove their comment tags.
crazy how optifine gets more redundant with every update cycle
Opifine has stolen code anyways
Good, it deserves it after stealing like all the resource pack related stuff
Who still uses optifine instead of sodium these days anyway lol
I am a big believer that it’s a good thing when a game listens to the community and sees these performance mods, and updates the game so that it runs better and those mods are no longer needed 🙂
Good. Every optifine feature should have been added to the game years ago
new UI is an absolute eyesore
yeah, especially the new OreUI version of the Create World/Edit World screen. Tapping on the toggle switches and other option buttons doesn't give a good feedback feeling compared to the normal Minecraft UI that had minimal animations and less lag. OreUI feels laggy on my phone and it's like the buttons have a slight delay before displaying a change when they're tapped on (just my opinion)
personally I don't really like the side-by-side UI, it would be very good on mobile devices, where you have a finger on each side, but on a computer, you would have to drag your mouse much further than before which just seems annoying
Shift click is still a thing though, no?
Even on mobile I don't want it tbh
@@SPIDERSOCIETYMiguel a lot of the times you want to move the item to a specific slot. also not everyone knows the shift-click thing.
I just hope they make the new UI data driven so you can change the positions with resource packs.
@@sinom If I'm gonna have to download a resource pack every snapshot and update to have a comfortible inventory I am quitting the game.
I'm just glad we're getting so many features for datapack makers and mapmakers
Not only them but modders too! They mention how those new blocks will be helpful for mod makers too
I love that this update *removes the need* for datapacks-custom items being specified by name only is *huge*
It doesnt remove the need for datapacks at all wdym?@@OpenBagTwo
@killikario Right now if Joel wants the Jan 2025 Ravager Rush trophy, he either has to get the high score in Ravager Rush, or he has to run the server datapack's trigger command to set the CustomModelData component of a carved pumpkin to the value Etho reserved for the trophy. Going forward, he can just grab a carved pumpkin, take it to an anvil, rename it "Frogchamp 01/2025," and the item will change textures without anything needing to be installed on the server.
@@OpenBagTwo Very good point, wasn't thinking of how it'd replace that.
Finally the ability to make bucket mobs identifiable. Hopefully this gets added to Bedrock in the form of a free pack. I would personally put the potions' icons on the bottle to make it easier to identify them, because relying on color alone can be confusing.
I always thought it would be cool if we could open enchanted books and read a brief description of the enchantments. They are books, we should be able to read them.
I love that. No one reads the responses before commenting, because now there's 3
Potions getting custom textures was actually already confirmed like. 2 years ago now? So wouldn't be surprised if they finally come this update.
@CheeseMiser same amount it just possible to make it easier to identify at a glance.
@@CheeseMiser They're already non-stackable, it literally changes nothing. :/
Can't wait to see Vanillatweaks do stuff that changes potion and item textures once the drop releases
Oh absolutely, there's gonna be some cool stuff
the "fun" category is gonna be a lot bigger, that's for sure
Yeah, now xali's potion and enchantment book resource packs will be vanilla!
Yeah. Spawn eggs, enchanted books and paintings too.
Oh my god that potion resource pack is sick!! I love how the different strengths of potions are visually indicated
i've seen a bunch of packs that distinguish potions from each other, but none of them have looked as clean and unique as this!! i love it so much
i neeeed it
Same. Since Mojang are so lazy to add variants to them!
I do some coding from time to time (not Minecraft-related though), and let me tell you: Automated testing saves SO MUCH TIME. Being able to run a single command, and have even hundreds of thousands of lines of code tested in an instant... it's so nice compared to manual testing.
Automated testing doesn't just check whether you've broken anything with a coding change, though. Automated testing can help you feel more confident coding in new features - by removing the fear that you might've broken "feature X" by adding "feature Y", and replacing that fear with a test that tells you exactly how you broke it.
All this to say: Seeing Mojang expose some testing features for players to use... it makes me really happy.
Not only that, they did testing *in-game!* I don't even remember any major game that have that as a feature. It's very important to be able to test things as close as native setup while allowing for testing as much possible interaction as possible.
Now, if only Mojang allows for automated CI/CD testing (Github perhaps?) Mod makers will be able to easily test their code before releasing.
Its insane to me that they are implementing whats basically unit testing with command blocks and redstone
8:03 years of muscle memory... gone in an instant
And the two grids don’t align. Awful.
