Ah that might be it! I was really hoping to get a "Conure was blown up by Conure" death message but maybe they wont let me do that :( Edit: pinning this, since I can't directly put corrections onto the video itself lol
Mojang should add advancement trigger for mining a block next. There is an advancement trigger for placing a block but there isn't a trigger for mining
At this point all we're really missing are custom blocks. It's kinda possible but right now it feels like a weird workaround rather than a feature. Also it would be nice to be able to bundle data packs and resource packs, given all the things that data packs can do that require textures now (custom wolf variants, custom paintings, custom banner patterns, etc)
ENDER BOW ENCHANTMENT IS COMING BACK BBY! Instead of a bow or crossbow shooting an arrow with arrow trajectory, it just shoots an ender pearl with arrow trajectory. *You have no idea how right this feels until you try it.*
@@kyleyoung2464 talking from inexperience i think yes, but you could also do a custom recipe with arrows and enderpearls and have the bow use that intead of regular arrows (?)
I must admit: I know people say "this will replace mods". Honestly? It works *great* with mods! I've created a couple of small mods for private use and for fun and using the datapack system is way easier than trying to implement something yourself. A custom dimension? All I had to code in was a portal. The dimension could be datapack driven, even with modded blocks it will still work! It's honestly really hand on the modding side too, makes it less painful to use. Though honestly I want to tinker with the enchantment system. Always wanted to try an enchantment that gave swords some sort of 'blocking' ability of sorts.
I know there are a lot of mods that are repackaged just directly from datapacks, so yeah, that's a great point! I don't think datapacks will ever REPLACE mods (especially mods that are performance optimizers, shaders, etc) but I LOVE this idea that one day they'll basically BECOME like their own type of mod. It feels like we're getting closer and closer to that every day.
I guess after sometime we will have entity components, blank item, blank block, some other template stuff that will acompany to adding new items. I remember they made an april fools update with different events and every event was like a mod or pack-addon to the game. It felt that they experimented with addons compatibilaty and way others would've implemented such addons. Maybe they are cooking, idunno. BUT let them cook it will be worth the wait after all these years
The only thing they need to add is to add custom variants for all the mobs. Imagine we could add different skins for every mob in the game. The only thing they should change is to add that we can change textures with tags. Snowy creepers, mummy zombies and jungle skeletons etc. I would love that
@@conure512 My hope was data-driven villager variants, which technically we are getting with trades, to some extent, but I want the ability to have custom textures too. It'd make populating a map with NPCs so much simpler and diverse
Ngl, the only reason I can see why they are making datapacks amazing other than to just make making them great and them to compete with mods, is that maybe, just maybe, bedrock addons work kinda like datapacks, and they are doing these changes to make bedrock addons better and capable of more alongside the added bonus for those from the datapack community But I think it’s just that someone they hired for 1.21 was a datapacker and now they are pitching all their ideas to make datepacks better to Mojang lol
I think it's also for mojang to do rapid prototyping of new enchantments and things. They should be able to just quickly mess around with several ideas without having to add it to the game proper.
@@childish4487 Oooooo, now that’s a great theory! I hope it is that because that would mean we could be getting even more enchantments in the game Imagine if they allowed custom potion effects next lol, crazy they didn’t do that since they added 4 potions and only 3 enchantments Also, now that you pinched that idea, the Wind Burst enchantment could have been made that way When player hurts entity, summon wind burst y’know
I think they're trying to make datapacks the "mods" of mc. They did say they were going to add an official modding API, but maybe instead they're just going to make datapacks the new mods. Like imagine you could make new menus, buttons, inventory tabs and more with just datapacks, that would be insane.
@@bloosix ohhh I would eat that up Will already kinda can in bedrock (through the npc entity GUI or by the way some addons did it, a item that stays at your face like a GUI)
Very excited about this. Wondering if they'll add more functionality as it goes on. Got really excited about new curses, made a 'fragile' curse and a 'flammable' curse (the former increases the amount of item damage taken, up to +10 extra damage at level 10, the latter uses the attribute for fire protection to INCREASE the time spent on fire). Wanted to make a vampire life steal enchant too, but we still don't have easy access to healing the player for small amounts, guess this is still datapacking x3 The new ability to check when we're wearing/holding an item and have LoS to the sky is really cool tho, could make a cursed 'undead' item that sets the player on fire in the daytime, just like other undead.
This is one of my #1 hopes/requests as well. It really does not seem that unreasonable, especially given what they've already accomplished with data driven features lol
Now we just need components for crafting inputs and we can basically make entirely new dimensions along with their own unique and entirely independent progression. I want to add custom crafting materials!
I really hope they add some sort of tag for enchantments that makes it where they're invisible, like they don't show up in the tooltip alongside other enchantments and don't cause an enchantment glow unless there's other enchantments that do. That way you can have inherent effects on enchantable items that use enchantments but don't look weird
That already works, doesn't it? When adding enchantments, you can choose whether the tooltip should be displayed for each individual enchantment or not... but maybe I misunderstood when I read the changelog...
I am hoping they make BLOCKS data driven. Just _imagine_ the possibilities! (Also, making brewing/potion effects data driven should be their next goal. If they're going to have enchants be data driven, they for sure need potions as well).
4:45 minecraft is currently introducing everything needed to create real custom items, so on a datapack discord, we think they will add data driven custom items in 1.21 or one of it's sub versions
This is insane! I was gonna continue making my datapack in 1.20.6, because of the custom items without knowledge books, but now... well this snapshot seems pretty nice.
