datapacks
Minecraft Sideblog
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datapacks · 2 days ago
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hey my birthday is tomorrow (jan 7th) & while we did get a good amt of donations pretty much all of it went towards rent & getting me a replacement for my phone. we still haven't been able to get groceries, gabi's bank has some random charges that put her at -$70, & my fucking. only wearable shoes broke. if anyone has anything to help out it would be massively appreciated, i know it's been extra rough lately & it sucks. hopefully gabi's job will give her a raise soon (she's coming up on one year) & I'm still trying to find work where I can but it's a tough job market for a wheelchair-bound trans woman to like, exist in. as (unfortunately) always, my paypal is here, & my wife's cashapp & venmo are both @ coquiprincess.
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datapacks · 2 days ago
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Yes! However the spruce trees are shedding leaves, not needles. Because they all share a texture, and the texture is distinctly a leaf falling. Sorry that I didn't write that clearer, but that's what's weird about it.
Snapshot 25w02a
Mostly just summarizing this from the article on minecraft.net, but:
New pigs. There are now cold and warm pigs!
New "pink petals" style blocks, for leaves on the ground as well as a new "wildflower" yellow flower.
Leaf piles can be made from smelting leaves, and can be used as a fuel source.
All leaf blocks now generate particles under them.
Yes that includes, for some reason, spruce leaves. They all also share a texture, tinted differently based on biome tint, seemingly.
The new pigs babies are based on the parents, not the biome.
Lodestones have a new crafting recipe, using iron instead of netherite! This makes them much more obtainable.
New sounds for iron blocks.
Zombified Piglins nerfed for farms heavily, must be killed by players.
Farm animals can spawn in badlands!
Bubble columns more optimized.
The pale gardens are now larger, and can generate woodland mansions!
Creakings can be nametagged, making them persist during the day! Apparently, if they're stuck with a player, they will still despawn, as well as if they get too far away from their heart, but still a nice change. Nametagged creakings are still resistant to damage and such too.
Creaking Hearts now have a new texture during the day.
The creaking heart & eye blossoms now use fixed time, as opposed to being effected by the weather / dimension brightness.
These are all the changes that most players will be excited about, but I'm going to put the more technical stuff that I usually focus on in a readmore so I can get this out sooner!
THE PIGS ARE DATA-DRIVEN. YOU CAN ADD YOUR OWN PIGS.
Tamed animals can now be owned by other entities than players.
Text components now use SNBT instead of JSON. This might have some neat ramifications, but we'll see. Might make text components more powerful, like variable text in books.
Fill / Clone / Setblock commands can now surpress block updates, giving massive new options to builders who use commands.
New "weapon" item component, makes making weapons easier than before, + shield negating can be applied to any item now with this data change.
"potion_duration_scale" component, which heavily hints that we may finally be getting data-driven potions very soon. This is basically how the game would normally handle "extend this potion, make it shorter if its a splash potion, shorter even more if its a tipped arrow"
"tool" component, allows players to specify whether a tool should be able to break blocks in creative mode, like how swords cannot.
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datapacks · 2 days ago
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how do socketed fishing rods work? the gem (amethyst) went on there no problem but im not seeing it do anything
also i think i saw shears & flint & steel in the backgrounds on mobile yesterday - how do those work? do i need silk touch shears for spiderwebs now?
So! Socketing uncommonly enchanted tools. Aside from the obvious (shovel, pick, axe, hoe), you can also socket fishing rods, brushes, flint & steel, and shears. Some of these sockets have a decent effect- emerald, for instance, is always a durability buffer. Others may not be immediately apparent, but should still theoretically be useful. For flint & steel, I can't actually imagine many use-cases for pretty much anything but emerald, honestly.
As for socketing Amethyst onto a Fishing Rod, I think you might have found an oversight in my pack design; you should theoretically be getting more XP from fishing, but because of the way the enchant is programmed, I think it's just "you get more XP from blocks broken with a fishing rod." Counter-intuitive, I'll be marking this not as a bug but an unfinished feature, and fixing it in the next release.
For needing silk touch, no, you don't need silk touch shears to obtain cobwebs normally, so you don't need silk touch now, either. However, the big difference for blocks that do require silk touch is that now, instead of simply slapping silk touch on a tool and having that tool always be your silk touch tool, you do have to reapply it when the gemstone breaks.
