Minecraft 1.21 will Revolutionize Datapacks. Again.

2024 ж. 4 Мам.
16 722 Рет қаралды

The last revolution was only a month ago BUT THIS TIME WE GOT LEFT CLICK DETECTION
Very Unbalanced Enchantments datapack: drive.google.com/file/d/1xw0h...
if you're reading this, you now feel compelled to join the Discord / discord

Пікірлер
  • if u do attribute_to_user:false you will take damage from explosions I think

    @Dariussica1@Dariussica120 күн бұрын
    • Ah that might be it! I was really hoping to get a "Conure was blown up by Conure" death message but maybe they wont let me do that :( Edit: pinning this, since I can't directly put corrections onto the video itself lol

      @conure512@conure51220 күн бұрын
    • I thought the same thing. Good to know I can make an explosion without hurting myself or with it.

      @the_jono@the_jono17 күн бұрын
  • Mojang should add advancement trigger for mining a block next. There is an advancement trigger for placing a block but there isn't a trigger for mining

    @3141minecraft@3141minecraft20 күн бұрын
    • This is yet another thing I've been asking for for a very very long time haha

      @conure512@conure51220 күн бұрын
    • i would like if they added keystroke commands to functions in general

      @jess648@jess64820 күн бұрын
    • But isn't that already possible using scoreboard detection? Why would you want to use advancements to check for mining?

      @Oliver-ex1if@Oliver-ex1if20 күн бұрын
    • @@Oliver-ex1if I want to check if a player has mined any block without needing hundreds of scoreboards.

      @3141minecraft@3141minecraft20 күн бұрын
    • For now we have to rely on scoreboard triggers (minecraft.mined)

      @FoxSlyme@FoxSlyme20 күн бұрын
  • ENDER BOW ENCHANTMENT IS COMING BACK BBY! Instead of a bow or crossbow shooting an arrow with arrow trajectory, it just shoots an ender pearl with arrow trajectory. *You have no idea how right this feels until you try it.*

    @Moe_Posting_Chad@Moe_Posting_Chad20 күн бұрын
    • Could you have it use ender pearls in you inventory?

      @kyleyoung2464@kyleyoung246420 күн бұрын
    • ​@@kyleyoung2464 talking from inexperience i think yes, but you could also do a custom recipe with arrows and enderpearls and have the bow use that intead of regular arrows (?)

      @m3galord@m3galord15 күн бұрын
  • Next snapshot : possibility to add new blocks and items

    @Artemis-7.@Artemis-7.20 күн бұрын
    • We are waiting for that day

      @MattyKosta@MattyKosta20 күн бұрын
    • When that happens mods will die 😂

      @kyleyoung2464@kyleyoung246420 күн бұрын
    • ​@kyleyoung2464 not quite! it'll be even more tools for mods to use.

      @bobisnotaperson@bobisnotaperson20 күн бұрын
    • @@kyleyoung2464 Mods do way more than add blocks and items

      @stolyartoad8640@stolyartoad864020 күн бұрын
    • ​@@kyleyoung2464it's obvious that you've never worked with datapacks or mods

      @Nova32x@Nova32x20 күн бұрын
  • To think we'd live to see the day where poison (or ailment) blades are no longer janky and difficult to implement 🙏🙏

    @tsaqifrizky5276@tsaqifrizky527620 күн бұрын
  • So, maybe… Maybe, Mojang will add custom player effect later on ( please…)

    @UnHommeBiza@UnHommeBiza20 күн бұрын
    • This is one of my #1 hopes/requests as well. It really does not seem that unreasonable, especially given what they've already accomplished with data driven features lol

      @conure512@conure51220 күн бұрын
    • First of all they should make On Fire into an effect so we can actually light players on fire arbitrarily

      @Peastable@Peastable20 күн бұрын
    • YES! the only thing I've been able to use is luck with special modifiers

      @Mazoreo@Mazoreo20 күн бұрын
    • @@Peastable freezing too!