What really excites me is that datapacks can easily run on servers which allows me and my friends who play Bedrock to play on a server with GeyserMC and still have something similar to mods
once again, i looked at you video for a single second and recognised it from the video about datapacks i saw some weeks ago, where i commented that i recognised you from the video on custom crafting recipes some years ago i swear im not looking it up (although in this case i *was* watching videos about the subject)... but fuck, man, the universe is telling me to subscribe
The plan has always been to bring datapacks to be as close as they can to mods... pretty much the only decision they've made since Microsoft bought them that I agree with.
If calling function is so useful. Why haven't they already made a calling function for any item in hand witthe button of choice and if or if not in off hand? Same for just clicking on blocks. Imagine just making a regular blank item with a ressource texture and a few calling functions. Then all of your functions.
I’m not sure what else I’d want from datapacks next. It’d be really nice to incorporate custom models or item textures so we didn’t need to rely on additional resource packs to make custom items look different. All of these changes seem to be helping the creation of custom items, but changing how an item looks is the biggest thing we’re missing. (Unless there’s some other method I’m unaware of.)
I am of the opinion that you should be able to just absorb a resource pack into a datapack. The datapack would have a "data" folder and an "assets" folder, and the pack.mcmeta would specify the format for both. Of course each would also be able to exist on its own still, but it would be wonderful to be able to merge them. It might be a bit weird though because resource packs are strictly client-side, so a server with a data/resource pack would have to force all connecting clients to reload their textures, which is currently only accomplished by an external download. Idk, im just thinking out loud at this point lol
@@conure512 Oh, that’s a good point, I’m not sure how servers would go about it. I’m pretty sure servers can have the option to force users to accept a resource pack, or else the player won’t be let into the server. But that gets confusing when it comes to multiple datapacks, and reloading, and if you want to accept some but not others.
I've wanted this for a while - and only wanted it more with the new components structure... honestly the way I'd wanna see it implemented is just as component called "item_model" or something that accepts a namespaced id for an existing item model; then it uses that item's model .json (damage/state/custom model data predicates, layers, overrides, etc...) as well as any special properties of the referenced model that would usually only apply to the specific item (such as the tint color indexing from the dyed colour value for dyeable armor) also being applied to the custom item too, even if retextured - as if that were the item being retextured, even though it isn't. but for simpler things like sprite-swaps; it means you wouldn't need a resource pack to make a snowball look like a brick for example...
I think they are working towards a multiplatform version of minecraft that no longer needs mods to do most of the things that people would want to edit about their gameplay so people on other systems can basically play modded without an alternate instance of the game
I am a complete ignoramus about data packs but I’ve always wanted to understand them. All these new updates to them has made that desire all the stronger.
I have noticed it, I've thought it, I've called it since the snapshot we could change the scale : Mojnag is slowly making commands the modding API we were promised a while ago. And I'm all hyped for that ! I am curently slowly learning how commands work by following slicedlime's tutorials on 1.19.3 but I'll need to catch up soon with the new components system and all that's happening now. Now, if somebody reading this comment could help me point some suggestions to Mojang, it would be very much appreciated (I'm playing on cracked version of the game so my feedbacks are as relevant to Mojang as a non player): 1) commands that have a setter form should have a *_"default"_* keyword. /tick rate has that in the form of the 20 ticks suggestion (I was tinkering with the new /attributes the other day on a test world and I changed my gravity, and I forgot what the default value was so I've set it to 0.4 but when I jump, things feel a bit off) eg: - /attribute @s minecraft:generic.gravity base set *_default_* - /setworld spawn *_default_* 2) there should be a way to detect when an entity dispawns or dies (perhaps in /execute?), so we can run commands on that entity's dispawn or death. (I'm trying to ddo something that involves unsetting a block when an arrow dispawns. I've heard there are tricks to detect an AI driven entity's (hostile or non hostile mobs) death, but I don't know if there is something similar when an entity dispawns after its natural lifetime. 3) the new potion effects (oozing, infection, air charged, weaving) should be beneficial to the player if the player _drinks_ the potion instead of being _splashed_ it : • potion effects that activate on death should activate when the player who drank them has 2 hearts left, partially except for infection which is always active when the player gets hit. • hostile entities summoned by the potion effect are friends with the player they spawned from (slimes, silverfishes) • after the activation of weaving (placing multiple cobwebs) the player that drank that potion should have an extra 15seconds of being able to walk freely inside cobwebs like a spider. Anyway, I'm glad that this video popped up in my recommendations. It seems like I have found a good ressource in learning how to learn commands and make datapacks. I have many ideas I want to work on and participate in the vanilla tweaks project but I don't know how or where to start exactly except slicedlime's outdated tutorials. +1 sub
when 1.20.5 came out i started working on a magic weapons datapack with bows and crossbows with custom projectiles (like no gravity) i used ticking commands no need anymore
One thing I would love to see for datapacks is custom HUD elements. If you want to add a custom vital, such as thirst or temperature, there's no good way to show this value to the player. Sure, you can use a bossbar, but that only works in single player. You can use the experience bar / level counter, but then XP/enchanting breaks. The only reasonable option is just in chat with tellraw. What is this, 2014 DayZ?
At around 5:45 you mention that the explosion doesn't do any damage to you; I believe this is because "attribute_to_user" is set to true in the enchantment file. This causes the explosions damage to be considered to be done by you directly as far as the games logic is concerned, and therefore you are immune to that damage, even though the damage type is of "minecraft:explosion". A similar effect can be seen if you try to do /damage to yourself but specify the damaging entity as yourself as well; you get an error message telling you that you are invulnerable to your own attacks
One thing Bukkit has that I can't see datapacks getting (at least not anytime soon) is the ability to manipulate inventories not attributed to an entity or block, detect changes in that inventory, and keep items locked down. It makes for a really cool GUI system.
