Minecraft Snapshot 23w06a is here with a huge amount of news for map makers and custom creation tinkerers – but also lots of bug fixes and new options. My name is slicedlime – let’s dive in! Fire charges are now available in the creative inventory Ingredients tab. Another thing that has been added to the creative inventory is all the different paintings. Of course you can still get the regular, “any old painting” item, but now you can also get each individual painting. If you have such a painting with a pre-determined variant, the artist and name of that painting Will now show up if you hover over it in the inventory. If you have operator permissions and the “Operator Items Tab” option on, you can also grab the four elements painting variants that are not available in survival mode from there. And jukeboxes have a small upgrade and will now play note particles above when playing discs, which is something the Bedrock edition already had. In gameplay news, a bug introduced in last week’s snapshot has been fixed, so you can no longer escape the clutches of Curse of Binding by right-clicking to replace that Armor slot. In the last few snapshots, the damage tilt and hurt color would play even if you blocked an attack with a shield, that is now fixed. Opening a hopper minecart no longer provokes piglins. The warden now deals equally much damage to other targets as to a player. And you can now once again shift click items into the second slot of an anvil. When you swap an armor piece or place a shield into your offhand, it will now play the equipping sounds. Sculk sensors now trigger in an array of new situations where they wouldn’t before. Those are Frogs laying frogspawn Turtles laying an egg When using shears on a growing plant When harvesting glow berries from cave vines When collecting books from lecterns When attaching or removing leads from entities When closing chest boats or chest minecarts Sheep being dyed Farmland being trampled When charging a respawn anchor When interacting with an item frame Filling up composters and villagers working at a composter And mounting or dismounting a vehicle There is a new option in this version – it’s in the accessibility menu and called Damage Tilt Strength. The default is 100%, and you can slide that down to reduce the strength of the tilt, all the way to entirely off. The heldItemTooltips option was never available to change in the game and has now been removed from options.txt. The key binds screen how has a new tooltip for conflicting keybinds that tells you which keys are in conflict. And the Notification Display Time option in the accessibility screen has been renamed to Notification Time. Speaking of that accesibility screen, a user interface improvement means that text that Is too long for its button will now scroll back and forth within that button instead of contiuing out the sides. The create new world screen can now be navigated using the keyboard, with control, tab and shift, control, tab for switching right and left among the tabs, or control plus a number To go directly to that tab number. There is also a new screen for easier selection of experimental gameplay. This screen can be accessed from a new button on the More tab, and if you are playing a snapshot or other non-full release version, can also be found on the Game tab. The key binds screen how has a new tooltip for conflicting keybinds that tells you which keys are in conflict. A new game rule has been added in this snapshot – it’s calle doVinesSpread. The default value is true and turning it off means classical vines no longer spread to nearby blocks. This has no effect on cave vines or the nether type of vines. In experimental gameplay news, some small follow-up fixes this week for armor trims including a fix for the hoglin stable bastions using the wrong loot tables for chests. Using an armor trim of the same material as your armor now properly makes the trims darker and a single missing pixel for the armor trim on chest plates in item form has been fixed. The empty slot in the smithing table now shows an icon for an amethyst shard, among the other items. Using an armor trim of the same material as your armor now properly makes the trims darker and a single missing pixel for the armor trim on chestplates in item form has been fixed. One visual bug fix in this version: an issue has been fixed with z-fighting for leggings And boots worn by entities where the legs intersect. In data pack news the data pack version is now 12 and there are plenty of news! Three new entity types have been added, specifically for map making and other custom purposes. They are display entities for blocks, items and text, and all share a number of properties. Like marker entities they are pretty efficient for the game in that they do not tick and have no collisions or physics at all. This means they are vastly higher perfomance to use for displaying things than armor stands, For instance. The display is rendered at the entity position and rotation but also has an arbitrary model transform which means you can apply transformations that are normally not available like scaling. This is done with some new data types for rotation and transformation that also have Several possible input forms, although the game will always save the data in the same format – the details are on screen. Display entities also support interpolation for many fields, which means they will animate smoothly from one state to the next regardless of client frame rate. This is controlled using the interpolation_duration data field and any interpolated field that is changed will then interpolate over that duration in ticks from its current data value. Keep in mind that updates to these values can be synchronized at most once per tick. There is also an interpolation_start value which is the game tick the interpolation started – which can be set to -1 to use the current game time. Another property all the display entities have is called billboard and controls how the entity is rendered relative to the camera. On the default value “fixed”, they render as any other entity in the world. The other options make the display entity turn either partially or fully towards the camera. “center” makes the entity fully turned to the camera, whereas vertical and horizontal Lets the entity turn towards the camera rotating around one axis, like if it was stuck to a pole or hanging on a string, respectively. You can also set the display entity’s brightness to simulate it being in a different brightness Than it is in the world – this is done using an object with sky and block fields both ranging from 0 to 15. The view_range