News in Data Pack Version 42 (24w18a)
ฝัง
- เผยแพร่เมื่อ 2 มิ.ย. 2024
- Data pack version 42 from snapshot 24w18a brought us data-driven enchantments and paintings and so much more! Check out this guide to all the changes! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the TH-cam and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive guide possible. Official announcement: www.minecraft.net/en-us/artic...
Example Enchantments: github.com/slicedlime/example...
NeunEinser's Enchantments: github.com/NeunEinser/enchant...
Gameplay news in 24w18a: • News in Snapshot 24w18...
Introduction: 0:00
Paintings: 0:14
Enchantments: 0:51
Level-Based Values: 2:40
Enchantment Effects: 3:34
Attribute Effects: 3:57
Value Effects: 4:36
Value Effect Components: 5:26
Entity Effects: 7:36
Entity Effect Components: 13:29
Location-Based Effects: 14:26
Special Effect Components: 14:58
Loot Tables: 16:07
Loot Item Functions: 17:12
Number Providers: 18:13
Predicates: 18:29
Tags: 19:54
Damage Types: 21:15
Enchantment Providers: 21:29
Attributes: 22:31
Commands: 24:37
Custom Worlds: 24:52
Entities & Data: 25:10
Thank You: 25:26
Thanks to Bl4ckscor3, EpicGamerX125, Fabian, NeunEinser and Octojen for the assistance!
Some camera sequences rendered using the ReplayMod: replaymod.com
Music: The Tricky Trials Soundtrack: tinyurl.com/2cssncd5
--
Leave me a comment, or find me elsewhere:
Second channel: / @limeuncut
Outdoors channel: / @limeoutdoors
Twitch: / slicedlime
Twitter: / slicedlime
Fediverse: mastodon.gamedev.place/@slice...
Facebook: / slicedlimeyt
Patreon: / slicedlime
Discord: / discord
#minecraft #snapshot - เกม
No fair! As the technial lead, you got to put Bad Apple in a Minecraft painting before anyone even had the chance!
I made a whole gameplay updates video before I even started with that. Quit slackin’! 😆
Was it sliced lime or the snapshot community team that create setups?
I created the bad apple painting packs. The other custom paintings were by the other people credited.
OMG Bad Apple on minecraft painting. That's hilarious
What’s more hilarious is that it’s probably been done before these changes
Slicedlime is always based and cultured.
Man, how tall is that png? XD
He put the foot down and said “Im doing it first”
The fact that we can add our own paintings at any given size up to 16x16 and even have our own proper animated ones without replacing the existing ones is insane!
18:59 Fun fact, the "weather" field wasn't actually added, it seems like a mistake in the patch notes. You can just use the existing "weather_check" condition for this!
Frost walker for lava will be very fun to see in datapacks! 👍
I've already made powder snow walker. Never again shall I sink into that accursed block.
@@Netheferious leather boots:
@@HeIsntHim1 The problem with Leather Boots is that they are not Netherite Boots. Also, my method actually eradicates any power snow you walk on from existence instead of leaving it behind for the next person to get stuck in.
@@Netheferious lol i like the dedication. Why leave it for another player when you can simply annihilate it?
What a big update!
Now the only data-driven thing I'm waiting for are Blocks and Items 😂
Però è strano che stanno riscrivendo tutto adesso. Forse vogliono fare qualcosa di grande nella prossima versione? Oppure è altro 🤔
@@playlistinside7470I'm guessing so. Refactoring 90% possibly meaning scaling and adding more features with the new flexibility.
@@playlistinside7470 Io spero in una conversione totale al data-driven, per poi rilasciare un tool che genera i file JSON, simile a MCreator.
Una volta arrivati a quel punto, Bedrock e Java dovrebbero quasi essere totalmente compatibili, siccome tutto il funzionamento del gioco è in dei file di configurazione che vengono interpretati sui due giochi.
@@BisUm3 spero che ci sarà anche più documentazione in java. In ogni aggiornamento devo sempre aspettare un po' prima di capire cosa è stato cambiato.
@@acertainnemesis yes
I am absolutely going to go crazy with custom enchantments, the power of this feature is absolutely insane. The number of ideas I have for how to use these custom enchantments is bonkers.
The only thing left is for the blocks to be data driven then finally can add custom blocks with custom properties :D im in love with these new ways to enrich the custom content.
