Summary

Mojang has released the patch notes forMinecraft’s first snapshot for Java Edition 1.21, which includes new paintings, music discs, background music tracks, adjustments to Trial Chambers, and more. TheMinecraftsnapshot also introduces data-driven enchantments, pushing its changelog to over 900 lines.

Minecraft’s major 1.21 updateis expected to arrive sometime in June and has been dubbed the “Tricky Trials” update by Mojang. Tricky Trials will add Trial Chambers, new blocks like the Crafter, and mobs like the Breeze and Bogged toMinecraft’s Java Edition. The update has also generated excitement thanks to features like multiple new Copper-built items and the brand-new Mace weapon. While the update’s official release is still at least a month away, players can already test out the development team’s newest version of it.

Minecraft Tag Page Cover Art

MinecraftSnapshot 24w18a moves all features from the experimental 1.21 pack to vanilla and also adds 20 new paintings by artists Sarah Boeving and Kristoffer Zetterstrand. Additionally, the Snapshot introduces nine new music tracks, which can be heard on the main menu or in-game while in certain biomes like Badlands, Deep Dark, Cherry Grove, or Flower Forest. Snapshot participants will also encounter three new music discs, one from musical artist Aaron Cherof and two from Lena Raine, with Cherof’s being found in standard Vaults and Raine’s being found in Ominous Vaults or decorated pots in Trial Chambers.

Minecraft’s Enchantmentshave also been improved by making them data-driven, allowing users to code their own custom enchantments in an easily understandable manner, with paintings receiving the same upgrade. Some users have already taken to the internet to share their new creations, like Twitter user ShockMicro, who created an enchantment that gives the Bow a double-shot capability.

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The Snapshot changesMinecraft’s Trial Chamberstoo by introducing multiple layout changes for intersections and corridors, adding new entrance variations, moving Spider spawners to the “melee” category, moving Slime spawners to the “small melee” category, and more. Also, Ominous Trial spawners that use mobs who are unable to wear equipment now spawn double the amount of enemies and can spawn an additional mob at once.

Minecraft’s new Copper blockssaw some changes as well, with Copper Doors and Trapdoors now crafted using Copper Ingots instead of Copper Blocks, and oxidized variants of the same two items no longer able to be crafted. Other changes in the Snapshot include projectile knockback no longer being based on the shooter’s position and Mace enchantments being made a bit more common in Ominous Vaults.

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Minecraft Snapshot 24w18a Patch Notes

Because it’s the month of May, may we tempt you with the first Snapshot for Java Edition 1.21? This one looks as excellent as it sounds, thanks to the 20 new paintings and 3 new music discs it adds to the game. And we’re not stopping there, data-driven enchantments are also being thrown into the fray with this Snapshot (hence the 900+ line changelog). We also included a batch of new bug fixes for good measure.

ENCHANTMENTS

Enchantments are now set through data. An Enchantment is a set of core properties like level ranges and cost together with some effects. Most effect types also support a set of conditions, making it possible to apply them only when certain criteria are met.

Enchantments can be added in the registry enchantment. All Vanilla Enchantments can be found in the vanilla datapack in the client and server jar files.

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LEVEL-BASED VALUES

Many effects of Enchantments depend on the level of the Enchantment. For these fields, a type called Level-Based Values is used. In their most basic form, Level-Based Values can be written as floating-point constants, which is interpreted as a value that isn’t in fact level-based, the constant is used as-is for all levels.

If a Level-Based value is not a floating-point constant, it is an object with a type field, specifying one of the following types.

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linear

The most common type of Level-Based Value is a linear value. A linear Level-Based Value has two fields:

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In effect, a linear Level-Based Value results in base + per_level_above_first * (level - 1).

clamped

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A Level-Based Value type that clamps a value between a min and max. Fields:

fraction

A Level-Based Value type that represents the fraction between two values. Fields:

levels_squared

A Level-Based Value type that evaluates to the square of the levels, plus an addition. Fields:

In effect, a levels_squared Level-Based Value results in level ^ 2 + added

VALUE EFFECT TYPES

Value Effects are effects used to manipulate the amount ofsomethingin the game.

add

A Value Effect that adds a value to the processed results.

all_of

A Value Effect that runs a number of other Value Effects, in order. This can be useful when the same set of conditions apply to a number of Value Effects.

