Minecraft 24w11a
A new snapshot adds a new way to deal absurd damage. See the changelog.
The Mace
The mace has 250 durability (same as iron sword), does 7 damage and has 1.6 attack speed (same as diamond sword). Like a sword, it can destroy cobwebs 15x faster, but does not mine blocks in the #sword_efficient
tag any faster. Creative players cannot break blocks while holding the mace.
When the player hits an entity after falling more than 1.5 blocks, the damage dealt is multiplied by \((1 + 0.5 \cdot \text{fallDistance})\). Assuming a crit, the mace does \((10.5 + 5.25 \cdot \text{fallDistance})\) damage. Mobs within 2.5 blocks of the attacked entity are knocked back. Mobs closer to the player are knocked back with more force, but all entities within the area of effect are knocked upwards with the same velocity. Knockback resistance reduces the knockback.
Hitting an entity with the mace only resets all fall damage at the player’s current height. If the player falls further, they will take damage as if they fell from the height they used the mace.
Only players can use the bonus damage of the mace. The mace effects apply when a player melee attacks while holding the mace in their main hand, including when ramming into an entity with a riptide trident.
Heavy Core
The heavy core has 30 hardness, 30 blast resistance, and no assigned tool. It takes 45 seconds to mine.
The heavy core has the same shape as a player head, and can be placed in the same 12 orientations as the crafter (however, the texture of each side is identical so there is no visual difference).
Breeze
The chances of getting a specific number of breeze rods from the Breeze is shown in the table below:
Count | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | Average |
---|---|---|---|---|---|---|---|---|---|
Default | 1/2 | 1/2 | 1.5 | ||||||
Looting I | 1/4 | 1/2 | 1/4 | 3 | |||||
Looting II | 1/6 | 1/3 | 1/3 | 1/6 | 4.5 | ||||
Looting III | 1/8 | 1/4 | 1/4 | 1/4 | 1/8 | 6 |
Trial Chambers
Download a world containing every trial chamber structure template.
Trial spawners are now 76% more common.
Decorated pots in trial chambers now have a 1/13 chance to have a flow sherd, a 1/13 to have a guster sherd, and a 1/13 chance to have a scrape sherd. All pots use the same loot table regardless of sherds.
Loot
The chests/trial_chambers/reward
loot table for trial chamber vaults now pulls from reward_common
, reward_rare
, and reward_unique
loot tables.
Vaults now pull from 3 pools:
- 1 roll, with an 80% chance to pull from rare loot and a 20% chance to pull from common loot
- 1-3 rolls pulling from common loot
- A 25% chance to do 1 roll pulling from unique loot
The chances in the below tables are the chances for getting any of the given item from a vault, not the chance of getting the item from the loot table.
Common Loot
Item | Count | Weight | Chance |
---|---|---|---|
Arrow | 2-8 | 4 | 40.452% |
Poison Tipped Arrow | 2-8 | 4 | 40.452% |
Emerald | 2-8 | 4 | 40.452% |
Wind Charge | 1-3 | 3 | 31.588% |
Iron Ingot | 1-4 | 3 | 31.588% |
Honey Bottle | 1-2 | 3 | 31.588% |
Wind Charge | 1-12 | 1 | 11.414% |
Diamond | 1-2 | 1 | 11.414% |
Rare Loot
Item | Count | Weight | Durability | Chance |
---|---|---|---|---|
Emerald Block | 1 | 3 | 4/45 = 8.888% | |
Shield | 1 | 3 | 0-50% | 4/45 = 8.888% |
Iron Chestplate* | 1 | 3 | 4/45 = 8.888% | |
Iron Axe* | 1 | 3 | 4/45 = 8.888% | |
Bow* | 1 | 3 | 4/45 = 8.888% | |
Crossbow** | 1 | 2 | 8/135 = 5.926% | |
Diamond Axe* | 1 | 2 | 8/135 = 5.926% | |
Diamond Chestplate* | 1 | 2 | 8/135 = 5.926% | |
Golden Apple | 1 | 2 | 8/135 = 5.926% | |
Enchanted Book*** | 1 | 2 | 8/135 = 5.926% | |
Enchanted Book**** | 1 | 2 | 8/135 = 5.926% |
* Enchanted with 5-15 levels, including treasure enchantments
** Enchanted with 5-20 levels, including treasure enchantments
*** Enchanted with any tier of:
- Sharpness
- Bane of Arthropods
- Efficiency
- Fortune
- Silk Touch
- Feather Falling
**** Enchanted with any tier of:
- Riptide
- Loyalty
- Channeling
- Impaling
- Mending
Unique Loot
Item | Weight | Chance |
---|---|---|
Enchanted Golden Apple | 3 | 1/16 = 6.25% |
Bolt Armor Trim Template | 3 | 1/16 = 6.25% |
Flow Armor Trim Template | 3 | 1/16 = 6.25% |
Flow Banner Pattern | 1 | 1/48 = 2.083% |
Guster Banner Pattern | 1 | 1/48 = 2.083% |
Heavy Core | 1 | 1/48 = 2.083% |
Structures
The following structures were added. Note that quadrant_1-4.nbt
is shorthand for quadrant_1.nbt
, quadrant_2.nbt
, etc.
pedestal/
center_1.nbt
quadrant_1-4.nbt
slice_1-5.nbt
slanted/
center.nbt
hallway_1-5.nbt
quadrant_1-4.nbt
ramp_1-4.nbt
decor/
flow_pot.nbt
guster_pot.nbt
scrape_pot.nbt
chests/supply.nbt
and reward/default.nbt
were modified to change the block layouts around chests and vaults. dispensers/chamber.nbt
was modified to change an oak button with a stone button.
UI
The Menu Background Blur setting now controls the blur’s radius, not its transparency.
When the Menu Background Blur setting is less than 10%, the blur shader is completely disabled, fixing MC-269032.
Misc
/datapack
will now give an error when trying to unload a datapack that is required by the world’s feature flags.
The unused shaders that were leftover from Super Secret Settings were removed.
Edits
Mar 17 2024
- Clarified mace damage formula
Mar 18 2024
- Added mace interaction with riptide trident
Mar 30 2024
- When the player does a smash attack with the mace, mobs are knocked away from the attacked mob’s position, not the player’s position
Mar 31 2024
- Clarified shorthand in added structures section