Tis

Minecraft 24w13a

A massive snapshot adding the final 1.21 features. See the changelog.

The Mace

Damage

The bonus damage from a mace smash attack now adds to the mace’s regular damage (after weapon charge but before crits) rather than acting as a multiplier. Smash attacks now do the same damage regardless of weapon charge or damage attributes, though critical hits still multiply smash attack damage by 1.5.

The mace’s total damage (when the player falls more than 1.5 blocks to do a smash attack) can be calculated as follows:

  • base = The base damage of the weapon after attribute modifiers, defaults to 7 for the mace.
  • charge = The damage multiplier from 0-1 due to the weapon’s charge, see the wiki for details.
  • crit = The damage multiplier due to critical hits. 1.5 if the attack is a critical hit, or 1 otherwise.
  • enchantmentBonus = Bonus damage added due to enchantments such as Smite or Bane of Arthopods, but not Density. Enchantment bonus is affected by weapon charge differently than normal damage, see the wiki for details.
\[\text{maceBonus} = (3 + \text{densityLevel}) \cdot \text{fallHeight}\] \[\text{damage} = (\text{base} \cdot \text{charge} + \text{maceBonus}) \cdot \text{crit} + \text{enchantmentBonus}\]

Assuming the mace has default attributes and the player is swinging a fully charged mace, the damage formula becomes:

\[7 + (3 + \text{densityLevel}) \cdot \text{fallHeight} + 2.5 \cdot \text{smiteOrBaneLevel}\]

Assuming a critical hit:

\[(10.5 + 1.5 \cdot (3 + \text{densityLevel}) \cdot \text{fallHeight}) + 2.5 \cdot \text{smiteOrBaneLevel}\]

Knockback

Entities within 3.5 blocks (up from 2.5 blocks) of the attacked entity are knocked back from a smash attack. The knockback’s velocity was increased by 16.667%.

If a player does a smash attack after falling for more than 5 blocks, nearby entities are knocked back with twice as much velocity as normal.

The mace’s smash attack no longer knocks back entities on the same scoreboard team as the player.

Enchantments

The mace has 15 enchantability, the same as netherite.

Enchantment Weight Anvil cost per level Treasure Can be found in normal loot
Density 10 1 No Yes
Breach 2 4 (item), 2 (book) No Yes
Wind Burst 2 4 (item), 2 (book) No* Yes*

After the enchanting table calculates the modified enchantment level, it uses the below table to determine which enchantments are possible for a given modified enchantment level:

Enchantment I II III IV V
Density 1-12 12-23 23-34 34-45 45-56
Breach 15-65 24-74 33-83 42-92 -
Wind Burst 15-65 24-74 33-83 - -

Density

Using commands to create a mace with density 6 or higher continues to add damage per block fallen.

Breach

Each level of breach completely negates 15% damage reduction from armor. For example, if a player’s armor protected them from 50% of damage, then a weapon with Breach II would lower the protection to 20%. Breach does not bypass enchantments or resistance.

Enchantment level Armor negation
Breach I 15%
Breach II 30%
Breach III 45%
Breach IV 60%
Breach V 75%
Breach VI 90%
Breach VII+ 100%

Note that level V and greater is only accessible through commands.

The below formula gives the damage taken before enchantments or resistance is applied, where d = damage, a = armor, t = toughness, and b = breach level:

\[\text{totalDamage} = d \cdot \left( 1 - \max\left( 0, \frac{\max(\frac{a}{5}, a - \frac{4d}{t + 8})}{25} - 0.15 \cdot b \right) \right)\]

Wind Burst

Hitting an enemy with a weapon with the Wind Burst enchantment will create a non-damaging explosion at the attacker’s feet position. The explosion has radius 3.5 and power 7. The explosion’s knockback changes with level:

Enchantment Level Knockback Multiplier
Wind Burst I 50%
Wind Burst II 75%
Wind Burst III 100%

Higher levels of wind burst currently crash the game.