When will Mojang write an entire page dedicated to teaching people how to create, and program datapacks for Minecraft versions (similar to the structure and purpose of Java language docs for Java development)?
There are so many options with datapacks but I am genuinely not sure exactly where to start, progress, or even end appropriately. I’d love to write some though..!
Bedrock edition has a tutorial for behaviour packs. I'm sure they are working on the documentation for java. However, the syntax keeps getting changed every 2-3 updates, which makes the documentation quickly outdated. They'll probably need to add backward compatibility before they start writing documentation/tutorial on datapacks.
Check the wiki, it has all the info
The enchantment effects are officially more powerful than standard Fabric events. Feels like forge territory, but without any loaders. Cant wait to play around with this.
I will say, though, these are getting so complex with formatting that third party Generators or VSCode plugins might become needed for advanced stuff.
6:02 whyd the mace yell at me
edit - the sound bug was edited out
22:30 too
💀
"Curse of Someone Else's Problem" lol
"Now I only want you gone"
The armor enchant that changed the player scale was really neat! I want to see frost arrows that work like ice arrows from Majora's Mask.
never thought I'd see bad apple play in a slicedlime video lmao
I've rarely been more excited for a technical news video. Been frustrated with not being able to do custom enchantments for a long time!
wonderful video,
but if i can make a suggestion, when showing off these new features, like level based value json component subtypes like linear, clamped, etc. I think it would really help to show how it would look aswell on screen, rather than just the word explanation from the patch notes
Well, I try, but this already took 3 days to make with the things I showed here.
@@slicedlime Dw you're the goat!!!
@@slicedlime❤❤❤
@@slicedlime yeah thats understandable.. when you released the resource pack video i thought to myself 'oh god the technical video is gonna be so much work isn't it'
thank you anyways!
0:42 come on... bad apple!?
lagtrain was going to be the new bad apple...
if it can render pixels, it can play bad apple
Happy to see data-driven paintings be a thing! There's just one thing about their data format I have reservations on.
What is the point of the "asset_id" field ? At the very least, will it be optional ?
I can't think of a scenario where the sprite's ID _should not_ be infered from the variant's ID, so I don't expect I'll ever make any interesting use of this field. Being forced to fill it up on every variant would feel like a superfluous chore at best, and at worst, another chance to slip a mistake into the data files.
I suppose this question could also be extended to wolf variants, I just wasn't as much inversted in those so I didn't notice at the time.
Thank you slicedlime for making these videos! I find it hard to read all the patch notes, so having it in an audio and visual form helps a ton! ❤
Congratulations on getting 100k subs ! You well earned it, making all those videos and explaining in details all these updates
There are a few additions in this snapshot which only work with effects, but would be amazing to have available in other areas of data packs at some point. If we could eventually get all of the trackable aspects of advancements, enchantments and scoreboards added as general predicates, that would open up a ton of possibilities for pack makers.
This update is crazy in terms of technical stuff. As a server owner, I am super hyped and super scared at how much itl break XD
I hope some day mob spawning and mob ai will be data driven, also data driven guis would be cool
Glad to see a nod to the crab claw
Thank you, slicedlime.
4:30 What exactly is the reason why attribute modifiers require a UUID? They are not entities. I don't really understand how attribute modifiers work that in general.
Old code. They need a unique identifier, but that should really be a namespaced ID.
@@slicedlime Refactoring Old code = The hardest part of any developement
Whether this was hard or not, this was changed to be exactly like slicedlime said in 24w21a.
Something is wrong with the audio at 6:01, scared the capybara out of me!
Yeah, I've edited it out, but YT takes its time processing.
Another one at 22:30
@@slicedlime Looks like it isn't live yet.
Licedslime
Its so entertaining just to watch SlicedLime messing around with the custom enchantment, lol😂
Especially the ‘Curse of someone’s problem’ and ‘curse of pollen allergy’ lol
Wait I never knew you were Tech Lead for the Java team that explains your cape
As somebody who enjoys mapmaking, the recent changes are absolutely revolutionary. Almost the same leap in options that /execute brought to the game! keep it up! Cant wait to start making stuff
THIS IS SO COOL!!
It is so exciting seeing more and more features moved over to data!
