Data Pack News in Minecraft 1.20.5
Вставка
- Опубліковано 5 чер 2024
- Minecraft 1.20.5 contains a massive number of technical changes for item stacks, attributes and so much more! This is a full walkthrough of the changes! #minecraftemployee
This guide applies for Minecraft Java Edition. Technical details are unlikely to apply to Bedrock.
slicedlime works as a Tech Lead for Minecraft at Mojang, but the UA-cam and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive guide possible. Official announcement: www.minecraft.net/en-us/artic...
Gameplay News: • News in Minecraft 1.20...
Introduction: 0:00
Attributes: 0:25
Item Stack Data: 3:14
Item Component Types: 5:21
Items In Commands: 22:12
Item Predicates: 25:12
Recipes: 28:07
Loot Item Functions: 28:47
Number Providers: 35:21
Loot Tables: 35:42
Predicates: 36:10
Entity & Block Entity Data: 37:46
Vaults: 41:01
Ominous Item Spawners: 42:06
Wolf Variants: 42:59
Banner Patterns: 43:47
Commands: 44:24
Particles: 45:48
Advancement Triggers: 47:11
Damage Types: 48:28
Game Rules: 48:42
Enchantments: 48:55
Tags: 49:18
Custom Worlds: 52:44
Pack Loading: 53:10
Thank You: 53:17
Thank you to the helper crew! Bl4ckscor3, Fabian, JochCool, Octojen, Vegguid & Wolk
Some camera sequences rendered using the ReplayMod: replaymod.com
Music: The "Mending" album by Malcolm Horne ( / musicman1017 )
--
Main channel: / slicedlime
Second channel: / limeuncut
Outdoors channel: / @limeoutdoors
Twitch: / slicedlime
TikTok: / slicedlime
Twitter: / slicedlime
Fediverse: octodon.social/@slicedlime
Facebook: / slicedlimeyt
Patreon: / slicedlime
Discord: / discord
#minecraft #news - Ігри
Sorry about the subtitles not being up yet - UA-cam is taking its time setting the timings on them, and I didn't want to hold the video longer than necessary.
Now it's fixed just reload the video
Uploads an hour long video and then apologizes for subtitles not being up yet 😭
We don't deserve him
I constantly hear people arguing about how mojang is lazy/overworked... I've been a little disappointed in recent updates but more so the things that are added just aren't for me not saying they aren't good or not enough. Seeing this... an hour long patchnotes video of all these technical changes to how the engine runs is just insane. Can't wait to see how this is used in future updates and by people making data packs.
bro chill it's a one hour video, and you still apologize for the subtitles isnt there yet?? dayum
Slicedlime when it comes to make an entire movie about a version more explained than ever. Thank you.
this is almost an escher sentence
He's a mojang employee
@@kreuner11 source? No i dont mean the tag in the video
@@milchi5122 source: look it up. he's a mojang employee.
@@milchi5122he is the tech lead of the java version, also pretty well known in the community, cmiiw
(Slowly chants while rythmically banging the table.)
Data-driven painting variants~
Data-driven painting variants~
Data-driven painting variants~
I read this to the tune of Teenage Mutant Ninja Turtles
53 minutes is crazy, I know for a fact that it took a ton of work - thank you!
I love the recent technical improvements.
You don't even know what it is bruh
@@mryeet3158 I know because this is the cumulation of the past snapshots.
