In this week's snapshot we're extending the Update 1.21 experiment with ALL the new blocks! And how about a bat makeover just in time for spooky fall? Happy crafting!
Experimental Features
Copper Family
The Copper family of blocks has been expanded, including:
Chiseled Copper
Copper Grate
Copper Bulb
Copper Door
Copper Trapdoor
Oxidized and waxed variants of all of the above
Chiseled Copper
Crafted with 2 Cut Copper Slabs of a shared oxidation level
Can be crafted in the Stonecutter
Copper Grate
A new type of decorative block unique to the Copper family
Crafted with 4 Copper Blocks of a shared oxidation level
Can be crafted in the Stonecutter
Properties:
Transparent and allows light to pass through
Mobs cannot suffocate inside them
Cannot conduct redstone
Hostile mobs cannot naturally spawn on them
Copper Bulb
A light-emitting block that can toggle its light emission through redstone pulses
Oxidizes like other Copper blocks, and emits less light the more oxidized they are
Copper Bulb: Light level 15
Exposed Copper Bulb: Light level 12
Weathered Copper Bulb: Light level 8
Oxidized Copper Bulb: Light level 4
When placed, its light is off by default
While the Copper Bulb is unpowered, it will toggle its light on or off when it receives a redstone pulse
Copper Bulb light will stay on even when the redstone source is removed until it receives another redstone pulse to toggle it off
A redstone crystal will glow in the center of Copper Bulbs while it is powered by a redstone signal
Comparators will read a signal strength of 15 if the Copper Bulb's light is on
Does not conduct redstone power
Can craft 4 Copper Bulbs with:
3 Copper Blocks of a shared oxidation level
1 Blaze Rod
1 Redstone Dust
Copper Doors and Trapdoors
Copper variants of Doors and Trapdoors that can oxidize over time and be waxed
Works like wooden doors in that they can be opened and closed with interaction as well as redstone
Crafted with Copper Blocks of a shared oxidation level
Tuff Family
Tuff has been expanded to have its own family of blocks, including:
Stair, Slab, Wall and Chiseled variants
Tuff Bricks with Stair, Slab, Wall and Chiseled variants
Polished Tuff with Stair, Slab and Wall variants
All Tuff variants can be crafted in the Stonecutter
Changes
The Bat now has a new look
Thrown Ender Pearls produce a teleportation sound on impact
Small tweaks to the Telemetry Data Collection screen
Bat
The Bat has an updated model, animations and texture
Technical Changes
The Data Pack version is now 22
The Resource Pack version is now 20
Data Pack Version 22
Added tick command
Added two new input fields for Selection Priority and Placement Priority in the Jigsaw block edit screen
Added item to minecraft:arrow and minecraft:spectral_arrow, this is the item that will be picked up
Renamed Trident to item in minecraft:trident
tick command
Added a new tick command. This is an adminstative and debugging command that allows
to control the ticking flow and measure the performance of the game.
The command requires elevated permissions (admins and above) and so it is not by default available in command blocks and datapacks.
Syntax:
tick query - outputs the current target ticking rate, with information about the tick times performance.
tick rate <rate> - sets a custom target ticking rate to the specified value. The value must be greater than 1.0
and lower than 10000.0. Setting a very low tick rate can cause the game to feel unresponsive and
setting too high tick rate for your system can cause
the game to crash as the game now assumes, it is constantly falling behind the ticking target. Please use tick query
or <F3> + 2 (Integrated server only) debug screen to measure the performance of the game and adjust the tick rate accordingly.
Setting a tick target lower than the default 20.0 will also cause the players to be simulated
at a lower rate (including player movement and input controls), while
setting a higher tick rate will cause the players to be simulated at the default rate of 20 ticks per second to maintain
the expected responsiveness of the game, but can cause artifacts in entities interpolation.
tick freeze - freezes all gameplay elements, except for players and any entity a player is riding.
This is useful for debugging and isolating issues with the game allowing the player to move around freely and inspect the world.
tick step <time> - Only works when the game is frozen. It runs the game for the specified number of ticks and then freezes the game again.
This allows to step through the game a set amount of ticks at a time.
tick step stop - stops the current stepping process, and re-freezes the game.
tick unfreeze - unfreezes the game and resumes all gameplay elements.
tick sprint <time> - runs the game while ignoring the set ticking target rate (meaning that the game will run
as fast as possible) for the specified number of ticks. At the end of the sprint, the game will resume
the previous ticking target and display performance information about the tick times while sprinting. This
is especially useful for testing gameplay elements that are time dependent, such as redstone contraptions,
or mob behaviour in isolated environments that allow for much faster simulation.
tick sprint stop - stops the current tick sprint, and resumes the previous ticking target.
Jigsaw Selection & Placement Priority
Selection Priority
When the parent piece is being processed for connections, this controls the order in which this Jigsaw block attempts to connect to its target piece
Jigsaws will be processed in descending priority order and randomly within the same priority
Placement Priority
When this Jigsaw block connects to a piece, this is the order in which that piece is processed for connections in the wider structure
Pieces will be processed in descending priority order with the default insertion order breaking ties within the same priority
This functionality has been added to support the ability for Jigsaw structures to generate branches in a depth-first order, as well as give finer control over ordering of connections
All existing Jigsaw blocks will default their Selection and Placement Priority to 0, resulting in the same behaviour as before these two configurable values were introduced
Resource Pack Version 20
bat.png has been updated for the new Bat model
Added block models, items models and block state definitions for the following blocks: