diff --git a/behavior_pack/entities/breeze.json b/behavior_pack/entities/breeze.json
index 9af6b2d21..12172755b 100644
--- a/behavior_pack/entities/breeze.json
+++ b/behavior_pack/entities/breeze.json
@@ -198,7 +198,7 @@
"target_anchor": 0,
"target_offset": [ 0.0, 0.5, 0.0 ]
},
- "minecraft:behavior.move_away_from_target": {
+ "minecraft:behavior.move_around_target": {
"priority": 3,
"destination_position_range": [4.0, 8.0],
"movement_speed": 1.2,
diff --git a/behavior_pack/entities/iron_golem.json b/behavior_pack/entities/iron_golem.json
index 6b4819f0c..1d3783a4f 100644
--- a/behavior_pack/entities/iron_golem.json
+++ b/behavior_pack/entities/iron_golem.json
@@ -229,6 +229,9 @@
"red_nether_brick",
"end_bricks",
"red_sandstone",
+ "cut_red_sandstone",
+ "chiseled_red_sandstone",
+ "smooth_red_sandstone",
"white_stained_glass",
"orange_stained_glass",
"magenta_stained_glass",
diff --git a/behavior_pack/entities/sniffer.json b/behavior_pack/entities/sniffer.json
index 7cd6b11e4..75e29b652 100644
--- a/behavior_pack/entities/sniffer.json
+++ b/behavior_pack/entities/sniffer.json
@@ -103,6 +103,7 @@
"find_valid_position_retries": 5,
"target_blocks": [
"minecraft:dirt",
+ "minecraft:coarse_dirt",
"minecraft:grass",
"minecraft:podzol",
"minecraft:dirt_with_roots",
diff --git a/behavior_pack/entities/villager_v2.json b/behavior_pack/entities/villager_v2.json
index a591e6b2c..340fc0589 100644
--- a/behavior_pack/entities/villager_v2.json
+++ b/behavior_pack/entities/villager_v2.json
@@ -1556,6 +1556,9 @@
"red_nether_brick",
"end_bricks",
"red_sandstone",
+ "cut_red_sandstone",
+ "chiseled_red_sandstone",
+ "smooth_red_sandstone",
"white_stained_glass",
"orange_stained_glass",
"magenta_stained_glass",
@@ -1714,6 +1717,9 @@
"red_nether_brick",
"end_bricks",
"red_sandstone",
+ "cut_red_sandstone",
+ "chiseled_red_sandstone",
+ "smooth_red_sandstone",
"white_stained_glass",
"orange_stained_glass",
"magenta_stained_glass",
diff --git a/behavior_pack/items/sweet_berries.json b/behavior_pack/items/sweet_berries.json
index 627cdb5fd..8939cee13 100644
--- a/behavior_pack/items/sweet_berries.json
+++ b/behavior_pack/items/sweet_berries.json
@@ -19,6 +19,7 @@
"farmland",
"grass",
"dirt",
+ "coarse_dirt",
"podzol",
"moss_block",
"mycelium",
diff --git a/behavior_pack/loot_tables/chests/trial_chambers/reward_ominous.json b/behavior_pack/loot_tables/chests/trial_chambers/reward_ominous.json
index 12dd7306b..1b65aeb61 100644
--- a/behavior_pack/loot_tables/chests/trial_chambers/reward_ominous.json
+++ b/behavior_pack/loot_tables/chests/trial_chambers/reward_ominous.json
@@ -6,12 +6,12 @@
{
"type": "loot_table",
"name": "loot_tables/chests/trial_chambers/reward_ominous_common.json",
- "weight": 8
+ "weight": 2
},
{
"type": "loot_table",
"name": "loot_tables/chests/trial_chambers/reward_ominous_rare.json",
- "weight": 2
+ "weight": 8
}
]
},
@@ -45,4 +45,4 @@
]
}
]
-}
\ No newline at end of file
+}
diff --git a/behavior_pack/recipes/coarse_dirt.json b/behavior_pack/recipes/coarse_dirt.json
index 1fc80c057..916f45e8c 100644
--- a/behavior_pack/recipes/coarse_dirt.json
+++ b/behavior_pack/recipes/coarse_dirt.json
@@ -26,8 +26,7 @@
}
],
"result": {
- "item": "minecraft:dirt",
- "data": 1,
+ "item": "minecraft:coarse_dirt",
"count": 4
}
}
diff --git a/behavior_pack/recipes/furnace_quartz_block.json b/behavior_pack/recipes/furnace_quartz_block.json
index 3e00efbf0..ab21f9c65 100644
--- a/behavior_pack/recipes/furnace_quartz_block.json
+++ b/behavior_pack/recipes/furnace_quartz_block.json
@@ -6,11 +6,12 @@
},
"unlock": [
{
- "item": "minecraft:quartz_block"
+ "item": "minecraft:quartz_block",
+ "data": 0
}
],
- "tags": ["furnace"],
- "input": "minecraft:quartz_block:0",
- "output": "minecraft:quartz_block:3"
+ "tags": ["furnace"],
+ "input": "minecraft:quartz_block:0",
+ "output": "minecraft:smooth_quartz"
}
}
diff --git a/behavior_pack/recipes/furnace_red_sand.json b/behavior_pack/recipes/furnace_red_sand.json
new file mode 100644
index 000000000..357d975f8
--- /dev/null
+++ b/behavior_pack/recipes/furnace_red_sand.json
@@ -0,0 +1,18 @@
+{
+ "format_version": "1.20.10",
+ "minecraft:recipe_furnace": {
+ "description": {
+ "identifier": "minecraft:furnace_red_sand"
+ },
+
+ "unlock": [
+ {
+ "item": "minecraft:red_sand"
+ }
+ ],
+ "tags": ["furnace"],
+ "input": "minecraft:red_sand",
+ "output": "minecraft:glass"
+ }
+
+}
diff --git a/behavior_pack/recipes/furnace_red_sandstone.json b/behavior_pack/recipes/furnace_red_sandstone.json
index 2153583bb..6dc71977f 100644
--- a/behavior_pack/recipes/furnace_red_sandstone.json
+++ b/behavior_pack/recipes/furnace_red_sandstone.json
@@ -4,13 +4,17 @@
"description": {
"identifier": "minecraft:furnace_red_sandstone"
},
- "unlock": [
+ "unlock":[
{
- "item": "minecraft:red_sandstone"
+ "item" : "minecraft:red_sandstone",
+ "data" : 0
}
],
"tags": [ "furnace" ],
- "input": "minecraft:red_sandstone",
- "output": "minecraft:red_sandstone:3"
+ "input": {
+ "item" : "minecraft:red_sandstone",
+ "data" : 0
+ },
+ "output": "minecraft:smooth_red_sandstone"
}
}
\ No newline at end of file
diff --git a/behavior_pack/recipes/furnace_sand.json b/behavior_pack/recipes/furnace_sand.json
index f23bf3a5d..4383ffd8a 100644
--- a/behavior_pack/recipes/furnace_sand.json