Unlike player-shot wind charges, explosions from the Wind Burst enchantment do not reduce fall damage.

Potion Effects

All of the 4 new brewable potion effects only have one level, and using commands to get higher levels does not change any behavior.

Wind Charged

When the entity’s death animation completes, a non-damaging explosion is created at the center of the entity’s bounding box. The explosion has a random radius from 3-5, which translates to a random power from 6-10.

Weaving

When the entity’s death animation completes, the game has an equal chance of attempting to spawn a maximum of 1, 2, or 3 cobwebs.

The game picks 10 random blocks within a 7×7×7 block cube centered on the entity’s position, then chooses valid blocks until the maximum is reached or there are no blocks left. Only air blocks above a block with a top face that is a full square are valid.

Oozing

When the entity’s death animation completes, slimes are spawned at the entity’s position shifted upwards by 0.5 blocks.

Infested

Affected entities have a 5% chance to spawn 1-3 silverfish when hurt, not 1-2 as stated in the changelog. The silverfish are spawned at the entity’s position shifted upwards by 0.5 blocks.

Bad Omen

Ominous Bottle

Pillager raid captains drop ominous bottles, with an equal chance for any level from 1-5. If the pillager belongs to a raid or there is an ongoing raid at the pillager’s position, the pillager will not drop an ominous bottle.

Drinking the bottle gives 1 nutrition and 0.2 saturation.

Raid Omen

Every tick, the game checks if a player with Bad Omen is in a village and converts the effect to Raid Omen. If a level 5 raid is ongoing at the player’s position, Bad Omen will not convert to Raid Omen.

When Bad Omen is converted to Raid Omen, the player’s position at that moment is saved as raid_omen_position in the player’s NBT data. The game searches for claimed POIs and determines the initial raid center from that position, rather than from the player’s current position. Converting Bad Omen to Raid Omen again will update the Raid Omen position, and update the potion effect timer using normal potion mechanics.

Note that none of the mechanics surrounding searching for villages and moving the raid center have changed. The only thing that changed is the location where the game first searches for claimed POIs and calculates the raid center.

Raid Omen is converted to a raid when the effect has 1 tick left, so the delay before a raid starts is 599 ticks instead of 600 ticks.

Higher levels of Raid Omen function the same as Raid Omen V.

Trial Omen

Trial spawners try to detect players in range once per second. When a player comes in range of a non-ominous trial spawner, each level of Bad Omen is converted to 15 minutes of Trial Omen, up to a maximum of 1 hour, 15 minutes for Bad Omen V.

Converting Bad Omen to Trial Omen again will update the potion effect timer using normal potion mechanics.

Higher levels of Trial Omen function the same as Trial Omen I.

Trial Spawner

Trial spawners now only try to detect players in range once per second. Unlike vaults, trial spawners do not detect players on a global timer.

Trial spawners activate if a player’s eyes have visual line of sight with the center of the trial spawner block. Liquids do not block line of sight. Note that mob spawn positions still only require line of sight to the spawner, not the player.

When a trial spawner becomes ominous, all summoned mobs are despawned completely, not killed. No items drop, and the mobs do not trigger on-death effects.

Ominous Item Spawners

Trial spawners summon an ominous_item_spawner entity every 8 seconds to drop projectiles on players and mbos. The cooldown_ends_at field in the trial spawner’s NBT data keeps track of the next time to summon a new entity.

Trial spawners will only drop projectiles if a player the spawner has previously detected is within 14 blocks (or required_player_range). Line of sight is not required.

The ominous item spawner displays the item for 3-6 seconds before dispensing it downwards.

Location Selection

To choose an entity to spawn the item from, the spawner first picks a random player or summoned mob within 14 blocks of the spawner. Each entity has an equal chance of being picked. Line of sight is not required.

