datapacks
datapacks
Minecraft Sideblog
824 posts
Athesiel / Transamus's Minecraft Sideblog he/him / she/her✡♿🏳️‍⚧️
Don't wanna be here? Send us removal request.
datapacks · 3 hours ago
Text
hey we only have a few more months on the lease before I'm moving somewhere more affordable, in the meantime if it's possible could we get help with rent again? We currently have no serious income, we're both transfem living in Texas & I'm too disabled for most work. Our rent is $625 & I was able to get electric & internet bills paid this month but I've only got $6 left.
my paypal is @ paypal.me/athesiel
I'll update this post as donations come in. Currently @ 126/625 as of April 22nd.
438 notes · View notes
datapacks · 1 month ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
All of the teasers for Minecraft Live compiled.
83 notes · View notes
datapacks · 1 month ago
Text
Minecraft is teasing something with water to be announced for Minecraft Live. Hints so far are "hydrate" and "soak it in water".
26 notes · View notes
datapacks · 1 month ago
Text
genuinely though: pester mojang on twitter about adding data-driven variants for foxes / rabbits / llamas / villagers.
52 notes · View notes
datapacks · 1 month ago
Text
Managed to suggest it on the feedback page. If you can, please vote on it.
genuinely though: pester mojang on twitter about adding data-driven variants for foxes / rabbits / llamas / villagers.
52 notes · View notes
datapacks · 1 month ago
Text
1.21.5 prerelease-1 is out, almost entirely just technical changes, meaning the drop is probably feature-complete.
4 notes · View notes
datapacks · 1 month ago
Text
genuinely though: pester mojang on twitter about adding data-driven variants for foxes / rabbits / llamas / villagers.
52 notes · View notes
datapacks · 1 month ago
Text
Here's my list of other mobs that I think Mojang needs to make data-driven variation compatible:
The obvious ones, easy to implement:
Rabbits
Foxes
Parrots
Axolotl
VILLAGERS
Llamas
Less obvious, still doable:
Squids
Pandas
More difficult, but potentially game-changing:
Tropical Fish*
Horses*
Spiders**
Zombies**
Skeletons**
Guardians**
Piglins**
"Illagers"**
Slimes**
*Might be difficult to implement due to the multiple randomized layers going on, but would still be doable. ** Variations of these already exist, albeit with slight differences in mechanics; however, using any amount of datapack trickery, pretty much all of these mechanics can already be duplicated onto other mobs / onto the base mob.
19 notes · View notes
datapacks · 2 months ago
Text
Minecraft Live announced for March 22nd, 1 PM ET.
Tumblr media
17 notes · View notes
datapacks · 2 months ago
Text
There's definitely more than 26 characters in this language. Some could be punctuation, capitalization, or numbers, but it's kinda impossible to tell at the moment.
5 notes · View notes
datapacks · 2 months ago
Text
Tumblr media
Here's a copy of all of the text from the Minecraft Legends trailer from 2 years ago, in a currently untranslated Villager Script. Seemingly, only one other person has even written these letters out, and as they never named it, I've decided to call it Villagerspeak. I've posted about it on reddit, with the hopes that either someone can help translate it or that a Mojang employee might be reached for comment on the matter.
72 notes · View notes
datapacks · 2 months ago
Text
managed to find a previously undocumented minecraft language. Unsure if I can transcribe it myself, but I'll do my best to at least try. It seems to be a rudimentary version of the enchanting alphabet used by villagers.
11 notes · View notes
datapacks · 2 months ago
Text
I also still wish there was a good way to do modular checks for specific locations; I've always wanted to create a post knight inspired system to have players need to carry packages from 1 village to another without the use of elytras, but the logistics of that system have always eluded me. If accomplished though, it'd give players an actual reason to construct roads between points of interest.
4 notes · View notes
datapacks · 2 months ago
Text
Another really helpful tool I think will be just setting up a series of 5x5x5 boxes in a structure file to experiment with their connections. I'd really like to be able to have a dungeon with differences in theme per floor, so that the first floor starts as a cave & slowly progresses more into a temple-like structure, but configuring jigsaws is always a nightmare. I think this will help, there's just a lot of technical trickery that goes into things like "guaranteeing that a specific room will spawn in a structue".
2 notes · View notes
datapacks · 2 months ago
Text
Maybe I just use the design of the well of fate's core tbh. I think that'd look nice & be really cool, especially if I allow players to obtain their Own cores.
The first question tho I suppose is just "what should the Dungeon Core look like?" bc previously I'd just been using end crystals.... & I'd still ultimately like them to look & feel "vanilla" or at least "within the universe of minecraft", so maybe I can take some inspiration from MCD or MCL.... hmmmm
2 notes · View notes
datapacks · 2 months ago
Text
The first question tho I suppose is just "what should the Dungeon Core look like?" bc previously I'd just been using end crystals.... & I'd still ultimately like them to look & feel "vanilla" or at least "within the universe of minecraft", so maybe I can take some inspiration from MCD or MCL.... hmmmm
2 notes · View notes
datapacks · 2 months ago
Text
Something that helps me a lot with my datapacks is taking inspiration from various shows & games, & lately I've been watching. A lot of fantasy anime. It has me wanting to make some dungeon datapacks, but I think ultimately what I'd want to do first is make some tools to do so.
Namely, I want to make a technical datapack, Dungeon Core, that will allow me to easily set up, test, & implement new dungeons with new mechanics. One of the most important of these is something I've played with before, but now with all the new datapack stuff I can make it MUCH more interesting...
The basic idea is to have an entity acting as the "core" of a Dungeon, which sets any player within range of it to Adventure mode, & when destroyed you'd obviously go back into survival and be able to harvest the Dungeon for its blocks.
This also allows for some really fun mechanics like having the player be able to find blocks and tools specific to dungeons that can be placed / break certain blocks within said Dungeon. I'd want to also implement an ID system so that you couldn't take those items and use them in a different Dungeon.
Additionally, now that we have more predicate options, I could do something a bit fancy with the core itself- previously, the core would protect blocks within a radius, but this meant if the Dungeon was inaccessible, there'd be no way to get into it, & if the radius wasn't configured right the Dungeon could easily meet that condition or exist outside of it. Now though, I can test for if the player is both "within the radius" as well as "within the structure", so that you can get as close as you can to the structure without being set into adventure mode. The only real concern at that point is like, tnt, but solving for that is as simple as destroying any TNT entities within range of the Dungeon.
The biggest issue with this whole thing historically though has been that these functions were always really resource-intensive, but I think there's enough tools now to really optimize this stuff. I do still wish dearly though that Mojang would implement the new data-driven mob variants stuff for hostile mobs, as it would make this kind of project much more fun.
5 notes · View notes