My dream is fully data driven custom items. You can go to your namespace and put in default components for your item. We are getting closer to that reality
Yeah, I've been trying for a while now but nobody seems to know how big of an update this is! I told everyone but nobody cared and people don't even know that wild life is made with vanilla features
@@PLBBD YES THATS ALSO SOMETHING I WISHED GRIAN WOULD SHOW! The fact that wild life is possible 100% vanilla is so crazy, I wished more people would know. I bet most wild life viewers just wonder how they got mods to work in the newest snapshots so quickly, not understanding at all what is actually going on!
@@noxmore Mojang IS lazy. Two things can be true at the same time. As someone who makes some personal datapacks, this stuff is neat. It’s not proper content though, and the fact remains that most of it is almost indie-level additions and tweaks. It’s far below sub-par when you consider the fact we’re talking about the most popular game of all time, owned by the largest(?) megacorporation on the planet… Mojang-simps are just delusional, as always.
@@schnek8927 Mojang ISN'T lazy. They have to update 2 version of the game at the same time, which are made in 2 different programming languages, they have to make sure not to break old worlds, have to deal with a fanbase that is never satisfied and yet they still release a lot of big updates like 1.13, 1.14, 1.16 and 1.18. Even the smaller updates often have a big impact on the game, like 1.15's optimizations and the honey block, which changes redstone a lot. But it comes to discussion of updates, the Minecraft community not only forgets those changes, but also likes to pretend we have only been getting those small updates since like, 1.10.
people might say the recent Updates(and Drops) are small content wise, which I mean yes true but behind those features and contents comes with massive behind the scenes changes like these Data Driven stuff
I feel like "consumable" should be "usable" and it being consumed is an option. The equipment model could be a great way to make items like Tridents or spyglasses with separate models in hand.
It's called consumable because the item is destroyed upon use, not because it is edible. So it sounds like you're asking for an entirely new component.
@@cakeyeater7392 the point is instead of being consumed it can be used, but not deleted or changed. Like a goat horn, it has the same cooldown feature afterall. But if you want it to be a one time use you can set it to be consumed. It would be right click detection that is used by bows, shields, spyglasses etc.
@kyleyoung2464 I get what your point is, but I don't agree with you. The consumable component is fine as is, because it's designed to standardize the function of consumable items, which are almost exclusively stackable with the exception of stews. Non-stackable tools like spyglasses, tridents, shields, fishing rods, etc. could get their own component, and have crossover with the equipment models. However, we don't need to change the underlying framework of things like food, fireworks, ender pearls, and fire charges just because you had an idea for something entirely unrelated
The food changes made for one of the funniest sessions of a life series ever and I’m so glad to see big creators making use of some of these changes already, I always hope these incredible data pack updates won’t get lost or ignored due to being a little more niche
The input predicates (12:57) also explains how size modifications were implemented in Session 1. I feel like a really savvy watcher would be able to guess from this video what we're liable to see in coming weeks.
*We can perfectly recreate beta food,* because now we can set eat time to *0* and animation to *NONE*, this is just a small example of what these changes allow.
Thank you for taking the time to explain what has changed, why and how to use it now. I know most people do not care but the few that do can not thank you enough :)
This is absolutely insane. The biggest datapack changes since the addition of custom worldgen. Really wish we can get custom crafts using data instead of items at some point. For example ability craft X only if item Y has / doesn't have tag Z.
23:40 I hope we get more of these, like the durability bar, the cooldown effect for ender pearls and such, and the red overlay when you don't have an item when trying to use the recipe book...
Now I only need data-driven blocks and I'm happy. Especially for slabs, walls, fences, snow layers, etc. the amount of things you can "misuse" as something else is just not enough.