@@conure512 very true. A datapack I made a few years ago named xEconomy had a pseudo-GUI through a chest that did some trickery to detect that stuff but it was hell to code
with decent right click detection now thanks to making any item edible and then detecting when a player starts eating (along with tags and stuff) I wonder if you could make it so that you can right click an item, and it will quickly spawn an invisible chest minecart where you can make a GUI type deal for a menu of some sort
If only the bedrock reaction enchant could work with clicking on air. It would revolutionize left click detection, just like the food attribute revolutionized right click detection.
Apparently it seems like Mojang is preparing for fully data-driven blocks and items (or at least so I've read)... what do you think about this? Would it be useful to have fully data-driven items even though we already have custom model & name stuff? Obviously custom blocks would be amazing.
Fully data-driven items would be wonderful. Item components added a LOT of customization which is awesome, but there's still a lot of stuff which is hardcoded. If we could put things such as carrot on a stick right-click detection onto a custom item, and have advancements (or now even enchantments) which can detect that... i mean, that's kinda the ultimate dream lol
@@conure512 Yeah, now that you've pointed that out that seems like it would be really useful... and I've read up more and it seems like they really will be doing custom items & blocks soon. In 1.20.3 they did something in the code that looked a lot like they're preparing items and blocks to be data-driven... something to do with codecs? I don't really know what that means but from what I read in the Fabric for 1.20.3 changelog it did sound like they were going to do that at some point.
You can do /schedule function with arguments. Here is how: In the function example:1 /function example:2 with (arguments) In that way, you can schedule the example:2 function by doing /schedule function example:1 (ticks)
I love how big this update is for data packs and such, but I just realized all bedrock gets is trial chambers, and none of the components and stuff. Seems kinda unfair tbh
Java datapacks might become more powerful than bedrock ones soon. (Behavior packs can add completely new mobs, items, and possibly blocks but I don’t remember)
Something I thought of to do this right now is creating a custom dimension to hold data in tile entities with the same coordinates as the block, then using execute in. As far as I know this should automatically load the chunks at a very low level just to read/write the data (the wiki says this on the "Chunk" page in the "Java Edition chunk loading/Ticket types/Unknown ticket" section). So to store something like Snowiness of a Snow block at coords 8 6 -18, you could make a special dimension called something like example:block_data, put a tile entity there (like a structure block for its integer values), then use something like /execute in example:block_data run data modify block 8 6 -18 sizeX set value 6. For arbitrary data you could use a chest with an item with a custom_data component
@@kronostitananthem I suppose that would work, but I think you could achieve what you're going for by just saving stuff to Storage lol. Although, I'm pretty sure that's not what this comment was saying - they were probably referring to fully custom blocks via datapacks, which is something that appears to be on the horizon given recent changes.
Hello Conure, ive watched this video and the other 2 that you made about custom enchants and i was wondering if u had any advice for tryn to make an enchant that disables the hit persons enchants?
I wonder... could we get "life steal" effect with this function? I mean like when dealing damage to a mob/player, we are healed by let's say 10% (per level) of that damage? (Capped at life of the target before atack). And am I correct with these we can also apply potion effect on attack? (And, thinking about balance, could we do that with some % chance of hapening?) What about freezing can we applied that as enchantment effect?
Please make a thunder shield, that smites enemies when they hit your shield. Is it possible to only trigger this when successfully blocking the attack?
hold on, going back to the tool trigger where you detect if you hit a block with an item, would that work for air as well? If so Im gonna implode from sheer happiness
There's so much that I'm imagining is possible now, but I have so many questions. Is it possible to have it so it uses the weapons trigger to check what enchantments your armor has, meaning if you have a custom armor set meant to give people a small boost in stats, it would only activate when you actively trigger it? Like an ability? Does using & releasing an item have seperate triggers? So you could set up animations for when you draw a bow, then have the arrow shot have it's own effect?
On the armor thing: as far as I can tell, yes, it totally would be possible to have an armor piece affect your attacks. The enchantment only checks whether it's "properly equipped", meaning in your hand for a weapon or on your body for armor. So in theory you could use one of the triggers that affects how you attack and "properly equipped" could still mean an armor piece on your body. As for the other thing you asked, unfortunately I don't think so. There's not even really a trigger to detect right clicks, the closest thing we have is the one that detects when you fire a projectile. There are also some triggers dealing with drawing back a crossbow, but all you can do with those is change the draw speed and draw sound (those triggers actually don't let you run functions - which is something else that makes these enchantments really confusing, and I wanna cover that in more detail in the future).
@@conure512 Eh, it was worth a shot. I have a feeling people are still gonna use this as a way to put custom items up a level. My biggest hopes are to see people making massive minecraft Servers like Jerracraft is working on, adding things like that all around.
Hi, I installed your Datapack and when I type "/enchant" the datapack path isn't shown (like in you video) with the custom enchantments, therefore I can't enchant. I tested it on 1.20.6 and 24w21b. What do I have to do? 😅
Any enchantment in the tag #minecraft:in_enchanting_table will show up in the table, and the costs are set by the max_cost and min_cost fields within the enchantment file.
I'd like to get the player's UUID0 that fired an arrow using the projectile_spawned effect by running a function on it, but oddly when I attempt to use: data get entity @s Owner[0] inside the function called by projectile_spawned, It always returns 0. I'm wondering if this is a bug or maybe I am doing something wrong?
This is a result of a bug, which I reported, and they SAID they fixed it, but it's not actually fixed (I just checked). bugs.mojang.com/browse/MC-271562
@@conure512 Hmmm. Unfortunate. Thank you for reporting the bug. Hopefully they fix it. Seems like you could do some pretty powerful stuff with this then. As a (not ideal) workaround, I am instead just getting the nearest player entity by using @p in the function. It seems to work fine. I would HOPE that the nearest player to a projectile that was just spawned would be the player that shot it. Unfortunately this workaround won't help if I wanted to give the enchanted bow to a skeleton or something since @p only detects players as far as I know.