+++ b/behavior_pack/recipes/furnace_sand.json
@@ -7,12 +7,15 @@
"unlock": [
{
- "item": "minecraft:sand"
+ "item": "minecraft:sand",
+ "data": 0
}
],
"tags": ["furnace"],
- "input": "minecraft:sand",
- "output": "minecraft:glass"
- }
-
+ "input": {
+ "item": "minecraft:sand",
+ "data": 0
+ },
+ "output": "minecraft:glass"
+ }
}
diff --git a/behavior_pack/recipes/quartz_block.json b/behavior_pack/recipes/quartz_block.json
index db7170993..a12007e65 100644
--- a/behavior_pack/recipes/quartz_block.json
+++ b/behavior_pack/recipes/quartz_block.json
@@ -4,8 +4,6 @@
"description": {
"identifier": "minecraft:quartz_block"
},
-
-
"tags": [ "crafting_table" ],
"pattern": [
"##",
@@ -16,14 +14,13 @@
"item": "minecraft:quartz"
}
},
- "unlock": [
+ "unlock": [
{
"item": "minecraft:quartz"
}
],
"result": {
- "item": "minecraft:quartz_block",
- "data": 0
+ "item": "minecraft:quartz_block"
}
}
}
diff --git a/behavior_pack/recipes/quartz_bricks.json b/behavior_pack/recipes/quartz_bricks.json
index da9c4f345..ad0adefb3 100644
--- a/behavior_pack/recipes/quartz_bricks.json
+++ b/behavior_pack/recipes/quartz_bricks.json
@@ -1,29 +1,29 @@
{
- "format_version": "1.20.10",
- "minecraft:recipe_shaped": {
- "description": {
- "identifier": "minecraft:quartz_bricks"
- },
- "tags": [ "crafting_table" ],
- "pattern": [
- "##",
- "##"
- ],
- "key": {
- "#": {
- "item": "minecraft:quartz_block",
- "data": 0
- }
- },
- "unlock": [
- {
- "item": "minecraft:quartz_block",
- "data": 0
- }
- ],
- "result": {
- "item": "minecraft:quartz_bricks",
- "count": 4
- }
+ "format_version": "1.20.10",
+ "minecraft:recipe_shaped": {
+ "description": {
+ "identifier": "minecraft:quartz_bricks"
+ },
+ "tags": [ "crafting_table" ],
+ "pattern": [
+ "##",
+ "##"
+ ],
+ "key": {
+ "#": {
+ "item": "minecraft:quartz_block",
+ "data": 0
+ }
+ },
+ "unlock": [
+ {
+ "item": "minecraft:quartz_block",
+ "data": 0
+ }
+ ],
+ "result": {
+ "item": "minecraft:quartz_bricks",
+ "count": 4
}
+ }
}
diff --git a/behavior_pack/recipes/quartz_pillar.json b/behavior_pack/recipes/quartz_pillar.json
new file mode 100644
index 000000000..77c92af7f
--- /dev/null
+++ b/behavior_pack/recipes/quartz_pillar.json
@@ -0,0 +1,29 @@
+{
+ "format_version": "1.20.10",
+ "minecraft:recipe_shaped": {
+ "description": {
+ "identifier": "minecraft:pillar_quartz_block"
+ },
+ "tags": [ "crafting_table" ],
+ "pattern": [
+ "#",
+ "#"
+ ],
+ "key": {
+ "#": {
+ "item": "minecraft:quartz_block",
+ "data": 0
+ }
+ },
+ "unlock": [
+ {
+ "item": "minecraft:quartz_block",
+ "data": 0
+ }
+ ],
+ "result": {
+ "item": "minecraft:quartz_pillar",
+ "count": 2
+ }
+ }
+}
diff --git a/behavior_pack/recipes/red_sandstone.json b/behavior_pack/recipes/red_sandstone.json
index 0e5eddc78..a81525c4a 100644
--- a/behavior_pack/recipes/red_sandstone.json
+++ b/behavior_pack/recipes/red_sandstone.json
@@ -13,19 +13,16 @@
],
"key": {
"#": {
- "item": "minecraft:sand",
- "data": 1
+ "item": "minecraft:red_sand"
}
},
"unlock": [
{
- "item": "minecraft:sand",
- "data": 1
+ "item": "minecraft:red_sand"
}
],
"result": {
- "item": "minecraft:red_sandstone",
- "data": 0
+ "item": "minecraft:red_sandstone"
}
}
}
diff --git a/behavior_pack/recipes/smooth_quartz_stairs.json b/behavior_pack/recipes/smooth_quartz_stairs.json
index 388223641..bc7861072 100644
--- a/behavior_pack/recipes/smooth_quartz_stairs.json
+++ b/behavior_pack/recipes/smooth_quartz_stairs.json
@@ -4,8 +4,6 @@
"description": {
"identifier": "minecraft:smooth_quartz_stairs"
},
-
-
"tags": [ "crafting_table" ],
"pattern": [
"# ",
@@ -14,14 +12,12 @@
],
"key": {
"#": {
- "item": "minecraft:quartz_block",
- "data": 3
+ "item": "minecraft:smooth_quartz"
}
},
- "unlock": [
+ "unlock": [
{
- "item": "minecraft:quartz_block",
- "data": 3
+ "item": "minecraft:smooth_quartz"
}
],
"result": {
diff --git a/behavior_pack/recipes/smooth_red_sandstone.json b/behavior_pack/recipes/smooth_red_sandstone.json
index f0cf3ace3..2608aa36c 100644
--- a/behavior_pack/recipes/smooth_red_sandstone.json
+++ b/behavior_pack/recipes/smooth_red_sandstone.json
@@ -24,8 +24,7 @@
}
],
"result": {
- "item": "minecraft:red_sandstone",
- "data": 2,
+ "item": "minecraft:cut_red_sandstone",
"count": 4
}
}
diff --git a/behavior_pack/recipes/smooth_red_sandstone_stairs.json b/behavior_pack/recipes/smooth_red_sandstone_stairs.json
index 4ee9bbfea..faa4cb099 100644
--- a/behavior_pack/recipes/smooth_red_sandstone_stairs.json
+++ b/behavior_pack/recipes/smooth_red_sandstone_stairs.json
@@ -14,14 +14,12 @@
],
"key": {
"#": {
- "item": "minecraft:red_sandstone",
- "data": 3
+ "item": "minecraft:smooth_red_sandstone"
}
},
"unlock": [
{
- "item": "minecraft:red_sandstone",
- "data": 3
+ "item": "minecraft:smooth_red_sandstone"
}
],
"result": {
diff --git a/behavior_pack/recipes/stonecutter_quartz_chiseled.json b/behavior_pack/recipes/stonecutter_quartz_chiseled.json
index 26137e420..994cbf660 100644
--- a/behavior_pack/recipes/stonecutter_quartz_chiseled.json
+++ b/behavior_pack/recipes/stonecutter_quartz_chiseled.json
@@ -4,8 +4,6 @@
"description": {
"identifier": "minecraft:stonecutter_quartz_chiseled"
},
-
-
"tags": [ "stonecutter" ],
"priority": 0,
"ingredients": [
@@ -21,8 +19,7 @@
}
],
"result": {