Im pretty sure that datapacks and commands are one of the biggest feats that represent the creativity of Minecraft. I feel so upset when someone excludes them when talking about Minecraft's versatility.
every day minecraft is moving further away from being a survival sandbox game and towards being a fully functional 3d game engine with a custom low level programming language
Mr Slicedlime Please tell everyone on the team they did a fantastic job and give them a hug or something. The amount of technical changes that will allow creators to go absolutely nuts is unbelievable and gives us all even more creative freedom then ever possibly imagined. I can't even physically process how much I can do with these new additions
5:59 quipppable (strangely enough, it was spelled correctly just a little earlier, and then the misspelling persists throughout the following screenshots from the article)
They may end up having the same features, but they won’t be compatible with each other. 1. Bedrock addons use TypeScript or JavaScript 2. Java uses a lot of JSON files and in game commands saved in a function file (essentially a custom programming language) If Java were to able to load datapacks and addons then it would be much harder to maintain as they have two completely different systems doing nearly doing the same thing.
It’s not quite a mod loader right now, we cannot have true custom items, blocks, entities, or custom new things. However they have made significant progress, we just need to hope that they continue.
12:44 Is this a gameplay change? Because you can e.g. eat through a Nether portal, just movement slowdown, animation etc. no longer work in the new dimension.
why dose the "dx" "dy" and "dz" selectors have a minimum size? is it a lag concern? maybe? it's a shame since detecting based on the hitbox is a very cool feature.
That’s what Forge, Fabric, Quilt, etc… are Mojang were planning to make/ use a mod loader they did own the Bukkit project, but then there was some DMCA drama and then Microsoft bought Mojang, then Bedrock Edition with its addons and marketplace became a thing.
My dream is fully data driven custom items. You can go to your namespace and put in default components for your item. We are getting closer to that reality
@@kyleyoung2464 I do truly believe this is the ultimate goal. I desperately want it, too.
for real, this will be such a dream come true
I also think that the devs are planning this. They are slowly introducing every part of it as item components in each update. We can only hope.
I just wish I could set defaults for items, like using prototypical inheritance. It's a real pain to set all the data individually
literally just need an interaction componement that runs a function based on mouse left/mouse right click
I wished people would look at technical changes whem considering how big an update is, this stuff is so much!
Agreed, i feel like a lot of people who say Mojang is lazy just don't understand they work they put into this side of the game.
Yeah, I've been trying for a while now but nobody seems to know how big of an update this is! I told everyone but nobody cared and people don't even know that wild life is made with vanilla features
@@PLBBD YES THATS ALSO SOMETHING I WISHED GRIAN WOULD SHOW! The fact that wild life is possible 100% vanilla is so crazy, I wished more people would know. I bet most wild life viewers just wonder how they got mods to work in the newest snapshots so quickly, not understanding at all what is actually going on!
@@noxmore Mojang IS lazy.
Two things can be true at the same time.
As someone who makes some personal datapacks, this stuff is neat.
It’s not proper content though, and the fact remains that most of it is almost indie-level additions and tweaks.
It’s far below sub-par when you consider the fact we’re talking about the most popular game of all time, owned by the largest(?) megacorporation on the planet…
Mojang-simps are just delusional, as always.
@@schnek8927 Mojang ISN'T lazy. They have to update 2 version of the game at the same time, which are made in 2 different programming languages, they have to make sure not to break old worlds, have to deal with a fanbase that is never satisfied and yet they still release a lot of big updates like 1.13, 1.14, 1.16 and 1.18. Even the smaller updates often have a big impact on the game, like 1.15's optimizations and the honey block, which changes redstone a lot. But it comes to discussion of updates, the Minecraft community not only forgets those changes, but also likes to pretend we have only been getting those small updates since like, 1.10.
people might say the recent Updates(and Drops) are small content wise, which I mean yes true but behind those features and contents comes with massive behind the scenes changes like these Data Driven stuff
Mostly the drops really. 1.21 was pretty big.
This is a huge update for data/resource pack creators. Everything introduced here is amazing!
and arguably most importantly for mod creators too!
still waiting for custom mob entity that uses biped model as a base/default, so you can use this to make custom mob types/enemies for adventure maps
I feel like "consumable" should be "usable" and it being consumed is an option. The equipment model could be a great way to make items like Tridents or spyglasses with separate models in hand.
It's called consumable because the item is destroyed upon use, not because it is edible.
So it sounds like you're asking for an entirely new component.
