Minecraft 1.21.2 Snapshot 24w36a – New Custom Gear, Smarter Mobs
493
views ❘
September 5, 2024
❘
Minecraft 1.21.2 Snapshot 24w36a introduces new support for custom equipment models via data pack and resource packs. It has also tweaked the Bundle so that you can empty a group of items when it’s used in the hotbar. And as usual, it has included a bunch of bug fixes.
Features:
Bundles
- When a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once
Changes
- Squid Spawn Eggs now only spawn adult Squids
- There is a 5% chance of Squids spawned in groups in the wild to be a baby
- When a mob converts from one type to another (ex: Piglin to Zombified Piglin), the health of the converted mob is set to the same percentage of max health as the original mob had before conversion
Technical Changes
- The Data Pack version is now 52
- Resource Pack version is now 37
Tags
Block Tags
- bats_spawnable_on: Blocks that bats can spawn on
Item Tags
- Added new tags to control which items can be used to repair various armor sets:
- repairs_leather_armor
- repairs_iron_armor
- repairs_chain_armor
- repairs_gold_armor
- repairs_diamond_armor
- repairs_netherite_armor
- repairs_turtle_helmet
- repairs_wolf_armor
- piglin_safe_armor: Items that, when worn by a player, will cause Piglins to not get angry
Changed Item Components
minecraft:item_name:
- This component is now always present on every item
New Item Components
minecraft:item_model
- Controls item model
- Present on every item
- Format: namespaced id
- namespace:id will reference model /assets/<namespace>/models/item/<id>
minecraft:equippable
- If present, this item can be equipped by players in the selected slot
- When right-clicking with an item with this component, it will be swapped into the appropriate slot
- Format: object with fields
- slot: one of head, chest, legs, feet, body, mainhand, or offhand
- equip_sound (optional): Sound event to play when the item is equipped
- If not specified, the default armor equip sound will be played
- model (optional): namespaced ID of the equipment model to use when equipped
- These model definitions are loaded from Resource Packs
- If not specified, will fall back to rendering as the item itself when in the head slot (or no rendering if not applicable)
- allowed_entities (optional): Entity ID, Entity Tag, or list of Entity IDs to limit which entities can equip this item
- If not specified, any entity (that can wear this kind of equipment) is allowed to equip this item
- dispensable: boolean (default: true), whether the item can be equipped by using a Dispenser
- If the item type has special dispenser behavior, this will have no effect
- e.g. equippable={slot:’chest’,equip_sound:’item.armor.equip_chain’}
minecraft:glider
- If present, this item will allow players to glide (as with Elytra) when equipped
- Format: empty object
- e.g. glider={}
minecraft:tooltip_style
- If present, this item can use custom sprites for its tooltip background and frame
- Format: namespaced ID for a tooltip style
- A tooltip style of namespace:path will use sprites with IDs:
- <namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frame
- e.g. tooltip_style=’minecraft:special_sword’
- A tooltip style of namespace:path will use sprites with IDs:
Predicates
- Added a new field in the Player sub-predicate, input, that can be used to detect which movement keys the player is pressing
- If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:
- forward : boolean (optional)
- backward : boolean (optional)
- left : boolean (optional)
- right : boolean (optional)
- jump : boolean (optional)
- sneak : boolean (optional)
- sprint : boolean (optional)
Resource Pack Version 37
- Introduced equipment models
- Textures for entity equipment have been moved and renamed
- The tooltip background and frame may now be customized by replacing sprites:
- tooltip/background: The background of the tooltip
- tooltip/frame: The frame appearing around the tooltip
- Items with a custom tooltip_style component will use sprites with IDs:
- <namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frame
- The nine_slice GUI sprite scaling mode has a new optional boolean property: stretch_inner
- If true, the inner parts of the texture (i.e. not the corners) will be stretched instead of tiled
- If not specified, defaults to false as before
Item Models
- All item models can now use the broken property in model overrides that was previously limited to just Elytra
- This will have a value of 1 if the item has 1 durability left, or 0 otherwise
Custom Equipment Models
The appearance of equipment when equipped by players or certain mobs can now be customized by defining ‘equipment models’ in the Resource Pack.
- Equipment model definitions are loaded from assets/<namespace>/models/equipment/<path>.json
- These can then be referenced by the equippable component with a model id of namespace:path
- The model definition is an object with fields: wolf_body, horse_body, llama_body, humanoid, humanoid_leggings, wings
- All fields are optional, and can be used to specify a list of layers for the given model layer type
- Each field contains list of layer objects:
- texture: namespaced texture location for this layer
- namespace:path will resolve to assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png
- dyeable: object with fields (optional), specifying how this layer behaves when dyed (in the dyeable item tag, and has dyed_color component)
- color_when_undyed: rgb color int (optional)
- If specified, this layer will be tinted by the color contained in the dyed_color component
- If the item is not dyeable or not dyed, it will be tinted based on the color specified by color_when_undyed
- If color_when_undyed is not specified and the item is not dyed, the layer will be hidden
- use_player_texture: boolean (default: false), true if this layer texture should be overridden by a texture given by the player
- Only used for wings layers, which will override with the player’s custom Elytra texture
- texture: namespaced texture location for this layer
A model definition specifying both player and horse armor layers might look like:
{ "layers": { "horse_body": [ { "texture": "minecraft:iron" } ], "humanoid": [ { "texture": "minecraft:iron" } ], "humanoid_leggings": [ { "texture": "minecraft:iron" } ] } }
Trims
- All equippable items with an equipment model defined support rendering trims, based on the trim component
- Trim textures will be loaded from the appropriate folder in the textures/trims/entity directory
- For example, armor with wolf_body layers will fetch trims from textures/trims/entity/wolf_body
Moved Textures
- All equipment-related textures have been moved to subfolders of the textures/entity/equipment directory
- Player armor textures have been moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings
- <material>_layer_1 textures have been renamed to <material>, and moved into the humanoid subdirectory
- <material>_layer_2 textures have been renamed to <material>, and moved into the humanoid_leggings subdirectory
- leather_layer_1_overlay and leather_layer_2_overlay textures have been renamed to leather_overlay in their respective subdirectories
- wolf_armor and wolf_armor_overlay textures have moved to textures/entity/equipment/wolf_body/ and have been renamed to armadillo_scute and armadillo_scute_overlay respectively
- turtle_layer_1 has been renamed to turtle_scute
- Llama decor textures have been moved to textures/entity/equipment/llama_body
- Horse armor textures have been moved to textures/entity/equipment/horse_body
- The Elytra texture has been moved to textures/entity/equipment/wings/elytra
- Player armor textures have been moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings
- Armor trim textures have also been moved to match the folder structure of the regular equipment textures
- Textures in textures/trims/models/armor have been divided between textures/trims/entity/humanoid and textures/trims/entity/humanoid_leggings
- For leggings textures, the _leggings suffix is dropped
Screenshots:
Requires:
Java
Java Runtime Environment
How to install:
- Please visit the following link for full instructions: How To Download & Install Minecraft Snapshots
Minecraft 1.21.2 Snapshot 24w36a Download Links
Client: Download from Server 1
Server: Download from Server 1
Click to rate this post!
[Total: 3 Average: 4.3]