Love the parity of fire aspect right clicking things sets it on fire
all this customization has me so hyped for this update aside from all the other amazing features
These videos help SO much with understanding some of the nitty gritty of these technical changes. Thank you for being awesome!
I'm SO excited for the new stuff coming next~
every datapack update makes me (someone who is gonna work on a chaos mode datapack) very excited
Data packs are slowly becoming more and more like mods and i love it!
I’d love to see data driven potion effects, so I could add something like bleeding or rotting, maybe with the option to add a new texture for the hearts while those conditions are applied.
The data driven painting is a banger change, but is there a way to make it so your custom paintings don't appear randomly, and can only be crafted (through a custom crafting recipe) specifically?
Recipe outputs support item components now so, yes.
@@IllagerCaptain I understand that, but I'm asking if there's a way to make it so the painting doesn't appear randomly when you place a painting.
@@amthystxx Item components can specify which variant will be placed.
Paintings are not placeable by default, they only become part of the normal placement if added to a tag.
*Doh!* I think I mistook them for another item with variants...
I love it this summary and how you worked on it. Thank so much!
Thank you for this wonderful video ! I highly value your work on informing us on the snapshots
Wait, does the last thing you mentioned mean that you can no longer fire a bow from your offhand while holding a looting sword in your mainhand and have the looting applied to the bow kill? Damn!
Oh I'm so exited for this enchantment overhaul. I hope that this will allow for an update to magic and magic items
This is huge!!!
Out of interest, is this (now exposed to users) format similar to how it was implemented/defined internally for a while or is this completely new (an overhaul, I suppose) to existing game code definitions for these types of things?
Paintings are probably more or less exposed how the data looked internally before. Enchantments are a brand new system.
There should be an nbt component you can give items preventing other uses, just like the !tool disables the item to be usable as a tool, there should be a way to disable smelting, placebility, crafting, eating, dying, equipping and so on.
At this point we pretty much need an IDE to create datapacks.
Wow that's a massive refactor! This will be fantastic for modding, but I bet it will also be great for the Mojang devs, for prototyping and permanently implementing new features.
I have felt like this update is a little light on new features, but it feels like that energy is being put toward acceleration instead!
Thanks again for such a content!
Hooray!
Knew this was going to be a long video. Excellent work! Any chance zombie villagers that spawn could be of random biome regardless of what biome they spawn in?
the fact that he is one of everyone that has been working on this is crazy! how do people say mojang is lazy?
i really like all these cool datapack changes for java! Honestly im almost more excited about these changes than the update itself, it seems like it will help modders, but also the development team, when adding future things to the game!
I love all these new possibilities :D
Can't wait until we get all the new features on servers! Just imagine what plugins you could make with this
It would be nice if we got talisman slots and some interesting effects spawning on them. More weapons as well, bigger / smaller shields, shieldbash and perhaps parry moves. I would love that.
damn thats cool, datapacks getting to look more like mods soon
I, for the life of me, can't get exclusive enchantments to no longer be exclusive. No errors are given in the log either. `data>minecraft>tags>enchantment>exclusive_set>bow.json` Would like to use mending and infinity, but on a book, or bows, - they're still exclusive in game.
Lime! I love everything you do, if you've got links to 'working examples' let us know so we can learn from others!
Fresh 🍋🟩 content
Man, I wish we had data driven food. Would be so much cleaner and easier to just modify a json file for changing component values of existing food (or for components of vanilla items in general) than having to do alot of item_modifier stuff
I think now we know what mojang devs were cooking all along! They worked on datapacks as an alternative to mods. They even made all of 1.21 update into 1.20 datapacks, and showed what's possible with datapacks. Minecraft's inner code has been mature enough that they can simply abstract logic and put them into datapacks, instead of going over inner workings, hereby making updates faster in future? Inner code can be worked upon for adding new features and bug fixes ig now.
Been playing with the new enchantment datapack stuff for a day or two now. Is it possible to have the victims attributes change as part of a weapons affect? For example, hitting a zombie with a sword enchanted with "Shrink I" would decrease the zombies scale attribute when it gets hit by the custom enchanted sword. So far, this doesnt seem possible as attribute effects only work on whoever holds the enchanted item.
If i am missing something that could make this work please respond! :D
You could run a function to add an attribute modifier with commands. There’s no well defined way for the game to know how to track that by itself.
@@slicedlimeI see, thank you!