@@richardwolfe2089 Yeah it seems like that's really gonna be our best option for the time being. The good news: I re-reported the bug and they actually accepted it (again), so hopefully it gets fixed this time around lol bugs.mojang.com/browse/MC-273281
With data driven enchantments, I'm starting to get my hopes up for data driven blocks. Please Minecraft gods, grant us the ability to make custom blocks.
Possibly, but changing it BACK when youre no longer holding it might be kinda tricky lol. (One of my recent videos actually covered how they made this possible for only the Potato snapshot and not the base game)
@@conure512 Yeah, I was thinking if the potato thing is now possible. I also commented on that video, wondering if you can detect held items with predicates
Datapacks are just folders or .zip files containing data which the vanilla game is programmed to read. They're basically officially-supported alterations to the game, which are server-side only so they require no client compliance. Mods are changes someone has made to the game's base code. They're a much broader subject and can take lots of different forms, but the key distinction is that they aren't officially supported by Mojang. As a result, datapacks will probably never be able to do EVERYTHING that's covered under the wide umbrella of mods, but every time a new datapack feature is added, that's just one more thing that you no longer require unofficial mods to accomplish.
@@conure512 As Mojang continues to expand the functionality of datapacks, the line between what can be achieved with datapacks versus mods becomes more nuanced. Each new feature added to datapacks reduces the need for certain mods, allowing for more powerful and flexible customization's within the vanilla framework, the future for datapacks seems pretty damn exciting.
yeah dude honestly I can't stand programs like VScode when it comes to writing datapacks, the blank notepad just feels so much cleaner and it's what I've always done
Mods will always be possible through third parties, no matter how much they crack down. Modders are dilligent. I think they are aware of this and they've just accepted it lol
if u do attribute_to_user:false you will take damage from explosions I think
Ah that might be it! I was really hoping to get a "Conure was blown up by Conure" death message but maybe they wont let me do that :(
Edit: pinning this, since I can't directly put corrections onto the video itself lol
I thought the same thing. Good to know I can make an explosion without hurting myself or with it.
Mojang should add advancement trigger for mining a block next. There is an advancement trigger for placing a block but there isn't a trigger for mining
This is yet another thing I've been asking for for a very very long time haha
i would like if they added keystroke commands to functions in general
But isn't that already possible using scoreboard detection? Why would you want to use advancements to check for mining?
@@Oliver-ex1if I want to check if a player has mined any block without needing hundreds of scoreboards.
For now we have to rely on scoreboard triggers (minecraft.mined)
To think we'd live to see the day where poison (or ailment) blades are no longer janky and difficult to implement 🙏🙏
At this point all we're really missing are custom blocks. It's kinda possible but right now it feels like a weird workaround rather than a feature.
Also it would be nice to be able to bundle data packs and resource packs, given all the things that data packs can do that require textures now (custom wolf variants, custom paintings, custom banner patterns, etc)
I want variants for all the other mobs 😂 and custom disks! Those are deff coming soon.
i dont think we'll ever get bundled data/resource packs since one is server sided and the other is client sided
We’re also missing custom UI, which you also cant do in add-ons
@@ataraxianAscendant resource packs are semi serverside
Custom blocks would be the magnum opus
ENDER BOW ENCHANTMENT IS COMING BACK BBY!
Instead of a bow or crossbow shooting an arrow with arrow trajectory, it just shoots an ender pearl with arrow trajectory. *You have no idea how right this feels until you try it.*
Could you have it use ender pearls in you inventory?
@@kyleyoung2464 talking from inexperience i think yes, but you could also do a custom recipe with arrows and enderpearls and have the bow use that intead of regular arrows (?)
Now add the Laser shot from this video
Next snapshot : possibility to add new blocks and items
We are waiting for that day
When that happens mods will die 😂
@kyleyoung2464 not quite! it'll be even more tools for mods to use.
@@kyleyoung2464 Mods do way more than add blocks and items
@@kyleyoung2464it's obvious that you've never worked with datapacks or mods
I must admit: I know people say "this will replace mods". Honestly? It works *great* with mods! I've created a couple of small mods for private use and for fun and using the datapack system is way easier than trying to implement something yourself. A custom dimension? All I had to code in was a portal. The dimension could be datapack driven, even with modded blocks it will still work!
It's honestly really hand on the modding side too, makes it less painful to use.
Though honestly I want to tinker with the enchantment system. Always wanted to try an enchantment that gave swords some sort of 'blocking' ability of sorts.
I know there are a lot of mods that are repackaged just directly from datapacks, so yeah, that's a great point! I don't think datapacks will ever REPLACE mods (especially mods that are performance optimizers, shaders, etc) but I LOVE this idea that one day they'll basically BECOME like their own type of mod. It feels like we're getting closer and closer to that every day.
I guess after sometime we will have entity components, blank item, blank block, some other template stuff that will acompany to adding new items. I remember they made an april fools update with different events and every event was like a mod or pack-addon to the game. It felt that they experimented with addons compatibilaty and way others would've implemented such addons. Maybe they are cooking, idunno. BUT let them cook it will be worth the wait after all these years
Were as far as I know there already were some rumors about data driven blocks... so probably we will see them in some time. I hope it will be soon!