Ik I hate it!!! I really hope they don’t change it
fr i hope they dont do that
Ok stuff like this is so awesome. Mojang not only keep adding features and blocks for players to keep making their own Minecraft content, but they then create new blocks to make it easier for both them and the community, all while making it accessible to everyone.
The new testing blocks seem like they can be amazing for the community! Especially how you mentioned Modders can potentially use them. It’s be nice to be able to test if a structure or mechanic works with a mod consistently with this block, rather than trying to manually test it after every update to see if something broke or if something you changed actually fixed an issue you may have been having with your mod or custom structure
I see a lot of potential
Yeah it’s a win for everyone including modders. The devs wouldn’t have to worry about leaving modders behind as modders can now see what broke and what’s fixed, it could also be helpful for the devs as people would be able to sent bug reports quicker which would allow the devs to add even more features without worrying about the bugs
Mod loaders already have launch configs that enable dev mode which adds the /test commands
The real issue is these minor updates sometimes change too much stuff instead of just being bug fixes. Going from 1.21.4 to 1.21.5 shouldn't make mods incompatible, but it does, and it's really annoying to deal with these changes.
@@burkino7046 They can just wait for a few months until another minor update is released, that's what we've been doing prior to Drops anyways and it's unnecessary to make a mod for every minor version.
They can skip 1 or 2 minor version until updating the mod and skip another 1 or 2 version again until it's the final minor update for that version.
Mostly a non-issue, this is something that's inherently gonna happen with faster updates, especially if they want to take full advantage of its advantages.
@@user-tzzglsstle585e38 it's a well established standard throughout software development as a whole that just adding content is a minor version, and breaking changes is a major version. but unfortunately with minecraft, the version numbers have a lot of hype about them, so people who don't understand how version numbers are supposed to work think a major version _must_ add a lot of content and "things only the tech people care about" are a minor version, the polar opposite of what version numbers are meant for. going 1.21.4 to 1.21.5 is quite literally a promise that mods and datapacks either won't break, or will only break a little. but instead they break _completely_
@ Bringing up other people here is kinda irrelevant since it's the devs themselves that decided to take this route.
Anyways, Minecraft has always been developed to have both sizeable content and big technical changes at the same time in major versions, while the minor versions that comes after are *technically* "things only the tech people care about" since they're often not at all content updates and just bug/exploit/crash fixes, this has been the case since release 1.0.
The difference now is that they're actually following the standard of "minor version=content update", but since the content in these minor versions are inherently something that requires relatively major technical changes (i.e. entity variants with the addition of Pig variants)-- they also include those technical changes in this minor version, which has the benefit of streamlining their work if they happen to add another feature/content that'd use that new technical change.
Not to mention; snapshots have **always** been introducing big technical changes in tandem/because of the feature they introduce when it's reserved for major versions, it's a symptom of how the game was developed in the beginning; the only difference being them essentially polishing and releasing snapshots called Drops/minor updates.
Anyways, it's not like it's much different from pre-Microsoft Minecraft when it used to release multiple major versions a year with those major version having about the same level of changes the new minor versions bring.
If they name these minor updates 1.xx instead of 1.21.x yet still release it with the same frequency and same kind of changes; people would be a lot less upset about it (it's not like modders already often skip minor version prior to this anyways).
Really hoping the UI changes dont come to java, the hotbar especially looks horrendous to me
Yeah I don't like how much bulkier it feels.
I personally really like the different coloured UI for each container
The new hotbar looks terrible 😢
This seems like yet another thing that giving the player options in the settings would make everyone happy instead of forcing UI changes on everyone. Like the new bundle UI is just worse than the previous one showing the full inventory
This UI leak was apparantly only an older version that they've since scrapped/revised internally as said by a dev on twitter
Mods are bout to get a whole lot more stable and I'm here for it!
