{"title":"Minecraft Snapshot 20w49a","type":"snapshot","version":"20w49a","image":{"url":"/v2/images/FqfWb8uU3uG0U6zETb0txMinecraftSnapshot20w49a.jpeg","title":"Minecraft Snapshot 20w49a"},"body":"<p>Another snapshot is going out, and this one introduces the Sculk. They're a bit creepy, but don't let that put you off. Pick up some good vibrations!</p>\n<h1>New Features in 20w49a</h1>\n<ul>\n<li>Added Dripstone Caves biome</li>\n<li>Added Sculk Sensors</li>\n</ul>\n<h2>Dripstone Caves biome</h2>\n<p>This biome doesn't generate naturally yet, since it is designed for the upcoming larger caves. However, if you want to see the biome in the current caves you can create a single-biome world with dripstone caves.</p>\n<ul>\n<li>Contains plenty of Pointed Dripstone on the floors and ceilings, and small pools of water</li>\n<li>In some places you'll find larger stalagmites, stalactites, and columns built from Dripstone Blocks.</li>\n</ul>\n<h2>Sculk Sensors</h2>\n<ul>\n<li>Introducing the bizarre, tendril-filled world of Sculk - prepare for Sculk Sensors to creep you out with their unique ability to detect vibrations nearby.</li>\n<li>A vibration is anything that causes physical motion; if you are careful, there are some motions that are undetectable to sensors by sneaking.<ul>\n<li>These sneak-friendly vibrations currently include walking, falling to the ground or throwing/shooting projectiles.</li>\n</ul></li>\n<li>Sculk Sensors will not listen to vibrations that are directly created by other Sculk sources.</li>\n<li>When a vibration is detected, a signal is sent from the source location to the sensor at a speed of 1 game tick per block.<ul>\n<li>Other vibrations cannot be detected by a sensor when a signal is already travelling to it.</li>\n<li>When the signal has arrived, the sensor will be activated for 40 game ticks (approximately 2 seconds).</li>\n<li>While activated, the sensor cannot detect other vibrations.</li>\n</ul></li>\n<li>Sculk Sensors can detect vibrations in an 8 block radius around it.</li>\n<li>The efficient tool to mine Sculk Sensors is the Hoe.</li>\n<li>They can be waterlogged.</li>\n</ul>\n<h3>Redstone Emission</h3>\n<ul>\n<li>Sculk Sensors emit a redstone signal when they are activated.</li>\n<li>The strength of the redstone signal is inversely proportional to the distance the vibration signal travelled.<ul>\n<li>This means that the closer the vibration is, the stronger the redstone signal is.</li>\n<li>The output is also scaled based on the Sculk Sensor's radius, so it can reach the max redstone signal strength when the vibration is 0 distance away (directly on top of the sensor).</li>\n</ul></li>\n</ul>\n<h3>Vibration Frequencies</h3>\n<ul>\n<li>Sculk Sensors have a unique interaction with comparators.</li>\n<li>Each vibration in the game falls under a certain frequency value, and this value can be measured with a comparator.</li>\n<li>With the right contraption, this allows you to detect when a certain action has occured nearby.</li>\n</ul>\n<table>\n<thead>\n<tr>\n<th>Vibration Type</th>\n<th>Frequency Value</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Step</td>\n<td>1</td>\n</tr>\n<tr>\n<td>Flap</td>\n<td>2</td>\n</tr>\n<tr>\n<td>Swim</td>\n<td>3</td>\n</tr>\n<tr>\n<td>Elytra Free Fall</td>\n<td>4</td>\n</tr>\n<tr>\n<td>Hit Ground</td>\n<td>5</td>\n</tr>\n<tr>\n<td>Splash</td>\n<td>6</td>\n</tr>\n<tr>\n<td>Wolf Shaking</td>\n<td>6</td>\n</tr>\n<tr>\n<td>Projectile Shoot</td>\n<td>7</td>\n</tr>\n<tr>\n<td>Projectile Land</td>\n<td>8</td>\n</tr>\n<tr>\n<td>Start Eating</td>\n<td>7</td>\n</tr>\n<tr>\n<td>Finish Eating</td>\n<td>8</td>\n</tr>\n<tr>\n<td>Hit Entity</td>\n<td>9</td>\n</tr>\n<tr>\n<td>Add Item To Armor Stand</td>\n<td>9</td>\n</tr>\n<tr>\n<td>Open Block</td>\n<td>11</td>\n</tr>\n<tr>\n<td>Close Block</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Switch Block</td>\n<td>11</td>\n</tr>\n<tr>\n<td>Unswitch Block</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Press Block</td>\n<td>11</td>\n</tr>\n<tr>\n<td>Unpress Block</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Attach Block</td>\n<td>11</td>\n</tr>\n<tr>\n<td>Detach Block</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Open Container</td>\n<td>11</td>\n</tr>\n<tr>\n<td>Close Container</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Dispense Failed</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Use Flint And Steel</td>\n<td>12</td>\n</tr>\n<tr>\n<td>Place Block</td>\n<td>12</td>\n</tr>\n<tr>\n<td>Destroy Block</td>\n<td>13</td>\n</tr>\n<tr>\n<td>Place Fluid</td>\n<td>12</td>\n</tr>\n<tr>\n<td>Pickup Fluid</td>\n<td>13</td>\n</tr>\n<tr>\n<td>Cast Fishing Rod</td>\n<td>15</td>\n</tr>\n<tr>\n<td>Reel-In Fishing Rod</td>\n<td>14</td>\n</tr>\n<tr>\n<td>Extend Piston</td>\n<td>15</td>\n</tr>\n<tr>\n<td>Contract Piston</td>\n<td>14</td>\n</tr>\n<tr>\n<td>Explosion</td>\n<td>15</td>\n</tr>\n<tr>\n<td>Lightning Strike</td>\n<td>15</td>\n</tr>\n</tbody>\n</table>\n<h3>Wool Occlusion</h3>\n<ul>\n<li>Wool has a special interaction with Sculk Sensors.