- "item": "minecraft:quartz_block",
- "data": 1,
+ "item": "minecraft:chiseled_quartz_block",
"count": 1
}
}
diff --git a/behavior_pack/recipes/stonecutter_quartz_pillar.json b/behavior_pack/recipes/stonecutter_quartz_pillar.json
new file mode 100644
index 000000000..739ddb415
--- /dev/null
+++ b/behavior_pack/recipes/stonecutter_quartz_pillar.json
@@ -0,0 +1,27 @@
+{
+ "format_version": "1.20.10",
+ "minecraft:recipe_shapeless": {
+ "description": {
+ "identifier": "minecraft:stonecutter_quartz_lines"
+ },
+ "tags": [ "stonecutter" ],
+ "priority": 1,
+ "ingredients": [
+ {
+ "item": "minecraft:quartz_block",
+ "data": 0
+ }
+ ],
+ "unlock": [
+ {
+ "item": "minecraft:quartz_block",
+ "data": 0
+ }
+ ],
+ "result": {
+ "item": "minecraft:quartz_pillar",
+ "count": 1
+ }
+ }
+
+}
diff --git a/behavior_pack/recipes/stonecutter_red_sandstone_cut.json b/behavior_pack/recipes/stonecutter_red_sandstone_cut.json
index 9a5c71036..15cbc69c4 100644
--- a/behavior_pack/recipes/stonecutter_red_sandstone_cut.json
+++ b/behavior_pack/recipes/stonecutter_red_sandstone_cut.json
@@ -21,8 +21,7 @@
}
],
"result": {
- "item": "minecraft:red_sandstone",
- "data": 2,
+ "item": "minecraft:cut_red_sandstone",
"count": 1
}
}
diff --git a/behavior_pack/recipes/stonecutter_red_sandstone_heiroglyphs.json b/behavior_pack/recipes/stonecutter_red_sandstone_heiroglyphs.json
index 347376df5..1d88b40d0 100644
--- a/behavior_pack/recipes/stonecutter_red_sandstone_heiroglyphs.json
+++ b/behavior_pack/recipes/stonecutter_red_sandstone_heiroglyphs.json
@@ -21,8 +21,7 @@
}
],
"result": {
- "item": "minecraft:red_sandstone",
- "data": 1,
+ "item": "minecraft:chiseled_red_sandstone",
"count": 1
}
}
diff --git a/behavior_pack/recipes/stonecutter_red_sandstone_slab.json b/behavior_pack/recipes/stonecutter_red_sandstone_slab.json
index 49574f415..c5070c4c9 100644
--- a/behavior_pack/recipes/stonecutter_red_sandstone_slab.json
+++ b/behavior_pack/recipes/stonecutter_red_sandstone_slab.json
@@ -21,8 +21,7 @@
}
],
"result": {
- "item": "minecraft:double_stone_slab2",
- "data": 0,
+ "item": "minecraft:red_sandstone_slab",
"count": 2
}
}
diff --git a/behavior_pack/recipes/stonecutter_smooth_quartz_slab.json b/behavior_pack/recipes/stonecutter_smooth_quartz_slab.json
index f02b60641..4ef0d732b 100644
--- a/behavior_pack/recipes/stonecutter_smooth_quartz_slab.json
+++ b/behavior_pack/recipes/stonecutter_smooth_quartz_slab.json
@@ -4,20 +4,16 @@
"description": {
"identifier": "minecraft:stonecutter_smooth_quartz_slab"
},
-
-
"tags": [ "stonecutter" ],
"priority": 0,
"ingredients": [
{
- "item": "minecraft:quartz_block",
- "data": 3
+ "item": "minecraft:smooth_quartz"
}
],
"unlock": [
{
- "item": "minecraft:quartz_block",
- "data": 3
+ "item": "minecraft:smooth_quartz"
}
],
"result": {
diff --git a/behavior_pack/recipes/stonecutter_smooth_quartz_stairs.json b/behavior_pack/recipes/stonecutter_smooth_quartz_stairs.json
index fa0ec3b62..9c7592996 100644
--- a/behavior_pack/recipes/stonecutter_smooth_quartz_stairs.json
+++ b/behavior_pack/recipes/stonecutter_smooth_quartz_stairs.json
@@ -4,20 +4,16 @@
"description": {
"identifier": "minecraft:stonecutter_smooth_quartz_stairs"
},
-
-
"tags": [ "stonecutter" ],
"priority": 1,
"ingredients": [
{
- "item": "minecraft:quartz_block",
- "data": 3
+ "item": "minecraft:smooth_quartz"
}
],
"unlock": [
{
- "item": "minecraft:quartz_block",
- "data": 3
+ "item": "minecraft:smooth_quartz"
}
],
"result": {
diff --git a/behavior_pack/recipes/stonecutter_smooth_red_sandstone_slab.json b/behavior_pack/recipes/stonecutter_smooth_red_sandstone_slab.json
index 84ceef54d..5affdd805 100644
--- a/behavior_pack/recipes/stonecutter_smooth_red_sandstone_slab.json
+++ b/behavior_pack/recipes/stonecutter_smooth_red_sandstone_slab.json
@@ -10,14 +10,12 @@
"priority": 0,
"ingredients": [
{
- "item": "minecraft:red_sandstone",
- "data": 3
+ "item": "minecraft:smooth_red_sandstone"
}
],
"unlock": [
{
- "item": "minecraft:red_sandstone",
- "data": 3
+ "item": "minecraft:smooth_red_sandstone"
}
],
"result": {
diff --git a/behavior_pack/recipes/stonecutter_smooth_red_sandstone_stairs.json b/behavior_pack/recipes/stonecutter_smooth_red_sandstone_stairs.json
index 20ca61a72..3a7095fa2 100644
--- a/behavior_pack/recipes/stonecutter_smooth_red_sandstone_stairs.json
+++ b/behavior_pack/recipes/stonecutter_smooth_red_sandstone_stairs.json
@@ -10,14 +10,12 @@
"priority": 1,
"ingredients": [
{
- "item": "minecraft:red_sandstone",
- "data": 3
+ "item": "minecraft:smooth_red_sandstone"
}
],
"unlock": [
{
- "item": "minecraft:red_sandstone",
- "data": 3
+ "item": "minecraft:smooth_red_sandstone"
}
],
"result": {
diff --git a/behavior_pack/spawn_rules/armadillo.json b/behavior_pack/spawn_rules/armadillo.json
index 23a8703dd..784e2be2a 100644
--- a/behavior_pack/spawn_rules/armadillo.json
+++ b/behavior_pack/spawn_rules/armadillo.json
@@ -10,8 +10,8 @@
"minecraft:spawns_on_surface": {},
"minecraft:spawns_on_block_filter": [
{ "name": "minecraft:grass_block" },
- { "name": "minecraft:sand", "states": { "sand_type": "red" } },
- { "name": "minecraft:dirt", "states": { "dirt_type": "coarse" } },
+ { "name": "minecraft:red_sand" },
+ { "name": "minecraft:coarse_dirt" },
// Every Terracotta block found in Mesa.
