Oh look, it's a rare case of snapshot Thursday! This week we're expanding your arsenal with a smashing new weapon, the Mace! Use this weapon's special smash attack while leaping from a high place and watch your enemies get knocked back. The longer you fall, the harder you hit – but make sure you time it right! Your fall damage is only negated if you land the blow. Craft this new weapon by combining a Breeze Rod with the Heavy Core, a new item you can find by unlocking Trial Chamber Vaults.
As usual, we invite you to share your thoughts about this new feature over at the feedback site: Let's talk about the Mace!
Alongside this hefty new mob swatter, we're also bringing you new chambers and variations to Trial Chambers, updated loot tables for Vaults, new Pottery Sherds, Armor Trims and Banner Patterns—as well as the usual slew of bug fixes and polish.
Happy mace-ing!
Experimental Features
Added the Mace
Added Breeze Rod
Added Heavy Core
Added 2 new Armor Trims
Added 3 new Pottery Sherds
Added 2 new Banner Patterns
Updated Vault loot table
Updated Trial Chambers
Blocks
Heavy Core
A mysterious, dense block which can be combined with a Breeze Rod to craft a brand-new weapon: the Mace!
Items
Breeze Rod
An item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace
Mace
A new heavy weapon to smash your enemies!
Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target
Try it out by jumping down toward your target, and hit them before you hit the ground
Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works
Other entities near the struck enemy will be knocked back by the immense force of the Mace
Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an anvil
Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies
Mobs
Breeze
Drops 1-2 Breeze Rods when killed by a player
The number of Breeze Rods dropped is affected by looting enchantments
Pottery Sherds
Added Flow, Guster, and Scrape Pottery Sherds
Banner Patterns
Added Flow and Guster Banner Patterns
Armor Trims
Added Bolt and Flow Armor Trims and Smithing Templates
Bolt can be duplicated using a Copper Block or Waxed Copper
Flow can be duplicated using a Breeze Rod
Trial Chambers
Added new chambers and variations, with new challenges
Remade chamber_9, and renamed it to "slanted"
Remade chamber_3, and renamed it to "pedestal"
Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool
Trial Spawners will now appear more frequently in the corridors
Changed the layout of the blocks around the Vaults
The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues
You will now get no more than 1 unstackable item per Vault
You will more often get rewards which can stack together
Horse Armor and Saddles have been removed from the loot table
Vaults in Trial Chambers can now eject:
Wind Charges
Bolt Armor Trim Smithing Template
Flow Armor Trim Smithing Template
Flow Banner Pattern
Guster Banner Pattern
Heavy Core
Changes
Adjusted flying behaviour for Bees and Parrot to keep them from overshooting their position when flying up and down
Status effect particle colors are no longer blended into one particle color
All active visible status effect particles are now rendered separately
The frequency of emitting status effect particles has been lowered to clutter the screen less
Updated the wolf armor crack textures
Menu background blur has been updated to look better and be more performant
Wolf variants
When summon in other ways (e.g. using the Spawn Egg or using the summon command), the variant selection follows the natural spawning biome rules with the following extensions:
Rusty Wolf: will be selected in all Jungle biomes, including Jungle and Bamboo Jungle Biomes
Spotted Wolf: will be selected in all Savanna biomes, including Savanna and Windswept Savanna Biomes
Striped Wolf: will be selected in all Badlands biomes, including Badlands and Eroded Badlands Biomes
Technical Changes
The Data Pack version is now 35
The Resource Pack version is now 29
Data Pack Version 35
Removed any entity sub-predicate
Component-specific item predicate properties have been moved to separate field predicates
Added slot name contents for single-slot entities like item frames and item displays
Contents of item entity can now be accessed through contents slot name
Added new loot functions
Predicates
Item sub-predicate
Some fields from item predicate have been moved to a map in an optional field predicates
The new field is similar to the components field on item stacks
This was done to simplify addition for future predicates and to allow sub-predicates to more closely resemble names of components they match
The following fields have been moved:
enchantments - field moved to sub-predicate minecraft:enchantments
stored_enchantments - field moved to sub-predicate minecraft:stored_enchantments
potions - field moved to sub-predicate minecraft:potion_contents
custom_data - field moved to sub-predicate minecraft:custom_data
durability field has been expanded to minecraft:damage predicate:
This check now works for any item that has minecraft:damage component
An item that does not have a minecraft:damage component can never match
To check for unbreakable items, query value of minecraft:unbreakable component
Fields:
damage - optional bounds for value of minecraft:damage component
durability - optional bounds for durability (max damage minus value of minecraft:damage)
Predicates minecraft:enchantments, minecraft:stored_enchantments, minecraft:potion_contents and minecraft:damage require matching component to exist on item
That means that, for example, matching for empty enchantment list will not pass on items without minecraft:damage component
Note: some components, like minecraft:enchantments have default values, so they will always match
New function for setting the details of the minecraft:fireworks component.
