{"title":"Minecraft Snapshot 24w10a","version":"24w10a","type":"snapshot","image":{"title":"24w10a_540x540.jpg","url":"/v2/images/24w10a540x540.jpg"},"body":"<p>Woah, another snapshot day of the Wednesday variant! Today we are releasing 24w10a, featuring new Wolf Variants, some new Data Pack features, and lots of bug fixes.<p>Happy mining!<h1>New Features</h1><ul><li>Added variants of Wolves</ul><h2>Wolf variants</h2><ul><li>New Wolf variants have been added<li>The variant is determined by the biome they spawn in<ul><li>Pale Wolf - The familiar Wolf variant that now spawns in the Taiga biome, with a default pack size of 4<li>Woods Wolf - A variant that spawns in the Forest biome. This will be the dominant Wolf variant that you will be able to find in the Overworld, since the Forest biome is very common<li>Ashen Wolf - A variant that spawns in the Snowy Taiga biome<li>Black Wolf - A variant that spawns in the Old Growth Pine Taiga biome, in smaller packs of 2 to 4<li>Chestnut Wolf - A variant that spawns in the Old Growth Spruce Taiga biome, in smaller packs of 2 to 4<li>Rusty Wolf - A variant that spawns in a new location for wolves - the Sparse Jungle biome, in smaller packs of 2 to 4<li>Spotted Wolf - A variant that spawns in a new location for wolves - the Savanna Plateau biome, in larger packs of 4 to 8<li>Striped Wolf - A variant that spawns in a new location for wolves, the Wooded Badlands biome, in larger packs of 4 to 8<li>Snowy Wolf - A variant that spawns in the Grove biome. A rare type, that always walks alone</ul><li>Adjusted spawning conditions for Wolves, allowing them to spawn on Coarse Dirt and Podzol blocks</ul><h1>Changes</h1><ul><li>Adjusted passive mobs spawning in Grove biome to only include Rabbits, Foxes and Wolves<li>Button tooltips will no longer appear when hovering outside the containing element</ul><h1>Technical Changes</h1><ul><li>The Data Pack version is now 34</ul><h1>Data Pack Version 34</h1><ul><li>Recipe results can now specify component data<li>Added new entity predicate field <code>slots</code>, for matching item slots<li>Added slot names for ranges, like <code>container.*</code><li>Added <code>execute if|unless items</code> to check and count items<li>Banner Patterns are now data-driven<li>Changes to Item Stack Component formats<li>Player Head blocks now store a <code>custom_name</code> tag, which will be copied to and from the item form when broken or placed<li>The <code>SkullOwner</code> and <code>ExtraType</code> fields in Player Head blocks have been replaced with a <code>profile</code> field, with the same format as the item component<li>For now, the <code>count</code> field on Item Stacks is always stored again, even if <code>1</code><ul><li>If the field is missing in data, will still fall back to <code>1</code></ul></ul><h2>Recipes</h2><ul><li>Recipe types <code>crafting_shaped</code>, <code>crafting_shapeless</code>, <code>stonecutting</code> and <code>smithing_transform</code> now accept <code>components</code> for the <code>result</code> item stack<li>The <code>result</code> field for recipe types <code>smelting</code>, <code>blasting</code>, <code>smoking</code> and <code>campfire_cooking</code> is now an item stack format without a count, which means you'll need to specify an object with an <code>id</code> field<ul><li>This <code>result</code> now also accepts <code>components</code> data</ul></ul><h2>Predicates</h2><h3><code>slots</code> entity sub-predicate</h3><ul><li>New entity field <code>slots</code> allows to check single or multiple slots on any entity<li>The field contains a map of slot names (same as ones used in <code>item</code> commands) to item predicate<li>For slot ranges, only one slot needs to match for whole entry to pass</ul><p>Example:<pre><code>{\n    \"condition\": \"minecraft:entity_properties\",\n    \"entity\": \"this\",\n    \"predicate\": {\n        \"slots\": {\n            \"container.*\": {\n                \"items\": \"dirt\"\n            }\n        }\n    }\n}\n</code></pre><h2>Slot names</h2><ul><li>Slot names (used in <code>item</code> commands and <code>slots</code> entity predicates) now include slot ranges<li>Unless specified, existing commands can still only work on single slots<li>New slot names:<ul><li><code>container.*</code> - contains <code>container.0</code> to <code>container.53</code><li><code>hotbar.*</code> - contains <code>hotbar.0</code> to <code>hotbar.8</code><li><code>inventory.*</code> - contains <code>inventory.0</code> to <code>inventory.26</code><li><code>enderchest.*</code> - contains <code>enderchest.0</code> to <code>enderchest.26</code><li><code>villager.