I still can't believe that enchantments are now data driven. It's such a complex feature, kudos to Mojang for pulling it off. Now, anything is possible. This gives me good hope that we can have somethings similar for potions, mob_effects and potion recipes.
@@bengoodwin2141 I mean with the mc function script language you can actually do a lot of coding for Datapack mods. The only things that will likely need plain java mods will be changes to the whole engine like how distant Horizons completely changes the way the game renders by adding dynamic LODs to the game.
@@eziothedeadpoet you can do a lot with datapacks, and will be able to do more and more as time goes on, but there's a big difference between "a lot" and "anything". Imagine if, say, the furnace didn't exist. You wouldn't be able to add it with a datapack, only approximate it at best. Any completely original idea needs to be written in the same language the game is written in to be done well, otherwise you get inefficient or limited approximations of what you want. I've played another idea where their datapacks equivalent is very effective, but where full modding is effectively impossible, and it feels extremely limited.
This update is insane for datapacks.. literally all we need now is data driven potion effects(which feels likely given how much else became data driven) and the ability to detect key presses(which we might not get but i can hope)
seeing as custom enchantments also show up in the creative mode menu, would love to see the ability to fully add items to the creative mode menu. Would make grabbing weapons and custom items much easier.
This has got to be the best technical update to Minecraft EVER. It makes me SO excited for everything that will be coming in the future. The idea that, eventually, most mods will be completely unnecessary, makes me *super* happy.
YOU WILL PRY MY PRECIOUS MODS FROM MY CODL DEAD HANDS... I'm still waiting for them to add loops and recursion to datapacks. Or just ID based items and animations...
When seeing the data driven enchant, music, and painting, i can't wait to see anything data driven like block, item or mobs (if that happens one day), so that you would almost have as much power than making mods, without having to learn much about programming and java, anyone would be able to do anything in the vanilla game
@@jess648 I mean that's kinda how the creation engine for Skyrim and other Bethesda games is built. The game itself is rather small in its .EXE and the rest is literally just "Datapacks" that are called plugins and have a .esp file type and their equivalent for texture packs is called BSA (Bethesda Softworks Archive) and those are the files the base game is basically defined with and mods are just other data packs or resource packs that are added on top of that. And there are still some mods for Bethesda games that are based on the Creation Engine equivalent of mod loaders namely the Script Extenders and those are called Script Extender Plugins which are used to add features that the base engine can't support and that are beyond the things that could be altered with scripts (similar to mcfunctions) and those are essentially what Java mods then likely would be for Minecraft. Things like Sodium or Distant Horizons that change aspects of the game that go beyond what Mojang is working on. And I kinda hope that Minecraft Datapacks one day reach that level of data driven access.
Man, I really hope in some future version they allow us to combine data packs and resource packs in a single package. This would be great for very custom data packs that also require additional asset data, especially for vanilla servers
I hope enchantability becomes a component in the near future. From what I understand, that seems to big the biggest hurdle preventing us from enchanting arbitrary items in the enchanting table. Would also be a first step to making armor materials data driven.
Sorry if it's mentioned in the video, I'm only part way though. But biggest news for me is being able to have crafting recipes now include NBT data. Like now you can have a crafting recipe for a specific potion, or craft an extinguished campfire, etc
@@kate_isawesome1207 The funny part wasn't that the pig was killed, it was the irony of me calling it "the betrayal of all time" when it was just one pig dying instead of another.
So this was why I could no longer find instances of the Enchantment classes in my Minecraft Server's source code when 1.21 came out. Well played Mojang, well played
What I love about datapacks is the ability to have the world generate as normal, but allow placing blocks in the void. I would like the ability to have a second bedrock layer deeper down, though. Imagine falling into the void and instead of "falling out of the world" like usual, a second bedrock layer comes into view at -1000 or so and you "fall from a high place" instead. lmao Unless the friend you're trolling is a quick thinker and water bucket clutches. Though they'd have a hell of a time building back up!