Fields:

multiply

A Value Effect that multiplies the processed value by a given factor.

remove_binomial

A Value Effect that runs a Binomial series of checks, reducing the input value by 1 for every successful check.

set

A Value Effect that overwrites the input value with a given Level-Based Value.

ATTRIBUTE EFFECTS

Attribute effects use the Attribute system to apply an Attribute Modifier whenever the Enchanted Item is correctly equipped. Attribute effects do not have a dynamic type - they are all the same type.

ENTITY EFFECT TYPES

Entity Effects are Enchantment effects that generally do something to an Entity involved in an event. Which Entity is affected depends on the specific component being configured.

An Entity Effect that runs a list of other Entity Effects. This can be useful when a set of conditions should apply to more than one Entity Effect.

apply_mob_effect

An Entity Effect that applies a random Mob Effect to the affected Entity, chosen from a set of options. The duration and amplifier are randomized within a given span. The effect of specifying larger maximum values than the minimum value is undefined.

damage_entity

An Entity Effect that applies damage to the affected Entity. The amount of damage is randomized within a given span. The effect of specifying a larger maximum value than the minimum value is undefined.

damage_item

explode

ignite

An Entity Effect that ignites the affected Entity for a given number of seconds.

play_sound

replace_block

replace_disc

An Entity Effect that replaces blocks in a disc / cylinder in the world.

run_function

An Entity Effect that runs a Command Function. The execution entity the effect is executing for is represented as @s and ~ ~ ~ is the position of the event.

set_block_properties

An Entity Effect that sets properties on a block

spawn_particles

summon_entity

An Entity Effect that summons a new Entity, randomly chosen from a set of Entity Types, at the site of the event.

LOCATION-BASED EFFECT TYPES

Location-Based Effects are special effects that activate and deactivate depending on where the owner of the Enchanted Item moves. Location-Based Effect only trigger when such items are initially equipped and subsequently when the owning Entity moves to a new space in the Block grid - i.e. when their coordinates change to a new integer value.

All Entity Effect types can also be used as Location-Based Effects, and in addition attribute can be used to specify an Attribute Effect as a location-based effect.

EFFECT CONDITIONS

Most Enchantment effects are filtered using Conditions (same types as in loot tables). This enables effects to be specific for different situations. Each Effect Component defines which parameters are available for the condition to evaluate - some parameters are available for all of these parameter sets, while some are specific to a certain set.

Each effect component specifies which parameters are available in theEffect Componentslist below.

Entity Parameters

EFFECT COMPONENTS

The effects field in an Enchantment is a map of Effect Component type the Effect List data. Most Effect Components are lists, so any number of Effects can be added of any Component Type. The data for each effect generally involves having a specified condition context and Effect Type, but some Effects also deviate from this format.

In cases where the documentation specifies a Condition Context and Effect, the Component is a list. Each entry in the list has a field named effect with the effect of the type used by the list. Entries can also optionally include a field named requirements specifying the condition parameters, which are then evaluated with the documented context.

ENCHANTMENT PROVIDERS

Enchantment Providers are new ways for the game to source Enchantments to use in various situations where Enchantments show up.

ENDERMAN LOOT ENCHANTMENT PROVIDER

VILLAGER TRADE REBALANCE ENCHANTMENT PROVIDERS

All Equipment-specific Enchantments in Villager trades in the Villager Trade Rebalance experiment are now sourced from Enchantment Providers.

These Enchantment Providers are only used when the Villager Trade Rebalance experiment is enabled and all have the following pattern:

trades/_

For example: trades/desert_armorer_helmet_4 and trades/taiga_armorer_chestplate_5.

ENCHANTMENT PROVIDER TYPES

single_enchantment

An Enchantment Provider which always provides the same Enchantment. The level of the Enchantment can be either constant or randomized.

enchantments_by_cost

An Enchantment Provider which gives one or more Enchantments from a set of options according to a given cost (similar to the cost value in the Enchantment Table).

enchantments_by_cost_with_difficulty

An Enchantment Provider which works like enchantments_by_cost, but where the cost is calculated partially based on the local difficulty of the area where the event happens causing the Enchantments to be added.