*</code> - contains <code>villager.0</code> to <code>villager.7</code><li><code>horse.*</code> - contains <code>horse.0</code> to <code>horse.14</code><li><code>weapon.*</code> - contains <code>weapon.mainhand</code> and <code>weapon.offhand</code><li><code>armor.*</code> - contains <code>armor.head</code>, <code>armor.chest</code>, <code>armor.legs</code>, <code>armor.feed</code>, <code>armor.body</code><li><code>player.cursor</code> - item held by player on screen<ul><li>Note: this information is not available in creative mode</ul><li><code>player.crafting.0</code> - <code>player.crafting.3</code>, <code>player.crafting.*</code> - player's crafting slots<ul><li>Note: this includes only player's inventory crafting slots. Crafting table (or any other slots on other screens) are not included</ul></ul></ul><h3><code>execute if|unless items</code></h3><ul><li><code>execute if|unless items &#60source> &#60slots> &#60item_predicate></code> command can be used to count items<ul><li><code>&#60source></code> is the same as one used in <code>item</code> command, i.e.<ul><li><code>block &#60x> &#60y> &#60z></code><li><code>entity &#60target></code> (selector can return multiple entities)</ul><li><code>&#60slots></code> can accept single slot (like <code>container.0</code>) or a range (like <code>container.*</code>)<li><code>&#60item_predicate></code> is the same as item predicate in <code>clear</code> command</ul><li>If used alone, it will return total number of items in stacks that match predicates</ul><h2>Banner Patterns</h2><ul><li>Banner Patterns will now be loaded into a dynamic registry from data packs (<code>data/&#60namespace>/banner_pattern/&#60id></code>)<ul><li>These entries have two fields:<ul><li><code>asset_id</code> (namespaced string) is used to resolve texture locations<ul><li>e.g. <code>custom:pattern</code> resolves to <code>assets/custom/textures/entity/banner/pattern.png</code>, <code>assets/custom/textures/entity/shield/pattern.png</code></ul><li><code>translation_key</code> (string) is a translation key prefix<ul><li>e.g. <code>block.minecraft.banner.custom.pattern</code> resolves to <code>block.minecraft.banner.custom.pattern.&#60dye color></code></ul></ul></ul></ul><h2>Item Stack Components</h2><ul><li>The <code>minecraft:profile</code> component no longer requires the <code>name</code> field to be present<li>Some additional Item Stack Components now support alternative, simple definitions:<ul><li><code>minecraft:profile</code> can be defined as string player name (e.g. <code>profile=\"jeb_\"</code>)<li><code>minecraft:dyed_color</code> can be defined as an integer rgb color (e.g. <code>dyed_color=16711680</code>)<li><code>minecraft:attribute_modifiers</code> can be defined as a direct list of modifiers (e.g. <code>attribute_modifiers=[{type:'generic.scale',uuid:[1,2,3,4],name:'Big!',amount:1.0,operation:'add_multiplied_base'}]</code>)<li><code>minecraft:potion_contents</code> can be defined as a single potion id (e.g. <code>potion_contents=\"invisibility\"</code>)<li><code>minecraft:enchantments</code> and <code>minecraft:stored_enchantments</code> can be defined as an inline map of enchantment id to level (e.g. <code>enchantments={sharpness:1}</code>)<li>These are only an alternative for defining the values, they will always be stored in their full formats</ul><li>All container blocks now use the <code>minecraft:container</code> component when in item form, not just Shulker Boxes<li>The <code>minecraft:lodestone_target</code> component has been renamed to <code>minecraft:lodestone_tracker</code><ul><li>The <code>pos</code> and <code>dimension</code> fields have been moved into a <code>target</code> object<li>The <code>target</code> field is optional, and if not present, the compass will spin</ul><li>The maximum number of lore and fireworks entries has been raised to 256</ul><h1>Fixed bugs in 24w10a</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-140397 rel=\"noopener noreferrer\"target=_blank>MC-140397</a> When combining two enchanted unbreakable items, the result will be two stacked items<li><a href=https://bugs.mojang.com/browse/MC-157133 rel=\"noopener noreferrer\"target=_blank>MC-157133</a> Enchanted books with curses can be stacked using a grindstone<li><a href=https://bugs.mojang.com/browse/MC-174496 rel=\"noopener noreferrer\"target=_blank>MC-174496</a> Player heads lose their name after being placed<li><a href=https://bugs.mojang.com/browse/MC-217084 rel=\"noopener noreferrer\"target=_blank>MC-217084</a> Player head NBT \"ExtraType\" is no longer