This is the most excited I have been for an update in awhile, maybe even more than 1.18! I'm curious if you would be willing to upload the example datapack(s) you used for this video for us to learn from. Thank you for these videos and your work on the game! You and the rest of the team are doing some super exciting stuff!
I do recall slice putting links to the datapacks used in the original episodes, but it looks like those links were not mirrored here the video which they were linked to was "News in Data Pack Version 42 (24w18a)"
Is it possible to make custom potions now? I mean datapack for the server with custom recipes of custom potions? Like with effects from this enchants, for example to make you small for a short period.
Would you guys possibly make custom blocks a reality next update? I'd really like to make a Lubricant block that keeps spiders from climbing so I can optimize my string farm.
It's nice that things gets updated, just a shame, that a simple person like myself, have to give up on making them. What used to be easy, now takes forever, if you can even get it to work. Have 50+ data packs, and not gonna even try to update them all. It's simply not worth my doing.
@Dreamz0103 I def understand. My hopeful suggestion to you is to just focus on either the easiest (Ex. Datapack with the lease amount of custom items) or your most popular pack. Many of the changes can be done mostly by using the minecraft generator site: Import your code, change the version to 1.21, then copy the new code It may seems daunting, but gets a bit easier as you go. Just 1 datapack, give yourself that! 🙏
Am I the only one who realised that the sharpness enchantment has no effect on attack damage anymore? How did they make this mistake in the official release?
The "components" section of targeting players for effects and such seems to not work, /effect give @p[nbt={SelectedItem:{id:"minecraft:diamond_sword",count:1,component:{"minecraft:item_name":'{"text":"Tunisia"}'}}}] absorption infinite 4 false Done various versions of brackets and quotations, but nothing works
Same problem persists, No entity was found. This is the command for the sword /give @p diamond_sword[item_name="Tunisia"], was also done through the variant of custom_name - with the same issue
Slime, you (the developers) limit the bedrock system, I know this is not true I just want a Mojang developer to say, to end the confusion, what the people who make content here in Brazil did about "why Minecraft bedrock mods are not the same as Java mods" "Mojang limits Bedrock's mods" so on, I'm the only one who says that it's not true, because you and especially Agnes always said that she always makes her tools available to modders Make your projects! You always talked when it was at minecon or when it was a communication question. Can you put an end to this! I know you're on vacation, talk to me when possible, have a great vacation!
"it also brings us lots of goodies for datapacks and map making" -> Many of us who spent the last 2 months since the 1.20.5 update that had to re-write mob summons, now have to re-fix them again with the attribute change. Legit if they change more shit, im just giving up datapack/mod making lmao. Irritating af.
I rather they keep updating it and keep making it a more powerful tool for changing the game than to stagnate and not improve it just so people don't feel hurt. It would be cool if the game had some sort of automated translation for the new formats but not really essential.
I still can't believe that enchantments are now data driven. It's such a complex feature, kudos to Mojang for pulling it off. Now, anything is possible.
This gives me good hope that we can have somethings similar for potions, mob_effects and potion recipes.
i think potion recipes might be data driven on bedrock edition
It's really great, but it's important to keep in mind that there are always things that can't be done without full code.
@@bengoodwin2141 I mean with the mc function script language you can actually do a lot of coding for Datapack mods.
The only things that will likely need plain java mods will be changes to the whole engine like how distant Horizons completely changes the way the game renders by adding dynamic LODs to the game.
@@eziothedeadpoet you can do a lot with datapacks, and will be able to do more and more as time goes on, but there's a big difference between "a lot" and "anything". Imagine if, say, the furnace didn't exist. You wouldn't be able to add it with a datapack, only approximate it at best. Any completely original idea needs to be written in the same language the game is written in to be done well, otherwise you get inefficient or limited approximations of what you want. I've played another idea where their datapacks equivalent is very effective, but where full modding is effectively impossible, and it feels extremely limited.
mob effects would be GOATED
Now, we need data driven potion effects
We need data driven particles
no, we need a way add REAL items to the game
WE NEED ALL OF THIS AND MORE!!
a non clunky way to add mobs
Data driven items without custommodeldata
Data driven echantments, discs, paintings, @n selector, new attributes, ... we're eating good 😋
This update is insane for datapacks.. literally all we need now is data driven potion effects(which feels likely given how much else became data driven) and the ability to detect key presses(which we might not get but i can hope)
seeing as custom enchantments also show up in the creative mode menu, would love to see the ability to fully add items to the creative mode menu. Would make grabbing weapons and custom items much easier.
YES
Thank you, slicedlime and all of the snapshot crew.
This has got to be the best technical update to Minecraft EVER.
It makes me SO excited for everything that will be coming in the future. The idea that, eventually, most mods will be completely unnecessary, makes me *super* happy.
YOU WILL PRY MY PRECIOUS MODS FROM MY CODL DEAD HANDS... I'm still waiting for them to add loops and recursion to datapacks. Or just ID based items and animations...
When seeing the data driven enchant, music, and painting, i can't wait to see anything data driven like block, item or mobs (if that happens one day), so that you would almost have as much power than making mods, without having to learn much about programming and java, anyone would be able to do anything in the vanilla game
Can’t wait for data driven blocks eventually 😛
datapacks are basically gonna be a Minecraft SDK in a few years lmao
Sokoooooo!
@@jess648
I mean that's kinda how the creation engine for Skyrim and other Bethesda games is built.
The game itself is rather small in its .EXE and the rest is literally just "Datapacks" that are called plugins and have a .esp file type and their equivalent for texture packs is called BSA (Bethesda Softworks Archive) and those are the files the base game is basically defined with and mods are just other data packs or resource packs that are added on top of that. And there are still some mods for Bethesda games that are based on the Creation Engine equivalent of mod loaders namely the Script Extenders and those are called Script Extender Plugins which are used to add features that the base engine can't support and that are beyond the things that could be altered with scripts (similar to mcfunctions) and those are essentially what Java mods then likely would be for Minecraft. Things like Sodium or Distant Horizons that change aspects of the game that go beyond what Mojang is working on.
And I kinda hope that Minecraft Datapacks one day reach that level of data driven access.
"I like your funny words magic man"
Mojang has been going absolutely CRAZY with these technical changes, it's awesome! Speaking of awesome, this video!
"And that's it for Data Pack changes" ....my guy that is a TON of changes to be ended in such a non-chalant manner. lol
Man, I really hope in some future version they allow us to combine data packs and resource packs in a single package. This would be great for very custom data packs that also require additional asset data, especially for vanilla servers
bad apple in a slicedlime video.....that's definitely something new
This isnt the modding API we were promised, but I am still excited
I hope enchantability becomes a component in the near future. From what I understand, that seems to big the biggest hurdle preventing us from enchanting arbitrary items in the enchanting table. Would also be a first step to making armor materials data driven.
The double-breaking at 0:52 kinda triggers me, but it's probably because of the multithreaded block update system
I think itd be neat if you could apply a data tag to add or change an items equippability to armor slots.
Sorry if it's mentioned in the video, I'm only part way though. But biggest news for me is being able to have crafting recipes now include NBT data. Like now you can have a crafting recipe for a specific potion, or craft an extinguished campfire, etc
That was introduced in 1.20.5.
That was introduced in 1.20.5.
Now that the update is out fully, I can test out the new data driven enchantments and discs and all that fun stuff in my main datapack :)
Now we need data driven data packs
piss piss boy
I hope that in the future items with nbt can be used as ingredients to craft items❤
Wow, that was quite the amount of changes. Thank slicedlime!
1:32 Bad Apple. I like that song.
The betrayal of all time XD 0:38
I'd say that's a sacrifice instead
NOT FUNNY!!!!! DX
PLEASE USE LOWERCASE "d"(Xd OR xd) INSTEAd!!!!