Agreed, the seemingly popular notion that Mojang is lazy when it comes to developing Minecraft cannot be further from the truth in my opinion
@@mryeet3158slicedlime covers all the snapshots, so in fact, yes, we do know what the changes are. Most changes in pre release and release are just bug fixes, not major technical changes
This just basiaclly makes minecraft datapacks reeeealy close to actual modding, except the fact that we cant modify game's default behaviour, *yet*
if you are stubborn enough you could write your own physics and behaviours by completely turning off old using new datapack features and coding your own. I saw someone just redone fighting system by spawning a big invisible slime inside a player and when player hit the slime, it would start raycast functions to check if there is a mob in fron of you and inbetween he made neccesary calculations to achieve desired physics and knockback and even damage visualisation or other effects. It was made in 1.16 or somewhere around here by blakens (gibbsly) very talented creator indeed
My plan is to try making a data pack that scales the snowy wolf variant to be 10% larger than other wolves, just to be subtle about making them special.
we have the same mindset :D Snowy Wolves have to feel special. Unfortunately, we may not have the same datapacks skills lol (I don't have)
for how many changes the game made, i wish this was a whole version increment
I hope one day, we get a gamerule that allows the player to keep attributes when respawning, since some of the only ways to do that is to have an item that gives those attributes or by using a command block. Anyways, good work on the video, it's nice having these thorough, yet quick and to the point explanations.
I hope we get something like this for potion effects too, so that they will stay after death. I feel it might be an issue though, because gamerules impact all players. Until there is a way that a gamerule can be applied individually, which I think should also be a thing, this probably won't happen. I'm no expert though, so what do I know?
Maybe a "persist" argument, both for attributes and effects, so you can set it on a case by case basis
@@Charcoal190 This would honestly be way better.
could an effect like this be achieved by making a team, then grouping players into the necessary team, then applying the required effect to everyone on that team? im kinda new to this
There is so much good stuff in this update!
7:03
*reads the text*
Wait a minute-
Item Component Playlist :
5:30 minecraft:custom_data -> can be used for custom data storage on an item
5:33 minecraft:damage -> amount of durability removed from an item
5:42 minecraft:unbrakable -> if set, the item will not lose any durability when used
6:02 minecraft:repair_cost -> the additional XP cost required to modify an item in an Anvil
6:12 minecraft:enchantments -> stores a list of enchantments and their levels on an item
6:30 minecraft:stored_enchantments -> for an Enchanted Book, stores list of enchantments and their levels
6:36 minecraft:enchantment_glint_override -> overrides the enchantment glint effect on an item
6:51 minecraft:custom_name -> custome name override for an item (as set by renaming with an Anvil)
6:57 minecraft:lore -> additional lines to include in an item's tooltip
7:10 minecraft:can_break -> controls which blocks a player in Adventure mode can break with this item
7:46 minecraft:can_place_on -> controls which blocks a player in Adventure mode can place on with this item
7:51 minecraft:charged_projectiles -> holds all projectiles that have been loaded into a Crossbow
8:08 minecraft:intangible_projectile -> marks that a projectile item would be intangible when fired (i.e can only be picked up by a creative mode player) ; only set when items are inside a Crossbow's charged_projectilels component
8:24 minecraft:protion_contents -> holds the contents of a potion (normal, splash, lingering), or potion applied to an item (Tipped Arrow)
8:48 minecraft:suspicious_stew -> holds the effects that will be applied when consuming Suspicious Stew
8:57 minecraft:attribute_modifiers -> holds attribute modifiers applied to any item
9:50 minecraft:bundle_contents -> holds all items stored inside of a bundle ; if removed, itams cannot be added to the Bundle
10:07 minecraft:container -> holds the contents of container blocks (Chest, Shulker Box) in item form
10:31 minecraft:container_loot -> holds the unresolved loot table and seed of a container-like block
11:00 minecraft:lock -> holds the lock state of a container-like block ; an item with a custom name of the same value must be used to open this container