Fields:
conditions: list of conditions (default: []):
Conditions to check before applying the function
flight_duration: Optional integer, 0-255:
The flight duration measured in number of gunpowder
If omitted, the flight duration of the item is left untouched - or set to 0 if the component did not exist before
explosions: List of firework_explosion data - same format as the explosion field in the minecraft:fireworks component:
The explosion data to set
mode: enumerated value deciding function for explosions:
replace_all: fully replace the explosions list
replace_section: replace a section of the explosions. Arguments:
offset: optional non-negative integer:
Start of replaced range
If omitted, 0 is used
size: optional non-negative integer:
Size of range to be replaced in explosions
If omitted, the size of explosions field is used
insert: insert explosions, moving existing explosions to after the inserted section. Arguments:
offset: optional non-negative integer:
Index before which explosions will be inserted
If omitted, 0 (before first explosion) is used
append: append explosions at the end of the list
set_firework_explosion
New function for setting the details of the minecraft:firework_explosion component.
Fields:
conditions: list of conditions (default: []):
Conditions to check before applying the function
shape: optional Explosion Shape:
The explosion shape to set
If omitted, the original shape is kept (or small_ball is used if there was no component)
colors: optional integer array, RGB values:
List of initial particle colors to replace the ones on the existing explosion with
If omitted, the original colors are kept (or [] is used if there was no component)
fade_colors: optional integer array, RGB values:
List of fade-to particle colors to replace the ones on the existing explosion with
If omitted, the original colors are kept (or [] is used if there was no component)
trail: optional boolean:
Set whether the explosion should have a trail or not
If omitted, the original has_trail value is kept (or false is used if there was no component)
twinkle: optional boolean:
Set whether the explosion should have a twinkle or not
If omitted, the original has_twinkle value is kept (or false is used if there was no component)
set_book_cover
New function for setting the cover details of the minecraft:written_book_content component. If present, any pages in the book are left untouched.
Fields:
conditions: list of conditions (default: []):
Conditions to check before applying the function
title: optional Filterable text (same format as title on the minecraft:written_book_content component):
The title to set
If omitted, the original title is kept (or an empty string is used if there was no component)
author: optional string:
The author to set
If omitted, the original author is kept (or an empty string is used if there was no component)
generation: optional integer [0; 3]:
The generation value to set
If omitted, the original generation is kept (or 0 is used if there was no component)
set_writable_book_pages
New function for manipulating the pages of the minecraft:writable_book_content component.
Fields:
conditions: list of conditions (default: []):
Conditions to check before applying the function
pages: list of Filterable strings (same format as pages on the minecraft:writable_book_content component):
The pages to apply
mode: enumerated value deciding function:
replace_all: fully replace the book contents
replace_section: replace a section of the book. Arguments:
offset: optional non-negative integer:
Start of replaced range
If omitted, 0 is used
size: optional non-negative integer:
Size of range to be replaced in book
If omitted, the size of pages field is used
insert: insert pages, moving existing pages to after the inserted section. Arguments:
offset: optional non-negative integer:
Index before which pages will be inserted
If omitted, 0 (before first page) is used
append: append pages at the end of the book
set_written_book_pages
New function for manipulating the pages of the minecraft:written_book_content component. Same format as set_writable_book_content but the pages field contains filterable Components instead of Strings (same format as pages on the minecraft:writable_book_content component).
Any cover data is left untouched, and the page content components are set to resolve next time a player opens the book.
Resource Pack Version 29
Added gui/inworld_menu_background, gui/inworld_menu_list_background, gui/inworld_header_separator, gui/inworld_footer_separator textures to allow menus accessed from the Pause Menu to look different from menus accessed from the Title Screen
Added gui/tab_header_background texture, which is rendered behind the tab buttons in the Create World Screen
Added misc/credits_vignette texture, which is rendered behind the poem and the credits
The blur post-processing shader has been renamed to box_blur
Added optional boolean field use_linear_filter to post-processing passes which when set to true switches texture sampling mode from nearest-neighbor sampling to linear interpolation for that pass