
Hello! Here is the next snapshot for 1.21.2! It contains some much-requested tweaks to experimental features, as well as some technical changes and optimizations.
Happy mining!
The following changes only apply when their respective Experiment is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.
These experiments have no effect unless enabled. You can find more information about Feature Toggles here.
Developer's Note: Items fill up a Bundle in rows of four, and when a row is full it is pushed down by the row above. This means there can be empty spaces in the top row.
In the previous 2020 Bundle experiment, items filled in from the top without leaving any gaps. We changed this behavior because it meant that items moved left and right in the Bundle as new items were added. This made it more difficult for some players to keep track of the order of items and some even reported that the items were moving randomly!
With only two rows in the tooltip, the behavior of pushing a full row of items further down the Bundle removed half of the visible items, which was too much. We're adding a third row to make the design work better and allow players to see more of the items in their Bundles as they fill up.
Please note that the experimental features behind this toggle are not aimed at any future release at this time. Instead, this is a place for us to try out changes and gather feedback.
We are excited to hear what you think about these changes: please share your feedback on this feedback page.
Please note that the experimental features behind this toggle are not aimed at any future release at this time.
Instead, this is a place for us to try out changes and gather feedback.
We are excited to hear what you think about these changes: please share your feedback on the feedpack page.
Developer's Note: The removal of excessive neighbor updates around wire affects the behavior of Quasi-Connectivity based contraptions. We plan to address these issues at a later point.
The following changes apply to the game regardless of which experiments are turned on.
minecraft:food#consumable componentnutrition The amount of nutrition applied when consumedsaturation The amount of saturation applied when consumedcan_always_eat Whether it can be consumed even when the user is not hungryminecraft:use_remainder#use_remainder={id:'minecraft:stick', count:1}minecraft:use_cooldown#seconds: Positive float representing the amount of seconds the cooldown will take place forcooldown_group: Optional namespaced id representing the cooldown groupuse_cooldown={seconds:1.5, cooldown_group:"minecraft:custom_weapon"}minecraft:consumable#food, potion_contents, ominous_bottle_amplifier or suspicious_stew_contents are also present on this item, consuming this will apply the stats and effects of those componentsconsume_seconds: Non-negative float, the amount of seconds it takes for a player to consume the itemDeveloper's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
rendertype_entity_glint_direct shader has been removed (replaced by rendertype_entity_glint)rendertype_entity_translucent_cull shader has been removed (replaced by rendertype_item_entity_translucent_cull)assets/<namespace>/shaders/program/<name>.json) have been made consistent with core shader definitions (assets/<namespace>/shaders/core/<name>.json)#moj_import directive now supports namespaced includes with absolute paths#moj_import <minecraft:fog.glsl> will import assets/minecraft/shaders/include/fog.glslassets/<namespace>/shaders/post directory to just assets/<namespace>/post_effectassets/<namespace>/shaders/program to animationeatnoneeatdrinkblockbowspearcrossbowspyglasstoot_hornbrushsound: Sound event, the sound used during and on completion of the item's consumptionentity.generic.eathas_consume_particles: Boolean, whether consumption particles are emitted while consuming this itemtrueon_consume_effects: An optional list of side effects which take place as a result of consuming this itemminecraft:apply_effectseffects: A list of status effect instances applied once consumedprobability: Float, the probability the above effects will be applied once consumedminecraft:remove_effectseffects: A set of status effects removed once consumed, as either a tag or list of idsminecraft:clear_all_effectsminecraft:teleport_randomlydiameter: Positive float, the diameter that the consumer will be teleported withinminecraft:play_soundsound: Sound event, played once consumedconsumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}blendattributes field has been removed, instead the Position attribute will always be boundTime has been renamed to GameTimevertex and fragment shader references in program definitions (including post-processing effects) are now namespaced shader ids<namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.vsh<namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.fshshaders/core subdirectory, this only exists for organizationdefines field to program definitions (object with fields)values (map of string to string)#define <key> <value> at the top of the fileflags (list of strings)#define <key> at the top of the fileassets/<namespace>/shaders/postname has been renamed to program, and is now a namespaced id of a shader program configuration<namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.json