I can’t wait for data driven GUIs. That’s gonna be cool
🙏please
HTML in minecraft! 😆
The only thing they need to add is to add custom variants for all the mobs. Imagine we could add different skins for every mob in the game. The only thing they should change is to add that we can change textures with tags. Snowy creepers, mummy zombies and jungle skeletons etc. I would love that
After they added data-driven wolf variants, I was shocked that they didn't later add the same thing for cats, parrots, and frogs lol
@@conure512 My hope was data-driven villager variants, which technically we are getting with trades, to some extent, but I want the ability to have custom textures too. It'd make populating a map with NPCs so much simpler and diverse
Ngl, the only reason I can see why they are making datapacks amazing other than to just make making them great and them to compete with mods, is that maybe, just maybe, bedrock addons work kinda like datapacks, and they are doing these changes to make bedrock addons better and capable of more alongside the added bonus for those from the datapack community
But I think it’s just that someone they hired for 1.21 was a datapacker and now they are pitching all their ideas to make datepacks better to Mojang lol
I think it's also for mojang to do rapid prototyping of new enchantments and things. They should be able to just quickly mess around with several ideas without having to add it to the game proper.
@@childish4487
Oooooo, now that’s a great theory! I hope it is that because that would mean we could be getting even more enchantments in the game
Imagine if they allowed custom potion effects next lol, crazy they didn’t do that since they added 4 potions and only 3 enchantments
Also, now that you pinched that idea, the Wind Burst enchantment could have been made that way
When player hurts entity, summon wind burst y’know
I think they're trying to make datapacks the "mods" of mc. They did say they were going to add an official modding API, but maybe instead they're just going to make datapacks the new mods.
Like imagine you could make new menus, buttons, inventory tabs and more with just datapacks, that would be insane.
The last years of technical preparation were leading up to this, It's not surprising to me that we get stuff like this now
@@bloosix ohhh I would eat that up
Will already kinda can in bedrock (through the npc entity GUI or by the way some addons did it, a item that stays at your face like a GUI)
Once I saw this change, I was waiting to see how you’d be covering it!
Very excited about this. Wondering if they'll add more functionality as it goes on. Got really excited about new curses, made a 'fragile' curse and a 'flammable' curse (the former increases the amount of item damage taken, up to +10 extra damage at level 10, the latter uses the attribute for fire protection to INCREASE the time spent on fire). Wanted to make a vampire life steal enchant too, but we still don't have easy access to healing the player for small amounts, guess this is still datapacking x3 The new ability to check when we're wearing/holding an item and have LoS to the sky is really cool tho, could make a cursed 'undead' item that sets the player on fire in the daytime, just like other undead.
So, maybe… Maybe, Mojang will add custom player effect later on ( please…)
This is one of my #1 hopes/requests as well. It really does not seem that unreasonable, especially given what they've already accomplished with data driven features lol
First of all they should make On Fire into an effect so we can actually light players on fire arbitrarily
YES! the only thing I've been able to use is luck with special modifiers
@@Peastable freezing too!
mojang should let us modify player data like fully, motion, inventory, rideability, health, anything data driven
Now we just need components for crafting inputs and we can basically make entirely new dimensions along with their own unique and entirely independent progression. I want to add custom crafting materials!
I really hope they add some sort of tag for enchantments that makes it where they're invisible, like they don't show up in the tooltip alongside other enchantments and don't cause an enchantment glow unless there's other enchantments that do. That way you can have inherent effects on enchantable items that use enchantments but don't look weird
That already works, doesn't it? When adding enchantments, you can choose whether the tooltip should be displayed for each individual enchantment or not... but maybe I misunderstood when I read the changelog...
@@Satwr You can only choose if you want all enchantments to be displayed or not
@@theoriginalvivian oh I missunderstood what you meant
This is a great idea! "show_in_tooltip" should be per-enchantment. Same with attribute modifiers.
Dude i was so invested watching this video. Havent watched a minecraft video in ages. Cant wait what you do next. Subbed :)
Notch's 1.2 API was supposed to replace the traditional mod pipeline. It's nice to finally see progress being made in that direction.
What’s Notch’s 1.2 API?
@@enderstudios3835 The modding API he said was coming out as a part of version 1.2.
A custom enchantment tutorial would be really amazing. :) Glad I found your channel, I will be learning a lot. ^^
Thank you!! I appreciate it :)
Might get into datapacks thanks to this and 1.20.5
I am hoping they make BLOCKS data driven. Just _imagine_ the possibilities! (Also, making brewing/potion effects data driven should be their next goal. If they're going to have enchants be data driven, they for sure need potions as well).
Potion of explode yourself
Okay you now officially have a new subscriber, this is some of the coolest stuff I’ve seen from technical Minecraft in years
Well thank you! Welcome aboard :)
Custom paintings was cool too, but im sad we didnt get custom disks yet.
I agree! These new features are amazing, the possibilities are endless!
4:45 minecraft is currently introducing everything needed to create real custom items, so on a datapack discord, we think they will add data driven custom items in 1.21 or one of it's sub versions
what's the discord
Dataworld, it's a French datapack discord with sth like 300 members I think
Ok, I was way off, we're 550 in this server
This is insane! I was gonna continue making my datapack in 1.20.6, because of the custom items without knowledge books, but now... well this snapshot seems pretty nice.
This is the datapack dev's endless curse: cool update comes out, BUT THE NEXT ONE IS EVEN COOLER SO I GOTTA WAIT AGAIN.
Pretty cool! People talk about replacing mods, but that's really not necessary. Things like this are good for everyone, modders included.
What really excites me is that datapacks can easily run on servers which allows me and my friends who play Bedrock to play on a server with GeyserMC and still have something similar to mods
Really!!! Man thats a dream come true. Custom items on servers both bedrock and java.
once again, i looked at you video for a single second and recognised it from the video about datapacks i saw some weeks ago, where i commented that i recognised you from the video on custom crafting recipes some years ago
i swear im not looking it up (although in this case i *was* watching videos about the subject)... but fuck, man, the universe is telling me to subscribe
idk your the best datapack guy around at the time, i know everything about minecraft commands but to get new info your just the best
The plan has always been to bring datapacks to be as close as they can to mods... pretty much the only decision they've made since Microsoft bought them that I agree with.
