Amazing changes, but the death_protection component need 3 additional fields: **trigger_animation** : which is set to true by default, if false, the animation in front of your face won't play. **trigger_particles** : for a list of particles that spawn around you when the component triggers, by default it has the totem of undying one, but you can set it to empty for no particles. **trigger_sound** : for what sound plays when the component triggers.
instead of it being trigger stuff, it should be customizable like a animation field similar to the consumable component, could show totem animation or elder guardian effect aimation and also allow you set custom particles and custom sounds on use
@@Iowercasebtw valid point, but maybe they should let us make custom on-screen animations in resource packs and then be able to trigger those animations to certain situations, such as guardian jumpscare, totem trigger, powdered snow cold and on fire.
Very happy to see that the slot highlight is now a customizable texture. I hope we can get even more in future, such as the cooldown for ender pearls/chorus fruit/shields, the box around selected languages/worlds/resource packs, and the durability bar...
It's nice that we have more flexibility over potion names, although I hope there is a way to override the potion prefix, or if there isn't, that you might consider adding one. For example, say I wanted to give players a nausea potion with the custom name "Cactus Juice". With the way it's described, it sounds like using that in this new field would call it "Potion of Cactus Juice". This means we would still need to use the previously existing custom name component to fully override potion names.
Based on the on screen documentation, I think it isn't prepending "Potion of" to the custom_name, but rather it's looking up the translation entry for item.minecraft.potion.effect.liking, which he set to "Potion of Video Liking".
Brewing fuel! Thank you so much! It gets my hopes up that perhaps in the near future you'll add custom brewing recipes and custom trades. I am starting to love datapacks so much. Thank you for expanding them. I'm too dumb and old to start learning coding now, but simple datapacks I do can just fine, and I'm just so happy I can tweak increasingly more things for our Vanilla+ experience with my friends. Kudos to you and the team!
You can already make custom trades though? And you're never "too dumb and old" to start coding. You just have to spend the time to learn it just like anyone else.
@@Gatrehs Custom trades in datapacks require some very hacky approaches, I've read through a few examples and being able to just have it added by Mojang as a feature to datapacks would be a blessing. The amount of free time shrinks when other responsibilities appear. I tried learning java but... These concepts and coding structure seem so abstract. Datapacks took me just a moment to figure out how to deal with them, so being able to just easily edit trades in them would save me and other folks so much trouble.
the death protection component isn't the first component that has a built in status effect trigger field, but I feel like all of these would be better if they could be made to trigger any kind of command or function instead of only status effects
i dont understand how to use the damage_resistant component, i tried doing this: give @p diamond[minecraft:damage_resistant={types:#is_fire}] but it says it expects a value after types:
So, I tried the new totem tag, but if you try and give it effectys to give you when used, it just makes it not save you anymore. Is this a bug, or is there a specific way you need to do it? (Im in the full release btw)
When you approach the vault, it'll start repeatedly rolling the loot table to determine items to show in the preview. At that point it provides only the block position to the loot table, since there could be multiple players watching, and they might not even have a key. Once you actually right-click with a key, the table is rolled again, this time with a player and key provided to determine the actual loot. This ultimately allows having custom data on vault keys which affects what loot that gets dropped. You just need to keep in mind that the key isn't available in the preview.
BRO the resource pack slot highlighting is huge- we can hide the tooltip with an item component and stop the white slot highlight so we can make custom menus! we can make perfect custom uis now!
@@samuelhulme8347 ik,but like having the option to detect keys like right click or save toolbar activator (like the origins mod) could be really useful
@@dadlh6394 I agree, having support for any key would be a cool feature but it would mean that someone could create a key logger and track all the keys someone presses without them knowing.
The "consume_effects" and "death_effects" should have "run_command" which will run a command, examples: `[consumable:{consume_effects:[{type:"minecraft:run_command",command:"/summon husk ~ ~ ~ {NoAI:false,CustomName:\'{\"text\":\"Custom Husk\",\"color\":\"orange\",\"bold\":true}\'}"}]}]` `[death_protection:{death_effects:[{type:"run_command",command:"summon tnt ~ ~ ~ {explosion_power:10,Fuse:15s,Motion:[0f,2f,0f]}"}]}]`
2:20 Is that a sword in your pocket or are you just happy to see me?
Amazing changes, but the death_protection component need 3 additional fields:
**trigger_animation** : which is set to true by default, if false, the animation in front of your face won't play.
**trigger_particles** : for a list of particles that spawn around you when the component triggers, by default it has the totem of undying one, but you can set it to empty for no particles.
**trigger_sound** : for what sound plays when the component triggers.
the effects could also include a function to run, and perhaps more actionable effects the game has to offer
@@miroaja1951 you can already run a function from death protection using advancements
instead of it being trigger stuff, it should be customizable like a animation field similar to the consumable component, could show totem animation or elder guardian effect aimation
and also allow you set custom particles and custom sounds on use
@@Iowercasebtw valid point, but maybe they should let us make custom on-screen animations in resource packs and then be able to trigger those animations to certain situations, such as guardian jumpscare, totem trigger, powdered snow cold and on fire.
Basically everything should have a function run component honestly
Thank you for always making these resources to better understand/visualize the new content for Minecraft.