This feels like a "moddng API" without disrupting any of the current modding landscape that devs of loaders like neoforge and fabric have worked countless hours on.
the mojang test collection should be an option on world creation similar to experimental features
the container screen being horizontal may be because bedrock has pocket ui mode, which is very different from normal java ui and more accessible for pocket edition players. I think they would make it vertical again for both bedrock normal ui and java because all of the players are used to it and muscle memory would be very hard to change
Can't wait for the update that adds data-driven test-driven development.
the different container UI is really dope, but that big clunky HUD is awful, calls so much attention to it, feels pretty bad when you can already see the items in your hands anyway, why have that be so big and bright?
funnily enough, I watched the video about testing minecraft only about two months ago, I did not expect them to be added to the base game at all, that's really cool
the resource pack stuff is really fricking sick. its so cool to see component driven textures finally into minecraft, CIT has always been cool and now it's a vanilla feature im not sure if you can change models, im not sure how it works. but if you can change models and textures based on components, thats really sick, genuienly might be the best part of 1.21.5
0:45 GLaDOS would be so proud
Hello fellow portal player
@LeoJames180 Hello fellow portal player
Hello fellow Portal player
Hello, fellow Portal Player.
Eightsidedsquare already modded the tests into the game 4 months ago, they might not be perfect but it would be a cool way to see the possibe test early.
This is a bit different because it lets you create your own tests rather than in game rather than with code
Unit testing in Minecraft. Never thought I'd see the day.
Gotta love the changes for resourcepacks, i like that soon we won't have to rely on mods/data packs for that sort of thing.
The Hotbar is classic. Don’t change it Mojang, please I’m begging you.
Id have to imagine those specific horizontally oriented containers are meant primarily for mobile, as they also all happen to include an 'x' to exit button which I cant imagine theyd put in Java/pc. I can kinda enjoy the direction theyre taking the UI, but I hope they enclude a dark mode personally, and a legacy option for the sake of old heads who cant embrace change. As long as they dont force people to change orientation, and let us revert/customize the textures with resource packs, Im all for it
Adding new slots honestly would be as simple as a scroll bar so we really don’t need more screen real-estate for that. Though while I like the colors for the new inventories I’d like it to stay attached… and would like to know if there would be different colors for each shulker
2:57 I like that bit, like he's telling the Iron Golem about it.
I like the transparency of Mojang. Very nice to see how many tests they make before they add it to a snapshot.
They literally build a testing framework into the game and then made it public for modders to use. That's amazing!
Name driven items is epic !
Ooooo! And the potions!
Shame it's only resource pack and not in vanilla because they look amazing.
@@TheMuddler resource packs are vanilla though, it's a single download
I hope the ui redesign allows us to control how many inventory slots a player has via attributes. It's a long shot, but it would be pretty useful for mapmakers
Thank you Xisuma. Your covering has helped me create the map of my dreams!
7:40 while I do really like those UI changes visually, I'd also LOVE if they allowed for these UIs to actually be data driven, so texture packs could change the positions of slots, tags etc.
So e.g. people who prefered the UI side by side like this can have it like this, but people who want it on top of each other can just get that with a resource pack
or preferably have it the other way around. keep the UIs stacked vertically, and allow people to position them horizontally with resource packs.
the feedback to this new UI has been largely negative, so i doubt they'll keep it side by side. i hope they go through with the new textures though, at least
This new drop structure seems to be a much better development pattern for them. They seem to be much more focused and purposeful, which gives me the impression of faster development time than before.
Component driven textures seems amazing!
CIT in vanilla minecraft is wild.
honestly a huge step towards other things that were previously modded features. we already have vanilla shaders, so maybe resource packs with dynamic lighting are possible in the near future
i personally dont like the look of the new UI initially, but it'll probably grow on me. what i do like is the seperate bits because that leaves so much room to work with for inventory as you said, or allowing us to potentially open multiple at once on screen and dragging them around/sorting them, like opening multiple windows on your computer. giving me some hope for the inventory issues the game is plagued with.
5:57 That's it. 2 weeks of Skyblock for you!
The new test blocks features do give the unit tests vibe from computer programming ("you have a piece of code that you want to test it under multiple conditions, you wrote an unit test and run it"). I hope it gets expanded into a thing so mod/datapack creators can use it to auto-test their stuff easily with a quick headless (without showing a screen) command-line output way for testing stuff easily.
7:56 The speedy pig in the background💀
I really hope these new ui changes never happen.
Oh the inventory redesign thing would be so nice! Especially the new way they display the number, because as it is now, some numbers i can't tell apart (namely 3 and 8) depending on the item in the slot. It also just looks so bubbly!