      @adora_was_taken@adora_was_taken20 күн бұрын
    • mojang should let us modify player data like fully, motion, inventory, rideability, health, anything data driven

      @Twaj_@Twaj_20 күн бұрын
  • At this point all we're really missing are custom blocks. It's kinda possible but right now it feels like a weird workaround rather than a feature. Also it would be nice to be able to bundle data packs and resource packs, given all the things that data packs can do that require textures now (custom wolf variants, custom paintings, custom banner patterns, etc)

    @TheGreatOwlMaster@TheGreatOwlMaster20 күн бұрын
    • I want variants for all the other mobs 😂 and custom disks! Those are deff coming soon.

      @kyleyoung2464@kyleyoung246420 күн бұрын
    • i dont think we'll ever get bundled data/resource packs since one is server sided and the other is client sided

      @ataraxianAscendant@ataraxianAscendant20 күн бұрын
    • We’re also missing custom UI, which you also cant do in add-ons

      @andrecosta9552@andrecosta955212 күн бұрын
    • @@ataraxianAscendant resource packs are semi serverside

      @kuronya3582@kuronya35828 күн бұрын
    • Custom blocks would be the magnum opus

      @Content_Deleted@Content_Deleted4 күн бұрын
  • Ngl, the only reason I can see why they are making datapacks amazing other than to just make making them great and them to compete with mods, is that maybe, just maybe, bedrock addons work kinda like datapacks, and they are doing these changes to make bedrock addons better and capable of more alongside the added bonus for those from the datapack community But I think it’s just that someone they hired for 1.21 was a datapacker and now they are pitching all their ideas to make datepacks better to Mojang lol

    @CreatorProductionsOriginal@CreatorProductionsOriginal20 күн бұрын
    • I think it's also for mojang to do rapid prototyping of new enchantments and things. They should be able to just quickly mess around with several ideas without having to add it to the game proper.

      @childish4487@childish448720 күн бұрын
    • @@childish4487 Oooooo, now that’s a great theory! I hope it is that because that would mean we could be getting even more enchantments in the game Imagine if they allowed custom potion effects next lol, crazy they didn’t do that since they added 4 potions and only 3 enchantments Also, now that you pinched that idea, the Wind Burst enchantment could have been made that way When player hurts entity, summon wind burst y’know

      @CreatorProductionsOriginal@CreatorProductionsOriginal20 күн бұрын
    • I think they're trying to make datapacks the "mods" of mc. They did say they were going to add an official modding API, but maybe instead they're just going to make datapacks the new mods. Like imagine you could make new menus, buttons, inventory tabs and more with just datapacks, that would be insane.

      @bloosix@bloosix20 күн бұрын
    • The last years of technical preparation were leading up to this, It's not surprising to me that we get stuff like this now

      @ZockerAxel@ZockerAxel20 күн бұрын
    • @@bloosix ohhh I would eat that up Will already kinda can in bedrock (through the npc entity GUI or by the way some addons did it, a item that stays at your face like a GUI)

      @CreatorProductionsOriginal@CreatorProductionsOriginal20 күн бұрын
  • I can’t wait for data driven GUIs. That’s gonna be cool

    @EVILBUNNY28@EVILBUNNY2820 күн бұрын
    • 🙏please

      @kyleyoung2464@kyleyoung246420 күн бұрын
    • HTML in minecraft! 😆

      @ofekn@ofekn19 күн бұрын
  • I guess after sometime we will have entity components, blank item, blank block, some other template stuff that will acompany to adding new items. I remember they made an april fools update with different events and every event was like a mod or pack-addon to the game. It felt that they experimented with addons compatibilaty and way others would've implemented such addons. Maybe they are cooking, idunno. BUT let them cook it will be worth the wait after all these years

    @JustVlad1@JustVlad120 күн бұрын
  • The only thing they need to add is to add custom variants for all the mobs. Imagine we could add different skins for every mob in the game. The only thing they should change is to add that we can change textures with tags. Snowy creepers, mummy zombies and jungle skeletons etc. I would love that

    @maksymiliankossakowski-lan6978@maksymiliankossakowski-lan697820 күн бұрын
    • After they added data-driven wolf variants, I was shocked that they didn't later add the same thing for cats, parrots, and frogs lol

      @conure512@conure51220 күн бұрын
    • @@conure512 My hope was data-driven villager variants, which technically we are getting with trades, to some extent, but I want the ability to have custom textures too. It'd make populating a map with NPCs so much simpler and diverse

      @TheAnnyParker@TheAnnyParker20 күн бұрын
  • I must admit: I know people say "this will replace mods". Honestly? It works *great* with mods! I've created a couple of small mods for private use and for fun and using the datapack system is way easier than trying to implement something yourself. A custom dimension? All I had to code in was a portal. The dimension could be datapack driven, even with modded blocks it will still work! It's honestly really hand on the modding side too, makes it less painful to use. Though honestly I want to tinker with the enchantment system. Always wanted to try an enchantment that gave swords some sort of 'blocking' ability of sorts.