11:09 minecraft:block_entity_data -> stores unstructured NBT data to apply to a block entity when placing a block such as a Chest or Furnace
11:27 minecraft:block-state -> holds block sgate properties to apply when placing a block
11:36 minecraft:pot_decorations -> stores the Sherds applied to each side of a Decorated Pot
11:49 minecraft:profile -> controls the skin displayed on a Player Head
12:04 minecraft:note_block_sound -> controls the sound played by a Player Head when placed on a Note Block
12:12 minecraft:entity_data -> stores unstructured NBT data to apply to an entity when using an item that spawns an entity, such as a Spawn Egg or Armor Stand ; must contain an id field with the entity type
12:29 minecraft:bucket_entity_data -> stores unstructured NBT data to apply to an entity when placed from a bucket
12:50 minecraft:bees -> holds the bees inside a Beehive or Bee Nest
13:13 minecraft:dyed_color -> represents a color applied to a dyable item (in the #minecraft:dyable item tag)
13:29 minecraft:trim -> holds the trims applied to an item ; presence of the component is no longer restricted by the #minecraft:trimmable_armor item tag (although, this tag is still used for recipes)
13:40 minecraft:custom_model_data -> can be used to replace the models of items by selecting for the minecraft:custom_model_data property in the item model
13:47 minecraft:banner_patterns -> stores the additional patterns applied to a Banner or Shield
14:13 minecraft:base_color -> stores the base color for a Shield
14:28 minecraft:map_id -> references the shard map state holding map contents and markers for a Filled Map
14:34 minecraft:map_decorations -> holds alist of markers to be placed on a Filled Map (used for Explorer Maps)
15:02 minecraft:map_color -> represents the tint of the color decorations on the Filled Map item
15:13 minecraft:lodestone_tracker -> if present, specifies that the Compass is a Lodestone Compass
15:41 minecraft:writable_book_content -> holds the contents in a Book and Quill
16:05 minecraft:written_book_content -> holds the contents and metadata of a Written Book
16:39 minecraft:firework_explosion -> stores the explosion crafted in a Firework Star
17:19 minecraft:firework -> stores all explosions crafted into a Firework Rocket, as well as flight duration
17:36 minecraft:instrument -> holds the instrument type used by a Goad Horn
17:44 minecraft:hide_additional_tooltip -> if presnet, disables 'additional' tooltip part which chomes from the item type
17:55 minecraft:hide_tooltip -> if presnet, it will completely hide whole item tooltip (that includes item name) ; tooltip will still be visible and searchable in creative mode
18:00 minecraft:recipes -> list of recipes that should be unlocked when using the Knowledge Book Item
18:14 minecraft:debug_stick_state -> stores the selected block state properties used by a Debug Stick
Properties that can now be changed per item stack that were bound to item type only (idk wha dat means):
18:52 minecraft:food -> when present, this item will behave as if a food (can be eaten)
19:45 minecraft:max_stack_size -> controls the maximum stacking size of this item
19:59 minecraft:max_damage -> controls the maximum amount of damage than an item can take
20:21 minecraft:fire_resistant -> if presnet, this item will not burn in fire
20:29 minecraft:rarity -> controls the color of the item name
20:51 minecraft:tool -> controls the behavior of the item as a tool
21:41 minecraft:item_name -> when present, replaces default item name with contained chat component
21:58 minecraft:ominous_bottle_amplifier -> controls the amplifier amount for an Ominous Bottle's Bad Omen effect
22:04 Item Stack Components' simpler form syntax
THANKS TO EVERYONE WHO READ OR LIKED;
ALSO THANKS TO SLICEDLIME FOR HIS TIME AND DEDICATION, I HAVE LEARNED A LOT ABOUT MINECRAFT COMMANDS IN THIS VIDEO (i began your command tutorials a few weeks ago :D (I still haven't finished it lol, I'm blocked at the levels with the allays))
PS: Slicedlime, will you ever redo or continue the command block tutorials ? There are just so many commands that we haven't covered in the companion map that I have just learnt exisiting here.
Negative fall damage in Java... I guess now we can pretend we're on Bedrock :)
I was thinking one of those "Can you beat Minecraft with 0.5 space presses?" type challenges.
What a banger comment.
We datapackers thank you from the bottom of our hearts ❤❤❤
I have to admit that all of this is completely over my head, but I’m gonna watch it anyway, because slicedlime.