If calling function is so useful. Why haven't they already made a calling function for any item in hand witthe button of choice and if or if not in off hand?
Same for just clicking on blocks.
Imagine just making a regular blank item with a ressource texture and a few calling functions. Then all of your functions.
That would be very nice! I think lots of people are hoping for something like that
Finally the niche Command & Datapack community of Minecraft is eating gooooood
I’m not sure what else I’d want from datapacks next. It’d be really nice to incorporate custom models or item textures so we didn’t need to rely on additional resource packs to make custom items look different.
All of these changes seem to be helping the creation of custom items, but changing how an item looks is the biggest thing we’re missing. (Unless there’s some other method I’m unaware of.)
I am of the opinion that you should be able to just absorb a resource pack into a datapack. The datapack would have a "data" folder and an "assets" folder, and the pack.mcmeta would specify the format for both. Of course each would also be able to exist on its own still, but it would be wonderful to be able to merge them.
It might be a bit weird though because resource packs are strictly client-side, so a server with a data/resource pack would have to force all connecting clients to reload their textures, which is currently only accomplished by an external download.
Idk, im just thinking out loud at this point lol
@@conure512 Oh, that’s a good point, I’m not sure how servers would go about it.
I’m pretty sure servers can have the option to force users to accept a resource pack, or else the player won’t be let into the server. But that gets confusing when it comes to multiple datapacks, and reloading, and if you want to accept some but not others.
I've wanted this for a while - and only wanted it more with the new components structure...
honestly the way I'd wanna see it implemented is just as component called "item_model" or something that accepts a namespaced id for an existing item model; then it uses that item's model .json (damage/state/custom model data predicates, layers, overrides, etc...) as well as any special properties of the referenced model that would usually only apply to the specific item (such as the tint color indexing from the dyed colour value for dyeable armor) also being applied to the custom item too, even if retextured - as if that were the item being retextured, even though it isn't.
but for simpler things like sprite-swaps; it means you wouldn't need a resource pack to make a snowball look like a brick for example...
this is amazing! thank you for the explanation, it really helped
I think they are working towards a multiplatform version of minecraft that no longer needs mods to do most of the things that people would want to edit about their gameplay so people on other systems can basically play modded without an alternate instance of the game
We need more people to see this.. damn
Youve earned my sub
love the hilbert curves in the background haha
Haha thank you! You're literally the first person to ever notice that
I am a complete ignoramus about data packs but I’ve always wanted to understand them. All these new updates to them has made that desire all the stronger.
and that was just the beginning.
I have noticed it, I've thought it, I've called it since the snapshot we could change the scale : Mojnag is slowly making commands the modding API we were promised a while ago. And I'm all hyped for that ! I am curently slowly learning how commands work by following slicedlime's tutorials on 1.19.3 but I'll need to catch up soon with the new components system and all that's happening now.
Now, if somebody reading this comment could help me point some suggestions to Mojang, it would be very much appreciated (I'm playing on cracked version of the game so my feedbacks are as relevant to Mojang as a non player):
1) commands that have a setter form should have a *_"default"_* keyword. /tick rate has that in the form of the 20 ticks suggestion (I was tinkering with the new /attributes the other day on a test world and I changed my gravity, and I forgot what the default value was so I've set it to 0.4 but when I jump, things feel a bit off)
eg:
- /attribute @s minecraft:generic.gravity base set *_default_*
- /setworld spawn *_default_*
2) there should be a way to detect when an entity dispawns or dies (perhaps in /execute?), so we can run commands on that entity's dispawn or death. (I'm trying to ddo something that involves unsetting a block when an arrow dispawns. I've heard there are tricks to detect an AI driven entity's (hostile or non hostile mobs) death, but I don't know if there is something similar when an entity dispawns after its natural lifetime.
3) the new potion effects (oozing, infection, air charged, weaving) should be beneficial to the player if the player _drinks_ the potion instead of being _splashed_ it :
• potion effects that activate on death should activate when the player who drank them has 2 hearts left, partially except for infection which is always active when the player gets hit.
• hostile entities summoned by the potion effect are friends with the player they spawned from (slimes, silverfishes)
• after the activation of weaving (placing multiple cobwebs) the player that drank that potion should have an extra 15seconds of being able to walk freely inside cobwebs like a spider.
Anyway, I'm glad that this video popped up in my recommendations. It seems like I have found a good ressource in learning how to learn commands and make datapacks. I have many ideas I want to work on and participate in the vanilla tweaks project but I don't know how or where to start exactly except slicedlime's outdated tutorials. +1 sub
when 1.20.5 came out i started working on a magic weapons datapack with bows and crossbows with custom projectiles (like no gravity) i used ticking commands no need anymore
As someone who did a fair amount of command block stuffs and got used to it before functions, I need a tutorial for all of this magic immedietely!
Very good examples, helps a lot!
One thing I would love to see for datapacks is custom HUD elements. If you want to add a custom vital, such as thirst or temperature, there's no good way to show this value to the player. Sure, you can use a bossbar, but that only works in single player. You can use the experience bar / level counter, but then XP/enchanting breaks. The only reasonable option is just in chat with tellraw. What is this, 2014 DayZ?
You can just use custom symbols with action bar text
Excellent videos. Thanks for your effort and sincerity.