Then, the spawner picks a random point above the chosen entity to drop the item from. It chooses a random direction from north, east south, or west. Then it chooses a random point between 2-5 blocks upward vertically and 0-4 blocks horizontally, shifted upwards by the entity’s height.

The spawner does a raycast from the selected entity’s feet position to the chosen point above the player. The raycast considers the block’s visual shape, not the block’s hitbox. Fluids are ignored.

Lastly, the trial spawner starts spawning the item in the middle of the block below where the raycast hit or ended. The item will only spawn if that block has no collision.

As a result of the above process, items can only be summoned within the 4 cardinal horizontal directions, with a maximum of 4 blocks outwards and 2 + entityHeight blocks upwards.

Item Selection

All trial spawners within a 30×20×30 section of the world drop the same projectiles. Trial spawners in the same block coordinate but different worlds may not drop the same items.

Trial spawners pick one selection from a pool of lingering potions (Pool 1) and one selection from a pool of other projectiles (Pool 2). The number ranges in Pool 2 is a random item count, not the item’s weight. All selections in Pool 2 are equally likely.

Pool 1 Pool 2
Wind Charged Lingering Potion Arrow
Oozing Lingering Potion Arrow of Poison
Infested Lingering Potion Arrow of Slowness (II)
Weaving Lingering Potion 1-3 Fire Charges
Strength Lingering Potion 1-3 Wind Charges
Swiftness Lingering Potion 1-3 Bottle o’ Enchanting
Slow Falling Lingering Potion  

Every time the trial spawner starts to drop an item, it randomly picks either of the two earlier selected items, weighted by the item’s count. For example, if a trial spawner selected an Oozing Lingering Potion and 2 Fire Charges, there would be a 1/3 chance to drop a potion and a 2/3 chance to drop a fire charge.

NBT

Trial spawners now have two configuration NBT tags: normal_config and ominous_config. Each tag has the below fields:

  • spawn_range
  • total_mobs
  • total_mobs_added_per_player
  • simultaneous_mobs
  • simultaneous_mobs_added_per_player
  • ticks_between_spawn
  • items_to_drop_when_ominous

If ominous_config is not present, then it defaults to normal_config. When individual entries in ominous_config are missing, they default to their corresponding entries in normal_config.

items_to_drop_when_ominous was added, determining the loot table for the projectiles dropped by ominous item spawners. Defaults to spawners/trial_chamber/items_to_drop_when_ominous.

Ominous Item Spawner

A new entity was added: ominous_item_spawner. It has height 0.25 and width 0.25. Ominous item spawners cannot have passengers or be a passenger of another entity. Ominous item spawners ignore pistons and do not trigger redstone components such as pressure plates.

A warning sound plays 36 ticks (1.8 seconds) before the item drops.

The item is dispensed as if it was shot from a dispenser facing downwards.

NBT

Tag Type Default Description
item ItemStack Empty item The item to drop
spawn_item_after_ticks Long 0 Ticks the entity must exist before dropping the item

If spawn_item_after_ticks is 0 or negative, the item will be dispensed immediately.

Note that spawn_item_after_ticks currently does not work.

Trial Chambers

Download a world containing every trial chamber structure template.

Spawners

Some ranged trial spawners are slow variants that spawn more mobs at once but at a slower rate.

Spawner Type Seconds between spawn Simultaneous mobs Total mobs
Default (placed in creative) 2 2 + 1 per additional player 6 + 2 per additional player
Ranged (slow) 8 4 + 2 per additional player 6 + 2 per additional player
Baby Zombie 1 2 + 0.5 per additional player 6 + 2 per additional player
Breeze 1 1 + 0.5 per additional player 2 + 1 per additional player
Melee, other Small Melee, Ranged 1 3 + 0.5 per additional player 6 + 2 per additional player

The computed total and simultaneous mobs for all players in the fight is rounded down.