{ "name": "minecraft:brown_terracotta" },
{ "name": "minecraft:hardened_clay" },
@@ -41,8 +41,8 @@
"minecraft:spawns_on_surface": {},
"minecraft:spawns_on_block_filter": [
{ "name": "minecraft:grass_block" },
- { "name": "minecraft:sand", "states": { "sand_type": "red" } },
- { "name": "minecraft:dirt", "states": { "dirt_type": "coarse" } },
+ { "name": "minecraft:red_sand" },
+ { "name": "minecraft:coarse_dirt" },
// Every Terracotta block found in Mesa.
{ "name": "minecraft:brown_terracotta" },
{ "name": "minecraft:hardened_clay" },
@@ -76,8 +76,8 @@
"minecraft:spawns_on_surface": {},
"minecraft:spawns_on_block_filter": [
{ "name": "minecraft:grass_block" },
- { "name": "minecraft:sand", "states": { "sand_type": "red" } },
- { "name": "minecraft:dirt", "states": { "dirt_type": "coarse" } },
+ { "name": "minecraft:red_sand" },
+ { "name": "minecraft:coarse_dirt" },
// Every Terracotta block found in Mesa.
{ "name": "minecraft:brown_terracotta" },
{ "name": "minecraft:hardened_clay" },
diff --git a/behavior_pack/spawn_rules/wolf.json b/behavior_pack/spawn_rules/wolf.json
index 9d33adf50..076757f7d 100644
--- a/behavior_pack/spawn_rules/wolf.json
+++ b/behavior_pack/spawn_rules/wolf.json
@@ -64,7 +64,7 @@
"minecraft:spawns_on_block_filter": [
{ "name": "minecraft:podzol" },
{ "name": "minecraft:grass_block" },
- { "name": "minecraft:dirt", "states": { "dirt_type": "coarse" } }
+ { "name": "minecraft:coarse_dirt" }
],
"minecraft:brightness_filter": {
"min": 7,
@@ -93,7 +93,7 @@
"minecraft:spawns_on_block_filter": [
{ "name": "minecraft:podzol" },
{ "name": "minecraft:grass_block" },
- { "name": "minecraft:dirt", "states": { "dirt_type": "coarse" } }
+ { "name": "minecraft:coarse_dirt" }
],
"minecraft:brightness_filter": {
"min": 7,
@@ -191,7 +191,7 @@
"minecraft:spawns_on_surface": {},
"minecraft:spawns_on_block_filter": [
{ "name": "minecraft:grass_block" },
- { "name": "minecraft:dirt", "states": { "dirt_type": "coarse" } }
+ { "name": "minecraft:coarse_dirt" }
],
"minecraft:brightness_filter": {
"min": 7,
diff --git a/behavior_pack/trading/economy_trades/stone_mason_trades.json b/behavior_pack/trading/economy_trades/stone_mason_trades.json
index ea76e83b0..023e42a09 100644
--- a/behavior_pack/trading/economy_trades/stone_mason_trades.json
+++ b/behavior_pack/trading/economy_trades/stone_mason_trades.json
@@ -305,10 +305,10 @@
{
"choice": [
{
- "item": "minecraft:quartz_block:0"
+ "item": "minecraft:quartz_block"
},
{
- "item": "minecraft:quartz_block:2"
+ "item": "minecraft:quartz_pillar"
}
]
}
diff --git a/behavior_pack/trading/economy_trades/wandering_trader_trades.json b/behavior_pack/trading/economy_trades/wandering_trader_trades.json
index 21030e35c..4d69cd2c7 100644
--- a/behavior_pack/trading/economy_trades/wandering_trader_trades.json
+++ b/behavior_pack/trading/economy_trades/wandering_trader_trades.json
@@ -524,7 +524,7 @@
],
"gives": [
{
- "item": "minecraft:sand:0",
+ "item": "minecraft:sand",
"quantity": 8
}
]
@@ -539,7 +539,7 @@
],
"gives": [
{
- "item": "minecraft:sand:1",
+ "item": "minecraft:red_sand",
"quantity": 4
}
]
diff --git a/documentation/Addons.html b/documentation/Addons.html
index 1b37a7c9e..0c15e5889 100644
--- a/documentation/Addons.html
+++ b/documentation/Addons.html
@@ -1,4 +1,4 @@
-
ADDONS DOCUMENTATION Version: 1.21.20.21
+ADDONS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
@@ -937,97 +937,97 @@ List of all Aux-Values supported and what they equate to as Block-States
minecraft:anvil:000
minecraft:anvil |
0 |
-minecraft:anvil ["damage" = "undamaged", "minecraft:cardinal_direction" = "south"] |
+minecraft:anvil ["minecraft:cardinal_direction" = "south"] |
minecraft:anvil:001 |
minecraft:anvil |
1 |
-minecraft:anvil ["damage" = "undamaged", "minecraft:cardinal_direction" = "west"] |
+minecraft:anvil ["minecraft:cardinal_direction" = "west"] |
minecraft:anvil:002 |
minecraft:anvil |
2 |
-minecraft:anvil ["damage" = "undamaged", "minecraft:cardinal_direction" = "north"] |
+minecraft:anvil ["minecraft:cardinal_direction" = "north"] |
minecraft:anvil:003 |
minecraft:anvil |
3 |
-minecraft:anvil ["damage" = "undamaged", "minecraft:cardinal_direction" = "east"] |
+minecraft:anvil ["minecraft:cardinal_direction" = "east"] |
minecraft:anvil:004 |
minecraft:anvil |
4 |
-minecraft:anvil ["damage" = "slightly_damaged", "minecraft:cardinal_direction" = "south"] |
+minecraft:chipped_anvil ["minecraft:cardinal_direction" = "south"] |
minecraft:anvil:005 |
minecraft:anvil |
5 |
-minecraft:anvil ["damage" = "slightly_damaged", "minecraft:cardinal_direction" = "west"] |
+minecraft:chipped_anvil ["minecraft:cardinal_direction" = "west"] |
minecraft:anvil:006 |
minecraft:anvil |
6 |
-minecraft:anvil ["damage" = "slightly_damaged", "minecraft:cardinal_direction" = "north"] |
+minecraft:chipped_anvil ["minecraft:cardinal_direction" = "north"] |
minecraft:anvil:007 |
minecraft:anvil |
7 |
-minecraft:anvil ["damage" = "slightly_damaged", "minecraft:cardinal_direction" = "east"] |
+minecraft:chipped_anvil ["minecraft:cardinal_direction" = "east"] |
minecraft:anvil:008 |
