{"title":"Minecraft Snapshot 24w11a","version":"24w11a","type":"snapshot","image":{"title":"24w11a 540x540.jpg","url":"/v2/images/24w11a540x540.jpg"},"body":"<p>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.<p>As usual, we invite you to share your thoughts about this new feature over at the feedback site: <a href=https://aka.ms/mcmacefeedback rel=\"noopener noreferrer\"target=_blank>Let's talk about the Mace!</a><p>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.<p>Happy mace-ing!<h1>Experimental Features</h1><ul><li>Added the Mace<li>Added Breeze Rod<li>Added Heavy Core<li>Added 2 new Armor Trims<li>Added 3 new Pottery Sherds<li>Added 2 new Banner Patterns<li>Updated Vault loot table<li>Updated Trial Chambers</ul><h1>Blocks</h1><h2>Heavy Core</h2><ul><li>A mysterious, dense block which can be combined with a Breeze Rod to craft a brand-new weapon: the Mace!</ul><h1>Items</h1><h2>Breeze Rod</h2><ul><li>An item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace</ul><h2>Mace</h2><ul><li>A new heavy weapon to smash your enemies!<li>Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target<ul><li>Try it out by jumping down toward your target, and hit them before you hit the ground<li>Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works<li>Other entities near the struck enemy will be knocked back by the immense force of the Mace</ul><li>Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an anvil<li>Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies</ul><h1>Mobs</h1><h2>Breeze</h2><ul><li>Drops 1-2 Breeze Rods when killed by a player<ul><li>The number of Breeze Rods dropped is affected by looting enchantments</ul></ul><h2>Pottery Sherds</h2><ul><li>Added Flow, Guster, and Scrape Pottery Sherds</ul><h2>Banner Patterns</h2><ul><li>Added Flow and Guster Banner Patterns</ul><h2>Armor Trims</h2><ul><li>Added Bolt and Flow Armor Trims and Smithing Templates<li>Bolt can be duplicated using a Copper Block or Waxed Copper<li>Flow can be duplicated using a Breeze Rod</ul><h2>Trial Chambers</h2><ul><li>Added new chambers and variations, with new challenges<ul><li>Remade chamber_9, and renamed it to \"slanted\"<li>Remade chamber_3, and renamed it to \"pedestal\"</ul><li>Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool<li>Trial Spawners will now appear more frequently in the corridors<li>Changed the layout of the blocks around the Vaults<li>The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues<ul><li>You will now get no more than 1 unstackable item per Vault<li>You will more often get rewards which can stack together<li>Horse Armor and Saddles have been removed from the loot table</ul><li>Vaults in Trial Chambers can now eject:<ul><li>Wind Charges<li>Bolt Armor Trim Smithing Template<li>Flow Armor Trim Smithing Template<li>Flow Banner Pattern<li>Guster Banner Pattern<li>Heavy Core</ul></ul><h1>Changes</h1><ul><li>Adjusted flying behaviour for Bees and Parrot to keep them from overshooting their position when flying up and down<li>Status effect particle colors are no longer blended into one particle color<ul><li>All active visible status effect particles are now rendered separately<li>The frequency of emitting status effect particles has been lowered to clutter the screen less</ul><li>Updated the wolf armor crack textures<li>Menu background blur has been updated to look better and be more performant</ul><h2>Wolf variants</h2><p>When summon in other ways (e.g. using the Spawn Egg or using the <code>summon</code> command), the variant selection follows the natural spawning biome rules with the following extensions:<ul><li>Rusty Wolf: will be selected in all Jungle biomes, including Jungle and Bamboo Jungle Biomes<li>Spotted Wolf: will be selected in all Savanna biomes, including Savanna and Windswept Savanna Biomes<li>Striped Wolf: will be selected in all Badlands biomes, including Badlands and Eroded Badlands Biomes</ul><h1>Technical Changes</h1><ul><li>The Data Pack version is now 35<li>The Resource Pack version is now 29</ul><h1>Data Pack Version 35</h1><ul><li>Removed <code>any</code> entity