saved but doesn't use DataFixerUpper upgrade path<li><a href=https://bugs.mojang.com/browse/MC-268392 rel=\"noopener noreferrer\"target=_blank>MC-268392</a> Setting gravity attribute to 0.0 kicks player for flying<li><a href=https://bugs.mojang.com/browse/MC-268462 rel=\"noopener noreferrer\"target=_blank>MC-268462</a> Saturation suspicious stew now grants 7 seconds of effect instead of 7 ticks<li><a href=https://bugs.mojang.com/browse/MC-268800 rel=\"noopener noreferrer\"target=_blank>MC-268800</a> All tools have 4 attack damage, and 1.6 attack speed<li><a href=https://bugs.mojang.com/browse/MC-268801 rel=\"noopener noreferrer\"target=_blank>MC-268801</a> Shulker boxes in saved hotbars inconsistently update to item components<li><a href=https://bugs.mojang.com/browse/MC-268813 rel=\"noopener noreferrer\"target=_blank>MC-268813</a> Crash when spawning item with can_break/can_place_on component containing unknown/invalid tag<li><a href=https://bugs.mojang.com/browse/MC-268824 rel=\"noopener noreferrer\"target=_blank>MC-268824</a> Disenchanted books from grindstone don't stack with books that were in the inventory<li><a href=https://bugs.mojang.com/browse/MC-268830 rel=\"noopener noreferrer\"target=_blank>MC-268830</a> Effect Particles appear when specifying no particles using /effect command<li><a href=https://bugs.mojang.com/browse/MC-268834 rel=\"noopener noreferrer\"target=_blank>MC-268834</a> Vault texture is inconsistent<li><a href=https://bugs.mojang.com/browse/MC-268842 rel=\"noopener noreferrer\"target=_blank>MC-268842</a> Crash when saving world with painting<li><a href=https://bugs.mojang.com/browse/MC-268845 rel=\"noopener noreferrer\"target=_blank>MC-268845</a> Items with can_break/can_place_on components update every time the inventory is changed in creative mode<li><a href=https://bugs.mojang.com/browse/MC-268850 rel=\"noopener noreferrer\"target=_blank>MC-268850</a> Attribute Modifier: Not updated when switching items in hotbar<li><a href=https://bugs.mojang.com/browse/MC-268851 rel=\"noopener noreferrer\"target=_blank>MC-268851</a> Crossbows don't make a firing sound<li><a href=https://bugs.mojang.com/browse/MC-268853 rel=\"noopener noreferrer\"target=_blank>MC-268853</a> Unable to load paintings for any variants<li><a href=https://bugs.mojang.com/browse/MC-268856 rel=\"noopener noreferrer\"target=_blank>MC-268856</a> Loading shulker box/bundle with a single 'invalid' item in it renders the whole component invalid<li><a href=https://bugs.mojang.com/browse/MC-268864 rel=\"noopener noreferrer\"target=_blank>MC-268864</a> An item modifier with a duplicate item stack component prevents the entire data pack from (re)loading, rather than ignoring that one specific item modifier<li><a href=https://bugs.mojang.com/browse/MC-268877 rel=\"noopener noreferrer\"target=_blank>MC-268877</a> Beehives/bee nests in inventory lose honey level after converting to 24w09a<li><a href=https://bugs.mojang.com/browse/MC-268879 rel=\"noopener noreferrer\"target=_blank>MC-268879</a> Having a high damage value breaks and crashes the game<li><a href=https://bugs.mojang.com/browse/MC-268897 rel=\"noopener noreferrer\"target=_blank>MC-268897</a> Cannot select entities who have any itemstack with the count being 1.<li><a href=https://bugs.mojang.com/browse/MC-268904 rel=\"noopener noreferrer\"target=_blank>MC-268904</a> Suspicious stew not giving effects<li><a href=https://bugs.mojang.com/browse/MC-268921 rel=\"noopener noreferrer\"target=_blank>MC-268921</a> Arrows lose particles after unloading world<li><a href=https://bugs.mojang.com/browse/MC-268971 rel=\"noopener noreferrer\"target=_blank>MC-268971</a> Lodestone compass stops being a lodestone compass after breaking its tracked lodestone<li><a href=https://bugs.mojang.com/browse/MC-269005 rel=\"noopener noreferrer\"target=_blank>MC-269005</a> Player heads from previous versions cause game crash and/or are converted incorrectly<li><a href=https://bugs.mojang.com/browse/MC-269062 rel=\"noopener noreferrer\"target=_blank>MC-269062</a> Bundles with \"Bundle Contents\" component removed return after right clicking<li><a href=https://bugs.mojang.com/browse/MC-269066 rel=\"noopener noreferrer\"target=_blank>MC-269066</a> Item modifier cannot remove <code>custom_name</code><li><a href=https://bugs.mojang.com/browse/MC-269091 rel=\"noopener noreferrer\"target=_blank>MC-269091</a> AttributeModifiers NBT with missing fields is not upgraded correctly to components</ul>","id":"d17dfb3d83610323a441b3377c3476c34c94614995f0d619d39aa65410dedcb5","date":"2024-03-06T10:37:35.000Z","needsTranslation":null}