That's a big part of this pack is the reapplication of "enchants"; it was made to address my issues with mining (years before the cave update even came out!), largely from my issues with mending making mining something you do Once and then rarely if ever again. In the early years of minecraft, you wouldn't be just in "survival-creative mode" at the end of the game, so many less people would get burned out. The game had actual pacing to its gameplay cycle, rather than "playing in survival is basically just until you get to the end-game, then you're playing in 'irritating creative mode'".
The idea is to make it so that you do want to, occasionally, actually go mining. Some gemstone sockets you can obviously farm for- emeralds, amethysts, skulls, and (now) diamonds (through trial chambers). The other gemstones I introduced specifically for the fact that I will never make them renewable, though updates will add more ways to acquire them.
I tried my best to balance the socket effects based on how often you would find the gemstones, with the most common being emerald & amethyst, rare being diamond, & then "limited & rare" being topaz / ruby / aquamarine. The "limited & rare" category is more or less meant to be things that I think are neat gimmicks, but not things that would ever fully become "meta" or necessary (like how Mending is kinda expected to be applied to every piece of gear).
I should, though, go back through & re-evaluate some of the socket effects for uncommon tools to make them more worth-while, but right now you kinda get what's on the tin, yeah. "Blocks broken by flint and steel will dash towards the player" is pretty silly, but it's not ultimately as useful as I'd like it to be, no. Much to think about on my end tbh. At the time, the idea was more "it would make more sense for players to have the choice to do this than to arbitrarily decide that they cannot" is the gist of it, but it left a gap in the design of some of these.
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datapacks · 4 days ago
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Happy birthday! Are your mods on Curseforge?
Thank you! I don't currently have any mods out, they're just datapacks, but I'm working on getting my own website up to host them.
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datapacks · 4 days ago
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DID YOU SEE THE CRAFTING_TRANSMUTE RECIPE TYPE CHANGES???
you can now SPECIFY COMPONENTS TO BE COPIED OR REMOVED OR *ADDED* FROM THE SOURCE ITEM OR TO THE TRANSMUTED ITEM
meaning you can make a custom bundle recipe where it keeps the contents but renames it to "Briefcase" and adds custom_model_data!!! or you can make upgrading tools in the crafting grid won't maintain the durability of the original tool!!! so freaking cool!!!!!
honestly it is super cool but the functionality is still just about as limited unfortunately due to not having much of a way to check for components on the input items 😞
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datapacks · 4 days ago
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pivoting to a different datapack. does/will a lillie bit of fish have like. living entities i can put in my aquariums. i need more things to put in aquariums
no, sorry! alb:extra enchants is a bit of a rare case where i actually do Technical / "Useful" items; usually, I'm more focused on just adding a ton of variant items for "flavour" purposes. An example of this, as planned for a while now, is like... emeralds having variants based on whether they were mined, traded for (& which biome village you got them from), crafted down from emerald blocks, found in desert temples, found in jungle temples, etc etc etc. Ideally I'd like pretty much every one of these instances to look different, but still function as emeralds. It's mostly just about telling a story, at the end of the day. Maybe it's just me being my autistic self, but I really like collecting stuff! & I've basically been working on this from an "archeology" standpoint for years before Mojang even broached the topic of archeology. Which does remind me I still want to do my archeology pack too I've just got so much to do 😑
For A Lillie Bit of Extra Fish, the focus is just on making fishing more rewarding, more engaging, filling out the types of fish you can get (without datapacks, there's iirc 32 non-fish items you can get, compared to... 4 fish), & making it so that theoretically, being a travelling fisher is like, a viable method of progression in the game.
While adding more fish as living entities would be cool, I do not have the capacity to do that myself, nor is it the aim of the project- beyond that, it currently isn't really possible to add unique entities (any datapacks you've seen that do this are just smoke & mirrors, and my datapacks focus on not using smoke and mirrors, instead pushing the things we've gotten explicit support for as far as I possibly can). The way that datapacks tend to add new unique entities, if they aren't datadriven variants (like wolves and now pigs are), is also still a bit laggy & very clunky & inelegant in a way I just don't fuck with doing unless absolutely necessary for a spinoff pack, but not something I would ever put in a mainline pack again. This is also the big reason why I haven't updated my Beetles pack.
Beyond all of that, which I know is a lot of text to read, adding in unique entities for all my fish would be like.... 140 new entities, which would be just so much for new mobs that would need unique functions / spawn conditions / mechanics / etc considered for each one.