Thank you for all your work on game and video.
Wait does this mean we can make moon shoes? Like, boots with low gravity?
yes
19:29 why is it the same format as suspicious stews and does not support an amplifier? Food like pufferfish, (enchanted) golden apple give effects at higher levels than 1, which cannot be imitated with this component system due to this.
It does support an amplifier. These food items use the component system, it's not just custom content.
Yooo! Finally! The long-anticipated... FIFTY-THREE MINUTES!? Ooh boy, this'll be a fun one...
53 MINUTES?!?!?
oh my God can't even begin to imagine the work that must have went into this. Absolutely amazing!
This has got to be the longest update video
how could this be a minor update
it's more like massive update
One thing I never understood has always been why do items stored in containers seemingly each save their own slot ergo position in the container's items array ?
Given how the largest vanilla container is 27 slots (assuming double chests only merge the contents of both chests when interacted with on the fly from two distinct arrays), wouldn't it make more sense from an optimisation standpoint not to store the slot value in each item, and to instead compute it from the container dynamically ?
That sounds like a lot of memory lost to redundancy.
This is the serialized format, it doesn't necessarily correspond to how things are stored in memory.
Map making is about to be insane!!!
Thank you, slicedlime. 🍿🍿
If I was tasked with making this video I would have given up pretty early.
People hate on Mojang for not adding much content in the game, but changes like this often get overlooked by the majority of players.
You work so hard with these sliced, you don't get the attention you deserve from the algorithm. The community thanks you
You are an absolute legend for posting a video of this length.
Data packs, the movie
Thanks for breaking my datapack i worked hours on! (kinda pissed but the changes will make future datapacks much neater, nice)
I liked seeing the Etho head, and a few other easter eggs in this movie. Very informative overall, even for reference for modders.
I love how this video is twice as long as the "normal" update video.
Can we make lock be a predicate instead of just a name please :D
A name is good for adventure maps but a predicates would give endless possibilities to datapacks!
Thanks for all the effort you put into this. I watched it all the way through to get the gist of the changes but I'll have to revisit it, probably multiple times, for the details so you'll get multiple watches from me!
Thank you for doing these videos sir. You are my go to when it comes to these stuff. Also I cant believe you made an update video its 53 minutes long omg
Hah! Octojen right away by the creepers! Thanks for the info, very informative
Thank you again for implementing the size change for players, it was a real pain to implement that through plugins before the change.
And for everything else as well of course.
very nice update and video you've probably put in HOURS to make to catch up whats going on with this "minor" update. following through the snapshot changes sometimes can be tedious
{
"It really seems to me that Mojang are heading in a direction that will": [
"Turn Minecraft commands into basically a full scripting language, or at least make it a lot more powerful",
"Make custom items/blocks possible/much easier with datapacks, and possibly indistinguishable from vanilla content"
],
"parting_note": "At least that's the vibes I've been getting from watching these technical updates, i really hope this does happen"
}
why would you write your comment in json format💀
@@bruhther6260 in the spirit of datapacks! (they have a *lot* of JSON in them)
One of the most underrated parts of the update
I don't even make datapacks yet somehow your presentation is so good I can't stop watching! Great work!
tiny creeper isn't real he cant hurt you...
Incredible work dude as always
Thank you for putting in the work! Very much appreciated!
Absolutely INCREDIBLE the updates and new features for datapacks and so on. I'm friggin' excited for the possibilities in the future when all of the new components stuff is completed.
Thank you SO much for these indispensable videos!
Still hoping that datapacks will be able to add custom blocks...
from what i am getting, the major change is that the game is starting to adopt the ECS model for managing the whole game. is that right?
Woah. I thought it already was in ECS ages ago.
@@ratlinggull2223 what would make sense thinking about how chunks updates blocks, but large scale low level changes like these were still (mostly) unheard of openly until now.
you are doing an incredible job! keep going like this
"mojang is lazy" mfs are SWEATING with this one
also thank you for all the effort on these videos!!