DATA DRIVEN ENCHANTMENTS ARE AWSOME!!!
oof, big update today ! Sounds nice for creators =D
2:23 Machine gun!
3:34 Shotgun!
More like KillAura
think you mixed them up
0:42 🍏
12:00 What is a "particle type definition" and where can I find its structure? Can I use it to specify block/item/color parameters?
I think it might be the format used in effects.particle.options in custom biome JSONs but I'm not sure. The only evidence I have of this is that the one in biomes is an object with a "type" field and so is the one shown in the sparkles example enchantment. If this is true, then yes, it supports block state, item (with components), and colors
Turns out the above reply is correct, neuneinser's Power Walk enchantment example has the "scale" and "color" fields with the same format, applied to "minecraft:dust", which is exactly the same format as in biome particle effects
That’s also the format you use in /particle now.
I'm getting so excited over minecraft slowly becoming really really open source and very customizable. THIS is the proper sandbox, THIS IS THE BEST GAME EVER
Cant wait for the bad slime
is it possible to make it so that attribute modifiers added by enchantments are invisible? I know when adding attributes to armor directly you can set the "show_in_tooltip" value to false but that doesn't seem to work with enchantments.
Bless you!
I'm excited to make my own enchantments >:3
Thank you!
Great time. ❤
this snapshot is craaazyyyyyyyyyyyyyyyyyy
Is there a way to get these on enchanted books (for example in a custom structure loot chest)?
Sure - just use loot tables.
@@slicedlime Ah, is it easy to add this to a book with a component or similar? I probably missed something both in this video and the changelog that makes this a stupid question.
best update since multi-line commands
I hope they add custom blocks soon with functionality
Is it possible with these changes to make a custom tool, which has custom enchantments that will apply in an enchanting table without sharing any currently existing enchantments/tools, plus adding custom blocks that this tool can mine as a preferred tool?
Holy shit is that update Cool. Now i cann add a Reach enchantment for all the Cursed Dog armor above crabs voters!
So much goodness.
0:42 Dang it, now I can’t be the first one to do it.
This was a huge update.
0:42 bad apple jumpscare
seems like ECS has been working well for a game as large as this ^^
There’s no trace of ECS in this.
eeek! amazing!!!
Okay, that's half of the game I need to discover
Hey, would anyone know how to add paintings from these changes? Haven't found any resources about it yet and I may be a complete noob when it comes to datapacks lol
I wish there is official developer who happen to be a youtuber that explain minecraft bedrock new addon tools too like you explaining new minecraft java data pack tools 😅😅😅
Love your videos!!!
6:02 jumpscare oh my god
bad apple on paint update is wild
Quick question: what the heck is `enderman_loot_drop` about? "Fake tool"? I saw that on the changelog, but I have no idea what it's talking about.
...Does it mean that killing an enderman that's holding something doesn't work the same way that killing any other mob that's holding something does? If not...why not?
The enderman holds a block state, not an item. It needs to be converted into an item, which is fine using a “fake diamond axe”.
yippee!
Curse of Annoyance is my favorite.
Ok this is SERIOUSLY cool, this should be on bedrock too
Hello, I can't exclude enchantments from the enchantment table. I can't delete any of them. However, I can do the opposite. I can add treasure charms to the enchantment table, but not the other way around. Is this a mistake?
You need to replace the contents of the tag, not add to it.
@@slicedlime I want to change the list of spells that can be obtained in the spell table. For example, I take the spell "protection". I am removing this spell from the "non_treasure" tag and adding it to the "treasure" tag. When you enter the game, the protection continues to be displayed on the spell table. (I am writing through a translator)
Hey i just want to let you know if you didnt know this. The riptide trident enchant is currently broken like it dosent work as of right now.
“This is not a place for bug reports”, like it says in the guidelines you clicked through.
@@slicedlime oh mb just wanted to spread awareness
BAD APPLE, LETS GOOOO
custom enchantments are great to have but the implementation seems kind of... rigid. I don't feel like the current effects allow mapmakers to get super creative with custom enchantments, like it's hard to deviate very far from what the devs had in mind
Holy Sliced Macaroni
when can we see you playing around with it live? ... a lot has already happened in the previous snapshots... and now it's more... and it will not Stop for a while i think...
will this fix tipped arrows of harming not working