sub-predicate<li>Component-specific item predicate properties have been moved to separate field <code>predicates</code><li>Added slot name <code>contents</code> for single-slot entities like item frames and item displays<li>Contents of <code>item</code> entity can now be accessed through <code>contents</code> slot name<li>Added new loot functions</ul><h2>Predicates</h2><h3>Item sub-predicate</h3><ul><li>Some fields from item predicate have been moved to a map in an optional field <code>predicates</code><li>The new field is similar to the <code>components</code> field on item stacks<li>This was done to simplify addition for future predicates and to allow sub-predicates to more closely resemble names of components they match<li>The following fields have been moved:<ul><li><code>enchantments</code> - field moved to sub-predicate <code>minecraft:enchantments</code><li><code>stored_enchantments</code> - field moved to sub-predicate <code>minecraft:stored_enchantments</code><li><code>potions</code> - field moved to sub-predicate <code>minecraft:potion_contents</code><li><code>custom_data</code> - field moved to sub-predicate <code>minecraft:custom_data</code></ul><li><code>durability</code> field has been expanded to <code>minecraft:damage</code> predicate:<ul><li>This check now works for any item that has <code>minecraft:damage</code> component<li>An item that does not have a <code>minecraft:damage</code> component can never match<li>To check for unbreakable items, query value of <code>minecraft:unbreakable</code> component<li>Fields:<ul><li><code>damage</code> - optional bounds for value of <code>minecraft:damage</code> component<li><code>durability</code> - optional bounds for durability (max damage minus value of <code>minecraft:damage</code>)</ul></ul><li>Predicates <code>minecraft:enchantments</code>, <code>minecraft:stored_enchantments</code>, <code>minecraft:potion_contents</code> and <code>minecraft:damage</code> require matching component to exist on item<ul><li>That means that, for example, matching for empty enchantment list will not pass on items without <code>minecraft:damage</code> component<li>Note: some components, like <code>minecraft:enchantments</code> have default values, so they will always match</ul></ul><h4>Example:</h4><p>Before:<pre><code>\"item\": {\n  \"enchantments\": [\n    {\n      \"enchantment\": \"minecraft:silk_touch\",\n      \"levels\": {\n        \"min\": 1\n      }\n    }\n  ]\n}\n</code></pre><p>After:<pre><code>\"item\": {\n  \"predicates\": {\n    \"minecraft:enchantments\": [\n        {\n          \"enchantment\": \"minecraft:silk_touch\",\n          \"levels\": {\n            \"min\": 1\n          }\n        }\n      ]\n  }\n}\n</code></pre><h2>Loot Functions</h2><h3><code>set_fireworks</code></h3><p>New function for setting the details of the <code>minecraft:fireworks</code> component.<p>Fields:<ul><li><code>conditions</code>: list of conditions (default: <code>[]</code>):<ul><li>Conditions to check before applying the function</ul><li><code>flight_duration</code>: Optional integer, 0-255:<ul><li>The flight duration measured in number of gunpowder<li>If omitted, the flight duration of the item is left untouched - or set to 0 if the component did not exist before</ul><li><code>explosions</code>: List of <code>firework_explosion</code> data - same format as the <code>explosion</code> field in the <code>minecraft:fireworks</code> component:<ul><li>The explosion data to set</ul><li><code>mode</code>: enumerated value deciding function for explosions:<ul><li><code>replace_all</code>: fully replace the explosions list<li><code>replace_section</code>: replace a section of the explosions. Arguments:<ul><li><code>offset</code>: optional non-negative integer:<ul><li>Start of replaced range<li>If omitted, <code>0</code> is used</ul><li><code>size</code>: optional non-negative integer:<ul><li>Size of range to be replaced in explosions<li>If omitted, the size of <code>explosions</code> field is used</ul></ul><li><code>insert</code>: insert explosions, moving existing explosions to after the inserted section. Arguments:<ul><li><code>offset</code>: optional non-negative integer:<ul><li>Index before which explosions will be inserted<li>If omitted, <code>0</code> (before first explosion) is used</ul></ul><li><code>append</code>: append explosions at the end of the list</ul></ul><h3><code>set_firework_explosion</code></h3><p>New function for setting the details of the <code>minecraft:firework_explosion</code> component.