    @l9m241@l9m24120 күн бұрын
    • I know there are a lot of mods that are repackaged just directly from datapacks, so yeah, that's a great point! I don't think datapacks will ever REPLACE mods (especially mods that are performance optimizers, shaders, etc) but I LOVE this idea that one day they'll basically BECOME like their own type of mod. It feels like we're getting closer and closer to that every day.

      @conure512@conure51220 күн бұрын
  • 4:45 minecraft is currently introducing everything needed to create real custom items, so on a kinda big discord, we think they will add data driven custom items in 1.21 or one of it's sub versions

    @Rignchen@Rignchen13 күн бұрын
  • Once I saw this change, I was waiting to see how you’d be covering it!

    @Mr_Mimestamp@Mr_Mimestamp20 күн бұрын
  • Very excited about this. Wondering if they'll add more functionality as it goes on. Got really excited about new curses, made a 'fragile' curse and a 'flammable' curse (the former increases the amount of item damage taken, up to +10 extra damage at level 10, the latter uses the attribute for fire protection to INCREASE the time spent on fire). Wanted to make a vampire life steal enchant too, but we still don't have easy access to healing the player for small amounts, guess this is still datapacking x3 The new ability to check when we're wearing/holding an item and have LoS to the sky is really cool tho, could make a cursed 'undead' item that sets the player on fire in the daytime, just like other undead.

    @Pacca64@Pacca6420 күн бұрын
  • Now we just need components for crafting inputs and we can basically make entirely new dimensions along with their own unique and entirely independent progression. I want to add custom crafting materials!

    @jupitersky@jupitersky20 күн бұрын
  • I really hope they add some sort of tag for enchantments that makes it where they're invisible, like they don't show up in the tooltip alongside other enchantments and don't cause an enchantment glow unless there's other enchantments that do. That way you can have inherent effects on enchantable items that use enchantments but don't look weird

    @phantasiadiedtragically@phantasiadiedtragically20 күн бұрын
    • That already works, doesn't it? When adding enchantments, you can choose whether the tooltip should be displayed for each individual enchantment or not... but maybe I misunderstood when I read the changelog...

      @Satwr@Satwr20 күн бұрын
    • @@Satwr You can only choose if you want all enchantments to be displayed or not

      @phantasiadiedtragically@phantasiadiedtragically20 күн бұрын
    • ​@@phantasiadiedtragically oh I missunderstood what you meant

      @BidenBlessesYou@BidenBlessesYou20 күн бұрын
    • This is a great idea! "show_in_tooltip" should be per-enchantment. Same with attribute modifiers.

      @conure512@conure51220 күн бұрын
  • What really excites me is that datapacks can easily run on servers which allows me and my friends who play Bedrock to play on a server with GeyserMC and still have something similar to mods

    @LauLauHip@LauLauHip9 күн бұрын
  • I am hoping they make BLOCKS data driven. Just _imagine_ the possibilities! (Also, making brewing/potion effects data driven should be their next goal. If they're going to have enchants be data driven, they for sure need potions as well).

    @lasercraft32@lasercraft3215 күн бұрын
  • this is amazing! thank you for the explanation, it really helped

    @omiguel6849@omiguel684920 күн бұрын
  • Dude i was so invested watching this video. Havent watched a minecraft video in ages. Cant wait what you do next. Subbed :)

    @pharao6138@pharao613815 күн бұрын
  • If calling function is so useful. Why haven't they already made a calling function for any item in hand witthe button of choice and if or if not in off hand? Same for just clicking on blocks. Imagine just making a regular blank item with a ressource texture and a few calling functions. Then all of your functions.