Equipment

If a mob spawned from an ominous trial spawner can wear armor, it has a 50% chance to wear a helmet and a separate 50% chance to wear a chestplate. The material for each armor piece is chosen from the table below:

Material Trim Weight Chance
Chainmail Copper Bolt 4 4/7 = 57.143%
Iron Copper Flow 2 2/7 = 28.571%
Diamond Copper Flow 1 1/7 = 14.286%

Loot

Trial Spawner

Trial spawners have a 50% chance to drop keys for all players, and a 50% chance to drop items from the below table for all players:

Item Count Weight Chance
Cooked Chicken (new) 1 3 3/11 = 27.273%
Bread (new) 1-3 3 3/11 = 27.273%
Baked Potato 1-3 3 → 2 2/11 = 18.182%
Potion of Regeneration 1 1 1/11 = 9.091%
Potion of Swiftness (new) 1 1 1/11 = 9.091%
Rotten Flesh (new) 1-4 1 1/11 = 9.091%
Emerald (removed) 1-6 3 → 0  
Glow Berries (removed) 2-10 3 → 0  
Golden Carrot (removed) 1-3 1 → 0  
Ender Pearl (removed) 1 1 → 0  
Potion of Strength (removed) 1 1 → 0  

Ominous Trial Spawner

Trial spawners have a 30% chance to drop keys for all players, and a 70% chance to drop items from the below table for all players:

Item Count Weight Chance
Cooked Beef 1-2 3 3/11 = 27.273%
Baked Potato 2-4 3 3/11 = 27.273%
Golden Carrot 1-2 2 2/11 = 18.182%
Potion of Regeneration 1 1 1/11 = 9.091%
Potion of Strength 1 1 1/11 = 9.091%
Rotten Flesh 1-4 1 1/11 = 9.091%

Vault

Normal vaults 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
Item Count Weight Chance
Arrow 2-8 4 37.699%
Poison Arrow 2-8 4 37.699%
Emerald 2-8 → 2-4 4 37.699%
Wind Charge 1-3 3 29.347%
Iron Ingot 1-4 3 29.347%
Honey Bottle 1-2 3 29.347%
Ominous Bottle* (new) 1 2 20.303%
Wind Charge 1-12 1 10.535%
Diamond 1-2 1 10.535%

* Random level from 1-2

Rare
Item Count Weight Durability Chance
Emerald (new) 2-4 3   3/23 = 13.043%
Shield 1 3 0-50% 3/23 = 13.043%
Bow* 1 3   3/23 = 13.043%
Iron Axe† 1 3 → 2   2/23 = 8.696%
Iron Chestplate† 1 3 → 2   2/23 = 8.696%
Crossbow** 1 2   2/23 = 8.696%
Golden Carrot (new) 1 2   2/23 = 8.696%
Enchanted Book*** 1 2   2/23 = 8.696%
Enchanted Book**** 1 2   2/23 = 8.696%
Diamond Chestplate* 1 2 → 1   1/23 = 4.348%
Diamond Axe* 1 2 → 1   1/23 = 4.348%
Emerald Block (removed) 1 3 → 0    
Golden Apple (removed) 1 2 → 0    

† Enchanted with 0-10 levels (used to be with 5-15 levels), including treasure enchantments

* 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
Item Weight Chance
Golden Apple (new) 6 1/8 = 12.5%
Bolt Trim 3 1/16 = 6.25%
Guster Pattern 1 → 2 1/24 = 4.167%
Trident (new) 1 1/48 = 2.083%
Enchanted Golden Apple (removed) 3 → 0  
Flow Trim (removed) 3 → 0  
Flow Pattern (removed) 1 → 0  
Heavy Core (removed) 1 → 0  

Ominous Vault

Ominous vaults pull from a common, rare, and unique pool just like normal vaults, except the chance to roll for a unique item is 75% instead of 25%.

The chances in the below tables are the chances for getting any of the given item from an ominous vault, not the chance of getting the item from the loot table.