## d
##
@@kate_isawesome1207 The funny part wasn't that the pig was killed, it was the irony of me calling it "the betrayal of all time" when it was just one pig dying instead of another.
1:32 YEAH !
BAD APPLE!!!
I was searching for someone in the comments to say something about it
So this was why I could no longer find instances of the Enchantment classes in my Minecraft Server's source code when 1.21 came out. Well played Mojang, well played
As always, thank you very much for making these videos; they're an invaluable resource for me when upgrading my datapacks.
thank you so much for compiling it into one video I was getting super confused with the changes
Fun fact! My first time ever writing code for a data pack, I identified a bug with the “attribute user” aspect of explode :D
What I love about datapacks is the ability to have the world generate as normal, but allow placing blocks in the void. I would like the ability to have a second bedrock layer deeper down, though. Imagine falling into the void and instead of "falling out of the world" like usual, a second bedrock layer comes into view at -1000 or so and you "fall from a high place" instead. lmao
Unless the friend you're trolling is a quick thinker and water bucket clutches. Though they'd have a hell of a time building back up!
This is the most excited I have been for an update in awhile, maybe even more than 1.18! I'm curious if you would be willing to upload the example datapack(s) you used for this video for us to learn from.
Thank you for these videos and your work on the game! You and the rest of the team are doing some super exciting stuff!
I do recall slice putting links to the datapacks used in the original episodes, but it looks like those links were not mirrored here
the video which they were linked to was "News in Data Pack Version 42 (24w18a)"
@@aceae4210 exactly what I was looking for. Thanks!
data driven potion effects has to be next it would allow for so much new stuff probably even a way to add custom entities in a not jank way
24:28 why was the tags folder itself not renamed to "tag"? Now it's the only folder that still uses plural.
Now we need a block with thousands of block data combinations
The highest quality. The bestest update videos.
Thanks for the updates! Any roadmap priority for variants&texture(model?) modification of mobs through data/resourcepacks?
Datapacks are gonna be crazy
Future of datapacks are so bright!
Probably the best time to learn them too :)
Imma do that soon
P.S Musicman's tracks are very cool
So what you're telling me is that I can have a clay block with sharpness twenty again?
I await the day we have compontent crafting for inputs, not just outputs!
Would it be possible to allow people to specify formulas for cost calculations (for enchantments and such)?
The idea being that we could then drive cost calculations based on "player stats"
someone get this man a raise
20:25 "daring today aren't we"
piss piss boy
What are the particles used for the sparkles enchantment?
It’s the particles from the ominous item spawner.
@@slicedlime Thank you!
now we have custom armor and tooltips and even better rc detect
There is currently no working example of attribute effect ids on the wiki, would be lit if the reach datapack worked again
im gonna need that Bad Apple Painting pack.
Thank you for documenting this. many awesome changes
Is it possible to make custom potions now? I mean datapack for the server with custom recipes of custom potions? Like with effects from this enchants, for example to make you small for a short period.
That one painting sure looked suspicious.
Would you guys possibly make custom blocks a reality next update? I'd really like to make a Lubricant block that keeps spiders from climbing so I can optimize my string farm.
Please make a video of how to create a data pack in 1.21 or how to update data packs from previous versions from 1.20 to 1.21
It's nice that things gets updated, just a shame, that a simple person like myself, have to give up on making them. What used to be easy, now takes forever, if you can even get it to work. Have 50+ data packs, and not gonna even try to update them all. It's simply not worth my doing.
@Dreamz0103 I def understand. My hopeful suggestion to you is to just focus on either the easiest (Ex. Datapack with the lease amount of custom items) or your most popular pack.
Many of the changes can be done mostly by using the minecraft generator site: Import your code, change the version to 1.21, then copy the new code
It may seems daunting, but gets a bit easier as you go. Just 1 datapack, give yourself that! 🙏
slicedlime can you please make a video which covers all the new command changes in the game? it would really help out alot
So many new features that I won't have the chance to use all of them 😭
ChatGPT told me that you were the first Minecraft player to get the Elytras
WE need data drive to upgrade or improve mob capacities like the warden Sonic Boom Can reach infinity range
So... more efficient dev work on future updates?