</li>\n<li>If a wool block is in the way of a vibration source, the sensor will not be able to detect it.</li>\n</ul>\n<h3>Technical Tidbits</h3>\n<ul>\n<li>Sculk Sensors have a cooldown period of 1 tick after being placed or after deactivating.</li>\n<li>During this short cooldown period, it cannot detect vibrations. This is to prevent it from activating itself when a contraption it is powering is being unpowered. Feedback is welcome on this point!</li>\n</ul>\n<h1>Changes in 20w49a</h1>\n<ul>\n<li>The Fullness of a bundle now shows up regardless of whether Advanced Tooltips are on or off</li>\n<li>Stalactites and stalagmites merge if the tips are next to each other, unless you press shift while placing</li>\n</ul>\n<h1>Technical Changes in 20w49a</h1>\n<ul>\n<li>A new game event system has been implemented to support Sculk Sensors detecting vibrations.</li>\n<li>World height related values are now exposed for customized worlds</li>\n<li>Removed the <code>max-build-height</code> server setting</li>\n<li>Added <code>occludes_vibration_signals</code> block tag. Anything in this tag will occlude vibrations, and inherits <code>wool</code> tag entries by default</li>\n<li>New particle types: <code>vibration</code> and <code>dust_color_transition</code></li>\n<li>A new game event system has been implemented to support Sculk Sensors detecting vibrations.</li>\n</ul>\n<h2>Game Events</h2>\n<p>This system has been developed to identify when certain in-world actions are happening in nearby chunks, particularly so the new Sculk Sensor can detect these events as vibrations.</p>\n<p>The following is a list of the initial game events:</p>\n<ul>\n<li><code>minecraft:step</code></li>\n<li><code>minecraft:swim</code></li>\n<li><code>minecraft:flap</code></li>\n<li><code>minecraft:elytra_free_fall</code></li>\n<li><code>minecraft:hit_ground</code></li>\n<li><code>minecraft:splash</code></li>\n<li><code>minecraft:projectile_shoot</code></li>\n<li><code>minecraft:projectile_land</code></li>\n<li><code>minecraft:entity_hit</code></li>\n<li><code>minecraft:block_place</code></li>\n<li><code>minecraft:block_destroy</code></li>\n<li><code>minecraft:fluid_place</code></li>\n<li><code>minecraft:fluid_pickup</code></li>\n<li><code>minecraft:block_open</code></li>\n<li><code>minecraft:block_close</code></li>\n<li><code>minecraft:block_switch</code></li>\n<li><code>minecraft:block_unswitch</code></li>\n<li><code>minecraft:block_attach</code></li>\n<li><code>minecraft:block_detach</code></li>\n<li><code>minecraft:block_press</code></li>\n<li><code>minecraft:block_unpress</code></li>\n<li><code>minecraft:container_open</code></li>\n<li><code>minecraft:container_close</code></li>\n<li><code>minecraft:explode</code></li>\n<li><code>minecraft:armor_stand_add_item</code></li>\n<li><code>minecraft:wolf_shaking</code></li>\n<li><code>minecraft:dispense_fail</code></li>\n<li><code>minecraft:fishing_rod_cast</code></li>\n<li><code>minecraft:fishing_rod_reel_in</code></li>\n<li><code>minecraft:piston_extend</code></li>\n<li><code>minecraft:piston_contract</code></li>\n<li><code>minecraft:flint_and_steel_use</code></li>\n<li><code>minecraft:eating_start</code></li>\n<li><code>minecraft:eating_finish</code></li>\n<li><code>minecraft:lightning_strike</code></li>\n</ul>\n<h3>Tags</h3>\n<p>There are also game event tags that come with this, and can be modified by data packs. They can be found under <code>data/minecraft/tags/game_events</code>.</p>\n<ul>\n<li><code>vibrations</code> Determines which game events are considered vibrations by the Sculk Sensor. Currently, all added game events are in this tag by default.</li>\n<li><code>ignore_vibrations_stepping_carefully</code> Which game events should be ignored by the Sculk Sensor when the source of the event is sneaking.