Panda chewing on netherite is something XD
"you better not hit me with the cake jumpscare"
Very happy to see that the slot highlight is now a customizable texture. I hope we can get even more in future, such as the cooldown for ender pearls/chorus fruit/shields, the box around selected languages/worlds/resource packs, and the durability bar...
with how they're currently going, datapacks might someday be a decent alternative to mods for in-world stuff and that's really exciting
All of these features are wonderful! Hopefully that means block components are around the corner.
just thought of a potential right click detection idea- set the equippable slot to mainhand, and detect that
It's nice that we have more flexibility over potion names, although I hope there is a way to override the potion prefix, or if there isn't, that you might consider adding one. For example, say I wanted to give players a nausea potion with the custom name "Cactus Juice". With the way it's described, it sounds like using that in this new field would call it "Potion of Cactus Juice". This means we would still need to use the previously existing custom name component to fully override potion names.
Based on the on screen documentation, I think it isn't prepending "Potion of" to the custom_name, but rather it's looking up the translation entry for item.minecraft.potion.effect.liking, which he set to "Potion of Video Liking".
Did Mojang know that I turned 25 in August? They are adding more UI customisation on Java Edition.
I've been wanting these customisations for years.
Brewing fuel! Thank you so much! It gets my hopes up that perhaps in the near future you'll add custom brewing recipes and custom trades. I am starting to love datapacks so much. Thank you for expanding them. I'm too dumb and old to start learning coding now, but simple datapacks I do can just fine, and I'm just so happy I can tweak increasingly more things for our Vanilla+ experience with my friends. Kudos to you and the team!
You can already make custom trades though?
And you're never "too dumb and old" to start coding. You just have to spend the time to learn it just like anyone else.
@@Gatrehs Custom trades in datapacks require some very hacky approaches, I've read through a few examples and being able to just have it added by Mojang as a feature to datapacks would be a blessing.
The amount of free time shrinks when other responsibilities appear. I tried learning java but... These concepts and coding structure seem so abstract. Datapacks took me just a moment to figure out how to deal with them, so being able to just easily edit trades in them would save me and other folks so much trouble.
We need made carved pumpkin's overlay data driven so people can made multiple overlays for it
Love this channel, keeps up to date in a quick and fast way
the death protection component isn't the first component that has a built in status effect trigger field, but I feel like all of these would be better if they could be made to trigger any kind of command or function instead of only status effects
Minecraft but everything -has loot tables- is randomized
Datapack disable vanilla
Holy hell Tracy
I hope they make it so we can have a 3d item model when worn or held, but in the inventory it displays a 2d sprite, like how a spyglass works
1:23 is this from Half hearted hardcore S2?
i dont understand how to use the damage_resistant component, i tried doing this: give @p diamond[minecraft:damage_resistant={types:#is_fire}] but it says it expects a value after types:
nevermind i figured it out, the type has to be within quotation marks
So, I tried the new totem tag, but if you try and give it effectys to give you when used, it just makes it not save you anymore. Is this a bug, or is there a specific way you need to do it? (Im in the full release btw)
Thank you!
0:34 What does this mean? You can't use the key if it's displaying items?
When you approach the vault, it'll start repeatedly rolling the loot table to determine items to show in the preview. At that point it provides only the block position to the loot table, since there could be multiple players watching, and they might not even have a key. Once you actually right-click with a key, the table is rolled again, this time with a player and key provided to determine the actual loot.
This ultimately allows having custom data on vault keys which affects what loot that gets dropped. You just need to keep in mind that the key isn't available in the preview.
❤❤❤
BRO
the resource pack slot highlighting is huge- we can hide the tooltip with an item component and stop the white slot highlight so we can make custom menus! we can make perfect custom uis now!
Still no generic.range_damage attribute :(
I just want custom ranged weapon damage
I saw that you watch Neurotic Goose the other day.
Hougungange?
With the amount of items costumbility i can see us getting custom items in no time
Birthday Cake of Infinite Yum™
cool beans
slicedlime please add attack and use item/place block binds to the input predicate and my life is yours
Please let us change windcharge explosion power 🙏🙏🙏🙏
Hello!
Plz add more keys to the input predecate
The input predicate uses the keys from the “Key Binds” options page, so you have to use these key binds not actual keys.
@@samuelhulme8347 ik,but like having the option to detect keys like right click or save toolbar activator (like the origins mod) could be really useful
@@dadlh6394 I agree, having support for any key would be a cool feature but it would mean that someone could create a key logger and track all the keys someone presses without them knowing.
@@samuelhulme8347 exactly
@@samuelhulme8347 exactly
I saw this pretty fast hmm
W
Please add the golems in 1.21.x 😭
The "consume_effects" and "death_effects" should have "run_command" which will run a command, examples:
`[consumable:{consume_effects:[{type:"minecraft:run_command",command:"/summon husk ~ ~ ~ {NoAI:false,CustomName:\'{\"text\":\"Custom Husk\",\"color\":\"orange\",\"bold\":true}\'}"}]}]`
`[death_protection:{death_effects:[{type:"run_command",command:"summon tnt ~ ~ ~ {explosion_power:10,Fuse:15s,Motion:[0f,2f,0f]}"}]}]`
Just started my pc xD
"unemployed_gift" very silly