We need more enchantments in Vanilla.
Will we get a renewd version of the command blocks tutorials?
we love you slicedlime
Thank you!
What is the pack format for 1.21? 😕 I wanna change my enchanted golden apple crafting recipe format to 1.21 version. :/
We want an Explode command too now
Just summon tnt or a creeper with an instant fuse timer...
Am I the only one who realised that the sharpness enchantment has no effect on attack damage anymore? How did they make this mistake in the official release?
It still has the same effect, it just doesn’t show in the tooltip.
Next step: Data-Driven villager trades
Hey @slicedlime can i make a zombie poisonous with commands? so that he effects players with poison?
Enchantmenting.
The "components" section of targeting players for effects and such seems to not work,
/effect give @p[nbt={SelectedItem:{id:"minecraft:diamond_sword",count:1,component:{"minecraft:item_name":'{"text":"Tunisia"}'}}}] absorption infinite 4 false
Done various versions of brackets and quotations, but nothing works
It’s components, plural.
Same problem persists, No entity was found.
This is the command for the sword /give @p diamond_sword[item_name="Tunisia"], was also done through the variant of custom_name - with the same issue
Hello how to do that exploding arrow without it exploding in player that shot it
It is cool but... why can't mojang allow us to modify player data?
alr now wb bedrock..?
im new to Datapacks, is there any way to increase the piston Pushlimit?
Mod that merges curse of bindibg and curse of vanishing into obe enchantment.
Imagine it.
You don't need a mod for this anymore, you can make it in the vanilla game.
@@ManosSef ...I was under the impression that "Data Pack" was basically what Minecraft called "mods" nowadays was.
why is it unlisted xdd
Because TH-cam algorithm doesn’t like videos published too closely.
@@slicedlime yeah makes sense. Love programmers min-maxing yt algorithm lol
@n just sounds like @p for all entities, will @p be removed in favor of @n[type=player] ?
Unlikely I think cause it does no harm and is a nice QoL shortcut for people who need or want to focus with a function on only players.
By that logic @a should also be removed for @e[type=player]
Data Driven Data Drivers?
Does anyone know if the attributes that have a "range" from 0-1 allow for 0.5 values ?
Yes
@@slicedlime Nice!
Are there any plans to allow float values for scoreboards/variables whe can store for mcfunction scripts?
30:52 how to use this command ??
Pls help me
awesomeee
- Removed Herobrine
Holly molly.
Bad apple lessgooooo
Slime, you (the developers) limit the bedrock system, I know this is not true
I just want a Mojang developer to say, to end the confusion, what the people who make content here in Brazil did about "why Minecraft bedrock mods are not the same as Java mods" "Mojang limits Bedrock's mods" so on, I'm the only one who says that it's not true, because you and especially Agnes always said that she always makes her tools available to modders Make your projects! You always talked when it was at minecon or when it was a communication question. Can you put an end to this!
I know you're on vacation, talk to me when possible, have a great vacation!
O R B
ily
와!인챈트샌즈!
So much good stuff added. BUT You now are required to be a coding professional to make datapacks.
Unfair advantage to comment early, quick! crab! (V)(*,,,*)(V)
400 views in 6 minutes bro really fell off
"it also brings us lots of goodies for datapacks and map making"
-> Many of us who spent the last 2 months since the 1.20.5 update that had to re-write mob summons, now have to re-fix them again with the attribute change.
Legit if they change more shit, im just giving up datapack/mod making lmao. Irritating af.
*On the bright side, datapack become more powerful than ever*
I rather they keep updating it and keep making it a more powerful tool for changing the game than to stagnate and not improve it just so people don't feel hurt.
It would be cool if the game had some sort of automated translation for the new formats but not really essential.
I'm having so much fun with the data driven "music discs:"
/give @s minecraft:golden_apple[jukebox_playable={song:"namespace:songname"}]