    @captainphoton1693@captainphoton169320 күн бұрын
    • That would be very nice! I think lots of people are hoping for something like that

      @conure512@conure51220 күн бұрын
  • idk your the best datapack guy around at the time, i know everything about minecraft commands but to get new info your just the best

    @FireDragon91245@FireDragon9124518 күн бұрын
  • Very good examples, helps a lot!

    @AspectOfTheYoutube@AspectOfTheYoutube16 күн бұрын
  • Okay you now officially have a new subscriber, this is some of the coolest stuff I’ve seen from technical Minecraft in years

    @eliasthememelord@eliasthememelord17 күн бұрын
    • Well thank you! Welcome aboard :)

      @conure512@conure51217 күн бұрын
  • I’m not sure what else I’d want from datapacks next. It’d be really nice to incorporate custom models or item textures so we didn’t need to rely on additional resource packs to make custom items look different. All of these changes seem to be helping the creation of custom items, but changing how an item looks is the biggest thing we’re missing. (Unless there’s some other method I’m unaware of.)

    @Mr_Mimestamp@Mr_Mimestamp20 күн бұрын
    • I am of the opinion that you should be able to just absorb a resource pack into a datapack. The datapack would have a "data" folder and an "assets" folder, and the pack.mcmeta would specify the format for both. Of course each would also be able to exist on its own still, but it would be wonderful to be able to merge them. It might be a bit weird though because resource packs are strictly client-side, so a server with a data/resource pack would have to force all connecting clients to reload their textures, which is currently only accomplished by an external download. Idk, im just thinking out loud at this point lol

      @conure512@conure51220 күн бұрын
    • @@conure512 Oh, that’s a good point, I’m not sure how servers would go about it. I’m pretty sure servers can have the option to force users to accept a resource pack, or else the player won’t be let into the server. But that gets confusing when it comes to multiple datapacks, and reloading, and if you want to accept some but not others.

      @Mr_Mimestamp@Mr_Mimestamp20 күн бұрын
    • I've wanted this for a while - and only wanted it more with the new components structure... honestly the way I'd wanna see it implemented is just as component called "item_model" or something that accepts a namespaced id for an existing item model; then it uses that item's model .json (damage/state/custom model data predicates, layers, overrides, etc...) as well as any special properties of the referenced model that would usually only apply to the specific item (such as the tint color indexing from the dyed colour value for dyeable armor) also being applied to the custom item too, even if retextured - as if that were the item being retextured, even though it isn't. but for simpler things like sprite-swaps; it means you wouldn't need a resource pack to make a snowball look like a brick for example...

      @TheiBunny@TheiBunny20 күн бұрын
  • Excellent videos. Thanks for your effort and sincerity.

    @DissonantSynth@DissonantSynth20 күн бұрын
  • We need more people to see this.. damn Youve earned my sub

    @daktotathecolossus7404@daktotathecolossus740420 күн бұрын
  • once again, i looked at you video for a single second and recognised it from the video about datapacks i saw some weeks ago, where i commented that i recognised you from the video on custom crafting recipes some years ago i swear im not looking it up (although in this case i *was* watching videos about the subject)... but fuck, man, the universe is telling me to subscribe

    @geekjokes8458@geekjokes845818 күн бұрын
  • A custom enchantment tutorial would be really amazing. :) Glad I found your channel, I will be learning a lot. ^^

    @mjennyd_yt@mjennyd_yt19 күн бұрын
    • Thank you!! I appreciate it :)

      @conure512@conure51219 күн бұрын
  • This is insane! I was gonna continue making my datapack in 1.20.6, because of the custom items without knowledge books, but now... well this snapshot seems pretty nice.

    @OLIVER427@OLIVER42720 күн бұрын
    • This is the datapack dev's endless curse: cool update comes out, BUT THE NEXT ONE IS EVEN COOLER SO I GOTTA WAIT AGAIN.

      @conure512@conure51220 күн бұрын
  • Custom paintings was cool too, but im sad we didnt get custom disks yet.

    @kyleyoung2464@kyleyoung246420 күн бұрын
  • Might get into datapacks thanks to this and 1.20.5

    @Pillow_@Pillow_20 күн бұрын
  • I agree! These new features are amazing, the possibilities are endless!

