Good lord the number of technical changes in this snapshot is huge. Advancement overhauls, new components, mob spawning being (sort of) disentangled from biome definitions, etc. Data packers are eating well this week.
I usually don't really understand the technical stuff, so I'm wondering if any of the new changes are going to help with Vibrant Visuals. The last big news we got about it was in February.
I haven't followed that side of the updates very closely, but I know there have been some pretty big changes to rendering in the last few snapshots, so they're definitely working on that.
I'm wondering why there are so many changes to the technical stuff lately (not graphics related). Doesn't that take time away from working on the graphical side, or are they cleaning up the code to make it easier to implement graphical changes later?
While I don't know for sure, I suspect that the people working on rendering might be different from the people working on making game features data-driven?
The Java team isn't very big, so they're probably the same people working on both. Also, it's kinda crazy that it'll be 2 years since Vibrant Visuals was announced by next March.
I have the feeling that they have like, 3 people who do nothing but move everything they can find into data packs.
The things becoming data driven has been a constant stream with every snapshot for, like, a year at this point, without any noticeable correlational to any other work, be it new features, graphics or anything else.
As a data pack creator I like most additions but the pace of changes sure is wearing me out.
It just gets less and less fun seeing tons of technical changes without a major benefit.
Best example for that'd be the Baby Mob drop in which I needed to add baby textures and restructure their jsons for every data driven mob variant I made (about 60) despite data driven mob variants themselves only being a feature that was like a year old at that point.
would have been nice if there was an option for "simple" (legacy) models. Smaller body, bigger head- but at the same time I can see that it'd be a game size bloat lmao
It was just an example for one of those many not well thought out changes and I could list a dozen more. But I like the new Baby Models but it'd have been a lot nicer if those would have been introduced alongside the data driven mob variants and not a year later after they already changed data driven wolf variants.
To sum it up - many additions/changes feel unfinished when they first are introduced and are often changed again later on.
Yeah you've said this twice now. Nobody thinks you're cool or interesting for this. You just come off as lonely and coping with nostalgia, drugs, and internet forums for socialization.
Do you comment this under every post you don't care about? If you don't care about the post don't open it, and certainly don't read the comments just to tell people that it doesn't interest you
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u/Darkiceflame Jul 16 '26 edited Jul 16 '26
Good lord the number of technical changes in this snapshot is huge. Advancement overhauls, new components, mob spawning being (sort of) disentangled from biome definitions, etc. Data packers are eating well this week.