minecraft:anvil |
8 |
-minecraft:anvil ["damage" = "very_damaged", "minecraft:cardinal_direction" = "south"] |
+minecraft:damaged_anvil ["minecraft:cardinal_direction" = "south"] |
minecraft:anvil:009 |
minecraft:anvil |
9 |
-minecraft:anvil ["damage" = "very_damaged", "minecraft:cardinal_direction" = "west"] |
+minecraft:damaged_anvil ["minecraft:cardinal_direction" = "west"] |
minecraft:anvil:010 |
minecraft:anvil |
10 |
-minecraft:anvil ["damage" = "very_damaged", "minecraft:cardinal_direction" = "north"] |
+minecraft:damaged_anvil ["minecraft:cardinal_direction" = "north"] |
minecraft:anvil:011 |
minecraft:anvil |
11 |
-minecraft:anvil ["damage" = "very_damaged", "minecraft:cardinal_direction" = "east"] |
+minecraft:damaged_anvil ["minecraft:cardinal_direction" = "east"] |
minecraft:anvil:012 |
minecraft:anvil |
12 |
-minecraft:anvil ["damage" = "broken", "minecraft:cardinal_direction" = "south"] |
+minecraft:deprecated_anvil ["minecraft:cardinal_direction" = "south"] |
minecraft:anvil:013 |
minecraft:anvil |
13 |
-minecraft:anvil ["damage" = "broken", "minecraft:cardinal_direction" = "west"] |
+minecraft:deprecated_anvil ["minecraft:cardinal_direction" = "west"] |
minecraft:anvil:014 |
minecraft:anvil |
14 |
-minecraft:anvil ["damage" = "broken", "minecraft:cardinal_direction" = "north"] |
+minecraft:deprecated_anvil ["minecraft:cardinal_direction" = "north"] |
minecraft:anvil:015 |
minecraft:anvil |
15 |
-minecraft:anvil ["damage" = "broken", "minecraft:cardinal_direction" = "east"] |
+minecraft:deprecated_anvil ["minecraft:cardinal_direction" = "east"] |
minecraft:bamboo:000 |
@@ -7483,13 +7483,13 @@ List of all Aux-Values supported and what they equate to as Block-States
minecraft:dirt:000
minecraft:dirt |
0 |
-minecraft:dirt ["dirt_type" = "normal"] |
+minecraft:dirt |
minecraft:dirt:001 |
minecraft:dirt |
1 |
-minecraft:dirt ["dirt_type" = "coarse"] |
+minecraft:coarse_dirt |
minecraft:dispenser:000 |
@@ -16051,97 +16051,97 @@ List of all Aux-Values supported and what they equate to as Block-States
minecraft:quartz_block:000
minecraft:quartz_block |
0 |
-minecraft:quartz_block ["chisel_type" = "default", "pillar_axis" = "y"] |
+minecraft:quartz_block ["pillar_axis" = "y"] |
minecraft:quartz_block:001 |
minecraft:quartz_block |
1 |
-minecraft:quartz_block ["chisel_type" = "chiseled", "pillar_axis" = "y"] |
+minecraft:chiseled_quartz_block ["pillar_axis" = "y"] |
minecraft:quartz_block:002 |
minecraft:quartz_block |
2 |
-minecraft:quartz_block ["chisel_type" = "lines", "pillar_axis" = "y"] |
+minecraft:quartz_pillar ["pillar_axis" = "y"] |
minecraft:quartz_block:003 |
minecraft:quartz_block |
3 |
-minecraft:quartz_block ["chisel_type" = "smooth", "pillar_axis" = "y"] |
+minecraft:smooth_quartz ["pillar_axis" = "y"] |
minecraft:quartz_block:004 |
minecraft:quartz_block |
4 |
-minecraft:quartz_block ["chisel_type" = "default", "pillar_axis" = "x"] |
+minecraft:quartz_block ["pillar_axis" = "x"] |
minecraft:quartz_block:005 |
minecraft:quartz_block |
5 |
-minecraft:quartz_block ["chisel_type" = "chiseled", "pillar_axis" = "x"] |
+minecraft:chiseled_quartz_block ["pillar_axis" = "x"] |
minecraft:quartz_block:006 |
minecraft:quartz_block |
6 |
-minecraft:quartz_block ["chisel_type" = "lines", "pillar_axis" = "x"] |
+minecraft:quartz_pillar ["pillar_axis" = "x"] |
minecraft:quartz_block:007 |
minecraft:quartz_block |
7 |
-minecraft:quartz_block ["chisel_type" = "smooth", "pillar_axis" = "x"] |
+minecraft:smooth_quartz ["pillar_axis" = "x"] |
minecraft:quartz_block:008 |
minecraft:quartz_block |
8 |
-minecraft:quartz_block ["chisel_type" = "default", "pillar_axis" = "z"] |
+minecraft:quartz_block ["pillar_axis" = "z"] |
minecraft:quartz_block:009 |
minecraft:quartz_block |
9 |
-minecraft:quartz_block ["chisel_type" = "chiseled", "pillar_axis" = "z"] |
+minecraft:chiseled_quartz_block ["pillar_axis" = "z"] |
minecraft:quartz_block:010 |
minecraft:quartz_block |
10 |
-minecraft:quartz_block ["chisel_type" = "lines", "pillar_axis" = "z"] |
+minecraft:quartz_pillar ["pillar_axis" = "z"] |
minecraft:quartz_block:011 |
minecraft:quartz_block |
11 |
-minecraft:quartz_block ["chisel_type" = "smooth", "pillar_axis" = "z"] |
+minecraft:smooth_quartz ["pillar_axis" = "z"] |
minecraft:quartz_block:012 |
minecraft:quartz_block |
12 |
-minecraft:quartz_block ["chisel_type" = "default", "pillar_axis" = "y"] |
+minecraft:quartz_block ["pillar_axis" = "y"] |
minecraft:quartz_block:013 |
minecraft:quartz_block |
13 |
-minecraft:quartz_block ["chisel_type" = "chiseled", "pillar_axis" = "y"] |
+minecraft:chiseled_quartz_block ["pillar_axis" = "y"] |
minecraft:quartz_block:014 |
minecraft:quartz_block |
14 |
-minecraft:quartz_block ["chisel_type" = "lines", "pillar_axis" = "y"] |
+minecraft:quartz_pillar ["pillar_axis" = "y"] |
minecraft:quartz_block:015 |
minecraft:quartz_block |
15 |
-minecraft:quartz_block ["chisel_type" = "smooth", "pillar_axis" = "y"] |
+minecraft:smooth_quartz ["pillar_axis" = "y"] |
minecraft:quartz_stairs:000 |
@@ -16639,25 +16639,25 @@ List of all Aux-Values supported and what they equate to as Block-States