@@cakeyeater7392 the point is instead of being consumed it can be used, but not deleted or changed. Like a goat horn, it has the same cooldown feature afterall. But if you want it to be a one time use you can set it to be consumed. It would be right click detection that is used by bows, shields, spyglasses etc.
@kyleyoung2464 I get what your point is, but I don't agree with you.
The consumable component is fine as is, because it's designed to standardize the function of consumable items, which are almost exclusively stackable with the exception of stews.
Non-stackable tools like spyglasses, tridents, shields, fishing rods, etc. could get their own component, and have crossover with the equipment models.
However, we don't need to change the underlying framework of things like food, fireworks, ender pearls, and fire charges just because you had an idea for something entirely unrelated
You should see if this is on the feedback website, and if it isn’t feel free to add it!
The food changes made for one of the funniest sessions of a life series ever and I’m so glad to see big creators making use of some of these changes already, I always hope these incredible data pack updates won’t get lost or ignored due to being a little more niche
The input predicates (12:57) also explains how size modifications were implemented in Session 1. I feel like a really savvy watcher would be able to guess from this video what we're liable to see in coming weeks.
The food thing was already possible, the things in this video were just changes to it
*We can perfectly recreate beta food,* because now we can set eat time to *0* and animation to *NONE*, this is just a small example of what these changes allow.
Thank you for taking the time to explain what has changed, why and how to use it now. I know most people do not care but the few that do can not thank you enough :)
CUSTOM ARMOR IS POSSIBLE NOW!!!!!! YAY!!!!!!
This is absolutely insane. The biggest datapack changes since the addition of custom worldgen.
Really wish we can get custom crafts using data instead of items at some point. For example ability craft X only if item Y has / doesn't have tag Z.
23:40 I hope we get more of these, like the durability bar, the cooldown effect for ender pearls and such, and the red overlay when you don't have an item when trying to use the recipe book...
Now I only need data-driven blocks and I'm happy. Especially for slabs, walls, fences, snow layers, etc. the amount of things you can "misuse" as something else is just not enough.
@@crugg And being able to specify item components for inputs in crafting 🙏
Im pretty sure that datapacks and commands are one of the biggest feats that represent the creativity of Minecraft. I feel so upset when someone excludes them when talking about Minecraft's versatility.
Thanks for the datapack changes!
I really hope we get more control over block models, how they're culled, how the engine shades them, etc...
Dyeable elytra (22:20) is so underrated.
yeah
6:26 I love this so much. Minecraft has allowed such things but with a lot of hoops to go through before. Now it's much easier.
6:58 Legendary tooltips have been added to minecraft
We can eat bucket of axolotl now, this is the best update ever
this update didn't add that, it only changed things about how it worked
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Data driven particles are something what we need
I love how you guys constantly make minecraft more customizable.
I think we all share the same dream
equipment models my beloved im so exited for what will be made with these options
every day minecraft is moving further away from being a survival sandbox game and towards being a fully functional 3d game engine with a custom low level programming language
Mr Slicedlime
Please tell everyone on the team they did a fantastic job and give them a hug or something.
The amount of technical changes that will allow creators to go absolutely nuts is unbelievable and gives us all even more creative freedom then ever possibly imagined. I can't even physically process how much I can do with these new additions
13:37 ibxtoycat cheering*
Amazing video showing off all the changes. This is an insane amount of new customizability for just a game drop.
"Is that a diamond sword in your pants or are you just happy to see me?" took me OUT lmao
First, thank you for compiling all these updates all the time!
Second, *why is noone talking about the input predicate???* That's so useful!
15:56 Thank god! That was the only thing stopping me from releasing my datapack!
Thanks for the video! These videos make upgrading data packs a lot easier to do since you explain every change, even the small ones.
Thank you for making this video, as little as I will use from this, I can only imagine what shenanigans and projects others will grace us with...
These videos are a blessing for datapack makers
6:19 Pink Floyd Learning To Fly reference?
5:00 no way, is that a zelda reference?
1:49 is there a difference between "eat" and "drink"?
Thank you for these very technical patch notes!