Armored paws drop? I only know the mega changes to data packs and the potential it holds, map makers’s paradise
They are slowly open sourcing the Minecraft Java code and I am here for it!
I Beg You! Add custom texture variants for other mobs! At least give us the option to make them
+1 We have this on bedrock and would like it on Java Edition as well
This would pair perfectly with dummy template blocks and items, ones that would be devoid of any crafting recipes and interactions.
doesnt make sense... why spend time implementing something like this when you're already working on Datadriven Items...
finally!! been waiting for this
Nbt tag (components) in a basic crafting table recipe !
"Shulker shell of goodbye cruel world" 😂
Are you planning to add the ability to create your own blocks and items? Such a small addition could expand the capabilities of datapacks)
yes... that is the end goal of switching to Components...
11:55 Glad to know mojang remembers etho!
thank you!
53 minutes! WTF
0:36 Why so specific with the minimum size?
It sounds like an arbitrarily specific value when written out in base 10 (decimal) ; however, just like the upper bound of 16, this is actually a power of 2 -and a negative one at that.
0.0625 is 2^(-4), whilst 16 is 2^(+4).
16x bigger or 16x smaller
@@enderyu Exactly, you're spot on, and I feel like a moron for not simply having stated that 0.0625 is 1÷16 haha
Thaaaaaaank you!
20:13 what's the reason for this restriction? Before 1.20.5 it was possible to have stacked items with durability using a bug (by summoning an armor stand, you probably knlw) and these items didn't have any issues as far ad I know. If you had a stacked damagable item, it would only consume one item instead the entire stack. What's the reason for not making it a supported feature too?
I love that they are adding new ways to change the game, but i really don't like the arbitrary limitations. It's less of "You can go outside" and more of "Your room has been expanded"
God bless the modding community, until they go after that too.
They might be technical limitations tho, like, taking this number past the maximum caused a major issue, so a maximum was set.
Personally, I like making datapacks entirely *because* of the limitations. They’re what makes datapack creation fun. If datapacks were just a full-on modding language, it’d be a little boring. I’d much rather have a bunch of creative workarounds than something just perfectly functional.
This comment sounds so naive tbh
@@KateYagi I know for a fact it's not a technical limitation. The game will absolutely still work if you mod it to remove the limitations.
@@bomblii I think a lot of the mods that lift those limitations also fix the issues that arise from going past those limits, or have found them to not be as big of issues as Mojang made them out to be / they haven't found the edge case where it does in fact become important. It is possible they're being overly prudent in that regard though.
I suppose more details about *why* certain things are done in the changelogs would help with that.
this helps ty
Thank you for your efforts good sir!!
Is there a way to edit how much attack damage a tool has? Like can I have a dead bush that effectively works exactly like a Netherite sword?
Attack damage is already an attribute, so yes.
I would love to see /attribute in MCBR.
Does the minecraft:dyeable_items tag mean that we can add different items to be dyeable and they will work innthe crafting table as well as tint in game? If so, we need to add eggs to that list. Easter eggs would be fun!
This update is insane and I love it
Longer reach for the crabbbbb
Entire json tellraw-like array in item name when
No, scratch that. Entire json tellraw-like array EVERYWHERE when.
This is huge! Woot!
Is there a way to use custom data from an item as a model override like custom_model_data?
I want to show variations of a Model based on the custom data.
This video is a masterpiece. You're the best!
No way you can eat blocks now, the cursed minecraft memes became true
player_attacks are only player attacks got it
8:00 the number of projectiles in a crossbow is no onger restricted to 3 you say? so... what happens if you make a crossbow loaded with like 50 differnet fireworks at once? do they fan out even wider in a spread? overlap each other in the same 3 positions as multishot normally does? some sort of shotgun pattern?