<p>Fields:<ul><li><code>conditions</code>: list of conditions (default: <code>[]</code>):<ul><li>Conditions to check before applying the function</ul><li><code>shape</code>: optional Explosion Shape:<ul><li>The explosion shape to set<li>If omitted, the original shape is kept (or <code>small_ball</code> is used if there was no component)</ul><li><code>colors</code>: optional integer array, RGB values:<ul><li>List of initial particle colors to replace the ones on the existing explosion with<li>If omitted, the original colors are kept (or <code>[]</code> is used if there was no component)</ul><li><code>fade_colors</code>: optional integer array, RGB values:<ul><li>List of fade-to particle colors to replace the ones on the existing explosion with<li>If omitted, the original colors are kept (or <code>[]</code> is used if there was no component)</ul><li><code>trail</code>: optional boolean:<ul><li>Set whether the explosion should have a trail or not<li>If omitted, the original <code>has_trail</code> value is kept (or <code>false</code> is used if there was no component)</ul><li><code>twinkle</code>: optional boolean:<ul><li>Set whether the explosion should have a twinkle or not<li>If omitted, the original <code>has_twinkle</code> value is kept (or <code>false</code> is used if there was no component)</ul></ul><h3><code>set_book_cover</code></h3><p>New function for setting the cover details of the <code>minecraft:written_book_content</code> component. If present, any pages in the book are left untouched.<p>Fields:<ul><li><code>conditions</code>: list of conditions (default: <code>[]</code>):<ul><li>Conditions to check before applying the function</ul><li><code>title</code>: optional Filterable text (same format as <code>title</code> on the <code>minecraft:written_book_content</code> component):<ul><li>The title to set<li>If omitted, the original title is kept (or an empty string is used if there was no component)</ul><li><code>author</code>: optional string:<ul><li>The author to set<li>If omitted, the original author is kept (or an empty string is used if there was no component)</ul><li><code>generation</code>: optional integer [0; 3]:<ul><li>The generation value to set<li>If omitted, the original generation is kept (or <code>0</code> is used if there was no component)</ul></ul><h3><code>set_writable_book_pages</code></h3><p>New function for manipulating the pages of the <code>minecraft:writable_book_content</code> component.<p>Fields:<ul><li><code>conditions</code>: list of conditions (default: <code>[]</code>):<ul><li>Conditions to check before applying the function</ul><li><code>pages</code>: list of Filterable strings (same format as <code>pages</code> on the <code>minecraft:writable_book_content</code> component):<ul><li>The pages to apply</ul><li><code>mode</code>: enumerated value deciding function:<ul><li><code>replace_all</code>: fully replace the book contents<li><code>replace_section</code>: replace a section of the book. Arguments:<ul><li><code>offset</code>: optional non-negative integer:<ul><li>Start of replaced range<li>If omitted, <code>0</code> is used</ul><li><code>size</code>: optional non-negative integer:<ul><li>Size of range to be replaced in book<li>If omitted, the size of <code>pages</code> field is used</ul></ul><li><code>insert</code>: insert pages, moving existing pages to after the inserted section. Arguments:<ul><li><code>offset</code>: optional non-negative integer:<ul><li>Index before which pages will be inserted<li>If omitted, <code>0</code> (before first page) is used</ul></ul><li><code>append</code>: append pages at the end of the book</ul></ul><h3><code>set_written_book_pages</code></h3><p>New function for manipulating the pages of the <code>minecraft:written_book_content</code> component. Same format as <code>set_writable_book_content</code> but the <code>pages</code> field contains filterable Components instead of Strings (same format as <code>pages</code> on the <code>minecraft:writable_book_content</code> component).