</li>\n</ul>\n<p>The following game events are in <code>ignore_vibrations_stepping_carefully</code> by default:</p>\n<ul>\n<li><code>minecraft:step</code></li>\n<li><code>minecraft:hit_ground</code></li>\n<li><code>minecraft:projectile_shoot</code></li>\n</ul>\n<h1>Fixed bugs in 20w49a</h1>\n<ul>\n<li><a href=\"https://bugs.mojang.com/browse/MC-18880\" target=\"_blank\" rel=\"noopener noreferrer\">MC-18880</a> The Absorption effect has no texture for poison/wither hearts (appears empty instead)</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-201840\" target=\"_blank\" rel=\"noopener noreferrer\">MC-201840</a> Optional function tags sometimes don't run even when the tag exists</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-203797\" target=\"_blank\" rel=\"noopener noreferrer\">MC-203797</a> Placing or removing a block over the void causes a DecoderException on servers</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-204314\" target=\"_blank\" rel=\"noopener noreferrer\">MC-204314</a> Double copper slabs only drop a single slab when mined</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-205043\" target=\"_blank\" rel=\"noopener noreferrer\">MC-205043</a> Absorption hearts appear broken when taking freezing damage</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-205096\" target=\"_blank\" rel=\"noopener noreferrer\">MC-205096</a> Hardcore hearts lose all color when player is taking freeze damage</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-205391\" target=\"_blank\" rel=\"noopener noreferrer\">MC-205391</a> Waxing cut copper doesn’t prevent it from oxidising</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-205629\" target=\"_blank\" rel=\"noopener noreferrer\">MC-205629</a> Unused sign cache when rendering signs</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206553\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206553</a> Pointed Dripstone creates water particles in the Nether</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206563\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206563</a> Pointed dripstone is not connected to the player's hand</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206578\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206578</a> Large pillars of stalactites don't fall when the block above is removed</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206583\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206583</a> Cauldrons below stalactites at least 2 blocks tall won't fill up</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206591\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206591</a> Setting any floating block to a pointed dripstone, causes the replaced block to drop as an item</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206594\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206594</a> Large stalactites falling occasionally don't drop all of their pointed dripstone items</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206599\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206599</a> Pointed dripstone can be placed atop each other, even if a player would be inside the hitbox of the lower dripstone</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206606\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206606</a> Frustum stage of stalactites negates fall damage</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206613\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206613</a> Pointed Dripstone duplicates when the block it was attached to is removed</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206615\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206615</a> Pointed dripstone's hitbox can extend further than a block, causing nearby stalactites to not be able to fall</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206642\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206642</a> Stalactites destroy items they fall on, however stalagmites don't</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206643\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206643</a> When a dripstone's hitbox extends into the space of another block, the area that extends into said block cannot be targeted</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206669\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206669</a> Inconsistency between dripstone and non-mob entities</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206682\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206682</a> Floating dripstone tips are sometimes left behind from large dripstone pillars</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206691\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206691</a> Pointed dripstone replaces items with pointed dripstone items</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206711\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206711</a> Coding error at net.minecraft.world.entity.Entity.resetPos()</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206790\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206790</a> Waterlogged dripstone does not update</li>\n<li><a href=\"https://bugs.mojang.com/browse/MC-206878\" target=\"_blank\" rel=\"noopener noreferrer\">MC-206878</a> Pointed dripstone attached to a piston is not removed as the piston extends</li>\n</ul>\n","id":"5PALm4YkGzmCHmPDFTGzHF"}