    @zerologic6848@zerologic684820 күн бұрын
  • love the hilbert curves in the background haha

    @mace1234@mace1234Күн бұрын
    • Haha thank you! You're literally the first person to ever notice that

      @conure512@conure512Күн бұрын
  • Notch's 1.2 API was supposed to replace the traditional mod pipeline. It's nice to finally see progress being made in that direction.

    @xLTxFire@xLTxFire20 күн бұрын
    • What’s Notch’s 1.2 API?

      @enderstudios3835@enderstudios383520 күн бұрын
    • @@enderstudios3835 The modding API he said was coming out as a part of version 1.2.

      @xLTxFire@xLTxFire20 күн бұрын
  • Pretty cool! People talk about replacing mods, but that's really not necessary. Things like this are good for everyone, modders included.

    @bengoodwin2141@bengoodwin214120 күн бұрын
  • I would realy like to see /execute if function with arguments and /shedule function with arguments

    @FireDragon91245@FireDragon9124518 күн бұрын
  • I have noticed it, I've thought it, I've called it since the snapshot we could change the scale : Mojnag is slowly making commands the modding API we were promised a while ago. And I'm all hyped for that ! I am curently slowly learning how commands work by following slicedlime's tutorials on 1.19.3 but I'll need to catch up soon with the new components system and all that's happening now. Now, if somebody reading this comment could help me point some suggestions to Mojang, it would be very much appreciated (I'm playing on cracked version of the game so my feedbacks are as relevant to Mojang as a non player): 1) commands that have a setter form should have a *_"default"_* keyword. /tick rate has that in the form of the 20 ticks suggestion (I was tinkering with the new /attributes the other day on a test world and I changed my gravity, and I forgot what the default value was so I've set it to 0.4 but when I jump, things feel a bit off) eg: - /attribute @s minecraft:generic.gravity base set *_default_* - /setworld spawn *_default_* 2) there should be a way to detect when an entity dispawns or dies (perhaps in /execute?), so we can run commands on that entity's dispawn or death. (I'm trying to ddo something that involves unsetting a block when an arrow dispawns. I've heard there are tricks to detect an AI driven entity's (hostile or non hostile mobs) death, but I don't know if there is something similar when an entity dispawns after its natural lifetime. 3) the new potion effects (oozing, infection, air charged, weaving) should be beneficial to the player if the player _drinks_ the potion instead of being _splashed_ it : • potion effects that activate on death should activate when the player who drank them has 2 hearts left, partially except for infection which is always active when the player gets hit. • hostile entities summoned by the potion effect are friends with the player they spawned from (slimes, silverfishes) • after the activation of weaving (placing multiple cobwebs) the player that drank that potion should have an extra 15seconds of being able to walk freely inside cobwebs like a spider. Anyway, I'm glad that this video popped up in my recommendations. It seems like I have found a good ressource in learning how to learn commands and make datapacks. I have many ideas I want to work on and participate in the vanilla tweaks project but I don't know how or where to start exactly except slicedlime's outdated tutorials. +1 sub

    @thefanboy3285@thefanboy328520 күн бұрын
  • As someone who did a fair amount of command block stuffs and got used to it before functions, I need a tutorial for all of this magic immedietely!

    @icicleditor@icicleditor20 күн бұрын
  • There's so much that I'm imagining is possible now, but I have so many questions. Is it possible to have it so it uses the weapons trigger to check what enchantments your armor has, meaning if you have a custom armor set meant to give people a small boost in stats, it would only activate when you actively trigger it? Like an ability? Does using & releasing an item have seperate triggers? So you could set up animations for when you draw a bow, then have the arrow shot have it's own effect?

    @TechTheFeck@TechTheFeck20 күн бұрын
    • On the armor thing: as far as I can tell, yes, it totally would be possible to have an armor piece affect your attacks. The enchantment only checks whether it's "properly equipped", meaning in your hand for a weapon or on your body for armor. So in theory you could use one of the triggers that affects how you attack and "properly equipped" could still mean an armor piece on your body. As for the other thing you asked, unfortunately I don't think so. There's not even really a trigger to detect right clicks, the closest thing we have is the one that detects when you fire a projectile. There are also some triggers dealing with drawing back a crossbow, but all you can do with those is change the draw speed and draw sound (those triggers actually don't let you run functions - which is something else that makes these enchantments really confusing, and I wanna cover that in more detail in the future).