The used cost is a minimum cost plus a uniformly randomized factor up to a base cost span multiplied with the special factor, which starts at 0 for local difficulty up to 2, increases linearly up to 1 for local difficulty 4 and stays at a constant value of 1 for any difficulty above that.

Enchantment Availability Tags

Enchantment Exclusivitity Tags

New tags used by the Vanilla Enchantments to control which ones are mutually exclusive, all of which are found under the exclusive_set/ path.

Trade Rebalance Enchantment Tags

In the experimental trade_rebalance pack, each biome type has two tags:

CONDITIONS

Targets

Some target entity names have been renamed to fit in a more generic context:

enchantment_active_check

New condition, requires the “Enchantment Active” parameter to exist in the context, which currently means it only works in Enchantment conditions.

random_chance

random_chance_with_enchanted_bonus

enchanted_count_increase

enchant_randomly

NUMBER PROVIDERS

enchantment_level

A new number provider that sources values from the Enchantment Level parameter.

New sub-predicate available as movement in Entity Predicates. Possible fields:

PERIODIC TICKS

New Entity sub-predicate available as periodic_ticks in Entity Predicates. Format: a positive integer.

Now also works on Players.

GENERIC.BURNING_TIME

A factor to how long an Entity remains on fire after being ignited. A factor of 0 removes the entire burn time, a factor of 1 lets the Entity burn the default fire time - larger values increase the amount of time the entity remains on fire.

GENERIC.EXPLOSION_KNOCKBACK_RESISTANCE

A factor to how much knockback an Entity takes from an Explosion. A factor of 1 removes the entire knockback, a factor of 0 means no knockback reduction.

PLAYER.MINING_EFFICIENCY

Mining speed factor added to the speed of mining when using a tool that efficiently mines a block.

GENERIC.MOVEMENT_EFFICIENCY

How efficiently the entity can move through impeding terrain that slows down movement. A factor of 1 removes all movement penalty, a factor of 0 applies full movement penalty.

GENERIC.OXYGEN_BONUS

Factor to the chance an Entity has to not use up air when underwater. 0 has no effect, values over 0 are used in the following formula to determine the chance of using up air:

1 / (oxygen_bonus + 1)

PLAYER.SNEAKING_SPEED

The movement speed factor when sneaking. A factor of 1 means sneaking is as fast as walking, a factor of 0 means unable to move while sneaking.

PLAYER.SUBMERGED_MINING_SPEED

The mining speed factor when submerged. A factor of 1 means mining as fast submerged as on land, a factor of 0 means unable to mine while submerged. Note that this represents only the submersion factor itself, and other factors (such as not touching the ground) also apply.

PLAYER.SWEEPING_DAMAGE_RATIO

How much of the base attack damage that gets transfered transfer to secondary targets in a sweep attack. This is additive to the base attack of the sweep damage itself of 1. A value of 0 means none of the base attack damage is transferred (sweep damage is 1). A value of 1 means all of the base attack damage is transferred (sweep damage is attack_damage + 1)

GENERIC.WATER_MOVEMENT_EFFICIENCY

The movement speed factor when submerged. The higher, the more of the underwater movement penalty is mitigated. Note that this represents only the submersion factor itself, and other factors (such as not touching the ground) also apply.

BLOCK PREDICATES (WORLD GENERATION STYLE)

UNOBSTRUCTED

New block predicate type that passes if the selected block is unobstructed (no Entities are in the space of the block).

ENTITY DATA

PROJECTILES

Arrow-like projectile data now contains a weapon field containing an Item Stack representing the weapon the projectile was fired from. The following fields have been removed:

Minecraft

WHERE TO PLAY

Minecraft is a game made up of blocks, creatures, and community. you’re able to survive the night or build a work of art – the choice is all yours. But if the thought of exploring a vast new world all on your own feels overwhelming, then fear not!Minecraft has no set goal and can be played however you’d like! This is why it’s sometimes called a “sandbox game” – there are lots of things for you to do, and lots of ways that you can play. If you like being creative, then you can use the blocks to build things from your imagination. If you’re feeling brave, you can explore the world and face daring challenges. Blocks can be broken, crafted, placed to reshape the landscape, or used to build fantastical creations.Creatures can be battled or befriended, depending on how you play. The world of Minecraft allows for epic adventures, quiet meditations, and everything in between. You can even share your creations with other players, or play in community worlds!