minecraft:red_sandstone:000
minecraft:red_sandstone |
0 |
-minecraft:red_sandstone ["sand_stone_type" = "default"] |
+minecraft:red_sandstone |
minecraft:red_sandstone:001 |
minecraft:red_sandstone |
1 |
-minecraft:red_sandstone ["sand_stone_type" = "heiroglyphs"] |
+minecraft:chiseled_red_sandstone |
minecraft:red_sandstone:002 |
minecraft:red_sandstone |
2 |
-minecraft:red_sandstone ["sand_stone_type" = "cut"] |
+minecraft:cut_red_sandstone |
minecraft:red_sandstone:003 |
minecraft:red_sandstone |
3 |
-minecraft:red_sandstone ["sand_stone_type" = "smooth"] |
+minecraft:smooth_red_sandstone |
minecraft:red_sandstone_stairs:000 |
@@ -17077,13 +17077,13 @@ List of all Aux-Values supported and what they equate to as Block-States
minecraft:sand:000
minecraft:sand |
0 |
-minecraft:sand ["sand_type" = "normal"] |
+minecraft:sand |
minecraft:sand:001 |
minecraft:sand |
1 |
-minecraft:sand ["sand_type" = "red"] |
+minecraft:red_sand |
minecraft:sandstone:000 |
@@ -25030,6 +25030,9 @@ List of fully-qualified block names
minecraft:chest |
+minecraft:chipped_anvil |
+
+
minecraft:chiseled_bookshelf |
@@ -25045,6 +25048,12 @@ List of fully-qualified block names
minecraft:chiseled_polished_blackstone |
+minecraft:chiseled_quartz_block |
+
+
+minecraft:chiseled_red_sandstone |
+
+
minecraft:chiseled_sandstone |
@@ -25075,6 +25084,9 @@ List of fully-qualified block names
minecraft:coal_ore |
+minecraft:coarse_dirt |
+
+
minecraft:cobbled_deepslate |
@@ -25228,6 +25240,9 @@ List of fully-qualified block names
minecraft:cut_copper_stairs |
+minecraft:cut_red_sandstone |
+
+
minecraft:cut_red_sandstone_double_slab |
@@ -25276,6 +25291,9 @@ List of fully-qualified block names
minecraft:cyan_wool |
+minecraft:damaged_anvil |
+
+
minecraft:dandelion |
@@ -25474,6 +25492,9 @@ List of fully-qualified block names
minecraft:deny |
+minecraft:deprecated_anvil |
+
+
minecraft:detector_rail |
@@ -27172,6 +27193,9 @@ List of fully-qualified block names
minecraft:quartz_ore |
+minecraft:quartz_pillar |
+
+
minecraft:quartz_slab |
@@ -27226,6 +27250,9 @@ List of fully-qualified block names
minecraft:red_nether_brick_stairs |
+minecraft:red_sand |
+
+
minecraft:red_sandstone |
@@ -27361,6 +27388,9 @@ List of fully-qualified block names
minecraft:smooth_basalt |
+minecraft:smooth_quartz |
+
+
minecraft:smooth_quartz_double_slab |
@@ -27370,6 +27400,9 @@ List of fully-qualified block names
minecraft:smooth_quartz_stairs |
+minecraft:smooth_red_sandstone |
+
+
minecraft:smooth_red_sandstone_double_slab |
@@ -30119,6 +30152,11 @@ Items
|
+chipped_anvil |
+-959 |
+ |
+
+
chiseled_bookshelf |
-526 |
|
@@ -30144,6 +30182,16 @@ Items
|
+chiseled_quartz_block |
+-953 |
+ |
+
+
+chiseled_red_sandstone |
+-956 |
+ |
+
+
chiseled_sandstone |
-944 |
|
@@ -30214,6 +30262,11 @@ Items
|
+coarse_dirt |
+-962 |
+ |
+
+
coast_armor_trim_smithing_template |
699 |
|
@@ -30614,6 +30667,11 @@ Items
|
+cut_red_sandstone |
+-957 |
+ |
+
+
cut_red_sandstone_double_slab |
-928 |
|
@@ -30699,6 +30757,11 @@ Items
|
+damaged_anvil |
+-960 |
+ |
+
+
dandelion |
37 |
|
@@ -31054,6 +31117,11 @@ Items
|
+deprecated_anvil |
+-961 |
+ |
+
+
detector_rail |
28 |
|
@@ -35214,6 +35282,11 @@ Items
|
+quartz_pillar |
+-954 |
+ |
+
+
quartz_slab |
-876 |
|
@@ -35374,6 +35447,11 @@ Items
|
+red_sand |
+-949 |
+ |
+
+
red_sandstone |
179 |
|
@@ -35734,6 +35812,11 @@ Items
|
+smooth_quartz |
+-955 |
+ |
+
+
smooth_quartz_double_slab |
-925 |
|
@@ -35749,6 +35832,11 @@ Items
|
+smooth_red_sandstone |
+-958 |
+ |
+
+
smooth_red_sandstone_double_slab |
-918 |
|
diff --git a/documentation/Animations.html b/documentation/Animations.html
index d715f9721..8af877699 100644
--- a/documentation/Animations.html
+++ b/documentation/Animations.html
@@ -1,4 +1,4 @@
-ANIMATIONS DOCUMENTATION Version: 1.21.20.21
+ANIMATIONS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Biomes.html b/documentation/Biomes.html
index 8a56825e5..4509010b8 100644
--- a/documentation/Biomes.html
+++ b/documentation/Biomes.html
@@ -1,4 +1,4 @@
-BIOMES DOCUMENTATION Version: 1.21.20.21
+BIOMES DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Blocks.html b/documentation/Blocks.html
index 27f90c0b4..02f9689c9 100644
--- a/documentation/Blocks.html
+++ b/documentation/Blocks.html
@@ -1,4 +1,4 @@
-BLOCKS DOCUMENTATION Version: 1.21.20.21
+BLOCKS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Entities.html b/documentation/Entities.html
index 47c8d45e6..c461a803f 100644
--- a/documentation/Entities.html
+++ b/documentation/Entities.html
@@ -1,4 +1,4 @@
-ENTITIES DOCUMENTATION Version: 1.21.20.21
+ENTITIES DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
@@ -104,6 +104,7 @@ Index
on_ground |
on_hot_block |
on_ladder |
+ owner_distance |
random_chance |
rider_count |
surface_mob |
@@ -10475,6 +10476,114 @@ Examples
Back to top
+owner_distance
+
+Tests the distance between the subject and its owner. Returns false if there is no owner.
+
+
+ Name | Type | Default | Description |
+
+operator |
+String |
+equals |
+(Optional) The comparison to apply with 'value'.