      @conure512@conure51220 күн бұрын
    • @@conure512 Eh, it was worth a shot. I have a feeling people are still gonna use this as a way to put custom items up a level. My biggest hopes are to see people making massive minecraft Servers like Jerracraft is working on, adding things like that all around.

      @TechTheFeck@TechTheFeck20 күн бұрын
  • Finally the niche Command & Datapack community of Minecraft is eating gooooood

    @As1anCr4ck3r@As1anCr4ck3r14 күн бұрын
  • i've a question do you know how to make a data od an entity to a scoreboard score with a command?

    @Keks_Creeper@Keks_Creeper13 күн бұрын
  • Is there a way to edit the contents of the new vaults?

    @beezer0382@beezer038217 күн бұрын
  • Hi, I installed your Datapack and when I type "/enchant" the datapack path isn't shown (like in you video) with the custom enchantments, therefore I can't enchant. I tested it on 1.20.6 and 24w21b. What do I have to do? 😅

    @denklie8498@denklie84982 күн бұрын
  • If only the bedrock reaction enchant could work with clicking on air. It would revolutionize left click detection, just like the food attribute revolutionized right click detection.

    @TheAnnyParker@TheAnnyParker20 күн бұрын
  • There's still a long way to go before datapacks can compete with modloaders, but otherwise this seems like a good direction

    @charliechar__@charliechar__20 күн бұрын
  • I think they are working towards a multiplatform version of minecraft that no longer needs mods to do most of the things that people would want to edit about their gameplay so people on other systems can basically play modded without an alternate instance of the game

    @anoukk_@anoukk_20 күн бұрын
  • Now all mojang has to do is make custom blocks easier to implement and most of what fabric/forge mods can do.

    @404maxnotfound@404maxnotfound20 күн бұрын
  • Apparently it seems like Mojang is preparing for fully data-driven blocks and items (or at least so I've read)... what do you think about this? Would it be useful to have fully data-driven items even though we already have custom model & name stuff? Obviously custom blocks would be amazing.

    @phofers@phofers20 күн бұрын
    • Fully data-driven items would be wonderful. Item components added a LOT of customization which is awesome, but there's still a lot of stuff which is hardcoded. If we could put things such as carrot on a stick right-click detection onto a custom item, and have advancements (or now even enchantments) which can detect that... i mean, that's kinda the ultimate dream lol

      @conure512@conure51220 күн бұрын
    • @@conure512 Yeah, now that you've pointed that out that seems like it would be really useful... and I've read up more and it seems like they really will be doing custom items & blocks soon. In 1.20.3 they did something in the code that looked a lot like they're preparing items and blocks to be data-driven... something to do with codecs? I don't really know what that means but from what I read in the Fabric for 1.20.3 changelog it did sound like they were going to do that at some point.

      @phofers@phofers20 күн бұрын
  • All that's left is to allow custom commands (without /trigger) then bukkit plugins will nearly be obsolete within the next couple of years

    @Nicky_T@Nicky_T19 күн бұрын
    • One thing Bukkit has that I can't see datapacks getting (at least not anytime soon) is the ability to manipulate inventories not attributed to an entity or block, detect changes in that inventory, and keep items locked down. It makes for a really cool GUI system.

      @conure512@conure51219 күн бұрын
    • @@conure512 very true. A datapack I made a few years ago named xEconomy had a pseudo-GUI through a chest that did some trickery to detect that stuff but it was hell to code

      @Nicky_T@Nicky_T19 күн бұрын
    • but yeah that was through a chest, not a standalone gui

      @Nicky_T@Nicky_T19 күн бұрын
    • with decent right click detection now thanks to making any item edible and then detecting when a player starts eating (along with tags and stuff) I wonder if you could make it so that you can right click an item, and it will quickly spawn an invisible chest minecart where you can make a GUI type deal for a menu of some sort

      @Nicky_T@Nicky_T19 күн бұрын
  • I was also waiting for that train

    @shock789@shock78917 күн бұрын
  • hold on, going back to the tool trigger where you detect if you hit a block with an item, would that work for air as well? If so Im gonna implode from sheer happiness

    @As1anCr4ck3r@As1anCr4ck3r14 күн бұрын
    • Unfortunately no, it has to be a block that you can target/interact with.