I would love if they added it as a toggle, so that people who like it can keep it and people who prefer the OG can keep it as it is now
@@daniiii888 It's a texture, it can be easily changed with a Resource Pack, also the original textures will probably be added to the Programer Art Resource Pack if this comes to Java.
really hope they walk back the movement nerfs
I like the look of the new UIs, but I really hate putting the container window beside the inventory.
Currently, I don't have to move my mouse much if I am dragging things between my inventory and the container. The average distance between any one slot of the inventory and container is small.
But if the container UI is beside the inventory, the average distance between the slots of the inventory and container increase. This makes it much harder to drag items between, and will increase the amount of time people spend looking in a container vs actually playing the game.
Also, while the inventory UI looks great, I wish they retain the darker gray and transparency of the hotbar. The new hotbar is too bright and solid, making it way more distracting and out of placs as compared to the current hotbar.
The inventory UI rehash could also allow for something else: scrolling! 🎉
I forgot who but a moder actually fix the code for the testing and was able to access it
Its was eightsidedsquare
I think that's EightSidedSquare, he also covered other in-game tools that mojang devs have acces to
Hoping we'll get more nature changes next week
datapack creators have been eating WELL these past few updates. the component driven textures are so useful for a datapack i'm currently making too.
The new ui concept looks ugly, idk how its getting such a positive reaction
I like the idea of the horizontal inventory, but I feel like the new ui textures look too off from the games look and looks a bit too much like a weird texture pack
I don't like the new UI changes. The UI has a huge impact on game feel, and it doesn't feel like Minecraft. I'm not usually the person to judge changes because of my "nostalgia" or whatever, but it genuinely makes it feel like a different game (it doesn't look _bad_ though, to be clear, it just FEELS different).
And its pretty obvious to me that the whole reason they're changing it is because of the mobile version (Its now horizontal, so it fits better on a phone screen). If its not an accessibility setting I'm going to be upset.
If they add it to java they should make it a toggleable option
I think it'd be best if inventories could be customized with resource packs and datapacks. Let player customize their appearence and layout with resource packs and datapacks on the server configure the number of slots and what is allowed to go in each slot. That way players have the freedom to make their stuff look how they want and the server can still enforce rules
I love the potion bottle texture pack… helps a lot for visually impaired people. Plus it’s nice to identity them more easily, I can never tell them apart usually.
From the looks they wrote a lot of functions to do their test. It would be really cool to see those.
I like the side-by-side UI and the new textures too, but I wish container textures would appear on the right of the inventory instead of the left. Every other game I've played with side-by-side inventories puts the player's inventory on the left side and it makes a lot more sense in my opinion.
I hope they will increase the inventory size. They already acknowledged the issue of it filling with random stuff even more with each block added, and the bundle was meant to help somewhat in that regard
So that means they probably aren't opposed to move further in that direction
Increasing the base inventory size is a horrible idea, for the same reason more lanes on a road doesn't reduce traffic.
As a texturepack maker these changes are an absolute win. The seperated verdient items and inventories are mostly in line what optifine was providing. If inventory placement becomes a texturepack controlled metric this would be huge.
Thanks again for another great informative Minecraft video. I also enjoyed your stream the other day ❤
With the UI, I like the unique look of the storage based on the storage itself.
But the hotbar/taskbar and it being side by side is just a no go.
It's about time we got name-driven textures in vanilla. Also, those test blocks will be great for us modders. I just hope that them showing more of their hand with development isn't an omen...
I’m so glad the leaf litter can be composted now - it’s annoying having it clog up the inventory, so at least now there’s a reason to keep it
Nice, this will help so much with unit tests!
Love the new ui, except for the hotbar. I see the vision, and how they are trying to make the hotbar fit the design theme of the other UIs, but i dont like how thick the border is around the slots and i dont like how its no longer transparent, it makes it feel more obtrusive than the regular hotbar
5:17 I love how it took Mojang 4 years to add unique axolotl bucket textures when the Axolotl Buckets mod has been out since basically 1.17 was released and does the exact same thing😂
considering that theyre adding some of variety features it really isnt a priority
Yeah this was never a super necessary or requested feature anyways. Really cool that these can be 100% vanilla now though.
@@CoolAid48 Of course it’s necessary! How else will I be able to tell the color of my axolotl?!
I need these for their textures alone! Great addition!
This is so exciting! thanks for the video!
im actually really excited for the test components, hopefully this can make mod compatibility even better
Axolotl buckets are cool, but I can't wait for someone to make textures for all tropical fish!