Any one of these aspects could be minimal enough to ignore & work on the project Like That anyways, but all together it's basically just not something I'm interested in doing 😭
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datapacks · 4 days ago
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post is Finished now; I was hoping for more cool data changes, but data-driven pigs is really good I think. This is the first data-driven mob we've gotten that means that we can now add all variants of a mob that was lost in Minecraft Earth to the game.
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here's the pigs btw!
Snapshot 25w02a
Mostly just summarizing this from the article on minecraft.net, but:
New pigs. There are now cold and warm pigs!
New "pink petals" style blocks, for leaves on the ground as well as a new "wildflower" yellow flower.
Leaf piles can be made from smelting leaves, and can be used as a fuel source.
All leaf blocks now generate particles under them.
Yes that includes, for some reason, spruce leaves. They all also share a texture, tinted differently based on biome tint, seemingly.
The new pigs babies are based on the parents, not the biome.
Lodestones have a new crafting recipe, using iron instead of netherite! This makes them much more obtainable.
New sounds for iron blocks.
Zombified Piglins nerfed for farms heavily, must be killed by players.
Farm animals can spawn in badlands!
Bubble columns more optimized.
The pale gardens are now larger, and can generate woodland mansions!
Creakings can be nametagged, making them persist during the day! Apparently, if they're stuck with a player, they will still despawn, as well as if they get too far away from their heart, but still a nice change. Nametagged creakings are still resistant to damage and such too.
Creaking Hearts now have a new texture during the day.
The creaking heart & eye blossoms now use fixed time, as opposed to being effected by the weather / dimension brightness.
These are all the changes that most players will be excited about, but I'm going to put the more technical stuff that I usually focus on in a readmore so I can get this out sooner!
THE PIGS ARE DATA-DRIVEN. YOU CAN ADD YOUR OWN PIGS.
Tamed animals can now be owned by other entities than players.
Text components now use SNBT instead of JSON. This might have some neat ramifications, but we'll see. Might make text components more powerful, like variable text in books.
Fill / Clone / Setblock commands can now surpress block updates, giving massive new options to builders who use commands.
New "weapon" item component, makes making weapons easier than before, + shield negating can be applied to any item now with this data change.
"potion_duration_scale" component, which heavily hints that we may finally be getting data-driven potions very soon. This is basically how the game would normally handle "extend this potion, make it shorter if its a splash potion, shorter even more if its a tipped arrow"
"tool" component, allows players to specify whether a tool should be able to break blocks in creative mode, like how swords cannot.
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datapacks · 4 days ago
Text
Snapshot 25w02a
Mostly just summarizing this from the article on minecraft.net, but:
New pigs. There are now cold and warm pigs!
New "pink petals" style blocks, for leaves on the ground as well as a new "wildflower" yellow flower.
Leaf piles can be made from smelting leaves, and can be used as a fuel source.
All leaf blocks now generate particles under them.
Yes that includes, for some reason, spruce leaves. They all also share a texture, tinted differently based on biome tint, seemingly.
The new pigs babies are based on the parents, not the biome.
Lodestones have a new crafting recipe, using iron instead of netherite! This makes them much more obtainable.
New sounds for iron blocks.
Zombified Piglins nerfed for farms heavily, must be killed by players.
Farm animals can spawn in badlands!
Bubble columns more optimized.
The pale gardens are now larger, and can generate woodland mansions!
Creakings can be nametagged, making them persist during the day! Apparently, if they're stuck with a player, they will still despawn, as well as if they get too far away from their heart, but still a nice change. Nametagged creakings are still resistant to damage and such too.
Creaking Hearts now have a new texture during the day.
The creaking heart & eye blossoms now use fixed time, as opposed to being effected by the weather / dimension brightness.
These are all the changes that most players will be excited about, but I'm going to put the more technical stuff that I usually focus on in a readmore so I can get this out sooner!
THE PIGS ARE DATA-DRIVEN. YOU CAN ADD YOUR OWN PIGS.
Tamed animals can now be owned by other entities than players.
Text components now use SNBT instead of JSON. This might have some neat ramifications, but we'll see. Might make text components more powerful, like variable text in books.
Fill / Clone / Setblock commands can now surpress block updates, giving massive new options to builders who use commands.
New "weapon" item component, makes making weapons easier than before, + shield negating can be applied to any item now with this data change.