Common

Item Count Weight Chance
Emerald 4-10 5 66.914%
Wind Charge 8-10 4 56.922%
Slowness II Arrow 4-12 3 45.408%
Diamond 2-3 2 32.203%
Ominous Bottle* 2-4 1 17.129%

* Random level from 3-5

Rare

Item Count Weight Chance
Emerald Block 1 6 1/5 = 20%
Iron Block 1 4 2/15 = 13.333%
Crossbow* 1 4 2/15 = 13.333%
Golden Apple 1 4 2/15 = 13.333%
Diamond Axe** 1 3 1/10 = 10%
Diamond Chestplate** 1 3 1/10 = 10%
Enchanted Book*** 1 2 1/15 = 6.667%
Enchanted Book**** 1 2 1/15 = 6.667%
Enchanted Book***** 1 1 1/30 = 3.333%
Diamond Block 1 1 1/30 = 3.333%

* Enchanted with 5-20 levels, including treasure enchantments

** Enchanted with 10-20 levels, including treasure enchantments

*** Enchanted with any tier of:

  • Knockback
  • Punch
  • Smite
  • Looting
  • Multishot

**** Enchanted with any tier of:

  • Breach
  • Density

***** Enchanted with any tier of Wind Burst

Unique

Item Weight Chance
Enchanted Golden Apple 3 1/4 = 25%
Flow Trim 3 1/4 = 25%
Flow Pattern 2 1/6 = 16.667%
Heavy Core 1 1/12 = 8.333%

Structure

Some secret rooms were added to trial chambers.

An ominous vault was added to corridor/end_2 hidden behind some grates.

A secret room was added to intersection/intersection_1 by the four beds area.

An ominous vault was added to intersection/intersection_2 behind the four beds area under the water.

An ominous vault was added to corridor/straight_7 hidden inside a wall.

Structure Files

The following structures were added and removed. Note that quadrant_1-5.nbt is shorthand for quadrant_1.nbt, quadrant_2.nbt, etc.

  chamber/
+   eruption/
+     breeze_slice_1.nbt
+     center_1.nbt
+     quadrant_1-5.nbt
+     slice_1-3.nbt
    pedestal/
+     ominous_slice_1.nbt
    slanted/
+     ominous_upper_arm_1.nbt
-   chamber_5.nbt
+   eruption.nbt
  corridor/
+   atrium/
+     bogged_relief.nbt
+     breeze_relief.nbt
+     grand_staircase_1-3.nbt
+     spider_relief.nbt
+     spiral_relief.nbt
  reward/
-   connectors/
-     default.nbt
-   default.nbt
+   ominous_vault.nbt
+   vault.nbt
+ atrium_1.nbt

Advancements

The “Who Needs Rockets?” advancement description now says “Use a Wind Charge to launch yourself upward 8 blocks”, instead of 7 blocks in the previous snapshot. The advancement still only requires a 7 block launch, but the change was made to account for launch distance lost due to the player jumping. This fixes MC-269649.

Particles

Added a new particle: dust_pillar. The particle is created by mace smash attacks.

dust_pillar has the same arguments as other block-based particles such as block and falling_dust.

Tags

The damage type tag #is_player_attack only contains player_attack.

The #enchantable/fire_aspect item tag was added.

The #enchantable/sharp_weapon item tag was added, controlling which weapons can be enchanted with Sharpness. It contains #swords and #axes by default.

The #enchantable/weapon item tag now references the #enchantable/sharp_weapon tag instead of #swords and #axes.

Datapacks

body is now a slot that can be used in attribute modifiers, fixing MC-269143.

If the has_raid or is_captain fields are not defined in the raider entity sub-predicate, those fields default to false, meaning the predicate will check if there is no raid and the raider is not a captain.

Edits

April 1 2024

  • Clarified that bad omen changes only affect the first time the game creates the raid center, and that the raid center can still be moved.