At around 5:45 you mention that the explosion doesn't do any damage to you; I believe this is because "attribute_to_user" is set to true in the enchantment file. This causes the explosions damage to be considered to be done by you directly as far as the games logic is concerned, and therefore you are immune to that damage, even though the damage type is of "minecraft:explosion". A similar effect can be seen if you try to do /damage to yourself but specify the damaging entity as yourself as well; you get an error message telling you that you are invulnerable to your own attacks
ah someone beat me to it, sorry for repeating information
@@jayo8907 All good bro! This is important info lol
Waiting for Mojang to add an "click_detector" item component, that would be crazy
Now we need data-driven blocks
All that's left is to allow custom commands (without /trigger) then bukkit plugins will nearly be obsolete within the next couple of years
One thing Bukkit has that I can't see datapacks getting (at least not anytime soon) is the ability to manipulate inventories not attributed to an entity or block, detect changes in that inventory, and keep items locked down. It makes for a really cool GUI system.
@@conure512 very true. A datapack I made a few years ago named xEconomy had a pseudo-GUI through a chest that did some trickery to detect that stuff but it was hell to code
but yeah that was through a chest, not a standalone gui
with decent right click detection now thanks to making any item edible and then detecting when a player starts eating (along with tags and stuff) I wonder if you could make it so that you can right click an item, and it will quickly spawn an invisible chest minecart where you can make a GUI type deal for a menu of some sort
There's still a long way to go before datapacks can compete with modloaders, but otherwise this seems like a good direction
Now all mojang has to do is make custom blocks easier to implement and most of what fabric/forge mods can do.
If only the bedrock reaction enchant could work with clicking on air. It would revolutionize left click detection, just like the food attribute revolutionized right click detection.
Apparently it seems like Mojang is preparing for fully data-driven blocks and items (or at least so I've read)... what do you think about this? Would it be useful to have fully data-driven items even though we already have custom model & name stuff? Obviously custom blocks would be amazing.
Fully data-driven items would be wonderful. Item components added a LOT of customization which is awesome, but there's still a lot of stuff which is hardcoded. If we could put things such as carrot on a stick right-click detection onto a custom item, and have advancements (or now even enchantments) which can detect that... i mean, that's kinda the ultimate dream lol
@@conure512 Yeah, now that you've pointed that out that seems like it would be really useful... and I've read up more and it seems like they really will be doing custom items & blocks soon. In 1.20.3 they did something in the code that looked a lot like they're preparing items and blocks to be data-driven... something to do with codecs? I don't really know what that means but from what I read in the Fabric for 1.20.3 changelog it did sound like they were going to do that at some point.
Seems like we finally have a modding API :P
I would realy like to see /execute if function with arguments
and
/shedule function with arguments
You can do /schedule function with arguments. Here is how:
In the function example:1
/function example:2 with (arguments)
In that way, you can schedule the example:2 function by doing
/schedule function example:1 (ticks)
9:57 I feel ya man
I can't wait to see the kinds of enchants people will come up with in their mods. apotheosis is gonna rampage though. ROFL..
I love how big this update is for data packs and such, but I just realized all bedrock gets is trial chambers, and none of the components and stuff. Seems kinda unfair tbh
Me reading the comments of this video as someone who dose't really know anything about datapacks: "Right."
I'M HYPERVENTILATING
I hope they look into reworking the anvil
i hope they add these to the bedrock engine!
Java datapacks might become more powerful than bedrock ones soon. (Behavior packs can add completely new mobs, items, and possibly blocks but I don’t remember)
You still cant change mobs ai just by datapack so no
U are UNDERRATED
Now we need a proper programming language, like Bedrock Gametest (Javascript).
Mojang cancelled modding API only to start slowly implementing it anyway lol
Get ready for all blocks to be given readable/editable data
I'm hoping so!
Something I thought of to do this right now is creating a custom dimension to hold data in tile entities with the same coordinates as the block, then using execute in. As far as I know this should automatically load the chunks at a very low level just to read/write the data (the wiki says this on the "Chunk" page in the "Java Edition chunk loading/Ticket types/Unknown ticket" section).
So to store something like Snowiness of a Snow block at coords 8 6 -18, you could make a special dimension called something like example:block_data, put a tile entity there (like a structure block for its integer values), then use something like /execute in example:block_data run data modify block 8 6 -18 sizeX set value 6.
For arbitrary data you could use a chest with an item with a custom_data component
@@kronostitananthem I suppose that would work, but I think you could achieve what you're going for by just saving stuff to Storage lol.
Although, I'm pretty sure that's not what this comment was saying - they were probably referring to fully custom blocks via datapacks, which is something that appears to be on the horizon given recent changes.
ah yes, Notepad, everyone's favourite code editor
i allredy have so many custom model data items and i cant weit to make them do stuff like shooting lighting or something
why can't mojang add a right click detection component (that isn't eating) like a component that turns it into a carrot on a stick
Hello Conure, ive watched this video and the other 2 that you made about custom enchants and i was wondering if u had any advice for tryn to make an enchant that disables the hit persons enchants?
for some reason, your datapack's functions works but not when i try to do /enchant
I wonder... could we get "life steal" effect with this function? I mean like when dealing damage to a mob/player, we are healed by let's say 10% (per level) of that damage? (Capped at life of the target before atack).
And am I correct with these we can also apply potion effect on attack? (And, thinking about balance, could we do that with some % chance of hapening?) What about freezing can we applied that as enchantment effect?
Please make a thunder shield, that smites enemies when they hit your shield.
Is it possible to only trigger this when successfully blocking the attack?
hold on, going back to the tool trigger where you detect if you hit a block with an item, would that work for air as well? If so Im gonna implode from sheer happiness
Unfortunately no, it has to be a block that you can target/interact with.
+1 Like for Conure's suffering.
it's a good kind of suffering
There's so much that I'm imagining is possible now, but I have so many questions.
Is it possible to have it so it uses the weapons trigger to check what enchantments your armor has, meaning if you have a custom armor set meant to give people a small boost in stats, it would only activate when you actively trigger it? Like an ability?
Does using & releasing an item have seperate triggers? So you could set up animations for when you draw a bow, then have the arrow shot have it's own effect?