      @conure512@conure51213 күн бұрын
  • Seems like we finally have a modding API :P

    @childish4487@childish448720 күн бұрын
  • is it posible to check the "/trigger scoreboard" command without a ticking function? -> ontrigger do function x?

    @FireDragon91245@FireDragon9124518 күн бұрын
    • Nope, all /trigger can do is change a scoreboard value, and thats it. So it requires ticking commands in order to detect it.

      @conure512@conure51217 күн бұрын
  • The plan has always been to bring datapacks to be as close as they can to mods... pretty much the only decision they've made since Microsoft bought them that I agree with.

    @jupitersky@jupitersky20 күн бұрын
  • Now we need data-driven blocks

    @potatoking5602@potatoking560220 күн бұрын
  • I can't wait to see the kinds of enchants people will come up with in their mods. apotheosis is gonna rampage though. ROFL..

    @dragonpc8258@dragonpc825819 күн бұрын
  • Does this mean if I want to scale the damage a sword does on its durability the best thing will be to write a custom enchantment run function?

    @timmwahl7097@timmwahl709719 күн бұрын
    • There's actually an enchantment effect for setting the damage! No function required lol

      @conure512@conure51219 күн бұрын
  • At around 5:45 you mention that the explosion doesn't do any damage to you; I believe this is because "attribute_to_user" is set to true in the enchantment file. This causes the explosions damage to be considered to be done by you directly as far as the games logic is concerned, and therefore you are immune to that damage, even though the damage type is of "minecraft:explosion". A similar effect can be seen if you try to do /damage to yourself but specify the damaging entity as yourself as well; you get an error message telling you that you are invulnerable to your own attacks

    @jayo8907@jayo890720 күн бұрын
    • ah someone beat me to it, sorry for repeating information

      @jayo8907@jayo890720 күн бұрын
    • @@jayo8907 All good bro! This is important info lol

      @conure512@conure51220 күн бұрын
  • is there currently a way to give the enchants in an enchanting table/ set their xp cost?

    @gexandthecity7623@gexandthecity76237 күн бұрын
    • Any enchantment in the tag #minecraft:in_enchanting_table will show up in the table, and the costs are set by the max_cost and min_cost fields within the enchantment file.

      @conure512@conure5127 күн бұрын
  • I hope they look into reworking the anvil

    @laron1231@laron123120 күн бұрын
  • Waiting for Mojang to add an "click_detector" item component, that would be crazy

    @CavaleiroDev@CavaleiroDev19 күн бұрын
  • why can't mojang add a right click detection component (that isn't eating) like a component that turns it into a carrot on a stick

    @dadlh6394@dadlh639420 күн бұрын
  • 9:57 I feel ya man

    @IwrsTheKing007@IwrsTheKing00720 күн бұрын
  • Mojang cancelled modding API only to start slowly implementing it anyway lol

    @axilie@axilie19 күн бұрын
  • I am a complete ignoramus about data packs but I’ve always wanted to understand them. All these new updates to them has made that desire all the stronger.

    @mlp_firewind8129@mlp_firewind812920 күн бұрын
  • Java datapacks might become more powerful than bedrock ones soon. (Behavior packs can add completely new mobs, items, and possibly blocks but I don’t remember)

    @Ekipsogel@Ekipsogel13 күн бұрын
    • You still cant change mobs ai just by datapack so no

      @kuronya3582@kuronya35828 күн бұрын
  • Is it possible to change the model data when you hold an item using these custom enchantments?

    @Clozent@Clozent20 күн бұрын
    • Possibly, but changing it BACK when youre no longer holding it might be kinda tricky lol. (One of my recent videos actually covered how they made this possible for only the Potato snapshot and not the base game)

      @conure512@conure51220 күн бұрын
    • @@conure512 Yeah, I was thinking if the potato thing is now possible. I also commented on that video, wondering if you can detect held items with predicates

      @Clozent@Clozent20 күн бұрын
  • Now we need a proper programming language, like Bedrock Gametest (Javascript).

    @xanderplayz3446@xanderplayz344618 күн бұрын
  • Me reading the comments of this video as someone who dose't really know anything about datapacks: "Right."