field controls how far away the entity can be seen, although the final view distance depends on the user’s settings for render distance and entity distance scaling. Higher values mean visible from further away and the default value 1.0 gives around the same view distance as a ghast fireball. You can control the shadow rendering using the shadow_radius and shadow_strength fields and the size of the bounding box using the width and height fields – if either of those Are 0 then culling is entirely disabled. The glow_color_override field controls which color the entity glows in, which by default is controlled by which team it is on. So how do you get them to, you know, actually display stuff? The item_display entity has a field called item which describes an item In the same format as in any inventory in the game. You can also change this using the item command by setting the slot inventory.0 There’s also an item_display field that describes the item model transformation as if rendered in an entity’s context. The block_display entity has a field called block_state which defines the block to show, in the same format as a block held by an enderman. A caveat here is that it will not display any block entities like chests. And finally text_display entities display a text component defined in the text field Like other text component data. You can also use the line_width field to control linebreaks, although n can also be used in the text itself. The default line width is 200. Various elements of text styling can also be controlled using the text_opacity, shadow, see_through and alignment options. The background can also be controlled using the background field to define a color or the default_background boolean field which makes the background have the default chat background according to the user’s settings. These display backgrounds also use a few new shader types, in case you like tinkering with those. Hey if you’ve made it this far, please drop a click on the like button as a display of your approval for this video. It does help out so I’d really appreciate it. Thanks. Now let’s talk about pain. This version of the game introduces data-driven damage types through data packs. A Damage Type determines how damage is handled by the game. This includes which attributes the damage has as well as which death message is used when an entity dies due to that type of damage. A damage type can set the message and any special message handling, whether that damage Scales with difficulty and how it is displayed to the player in sound effects. A number of new damage type tags also control many aspects of how damage from different sources are interpreted by the game – you can see them all on screen now. In command news, there is a related command called damage. The syntax is damage followed by an entity target and the amount of damage. Then the id of a damage type can be specified, or minecraft:generic is used if none is specified. This can be followed by either at and a position or by and an entity – which can also optionally Be followed by from and a cause, allowing you to specify both the entity which directly caused the damage, like an arrow entity, and the original cause of it, like a skeleton. The at position form can be used when the source of damage has a position but no related Entity, mimicing for instance the damage from an exploding bed in the nether. A new sub-command has been added for execute – it is execute summon. The syntax is summon followed by an entity type id and then more execute sub-commands. This summons an entity, then immediately runs the following execute clause on it with the new entity as @s, as if you had immediately ran execute as with the new entity. A number of command bugs have also been fixed, with the execute on owner sub-command now Working for horses, donkeys, llamas and mules and execute if loaded now working properly when used without any following command. Some fixes for functionality related to the new ride command as well, where endermen ridden by a player who looks into their eyes no longer teleport around constantly. Ride commands that fail no longer teleport the entity to the target and ride commands trying to mount entities in different dimensions now cause an error instead of glitching out. We’re not quite done with the damage changes yet though – let’s talk about predicates. Damage type predicates have been changed – they no longer have the following fields: is_projectile, is_explosion, bypasses_armor, bypasses_invulnerability, bypasses_magic, is_fire, is_magic, and is_lightning. Instead, a new array has been added called tags. Each entry has two fields: id, which is the ID of a damage type tag and expected, which Is a boolean specifying whether the damage is expected to have or not to have the tag for the predicate to match. Two new game events have been added in this version: entity_mount with a frequency of 7 and entity_dismount with a frequency of 6. Alright – let’s wrap it up with a server-related change. There is a new command line option caled –pidFile which makes the server print its process id to a file, so the process can be managed later. And that’s it for 23w06a – phew. My name is slicedlime, thank you for watching – I’ll see you next time! Video Information
This video, titled ‘News in Minecraft Snapshot 23w06a: Display Entities! Damage Command!’, was uploaded by slicedlime on 2023-02-08 21:32:49. It has garnered 31022 views and 2794 likes. The duration of the video is 00:11:43 or 703 seconds.
Here’s a quite wild snapshot for map makers. 23w06a has new display entities, data driven damage and a new damage command, among a lot of other changes and fixes. Check it out! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive guide possible. Official announcement: https://www.minecraft.net/en-us/article/minecraft-snapshot-23w06a
How to get a Snapshot: https://youtu.be/-gWUURjTaL0
Introduction: 0:00 Blocks & Items: 0:13 Gameplay: 0:54 Sculk Sensors: 1:28 Options: 2:22 User Interface: 2:56 Game Rules: 3:34 Experimental blocks and items: 3:49 Visuals: 4:16 Data Pack Format: 4:27 Display Entities: 4:32 Damage Types: 8:29 Tags: 8:56 Commands: 9:05 Predicates: 10:38 Game Events: 11:12 Servers: 11:21 Thank You: 11:33
Thanks to JochCool, Octojen & Vegguid for the assistance!
Some camera sequences rendered using the ReplayMod: https://replaymod.com
Music: – “Wildland” by zircon (https://zirconstudios.bandcamp.com) – “Pigstep” by Lena Raine (https://spoti.fi/40F29Vg) – “The Vikings” and “Curiosity” by Alexander Nakarada (https://alexandernakarada.bandcamp.com)
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#minecraft #23w06a