<p>Any cover data is left untouched, and the page content components are set to resolve next time a player opens the book.<h1>Resource Pack Version 29</h1><ul><li>Added <code>gui/inworld_menu_background</code>, <code>gui/inworld_menu_list_background</code>, <code>gui/inworld_header_separator</code>, <code>gui/inworld_footer_separator</code> textures to allow menus accessed from the Pause Menu to look different from menus accessed from the Title Screen<li>Added <code>gui/tab_header_background</code> texture, which is rendered behind the tab buttons in the Create World Screen<li>Added <code>misc/credits_vignette</code> texture, which is rendered behind the poem and the credits<li>The <code>blur</code> post-processing shader has been renamed to <code>box_blur</code><li>Added optional boolean field <code>use_linear_filter</code> to post-processing passes which when set to <code>true</code> switches texture sampling mode from nearest-neighbor sampling to linear interpolation for that pass<li>Added <code>entity_outline_box_blur</code> post-processing shader</ul><h1>Fixed bugs in Snapshot 24w11a</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-153329 rel=\"noopener noreferrer\"target=_blank>MC-153329</a> Leashing an iron golem breaks its pathfinding until reloading the world<li><a href=https://bugs.mojang.com/browse/MC-165948 rel=\"noopener noreferrer\"target=_blank>MC-165948</a> Bees can be lured into dangerous blocks<li><a href=https://bugs.mojang.com/browse/MC-168407 rel=\"noopener noreferrer\"target=_blank>MC-168407</a> Bees can get stuck in a lantern<li><a href=https://bugs.mojang.com/browse/MC-170000 rel=\"noopener noreferrer\"target=_blank>MC-170000</a> Hand lighting / lighting of held items changes drastically in first-person mode when looking around<li><a href=https://bugs.mojang.com/browse/MC-172047 rel=\"noopener noreferrer\"target=_blank>MC-172047</a> Wolves try to attack armor stands<li><a href=https://bugs.mojang.com/browse/MC-173303 rel=\"noopener noreferrer\"target=_blank>MC-173303</a> Leashed pets teleport to the player when reloaded<li><a href=https://bugs.mojang.com/browse/MC-186626 rel=\"noopener noreferrer\"target=_blank>MC-186626</a> /weather not working in custom dimensions<li><a href=https://bugs.mojang.com/browse/MC-208528 rel=\"noopener noreferrer\"target=_blank>MC-208528</a> Feeding tamed baby wolves and cats causes them to sit down/stand up<li><a href=https://bugs.mojang.com/browse/MC-221754 rel=\"noopener noreferrer\"target=_blank>MC-221754</a> Leashed wolves no longer attack when unleashed<li><a href=https://bugs.mojang.com/browse/MC-229919 rel=\"noopener noreferrer\"target=_blank>MC-229919</a> Bees don't recognize beehives or bee nests with a campfire directly below and a block on top<li><a href=https://bugs.mojang.com/browse/MC-232560 rel=\"noopener noreferrer\"target=_blank>MC-232560</a> Tamed wolf movement speed decreases when unleashed from a fence<li><a href=https://bugs.mojang.com/browse/MC-260921 rel=\"noopener noreferrer\"target=_blank>MC-260921</a> Data is focused last on the statistics screen when using keyboard navigation<li><a href=https://bugs.mojang.com/browse/MC-267923 rel=\"noopener noreferrer\"target=_blank>MC-267923</a> The \"Done\" button doesn't always deselect when you close out of a Sign UI, making typing spaces difficult<li><a href=https://bugs.mojang.com/browse/MC-267930 rel=\"noopener noreferrer\"target=_blank>MC-267930</a> No element is focused when opening the statistics screen using keyboard navigation<li><a href=https://bugs.mojang.com/browse/MC-268110 rel=\"noopener noreferrer\"target=_blank>MC-268110</a> Deleting world results in a file directory error<li><a href=https://bugs.mojang.com/browse/MC-268282 rel=\"noopener noreferrer\"target=_blank>MC-268282</a> Picking up lava, powder