+ Options | Description |
+
+!= |
+Test for inequality. |
+
+
+< |
+Test for less-than the value. |
+
+
+<= |
+Test for less-than or equal to the value. |
+
+
+<> |
+Test for inequality. |
+
+
+= |
+Test for equality. |
+
+
+== |
+Test for equality. |
+
+
+> |
+Test for greater-than the value. |
+
+
+>= |
+Test for greater-than or equal to the value. |
+
+
+equals |
+Test for equality. |
+
+
+not |
+Test for inequality. |
+
+
+ |
+
+
+subject |
+String |
+self |
+(Optional) The subject of this filter test.
+ Options | Description |
+
+block |
+The block involved with the interaction. |
+
+
+damager |
+The damaging actor involved with the interaction. |
+
+
+other |
+The other member of an interaction, not the caller. |
+
+
+parent |
+The caller's current parent. |
+
+
+player |
+The player involved with the interaction. |
+
+
+self |
+The entity or object calling the test |
+
+
+target |
+The caller's current target. |
+
+
+ |
+
+
+value |
+Decimal |
+ |
+(Required) A floating point value. |
+
+
+Examples
+Full..
+Short (using Defaults)..
+Back to top
+
random_chance
Returns true if the random chance rolls 0 out of a specified max range.
@@ -17808,6 +17917,27 @@ minecraft:behavior.take_flower
Back to top
+minecraft:behavior.teleport_to_owner
+
+Allows an entity to teleport to its owner.
+
+
+ Name | Type | Default Value | Description |
+
+cooldown |
+Decimal |
+1.00 |
+The time in seconds that must pass for the entity to be able to try to teleport again. |
+
+
+filters |
+Minecraft Filter |
+ |
+Conditions to be satisfied for the entity to teleport to its owner. |
+
+
+Back to top
+
minecraft:behavior.tempt
Allows the mob to be tempted by food they like.
@@ -24068,6 +24198,10 @@
16066043784359778497 |
+minecraft:behavior.teleport_to_owner |
+1980014114121577323 |
+
+
minecraft:behavior.tempt |
422904556 |
diff --git a/documentation/Entity Events.html b/documentation/Entity Events.html
index 5febb8039..242149a11 100644
--- a/documentation/Entity Events.html
+++ b/documentation/Entity Events.html
@@ -1,4 +1,4 @@
-ENTITY EVENTS DOCUMENTATION Version: 1.21.20.21
+ENTITY EVENTS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Entity Timeline Events.html b/documentation/Entity Timeline Events.html
index 6a6bd228d..264f8a090 100644
--- a/documentation/Entity Timeline Events.html
+++ b/documentation/Entity Timeline Events.html
@@ -1,4 +1,4 @@
-ENTITY TIMELINE EVENTS DOCUMENTATION Version: 1.21.20.21
+ENTITY TIMELINE EVENTS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Features.html b/documentation/Features.html
index fc01be51d..369240cc7 100644
--- a/documentation/Features.html
+++ b/documentation/Features.html
@@ -1,4 +1,4 @@
-FEATURES DOCUMENTATION Version: 1.21.20.21
+FEATURES DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
@@ -683,6 +683,7 @@ minecraft:vegetation_patch_featur
"minecraft:sand",
"minecraft:gravel",
"minecraft:dirt",
+ "minecraft:coarse_dirt",
"minecraft:podzol",
"minecraft:dirt_with_roots",
"minecraft:grass_block",
diff --git a/documentation/Fogs.html b/documentation/Fogs.html
index 5d6d7f982..e7bc58d04 100644
--- a/documentation/Fogs.html
+++ b/documentation/Fogs.html
@@ -1,4 +1,4 @@
-
FOGS DOCUMENTATION Version: 1.21.20.21
+FOGS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
@@ -22,7 +22,7 @@ Fog Definitions
Fog Json Schema
-```--------{ version "format_version" object "minecraft:fog_settings" { object "description" { string "identifier" // The identifier for these fog settings. The identifier must include a namespace. } object "distance" : opt // The distance fog settings for different camera locations. { object "air" : opt // The fog settings when the camera is in the air. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "weather" : opt // The fog settings for when the camera is in the air with active weather (rain, snow, etc..). { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "water" : opt // The fog settings when the camera is in water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "lava" : opt // The fog settings when the camera is in lava. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "lava_resistance" : opt // The fog settings when the camera is in lava and the player has the lava resistance effect active. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "powder_snow" : opt // The fog settings when the camera is inside a Powder Snow block. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } } object "volumetric" : opt // The volumetric fog settings. { object "density" : opt // The density settings for different camera locations. { object "air" : opt // Fog density values as light passes through air blocks. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "weather" : opt // Fog density values as light passes through air blocks with active weather (rain, snow, etc..). { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "water" : opt // Fog density values as light passes through water blocks. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "lava" : opt // Fog density values as light passes through lava blocks. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "lava_resistance" : opt // Fog density values as light passes through lava blocks while the player has lava resistance. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<0.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } } object "media_coefficients" : opt // The coefficient settings for the volumetric fog in different blocks. { object "air" : opt // Fog coefficient values while light passes through air. { color "scattering" // Proportion of light that is scattered per block. color "absorption" // Proportion of light that is absorbed (lost) per block. } object "water" : opt // Fog coefficient values while light passes through water. { color "scattering" // Proportion of light that is scattered per block. color "absorption" // Proportion of light that is absorbed (lost) per block. } object "cloud" : opt // Fog coefficient values while light passes through clouds. { color "scattering" // Proportion of light that is scattered per block. color "absorption" // Proportion of light that is absorbed (lost) per block. } } } }}----------```Back to top
+```--------{ version "format_version" object "minecraft:fog_settings" { object "description" { string "identifier" // The identifier for these fog settings. The identifier must include a namespace. } object "distance" : opt // The distance fog settings for different camera locations. { object "air" : opt // The fog settings when the camera is in the air. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "weather" : opt // The fog settings for when the camera is in the air with active weather (rain, snow, etc..). { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "water" : opt // The fog settings when the camera is in water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "lava" : opt // The fog settings when the camera is in lava. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "lava_resistance" : opt // The fog settings when the camera is in lava and the player has the lava resistance effect active. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } object "powder_snow" : opt // The fog settings when the camera is inside a Powder Snow block. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. object "transition_fog" : opt // Additional fog data which will slowly transition to the distance fog of current biome. { object "init_fog" // Initial fog that will slowly transition into water distance fog of the biome when player goes into water. { color "fog_color" // The color that the fog will take on. float "fog_start" // The distance from the player that the fog will begin to appear. 'fog_start' must be less than or equal to 'fog_end'. float "fog_end"<0.000000-*> // The distance from the player that the fog will become fully opaque. 