On the armor thing: as far as I can tell, yes, it totally would be possible to have an armor piece affect your attacks. The enchantment only checks whether it's "properly equipped", meaning in your hand for a weapon or on your body for armor. So in theory you could use one of the triggers that affects how you attack and "properly equipped" could still mean an armor piece on your body.
As for the other thing you asked, unfortunately I don't think so. There's not even really a trigger to detect right clicks, the closest thing we have is the one that detects when you fire a projectile. There are also some triggers dealing with drawing back a crossbow, but all you can do with those is change the draw speed and draw sound (those triggers actually don't let you run functions - which is something else that makes these enchantments really confusing, and I wanna cover that in more detail in the future).
@@conure512 Eh, it was worth a shot.
I have a feeling people are still gonna use this as a way to put custom items up a level. My biggest hopes are to see people making massive minecraft Servers like Jerracraft is working on, adding things like that all around.
YEAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
when i saw the new features i almost came
I cannot understand how to put nbt data on a json file, like why isnt it the same as the commands ingame >:(
does refreshing textures (F3+T) not work for reloading enchantment data?
i've a question do you know how to make a data od an entity to a scoreboard score with a command?
Hi, I installed your Datapack and when I type "/enchant" the datapack path isn't shown (like in you video) with the custom enchantments, therefore I can't enchant. I tested it on 1.20.6 and 24w21b. What do I have to do? 😅
Is there a way to edit the contents of the new vaults?
Does this mean if I want to scale the damage a sword does on its durability the best thing will be to write a custom enchantment run function?
There's actually an enchantment effect for setting the damage! No function required lol
is it posible to check the "/trigger scoreboard" command without a ticking function?
-> ontrigger do function x?
Nope, all /trigger can do is change a scoreboard value, and thats it. So it requires ticking commands in order to detect it.
how to make a data pack in single player
is there currently a way to give the enchants in an enchanting table/ set their xp cost?
Any enchantment in the tag #minecraft:in_enchanting_table will show up in the table, and the costs are set by the max_cost and min_cost fields within the enchantment file.
I'd like to get the player's UUID0 that fired an arrow using the projectile_spawned effect by running a function on it, but oddly when I attempt to use:
data get entity @s Owner[0]
inside the function called by projectile_spawned, It always returns 0. I'm wondering if this is a bug or maybe I am doing something wrong?
This is a result of a bug, which I reported, and they SAID they fixed it, but it's not actually fixed (I just checked).
bugs.mojang.com/browse/MC-271562
@@conure512 Hmmm. Unfortunate. Thank you for reporting the bug. Hopefully they fix it. Seems like you could do some pretty powerful stuff with this then.
As a (not ideal) workaround, I am instead just getting the nearest player entity by using @p in the function. It seems to work fine. I would HOPE that the nearest player to a projectile that was just spawned would be the player that shot it. Unfortunately this workaround won't help if I wanted to give the enchanted bow to a skeleton or something since @p only detects players as far as I know.
@@richardwolfe2089 Yeah it seems like that's really gonna be our best option for the time being. The good news: I re-reported the bug and they actually accepted it (again), so hopefully it gets fixed this time around lol
bugs.mojang.com/browse/MC-273281
With data driven enchantments, I'm starting to get my hopes up for data driven blocks.
Please Minecraft gods, grant us the ability to make custom blocks.
is it possible to combine right click detection with the new enchantments?
Sure, you can add the food component on top of the enchantments
@@conure512 Niiiice that actually helps a lot, thanks
I wish I knew code so I could make shit like this
Is it possible to change the model data when you hold an item using these custom enchantments?
Possibly, but changing it BACK when youre no longer holding it might be kinda tricky lol. (One of my recent videos actually covered how they made this possible for only the Potato snapshot and not the base game)
@@conure512 Yeah, I was thinking if the potato thing is now possible. I also commented on that video, wondering if you can detect held items with predicates
I'm a complete layman on the subject Mods and Datapacks, soooo can someone explain me whats the difference?
Datapacks are just folders or .zip files containing data which the vanilla game is programmed to read. They're basically officially-supported alterations to the game, which are server-side only so they require no client compliance.
Mods are changes someone has made to the game's base code. They're a much broader subject and can take lots of different forms, but the key distinction is that they aren't officially supported by Mojang.
As a result, datapacks will probably never be able to do EVERYTHING that's covered under the wide umbrella of mods, but every time a new datapack feature is added, that's just one more thing that you no longer require unofficial mods to accomplish.
@@conure512 As Mojang continues to expand the functionality of datapacks, the line between what can be achieved with datapacks versus mods becomes more nuanced. Each new feature added to datapacks reduces the need for certain mods, allowing for more powerful and flexible customization's within the vanilla framework, the future for datapacks seems pretty damn exciting.
i thought java players could already enchant any item?
That's not what this is about
@@reesespuffs8998 thumbnail says “Enchant EVERYTHING”
@@skeleton819have you tried watching the fucking video 😭 😭 😭 😭 😭
@@Pashankie no but you still cant blame me for an incorrect thumbnail
Im just waiting for optifine to be obsolete
it has been for years
@@dementionalpotato then why do I still need it to have multiple textures for one item
please don't tell me you ACTUALLY write json files using the built-in notepad
yeah dude honestly I can't stand programs like VScode when it comes to writing datapacks, the blank notepad just feels so much cleaner and it's what I've always done
@@conure512 I recommend notepad++
laptop mic quality
Yeah they probably do want datapacks to replace mods. I'm surprised the game still even has mod functionality with how authoritarian Mojang are now.
Mods will always be possible through third parties, no matter how much they crack down. Modders are dilligent. I think they are aware of this and they've just accepted it lol
You make it sound as if they are actively trying to remove mods lmao
"authoritarian" lmfao