Tuesday is the new Wednesday, did you know? Here is snapshot 23w04a with a new experimental Armor Trim Smithing feature in the Update_1_20 experimental pack.
Happy trimming!
Changes
Enchantment glint on items and armor is now more subtle
Experimental Features
Added a new armor trimming system to visually customize your armor
Added Smithing Template items
Redesigned the Smithing Table
Changed how Netherite equipment is crafted
Smithing Templates
Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
Smithing Templates define what type of upgrade you will be making to equipment
It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
Smithing Templates are consumed when used to upgrade an item in the Smithing Table
You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
Netherite Equipment
Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
This change was made for a variety of reasons:
Increase the time players utilize Diamond equipment before Netherite
Make Netherite equipment a more significant achievement in the game's progression
Adapt Netherite more naturally into the new Smithing Table crafting system
Armor Trims
You can now visually customize your armor with a variety of unique trims at the Smithing Table
All armor is viable for trims except for leather armor
Armor trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings and Boots
All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
To check which trim pattern a piece of armor has, you can hover over it in the inventory
Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Template:
Pillager Outpost
Sentry Armor Trim
Desert Pyramid
Dune Armor Trim
Shipwreck
Coast Armor Trim
Jungle Temple
Wild Armor Trim
Ocean Monument
Tide Armor Trim
Ancient City
Ward Armor Trim
Woodland Mansion
Vex Armor Trim
Nether Fortress
Rib Armor Trim
Bastion Remnant
Snout Armor Trim
Stronghold
Eye Armor Trim
End City
Spire Armor Trim
Smithing Templates are found in chests in their respective structure, except for the Ocean Monument. Instead of finding it in chests, Elder Guardians sometimes drop a Smithing Template upon death
Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
An armor trim has two properties: a pattern and a material
The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
The material is defined by what ingredient you used to apply the trim, and represents the color of the trim
The viable ingredients you can use to define the color of your armor trim are the following:
Iron
Copper
Gold
Lapis
Emerald
Diamond
Netherite
Redstone
Amethyst
Quartz
Armor cannot have the same material it is made of applied to it as a trim
For example, a Golden Chestplate cannot have a Golden Armor Trim
Technical Changes
Added a new type of atlas configuration source: paletted_permutations
Armor Stands now preserve custom names when placed and broken
A new registry trim_pattern has been added for the armor trim system
A new recipe serializer smithing_transform has been added for the updated Netherite Upgrade recipe
A new recipe serializer smithing_trim has been added for the new Armor Trim recipe
Smithing table has temporarily two menu types
Old menu without Smithing Template slot has been renamed to legacy_smithing
Will be removed when Armor Trim feature stops being an experimental feature
New menu with Smithing Template slot was added called smithing
Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips
Paletted Permutations
paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes
Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack
This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color
The paletted_permutations source has a set of required parameters:
textures A list of namespaced locations of base textures
These textures will be used to generate variants of them that have been modified by color palettes
palette_key A namespaced location of a color palette key file
A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below
permutations A map of permutations from suffix to a namespaced location of a color palette file
The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name
The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture
The number of pixels in each color palette must be the same as that of the palette_key defined for this source
Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette
Alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel
Pixels that do not match the palette_key are copied over to the resulting texture as-is
After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack
For example, if you have the following paletted_permutations source:
Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively
As a result, new trim patterns and materials can be added via data packs
These are synchronized to clients when they join the server
However, clients must have an accompanying resource pack to see those registered trim patterns and materials
The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's name field
The following data is defined by a trim pattern:
asset_id which is a namespaced id used to infer texture locations and localization
template_item which is the id of the smithing template item used to apply the trim pattern
description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack
The following data is defined by a trim material:
asset_name which is a string used as a suffix for armor trim texture locations
ingredient which is the id of the ingredient item used to apply the trim material
item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material
incompatible_armor_material which is an optional id of the armor material this trim material cannot be applied to
description which is a text component used for displaying the material name of an armor trim when hovering an armor itemstack
The style defined in this description is applied to the armor trim pattern description as well
Commands
New relation available for execute on: origin:
shooter, if the executing entity is a projectile (like arrow, fireball, trident, firework, thrown potion, etc.)
thrower, if the executing entity is an item
source of effect, if the executing entity is an area effect cloud
igniter, if the executing entity is a primed tnt
summoner, if the executing entity is evoker fangs or a vex
Fixed bugs in 23w04a
MC-198809 Blast Protection does not reduce explosion knockback except at very high levels
MC-259189 "Narrator: Not Available" isn't grayed out on accessibility splash
MC-259204 All goat horns display as Ponder goat horns and play the Ponder instrument
MC-259211 You cannot select incompatible resource packs within the resource packs menu via keyboard navigation