Hello! This very technical snapshot contains vibration changes, data pack and resource pack changes, some network optimizations, new debug tools, and a some bug fixes. Enjoy!
unequip
vibration of frequency 4block_change
vibration of frequency 11 when receiving books from Hoppersblock_change
vibration of frequency 11block_destroy
vibration of frequency 12item_interact_finish
vibration of frequency 3block_destroy
vibration of frequency 12entity_place
vibration of frequency 14block_change
vibration of frequency 11block_change
vibration of frequency 11eat
vibration of frequency 8widget/text_field
and widget/text_field_highlighted
widget/scroller
4
becomes minecraft:mining_fatigue
)This structure is used in many places, so changes are described separately.
Id
-> id
, also changed from number to string idAmbient
-> ambient
Amplifier
-> amplifier
Duration
-> duration
ShowParticles
-> show_particles
ShowIcon
-> show_icon
HiddenEffect
-> hidden_effect
, also since it's mob effect instance, changes apply recursivelyFactorCalculationData
-> factor_calculation_data
potion
, lingering_potion
, splash_potion
, tipped_arrow
CustomPotionEffects
-> custom_potion_effects
, contents tranformed as a list of mob effect instancesEffects
-> effects
, for each entry:EffectId
-> id
, also changed from number to string idEffectDuration
-> duration
EffectId
and EffectDuration
stew_effects
with the same format as suspicious_stew.effects
tag (i.e. list of effect id and duration)Effects
-> effects
, contents tranformed as a list of mob effect instancesCustomPotionEffects
-> custom_potion_effects
, contents tranformed as a list of mob effect instancesActiveEffects
-> active_effects
, contents tranformed as a list of mob effect instancesPrimary
-> primary_effect
, also changed from number to string idSecondary
-> secondary_effect
, also changed from number to string idsequence
loot functionfunctions
: an array of sub-functions to run in sequenceall_of
predicates in loot tables can now be declared implicitly as an inline array without a type