Hello! Here is a new snapshot with tweaks to the new features, new advancements, new music and some long-awaited technical changes.
For some time we've been working on a new faster light engine, and we are finally ready to share the result.
Special thank you to the community for not only pointing out the issues with the game's light engine,
but also to community members that have developed mods and plugins which have highlighted these performance challenges
and served as an inspiration for our new implementation.
Please break it in all possible ways and report bugs!
New Features
Added new advancements for Trails & Tales
Added new Trails & Tales ambient music
Added a new music disc obtainable through archaeology
New advancements
Husbandry advancements
Smells interesting : Obtain a Sniffer Egg
Little sniffs : Feed a Snifflet (requires Smells interesting)
Planting the past : Plant any Sniffer seed (requires Little sniffs)
Adventure advancements
Respecting the remnants : Brush a Suspicious block to obtain a Pottery Sherd
Careful restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the remnants)
Crafting a new look : Craft a trimmed armor at a Smithing Table
Smithing with style : Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a new look)
New ambient music
Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
A Familiar Room
Bromeliad
Crescent Dunes
Echo in the Wind
New music disc
Added a new music disc which can be found by brushing suspicious blocks in Trail Ruins
When put in a Jukebox, Relic by Aaron Cherof is played
Changes
Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate
Crafted Decorated Pots with at least one pattern now have a hover tooltip displaying the Sherd & Brick ingredients
Updated the credits
Added the ability to scroll upwards by pressing the up arrow key
Sculk Sensor Phases
Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
The default phase is Inactive
This phase lasts indefinitely until the block receives a vibration
During this phase, the block is able to listen to nearby vibrations until one has been scheduled
When a scheduled vibration is received, the block switches to the Active phase
This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
After the Active phase has finished, the block switches to a Cooldown phase
This phase lasts for 10 game ticks
During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
Finally, once this phase is finished, the block will switch back to the Inactive phase
Previously, some of these phases had different timing values:
Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
Cooldown: 1 game tick for both types of Sculk Sensors
These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
Technical Changes
The resource pack version is now 15, accounting for the font and credits update
legacy_unicode glyph provider has been removed
Bitmaps used by uniform font have been removed
uniform font has been updated to use Unifont 15.0.01
That changes shape of multiple characters, while also adding support for new ones
Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
Added second level of organization of entries in credits.json on top of titles, called disciplines
Font textures are included in debug texture dump (F3 + S)
Added new font glyph providers: unihex and reference, removed legacy_unicode
Improved performance of the light engine
Fonts
New unihex glyph provider
New glyph provider for reading Unifont HEX files
HEX format describes bitmap font glyphs
height of every glyph is 16 pixels
width of glyph can be 8, 16, 24 or 32 pixels
every line is made of two hexadecimal numbers separated by :
first value describes codepoint - it must have 4, 5 or 6 hex digits
second value describes glyph as a stream of bits, line by line
When rendering, empty columns on left and right side of glyph are removed
Custom glyph widths can be set with size_overrides
Provider requires two fields:
hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
size_overrides - list of codepoint ranges that should have width different that auto-detected (based on empty space in glyph). Fields:
from, to - start and end of codepoint range (inclusive)
left, right - integers describing position of left-most and right-most columns of glyph in range
any bits in columns outside this range will be discarded
New reference glyph provider
New glyph provider can be used to include providers from other fonts
Providers are guaranteed to be loaded only once, no matter how many times they are included
Provider has one field id, that describes other font to be included in currently loaded one
Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks
Removed legacy_unicode glyph provider
legacy_unicode glyph provider has been removed
This functionality has been replaced by unihex provider
Fixed bugs in Snapshot 23w17a
MC-108045 Minecraft not using latest unifont unicode chart; characters are missing
MC-127394 Minecraft does not render characters in Unicode mb4 range