User talk:Chixvv

Bastion Remnant renders
Hello, I looked at your bastion remnants renders, and it seems they don't follow the Strandardized views rules, first of all - the lighting, it seems a bit off compared to in-game lighting, also - the camera rotation - it should be a view angle of 45° and 60°. If possible It would be amazing if you could reupload the images following the Standardized Views rules. Thanks Oakar567 (talk) 10:25, 17 April 2020 (UTC)
 * I admit that it is not the lighting in game, but I am sure the view angle is 45°and 60°. However, I have no idea how to creat the renders of these 1.16' structures with the in-game light. --Chixvv (talk) 14:55, 17 April 2020 (UTC)
 * You can use super small FOV value method(also described in Standardized views article) and use teleport or tp command to rotate camera correctly Oakar567 (talk) 15:31, 17 April 2020 (UTC)
 * I cloned them into 1.12 with textures, and captured using Mineshot. Do they look better now?--Chixvv (talk) 09:10, 18 April 2020 (UTC)
 * Yup, as they are now directly captured from game, thank you Oakar567 (talk) 11:49, 18 April 2020 (UTC)

result of data modify
https://minecraft.gamepedia.com/index.php?title=Commands/data&diff=1667983&oldid=1667921

scoreboard objectives add test dummy scoreboard objectives setdisplay sidebar test data modify storage array array1 set value [] data modify storage array array2 set value [0,0] execute store result score result test run data modify storage array array1 append from storage array array2[]

Tested in version 1.16.2 This adds 2 elements to the array, but the result is 1. How did you test the result value? 91.38.98.15 14:59, 23 August 2020 (UTC)


 * Alright, I was sloppy and made a mistake. It should be the number of lists or arrays to which new elements are added. For example, if array1 is [ [],[] ], and array2 is [0], then  returns 2.--Chixvv (talk) 16:26, 23 August 2020 (UTC)

Command permission levels
I saw that you reversed my reversal of your edit to the permission level of Commands/daylock, so I discovered the section you referred me to. But after reading it I was left to wonder how these levels, which for all I can tell are internal values, were determined or, more importantly, how an ordinary player is expected to make use of any of this.

In the first place, the common meaning of "permission" in English applies only to people, or at least sentient entities; you can't give permission to a command or a console. Clearly the reader is meant to understand the concept of giving permission to a thing as a shorthand way of saying requring a player to have a certain permission in order to use that thing. But the Commands section uses it both in the strict sense and as a shortcut by referring to permissions for both players and commands/other things with no distinction. Furthermore, this shortcut usage persists in every command subpage without explanation of any kind. I find it awkward to read even as a native English speaker, and I'm concerned that someone whose English comprehension is weaker wouldn't be able to make sense of it at all, or would at least be very confused about what "permission" means.

In the second place, how is a Bedrock player expected to know what commands are available to them, even if they can figure out when "permission" means "permission held" versus "permission required"? In the only place where a player's permission appears explicitly, it is divided into Guest/Member/Operator permission groups or a handful of individual Player Permission toggles reached via the in-game (so-called "pause") menu. If there is supposed to be some correlation between these groups and the command permissions, it certainly isn't explicit, which is why I initially reverted your edit changing "op" to "1". How is a player supposed to know their permission level, or change it? Are the permission levels documented on the Commands page and its subpages even related to these player permissions? Or are they something specific to BDS, in which case why aren't they identified as such in the command infoboxes, perhaps by referring to them as "BDS Permission Required"? And if so, shouldn't the required permissions as identified in the UI be provided as well, since they would be more relevant to the ordinary player?

I realize the questions above go far beyond the scope of the single edit we contended over. I don't necessarily expect authoritative answers from you, but your recent edits suggest to me that you're doing a sweeping cleanup of command pages, so I think you might be interested in bringing up these issues with the editing community or perhaps boldly editing to address them yourself. Speaking for myself, I currently limit my involvement to watching a bunch of pages for vandalism, accuracy, and wikignome work. Being a moderator on the bug tracker, I don't have a lot of time to participate in projects here on the wiki, at least not ones of this scope. — Auldrick (talk) 14:58, 7 February 2021 (UTC)


 * I added some infomation into Commands to explain it, and changed it in the subpage to "Permission level required".
 * The permission level held by players can be found in level.dat, in which there are "permission-level" and "player-permission-level". The latter is used to denote visitor/member/operator/custom, and the former is related to commands.
 * I decompiled the Bedrock Edition for Android, the BDS, and Education Edition, and found the required permission levels for each command. And I got "permission level" held by players, command blocks, console, etc. by testing in the game. "Permission level" may not appropriate to a command blocks or a console, but I'm not a native English speaker, so I don't know which word is better. Maybe you could give me some advice.-- Chixvv (talk) 01:30, 8 February 2021 (UTC)

My revision on Feature
I apologize for reverting that. I was reverting some IP's for vandalism at the time and accidentally reverted a false positive. Sorry for any confusion caused. James Haydon (talk) 23:52, 15 September 2022 (UTC)

Moved Configured feature to Custom feature
Hey, why did you move this page? The old name described the content perfectly imo. The objects in the data pack are "configured features", they are stored in the "worldgen/configured_feature" folder. --Misode (talk) 19:16, 4 October 2022 (UTC)
 * In order for people to understand how to add a feature, I put feature types, configured feature and placed feature on one page, just like the dimension and the dimension type are on one page. I did the same thing with structure feature and world preset. So now these pages are named in a uniform way, and the pages without "custom" are used to introduce the vanilla contents, while the contents about data pack are placed on the pages with "custom".
 * In the past two months, I have updated all the Json formats related to custom world generation to 1.19.2 based on the source code. And I am now editing the pages related to the vanilla world generation. I found there are some mistakes and imperfections in the misode.gthub.io that I haven't brought up with you yet. You can compare the differences to perfect both your web and the pages on wiki.--Chixvv (talk)

Drafts Extension
Hello! I am reaching out to you with news regarding the Drafts Extension. It will be sunsetted in about two weeks due to it being no longer maintained and very broken with the upcoming MW upgrade 1.39. I wanted to give you a heads up to save your draft elsewhere before then so you won’t lose your work. An alternative to this feature will be provided in the future, I will be providing this community with updates about the process as it develops. If you have any questions, please feel free to ask! — OishiiOnIno ( talk ) 19:07, 16 March 2023 (UTC)

Preset codes removed for Superflat presets
Please explain, why have you removed the "Preset code" column and so the explicit values of preset codes ? - "Superflat" page, 31 August 2022 : https://minecraft.fandom.com/wiki/Superflat?oldid=2168507 TwoBlocksMC (talk) 17:13, 27 March 2023 (UTC)
 * Before, this table was used as a list of preset codes in vanilla, and now it is used as a list of Superflat Level Generation Presets in the vanilla data pack. In current versions, a Superflat Level Generation Preset cannot be fully described with a preset code. So the preset codes are no long necessary and no longer suitable to be placed in this table. --Chixvv (talk) 07:43, 28 March 2023 (UTC)