Ladies and gentlemen with Snapshot 21w42a we got a bunch of music and other such things – check out my main update video right here if you want to hear all about that – in this video we’ll be going through the technical changes behind the scenes. My name is slicedlime and let’s get right into it starting with particles. The light and barrier particles have been removed. Instead, there’s now a single particle called block_marker, which renders a certain texture as a billboard, just like the old light and barrier ones did. The texture that is rendered is the one Used as a particle by the block model for the state provided, so there’s a pretty wide range of available textures even without a resource pack. This has also been used to fix a parity issue so that light blocks now show Their light levels when viewed in the world. Let’s have a quick chat about resource packs too. With the change I just mentioned the light block model has been split up into one version for each light level state. If you’ve replaced that model you might want to make a similar change to your Pack to make the light display work. There’s also a new item model and texture for the new music disc. Next we’re going to get into custom world changes but first I’d like to ask you to hit the like button – that helps The video get shown more across YouTube, so I really appreciate it. Thank you! In the previous snapshot, the values for some fields in surface rules was set to Infinity, which is not a valid value to be read back into the game. As such, the vanilla data Reference didn’t load. This has now been fixed – these values are instead around 1.8 * 10^308, which should be a sufficiently large number. In decorator news, the cave_surface decorator now has an allow_water boolean field, and there’s a new decorator called scatter. That has an xz_spread field and a y_spread field and will simply apply a random offset within those parameters. In the vanilla files, the small_dripstone configured feature has been removed and a pointed_dripstone configured feature has been added instead, which is what uses the allow_water field and the scatter decorator It also uses a new int provider – clamped_normal. It works just like the float provider with the same name, and is configured in the same way. In other big news, noise definitions now have their own folder – simply called worldgen/noise. Noises defined in other files have been named and Moved to their own files in that folder, and are now simply referenced from those other files. This also means noise definitions can be individually overridden by replacing that file within a datapack. And that’s that for the technical changes In 21w42a. Thank you for watching all the way through this video, I do appreciate it. And if you liked this video, why don’t you also check out this one? There are now some resources that can only be acquired by trading with a wandering trader. So… while you probably never really wanted it before, there’s now a good reason to try to get as many wandering traders as possible. So you’ve picked your spot, let’s build it! Video Information
This video, titled ‘Technical News in Minecraft Snapshot 21w42a’, was uploaded by slicedlime on 2021-10-20 21:48:59. It has garnered 8409 views and 1227 likes. The duration of the video is 00:03:10 or 190 seconds.
Snapshot 21w42a bring us a new particle option for rendering textures as billboards and a separate datapack path for worldgen noise definitions – check out the technical news right here!
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-21w42a #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.
Main gameplay changes video: https://youtu.be/mGf2tv-T3C0
The vanilla worldgen files: https://github.com/slicedlime/examples/blob/master/vanilla_worldgen.zip
Timestamps: Introduction: 0:00 Particles: 0:18 Resource Packs: 0:49 Custom Worlds: 1:18 Thank You: 2:37
Change Highlights in this version: Particles: – Replaced light and barrier particles with block_marker – Renders with texture declared in particle slot for model assigned to configured block state – Summoned with same syntax as block particle (i.e. block_marker wheat[age=2])
Resource Packs: – light blocks now have a model per light level block state instead of one single model – New music disc texture for otherside
Custom Worlds: – Fixed MC-238900: Values of ‘Infinity’ in noise settings in default worldgen – The cave_surface decorator now has an allow_water boolean field – In the vanilla files, the small_dripstone feature has been removed and a pointed_dripstone feature has been added instead, which is what uses the allow_water field in vanilla – It also uses a new decorator: scatter – has xz_spread and y_spread fields, both int providers – New int provider: clamped_normal, works just like the float provider with the same name – Noise definitions now have their own folder – simply called noise – Noises in other files have been named and moved to their own files in that folder – Also means noise definitions can be individually overridden by replacing that file with a datapack
Thanks to Fabian, JochCool & Octojen for the assistance!
Some camera sequences rendered using the ReplayMod: https://replaymod.com
Music: “Conflicting Ideas” by Punch Deck (https://soundcloud.com/punch-deck/) licensed CC-BY 3.0 Outro music: “The Fire” by Amarante (https://amarante.bandcamp.com) licensed CC-BY 3.0
Licenses: – CC-BY 3.0: http://creativecommons.org/licenses/by/3.0/ – CC-BY 4.0: http://creativecommons.org/licenses/by/4.0/
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#cavesandcliffs #21w42a