"potion_duration_scale" component, which heavily hints that we may finally be getting data-driven potions very soon. This is basically how the game would normally handle "extend this potion, make it shorter if its a splash potion, shorter even more if its a tipped arrow"
"tool" component, allows players to specify whether a tool should be able to break blocks in creative mode, like how swords cannot.
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datapacks · 4 days ago
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holy SHIT new snapshot insane
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datapacks · 4 days ago
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ough i love the concept of biome-specific gear, just never found anything that isnt done in a "this biome is Cold so unless you wear This Specific Thing you Die" way. does swamp gear let you bounce
are you doing every single biome or are things like jungle, sparse jungle, bamboo jungle getting one enchant? having the extra power only work in a fairly small area when the next one over is very similar might get annoying. maybe a specific enchant per biome still (somewhat) applies to other variants of that biome?
are nether & end biomes also getting enchants? soul speed comes to mind for soul sand valleys, even with its applications for highways, tho ofc thats not new. (i did not manage to think up a single biome-themed thing that doesnt already exist)
more technical question: how would this work with terraingen mods that add new biomes?
I'm grouping biomes more or less like I've always done it: desert, end (unless we ever get more end biomes), forests, jungles, mushroom fields, nether (though I've planned to expand my nether grouping), oceans, plains, rivers, savannas, snowy, swamp, & taiga. I also do want to introduce some more "overlap" in some of my packs, like "snow works for snowy forests too" for instance, but it can be a bit hard to program that in MOST cases. Luckily for the biome boons, it works fine. However, some exceptions get made to this biome grouping, like "dark forests fit in the forest category but also might have a slight variation", for instance.
I really do dislike "this biome is cold so wear this specific thing" so much. I'll give 4 examples of biome boons I've already mostly programmed, but I don't want to spoil everything:
Boon of the Ocean: The ability to bonemeal coral to grow giant coral.
Boon of the Savanna: Instantly tame animals.
Boon of the Tundra: Snowballs increment FreezeTicks when attacking mobs, like how powder snow does.
Boon of the Taiga: Spawn a temporary Dire Wolf companion when you reach low health.
As for the technical question: luckily, these days we have Biome Tags, so all that anyone would need to do to make most of my biome-driven datapacks compatible with other datapacks in general (but especially worldgen datapacks) is add a couple lines to the provided biome tag files. Like, if you were playing a worldgen datapack that added 100 ice biomes that were already, in that datapack, in the biome tag "silly_biomes:ice", then you'd just go into my datapack, find the "alb:snowy" file, and add "#silly_biomes:ice" to it. Easy peasy.
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datapacks · 4 days ago
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hi hello i am stuck on a 6h train ride so you get more questions:
are tridents & maces socketable? topaz trident would be channeling, but tridents have always felt more like artifacts than weapons to me (non-craftable) so them not having a socket so to speak also makes sense (to me). idk about maces, havent used them yet lol
(i would go in & test it but im not unpacking my gaming laptop in the train. that things heavy)
also de-zombifying a villager with a die-socketed weapon doesnt give you the discounts; makes sense since whacking them with a wood sword is much less expensive than a golden apple + nether trip for blaze powder, but I didnt see it mentioned anywhere & it caught me off-guard the first time so i wanted to ask if thats intentional?
also: whenever new enchants get added to the datapack, will there still be a version with only the socketing? ngl i tend to avoid mods that add new enchants bc they get Wild at times + i have no idea what they do in 90% of cases (night vision helmet is the only one i go looking for. no more dark caves. wish i could apply potions to armor - soak it in a cauldron or sth. ok ramble over) and 300 is a daunting number in that respect.
FUCK yes more questions okay lets go
as for tridents and maces: they were kinda a package deal in my head; if one is socketable, the other needs to be. however, at the time that i coded the datapack, durability damage was... weird, so I had to code an entire extra durability damage system. Unfortunately, this durability damage system made it so that tridents duplicated endlessly, so both were cut. Maybe now that we have more control, I can make them both socketable for the next update.
for curing zombies, that wasn't intentional, but it wasn't unintentional either; I'm ultimately okay with no discount, but it's also simply a quirk of using any enchant to cure a zombie villager. It's just kinda how mojang programmed it.
for the new enchants, though, yeah, don't worry, I'm releasing them as modules + a pack combining all of them. the modules are as follows:
Gemstone Socketing: I have 4 minor updates to Gemstone Socketing planned, one for new acquisition methods for each of the gemstones themselves (new jungle puzzle trials for topaz, for instance), but first one to update everything.