snow or water using a bucket can be desynced<li><a href=https://bugs.mojang.com/browse/MC-268405 rel=\"noopener noreferrer\"target=_blank>MC-268405</a> Wind charges can move in unusual ways<li><a href=https://bugs.mojang.com/browse/MC-268408 rel=\"noopener noreferrer\"target=_blank>MC-268408</a> Game crashes when a wind charge hits an entity after disabling update_1_21 data pack<li><a href=https://bugs.mojang.com/browse/MC-268582 rel=\"noopener noreferrer\"target=_blank>MC-268582</a> Facing direction no longer affects shading of the first person arm<li><a href=https://bugs.mojang.com/browse/MC-268796 rel=\"noopener noreferrer\"target=_blank>MC-268796</a> \"Saving world\" text is blurred when pausing<li><a href=https://bugs.mojang.com/browse/MC-268805 rel=\"noopener noreferrer\"target=_blank>MC-268805</a> panorama_overlay.png no longer works<li><a href=https://bugs.mojang.com/browse/MC-268811 rel=\"noopener noreferrer\"target=_blank>MC-268811</a> Clicking 'Done' for language settings is ineffective; changes apply after double-clicking the language option<li><a href=https://bugs.mojang.com/browse/MC-268812 rel=\"noopener noreferrer\"target=_blank>MC-268812</a> Dirt background is used in the pause menu and some other menus in Programmer Art; black background used in High Contrast resource pack<li><a href=https://bugs.mojang.com/browse/MC-268816 rel=\"noopener noreferrer\"target=_blank>MC-268816</a> Credits background texture no longer scrolls in Programmer Art and other such resource packs<li><a href=https://bugs.mojang.com/browse/MC-268819 rel=\"noopener noreferrer\"target=_blank>MC-268819</a> Programmer Art, High Contrast, other resource packs: top of \"Create New World\" screen is transparent/not black<li><a href=https://bugs.mojang.com/browse/MC-268855 rel=\"noopener noreferrer\"target=_blank>MC-268855</a> Typing /function then space closes the internal server<li><a href=https://bugs.mojang.com/browse/MC-268862 rel=\"noopener noreferrer\"target=_blank>MC-268862</a> Areas with no sky light are incredibly dark when using the \"High Contrast\" resource pack<li><a href=https://bugs.mojang.com/browse/MC-268902 rel=\"noopener noreferrer\"target=_blank>MC-268902</a> Low FPS when blurred menu background is visible<li><a href=https://bugs.mojang.com/browse/MC-268908 rel=\"noopener noreferrer\"target=_blank>MC-268908</a> Trying to navigate to the Font Settings menu using the Tab key exits the language menu<li><a href=https://bugs.mojang.com/browse/MC-268953 rel=\"noopener noreferrer\"target=_blank>MC-268953</a> Layout of gamerules screen breaks when toggling fullscreen mode or changing resolution<li><a href=https://bugs.mojang.com/browse/MC-268956 rel=\"noopener noreferrer\"target=_blank>MC-268956</a> Command blocks, structure blocks and jigsaw blocks use menu_background.png<li><a href=https://bugs.mojang.com/browse/MC-268967 rel=\"noopener noreferrer\"target=_blank>MC-268967</a> Night vision does not work properly in high constrast mode<li><a href=https://bugs.mojang.com/browse/MC-269032 rel=\"noopener noreferrer\"target=_blank>MC-269032</a> Blur shader runs when menu blurriness is 0%<li><a href=https://bugs.mojang.com/browse/MC-269077 rel=\"noopener noreferrer\"target=_blank>MC-269077</a> Sign editing screen uses menu_background.png<li><a href=https://bugs.mojang.com/browse/MC-269081 rel=\"noopener noreferrer\"target=_blank>MC-269081</a> Some Realms icons are rendered behind the button in the main menu, instead of not being rendered at all<li><a href=https://bugs.mojang.com/browse/MC-269122 rel=\"noopener noreferrer\"target=_blank>MC-269122</a> Editing signs causes background blur<li><a href=https://bugs.mojang.com/browse/MC-269136 rel=\"noopener noreferrer\"target=_blank>MC-269136</a> Incorrect weapon.* command suggestions<li><a href=https://bugs.mojang.com/browse/MC-269279 rel=\"noopener noreferrer\"target=_blank>MC-269279</a> The \"Normal user\" button within the realms player menu is improperly capitalized</ul>","id":"c7838f54fd0ccbcf48c187d99b5f23e6832a2646155cbdd794b62f03f6e473a0","date":"2024-03-14T14:21:33.000Z","needsTranslation":null}