    @Right_Sune@Right_Sune20 күн бұрын
  • ah yes, Notepad, everyone's favourite code editor

    @Hexasan@Hexasan20 күн бұрын
  • Get ready for all blocks to be given readable/editable data

    @janKoloja@janKoloja20 күн бұрын
    • I'm hoping so!

      @conure512@conure51220 күн бұрын
    • Something I thought of to do this right now is creating a custom dimension to hold data in tile entities with the same coordinates as the block, then using execute in. As far as I know this should automatically load the chunks at a very low level just to read/write the data (the wiki says this on the "Chunk" page in the "Java Edition chunk loading/Ticket types/Unknown ticket" section). So to store something like Snowiness of a Snow block at coords 8 6 -18, you could make a special dimension called something like example:block_data, put a tile entity there (like a structure block for its integer values), then use something like /execute in example:block_data run data modify block 8 6 -18 sizeX set value 6. For arbitrary data you could use a chest with an item with a custom_data component

      @kronostitananthem@kronostitananthem19 күн бұрын
    • @@kronostitananthem I suppose that would work, but I think you could achieve what you're going for by just saving stuff to Storage lol. Although, I'm pretty sure that's not what this comment was saying - they were probably referring to fully custom blocks via datapacks, which is something that appears to be on the horizon given recent changes.

      @conure512@conure51219 күн бұрын
  • I love how big this update is for data packs and such, but I just realized all bedrock gets is trial chambers, and none of the components and stuff. Seems kinda unfair tbh

    @fredbronkema6963@fredbronkema696313 күн бұрын
  • YEAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

    @BunnlyGames@BunnlyGames20 күн бұрын
  • I'm a complete layman on the subject Mods and Datapacks, soooo can someone explain me whats the difference?

    @AlUnesco.@AlUnesco.20 күн бұрын
    • Datapacks are just folders or .zip files containing data which the vanilla game is programmed to read. They're basically officially-supported alterations to the game, which are server-side only so they require no client compliance. Mods are changes someone has made to the game's base code. They're a much broader subject and can take lots of different forms, but the key distinction is that they aren't officially supported by Mojang. As a result, datapacks will probably never be able to do EVERYTHING that's covered under the wide umbrella of mods, but every time a new datapack feature is added, that's just one more thing that you no longer require unofficial mods to accomplish.

      @conure512@conure51220 күн бұрын
  • when i saw the new features i almost came

    @boaldM@boaldM20 күн бұрын
  • i thought java players could already enchant any item?

    @skeleton819@skeleton81920 күн бұрын
    • That's not what this is about

      @reesespuffs8998@reesespuffs899820 күн бұрын
    • @@reesespuffs8998 thumbnail says “Enchant EVERYTHING”

      @skeleton819@skeleton81920 күн бұрын
  • +1 Like for Conure's suffering.

    @RavenRavel@RavenRavel19 күн бұрын
    • it's a good kind of suffering

      @conure512@conure51219 күн бұрын
  • please don't tell me you ACTUALLY write json files using the built-in notepad

    @ChromaNyan@ChromaNyan20 күн бұрын
    • yeah dude honestly I can't stand programs like VScode when it comes to writing datapacks, the blank notepad just feels so much cleaner and it's what I've always done

      @conure512@conure51220 күн бұрын
    • @@conure512 I recommend notepad++

      @Intentionally_blank@Intentionally_blank19 күн бұрын
  • laptop mic quality

    @Capiosus@Capiosus20 күн бұрын
  • Datapacks will never be mods

    @user-tc9zv8re3f@user-tc9zv8re3f20 күн бұрын
  • With data driven enchantments, I'm starting to get my hopes up for data driven blocks. Please Minecraft gods, grant us the ability to make custom blocks.

    @LonelyFearr@LonelyFearr20 күн бұрын
  • Yeah they probably do want datapacks to replace mods. I'm surprised the game still even has mod functionality with how authoritarian Mojang are now.

    @slowfreq@slowfreq20 күн бұрын
    • Mods will always be possible through third parties, no matter how much they crack down. Modders are dilligent. I think they are aware of this and they've just accepted it lol

      @conure512@conure51220 күн бұрын
    • You make it sound as if they are actively trying to remove mods lmao "authoritarian" lmfao

      @user-tzzglsstle585e38@user-tzzglsstle585e3820 күн бұрын
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