Little bit of custom worlds action too 👌🏽👌🏽
genuinely incredible display of information, the time to set up each shot and make it visually interesting cant be understated.
amazing job
5:59 quipppable (strangely enough, it was spelled correctly just a little earlier, and then the misspelling persists throughout the following screenshots from the article)
Bro. The food modifiers are so much cooler now with so many more possibilities than before
The item component update makes datapacks fun and makes anything to be like those April Fools events
I think we could now just don't have mod anymore we can just use data pack for additional content and it's easier to work with than mod
@@Garfield_Minecraft There are some more that data packs will never be able to recreate.
i think it really would've been nice if pack format versions used semver this whole time
Ok, the brush comsuming animation looks really silly.
I like that
19:39 that's kinda cool
finally we got trolls without mods
the crossbow animation would make for a great bandage animation
6:11 just happy to see you! great vid as always
Thank you, slicedlime.
Those are indeed, slicedlime.
We're probably close to reaching a point where Bedrock Add-ons and Java Datapacks are fully compatible with each other
Not rlly...
@@Satwr one can dream
They may end up having the same features, but they won’t be compatible with each other.
1. Bedrock addons use TypeScript or JavaScript
2. Java uses a lot of JSON files and in game commands saved in a function file (essentially a custom programming language)
If Java were to able to load datapacks and addons then it would be much harder to maintain as they have two completely different systems doing nearly doing the same thing.
mojang slowly creating its own modloader, genius
It’s not quite a mod loader right now, we cannot have true custom items, blocks, entities, or custom new things.
However they have made significant progress, we just need to hope that they continue.
@@samuelhulme8347 thats why i said slowly, subtly
Just me that is already seeing cool Minecraft maps using that feature?
11:58 Does this also affect using a brush? I forget whether or not I tested this.
Thank you!
My fee has been payed.
Unfortunately the like button accepted only one click :(
Thanks for version lookout
Waiting for better datapack support for realms
fees payed :D tysm for doing this for us!
12:44 Is this a gameplay change? Because you can e.g. eat through a Nether portal, just movement slowdown, animation etc. no longer work in the new dimension.
This is so good for custom items
I feel like all entity/item specific things (like the tags 'panda_eats_from_ground' or 'piglin_safe_armor') will be generalized at some point, right?
waiting for data-driven items and blocks
why dose the "dx" "dy" and "dz" selectors have a minimum size?
is it a lag concern? maybe?
it's a shame since detecting based on the hitbox is a very cool feature.
Just overlap 2 of them and detect if both are true
Sorry, I think I missed it, what was the other new damage type besides ender_pearl?
mace_smash
Why not just make a free to use modloader for Minecraft? Like what Terraria does for Tmodloader?
Easier access, more mods.
That’s what Forge, Fabric, Quilt, etc… are
Mojang were planning to make/ use a mod loader they did own the Bukkit project, but then there was some DMCA drama and then Microsoft bought Mojang, then Bedrock Edition with its addons and marketplace became a thing.
Your Mojang cape is still old and hope get a new cape
Ahhh, that HHH run. Sniped 😂
i wish i understand those changes enough to use them but im way too stupid for this
(This reads "1.21.2" but we're on 1.21.3 as the latter version didn't add anything to the data & resource side)
Very cool update
I really don't understand the rotate command. It is just a downgrade from teleport
/teleport dismounts the entity when it is riding something. /rotate allows you to rotate entities without having them dismount.
@@XYZ_youtube OOOhhhhh!
you da bomb
Aoooba!
good for servers
This is huge
6:11 What's that supposed to mean slicedlime 😭
otherwise really good changes again, literally modding tools in vanilla
Liked and subscribed! 🏆
meanwhile bedrock edition:
anyone here kind enough to tell me how to add tags/data/something to items so i could make custom items with special effects or particles? :)
Is that a sword in your pants, or are you just happy to see me?
Yeah But, by the time this type of commands are in Bedrock?
bedrock has had fully data driven items and blocks for a very long time.
In Bedrock it’s called an addon or Behaviour Pack.
27 minutes... jeez
On a point release!!