2700 textures, whoever does it good luck
That’s my subscribe button
Rest in peace the 1.86 million innocent little piggies
I love that they have "In Minecraft" unit tests. 🤣Amazing!
As you say having all the tests in-game would definitely help with creating mods that don't break vanilla gameplay
Love the new texture changes, would absolutely love to see unique potion (and enchantments when its working) implemented into Vanilla Tweaks!
Crazy
YEAAH I LOVE MY NEW XISUMA VIDS I'm sooooo exited
If they do add the horizontal UI to Java for some reason, I really hope that it's toggleable. I'm personally not a fan of the new hotbar either. It being transparent is really useful and the new opaque one feels more clunky.
I think the reason the books don’t change is because enchanted books can have multiple effects unlike potions (excluding turtle master, but that one has a unique name anyway). So they probably didn’t think of a good way to determine the texture for each book. Do they go with the first enchantment? Or do they make map makers create textures for every permutation of every enchantment? Or will they make it so it’s enchantment based if there is 1, then have a catch all for every combination? (Obviously Mojang didn’t add the special textures themselves, but I’m talking about it on the code side not the visual side.)
if they ever do add unqiue textures the easiest solution is to just use the current enchanted book texture for multiple enchantments (maybe with some icon slapped on it to indicate the enchantments) and when it's only 1 enchantment then give it a unique texture :3
For an inventory update, beyond the player inventory itself, I'd suggest two storage items that can store items inside it like shulker boxes, but with 8 slots, probably made with stone or iron; and 64 slots, made with a more rare material, but renewable in some way, if not an already existing one. Including the bundles and shulker boxes with those, up to the equivalent of 13,824 stacks would be made possible and should be plenty of storage space for most players to have in each slot for a while.
Wow! This is a lot of really cool stuff!
The testing blocks are amazing!! I really hope Mojang shares their test that would be soo epic. Altough i understand why they might keep it proprietary. Sqlite also has a propeitary test suite. Still i hope they share them! Its the right thing to do.
The new Component Driven Texture is amazing I'm so excited !!
YES YES YES FINALLY COMPONENT DRIVEN TEXTURESSS I LOVE LIFE :D
Was complaining about exactly that just yesterday and now it's in the game :D
I still love EthosLab's idea of having all block variants be smelted back to the original block. This means slabs, stairs, chiseled blocks, etc could all be thrown in a blast furnace to get the original item back. This would mean you only really need to store the original block, and storage systems could automate the process of smelting the variations.
Thank you!❤
Having the potion textures and enchanted book textures would be a great addition to vanilla tweaks
I feel like with the new UI making way for a possible inventory change, a backpack would be a cool feature where it gives you temporary inventory slots as long as it's in your chest armor slot.
That's just a worse shulker box
We've been using the Game Test system as modders for quite a while. This might just help make it a little easier for us modders to test that stuff
2:06 Wow Moajng re-added the Cog back to Minecraft awesome! I remembre this block was teased way back in the 2010s but was replaced with Redstone. So good to see it back in a new form.
it would be awesome if we got access to that ultra testing world for mod devs, maybe it could even be used for testing for compatibility between functions in different mods!
3:58 For the king, for the land, for the mountains
Over green valleys where dragons fly
The red/green colored beacons is genius for testing
I LOVE the snapshot vids X
Never stop ❤❤❤
Giving the public access to your work tools is like hiring millions of people to do your job for free. Some just lul about, but everyone combined will do your job much better than any single person could.
i suspect that the test blocks are being deployed first and they may be working on setting up an even wider range of tests that will then be included, possibly via a datapack system, allowing modders to setup their own test functions and maps for users to run when debugging issues 🤔
my hope is that with this new UI, you can finally have the full inventory screen open while in a chest, allowing you to put armor on directly from a chest.
4:00 items can have semi transparent pixels? is this new?
or is this the fade feature of animated textures like the prismarine has?
Not an electrical guy but a ceramics one; The pattern of waves on the outside of the resistor is amazingly similar to the wires in an electric kiln, though I shouldn’t be surprised that there is one most effective method for spreading heat out.
In other news, nichrome stays hot for a real long time, even at a low level. Ask me how I know lol.
Glad they're doing technical updates as well. Every new thing means the potential for something to break.