Biome Boons: This is going to be a bigger one, I'm still hammering out the details for it. I'll need to do a custom book for every biome boon, as well. The idea is that you'll be able to find "Boons", an opposite of Curses, that give you a special ability in each biome, but the boons will only work while you are in the biome in question.
Dungeons Enchants: This is the biggest Extra Enchants pack, & is going to require a lot of work. Dungeon Enchant books will all use a unified but unique enchanted book, & be available largely from Trials, hopefully largely new trials too, depending on how much I'm able to do. Ideally, Dungeons Enchants (tomes) will use a new system that limits you to having 3 Tome Enchants per item, so you'll have to choose wisely.
Cosmetic Enchants: This one will probably come out semi-final, it's purely cosmetic enchantments though. The biggest work for this will just be the custom book textures.
Various Enchants: The final pack, all other packs combined into one + my own enchantments.
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datapacks · 4 days ago
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What's your favorite sound in minecraft
SKELETON HORSE DEATH SOUND !!!!!
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datapacks · 4 days ago
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hey my birthday is tomorrow (jan 7th) & while we did get a good amt of donations pretty much all of it went towards rent & getting me a replacement for my phone. we still haven't been able to get groceries, gabi's bank has some random charges that put her at -$70, & my fucking. only wearable shoes broke. if anyone has anything to help out it would be massively appreciated, i know it's been extra rough lately & it sucks. hopefully gabi's job will give her a raise soon (she's coming up on one year) & I'm still trying to find work where I can but it's a tough job market for a wheelchair-bound trans woman to like, exist in. as (unfortunately) always, my paypal is here, & my wife's cashapp & venmo are both @ coquiprincess.
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datapacks · 4 days ago
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birthday. AMA abt my minecraft stuff be it history or current projects or whatever
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datapacks · 4 days ago
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what was the reasoning behind amethyst-socketed weapons getting Hex Aspect instead of Looting (which would match fortune)?
if you added quartz as a socketable gem, what effects would it have? (ik its not a crystal but the minecraft item kind of looks & is treated like one + its the base material for a lot of crystal variants irl (including amethyst))?
happy birthday!
So, as you may notice, Hex Aspect does have some aspects of looting; armor & gear from mobs has a higher chance of dropping. However, yeah, admittedly if I recall correctly I didn't replace looting for a handful of reasons: 1) I wanted Looting (similar to Sharpness) to still be an enchant you could put on everything, as to not make Amethyst the go-to weapon type. Instead, it works in tandem with Looting. 2) It was a touch of laziness on my part; the way that Looting is programmed, I'd have to go through the loot tables for every single mob and reprogram how looting is calculated to begin with. A bit of a pain in the ass honestly. 3) With fortune, the difference is that fortune is already semi-incompatible with Silk Touch. You can, technically, put them on the same tool, but to rare if any effect. I didn't feel like Looting had a strong enough counterpart to warrant divorcing it from standard enchants. 4) As I'm sure you've noticed, Gemstone Socketing is the subtitle of the datapack! It is one module of a greater project, A Lillie Bit of Extra Enchants, which aims to add over 300 enchants to the game balanced in large part by mojang themselves. The gemstone socketing takes this into account in some ways that will become more clear over time, as many effects that would have technically worked well for gemstones already have their effects represented elsewhere.
For Quartz as a socketed gem, I... honestly somehow didn't consider it. Maybe something themed around light, not in a holy way, but more in line with Invisibility & Glowing? I'm not sure how I'd go about that though... possibly something with redstone, honestly, too, since it would fit thematically, but I'm unsure how I'd make it as powerful as other gemstones.... I'll have to think about it & get back to this! Maybe I'll add it in the next big update to the pack, especially if I can ever figure out how to do Limited Enchants (i.e. socket 3 gemstones into the same weapon, but this is something more for another module first that I plan on testing it in).
Also thank you for the happy birthday! I appreciate it :-) & again for anyone else, I'm doing a happy birthday AMA! I'll rb the post abt that tho.
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datapacks · 5 days ago
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Happy Birthday!! What's your favorite thing you've added last year?
Gemstones!!!! I'd talked about it in the project info itself, but I'd technically been working on that project for over a decade! So it was really neat to finally do it :3
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datapacks · 5 days ago
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birthday. AMA abt my minecraft stuff be it history or current projects or whatever
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