They spread evenly within the same angle.
@@slicedlime is it possible to put a bunch of empty objects to the beginning and end of the array in order to let's say 5 projectiles in the middle more concentrated? Or do the empty objects get ignored?
19:36
Does anyone know what the name of this filtering format is ?
I could not for the life of me figure out what its name was.
I can't put a custom tag on a custom item anymore. I always used @e[tags="customtag"] to detect items. How can I do it now?
I just wanted to say, wow
NBT廃止運動に、阿鼻叫喚な人と感謝感激な人に分かれるの面白い。ちなみに自分は後者、過去作があるなら阿鼻叫喚だろうよ!!あるならな!!!
SIZE??? LETS GOOOO!!!!!
Does the break speed stack with Haste?
Are there any github repos or documentation up to date wtih all data pack stuff?
That would be fantastic, but as of now, the best we have is either going through slicedlime's videos, or the wiki (afaik).
With Minecraft:repair_cost, can you set that to 1, meaning items can be continuously repaired in an anvil forever? (without increasing in cost?)
I believe you have to set the value back down after each repair. But yes, lowering the repair cost will reduce the levels required for the next anvil action. If you want to experiment with this, I recommend looking into an advancement trigger, using a predicate to match the high range of repair costs, and setting it back to a value below the range. (This wouldn't help for Items that are already too expensive, so you may need to look into another technique for that case.)
@@SirJerric would setting that number to 0 make there be no xp repair cost? So you just need items, and there's no xp cost/increasing xp cost?
Also just to double check, this is a global setting no? Setting it to 1 means the additional repair cost increases by 1 for any item, each time any item is used in the anvil? So that means all players on a server have significantly reduced anvil xp repair costs? thank you also!!!
@@brandonchase1533 -- Sorry, you've read this a bit backwards. Lets see if I can lay it out in order.
minecraft:repair_cost is one of the item stack components. That means editing the value, or even removing the component with **!minecraft:repair_cost = {}** has a maximum scope of changing the repair cost of one item stack. You can run a command with execute as ___ to target more than one item stack, but even that cannot change unloaded or future items.
When any item stack is repaired in an anvil (which is only possible if the item stack has damage and is therefore capped at a stack size of one), the repair_cost component will be increased. I think the component is created if it did not exist, I think the value increases by one, and I think the value is used in a formula to calculate the actual cost of the next repair in levels. I could easily be wrong on those.
Even if you edited each repaired item back to having no repair cost, it would still cost a minimum of one xp level to repair along with the material(s).
How exactly then do I make costume recipes? This new change to datapacks broke the recipes I made for my single player world...
Anyone know what the proper syntax would be to use item replace to give someone an elytra with mending on it? I've tried all the variations I can think of and nothing seems to work. I get as far as
elytra[minecraft:enchantments=
and can't figure out how to tell it the name. I know how it was done before these changes. Just butting my head against a wall trying to figure out the new way.
Off the top of my head, something like elytra[enchantments={levels:{mending:1}}]
@@slicedlime Many thanks. I would never have guessed that it was looking for "levels" next. That worked perfectly.
Will these attribute commands come to bedrock version eventually?!
Thx
gg on 100k
execute store result entity @s Motion[0] double 0.005 run scoreboard players operation @s motion_x2 -= @s motion_x1
this command no longer changes motion and i haven't seen any changes on the path, do you know the new way to alter motion data?
Nope - if you have a good repro case on something that worked before that no longer does, the best thing to do is to report a bug on the tracker.
Does step_height work on boats?
Just realised that this video is so good it has 0 dislikes(im using a google extension)
1k like no dislike, gg!!
Are you going to fix the enchantments that can be placed on dog armor? And they're not working!
Report it on the official bug tracker, be sure to double check it already isn’t reported.
***player attacks***
1시간짜리 데이터 팩 변경 영상은 강의와 같다.
53:10 (Laughs in modded minecraft.)