'fog_end' must be greater than or equal to 'fog_start'. string "render_distance_type"<"fixed", "render"> // Determines how distance value is used. Fixed distance is measured in blocks. Dynamic distance is multiplied by the current render distance. } float "min_percent"<0.000000-1.000000> // The minimum progress of fog transition. float "mid_seconds"<0.000000-*> // The time takes to reach certain progress('mid_percent') of fog transition. float "mid_percent"<0.000000-1.000000> // The progress of fog transition after 'mid_seconds' seconds. float "max_seconds"<0.000000-*> // Total amount of time takes to complete fog transition. } } } object "volumetric" : opt // The volumetric fog settings. { object "density" : opt // The density settings for different camera locations. { object "air" : opt // Fog density values as light passes through air blocks. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "weather" : opt // Fog density values as light passes through air blocks with active weather (rain, snow, etc..). { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "water" : opt // Fog density values as light passes through water blocks. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "lava" : opt // Fog density values as light passes through lava blocks. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } object "lava_resistance" : opt // Fog density values as light passes through lava blocks while the player has lava resistance. { float "max_density"<0.000000-1.000000> // The maximum amount of opaqueness that the ground fog will take on. A value from [0.0, 1.0]. float "max_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will become it's maximum density. float "zero_density_height"<-64.000000-320.000000> : opt // The height in blocks that the ground fog will be completely transparent and begin to appear. This value needs to be at least 1 higher than 'max_density_height'. bool "uniform" : opt // When set to true, the density will be uniform across all heights. } } object "media_coefficients" : opt // The coefficient settings for the volumetric fog in different blocks. { object "air" : opt // Fog coefficient values while light passes through air. { color "scattering" // Proportion of light that is scattered per block. color "absorption" // Proportion of light that is absorbed (lost) per block. } object "water" : opt // Fog coefficient values while light passes through water. { color "scattering" // Proportion of light that is scattered per block. color "absorption" // Proportion of light that is absorbed (lost) per block. } object "cloud" : opt // Fog coefficient values while light passes through clouds. { color "scattering" // Proportion of light that is scattered per block. color "absorption" // Proportion of light that is absorbed (lost) per block. } } } }}----------```Back to top
diff --git a/documentation/Index.html b/documentation/Index.html
index 5c5a2d68e..0d1aa7e77 100644
--- a/documentation/Index.html
+++ b/documentation/Index.html
@@ -1,4 +1,4 @@
-DOCUMENTATIONDOCUMENTATIONVersion: 1.21.20.21
+DOCUMENTATIONDOCUMENTATIONVersion: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
- Addons
diff --git a/documentation/Item.html b/documentation/Item.html
index 3306b8329..0e8cc7f08 100644
--- a/documentation/Item.html
+++ b/documentation/Item.html
@@ -1,4 +1,4 @@
-
ITEM DOCUMENTATION Version: 1.21.20.21
+ITEM DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Molang.html b/documentation/Molang.html
index ba47ba49f..630636b5b 100644
--- a/documentation/Molang.html
+++ b/documentation/Molang.html
@@ -1,4 +1,4 @@
-MOLANG DOCUMENTATION Version: 1.21.20.21
+MOLANG DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Particles.html b/documentation/Particles.html
index f76a10243..9ad7a7941 100644
--- a/documentation/Particles.html
+++ b/documentation/Particles.html
@@ -1,4 +1,4 @@
-PARTICLES DOCUMENTATION Version: 1.21.20.21
+PARTICLES DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Recipes.html b/documentation/Recipes.html
index 790180eb1..89abc9608 100644
--- a/documentation/Recipes.html
+++ b/documentation/Recipes.html
@@ -1,4 +1,4 @@
-RECIPES DOCUMENTATION Version: 1.21.20.21
+RECIPES DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
diff --git a/documentation/Schemas.html b/documentation/Schemas.html
index e2419ee32..f4f12f7b6 100644
--- a/documentation/Schemas.html
+++ b/documentation/Schemas.html
@@ -1,4 +1,4 @@
-SCHEMAS DOCUMENTATION Version: 1.21.20.21
+SCHEMAS DOCUMENTATION Version: 1.21.20.22
This is documentation for a preview release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of preview if your add-on isn't working properly. Resource and Behavior Packs created for the preview are not guaranteed to work on the final release.
Index
@@ -12,5 +12,5 @@ Overview
Schemas
-```--------item_event_responses:1.16.100:----------chance_information:1.14.0:{ int "numerator"<0-*> int "denominator"<1-*>}----------block_reference:1.10.0:{ string "name" object "states" { bool "\w*:?\w+" : opt int "\w*:?\w+" : opt string "\w*:?\w+" : opt }}----------persona_actor_animation:1.8.0:{ version "format_version" object "animations" { object "animation." { bool "loop" : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame" string "loop"<"hold_on_last_frame"> : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame" molang "start_delay" : opt // How long to wait in seconds before playing this animation. Note that this expression is evaluated once before playing, and only re-evaluated if asked to play from the beginning again. A looping animation should use 'loop_delay' if it wants a delay between loops. molang "loop_delay" : opt // How long to wait in seconds before looping this animation. Note that this expression is evaluated after each loop and on looping animation only. molang "anim_time_update" : opt // how does time pass when playing the animation. Defaults to "query.anim_time + query.delta_time" which means advance in seconds. molang "blend_weight" : opt bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation object "bones" : opt { object "" { object "relative_to" : opt { string "rotation"<"entity"> : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent } molang "position" : opt array "position" : opt { molang "" } object "position" : opt { array ""[3] { molang "" } object "" { enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt array "pre"[3] : opt { molang "" } array "post"[3] : opt { molang "" } } } molang "rotation" : opt array "rotation" : opt { molang "" object "" { molang "[xyz]" } } object "rotation" : opt { array ""[3] { molang "" } object "" { enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt array "pre"[3] : opt { molang "" } array "post"[3] : opt { molang "" } } } molang "scale" : opt array "scale" : opt { molang "" } object "scale" : opt { array ""[3] { molang "" } object "" { enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt array "pre"[3] : opt { molang "" } array "post"[3] : opt { molang "" } } } } } object "particle_effects" : opt { object "" : opt { string "effect" // The name of a particle effect that should be played string "locator" : opt // The name of a locator on the actor where the effect should be located molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor). } array "" : opt { object "" : opt { string "effect" // The name of a particle effect that should be played string "locator" : opt // The name of a locator on the actor where the effect should be located molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor). } } } object "sound_effects" : opt // sound effects to trigger as this animation plays, keyed by time { object "" : opt { string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file. } array "" : opt { object "" : opt { string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file. } } } object "timeline" : opt { string "" : opt array "" : opt { string "" : opt } } float "animation_length" : opt // override calculated value (set as the max keyframe or event time) and set animation length in seconds. } }}----------geometry:1.8.0:{ bool "debug" : opt version "format_version" object "geometry.[a-zA-Z0-9_.'-:]+" { bool "debug" : opt float "visible_bounds_width" : opt float "visible_bounds_height" : opt array "visible_bounds_offset"[3] : opt { float "" } int "texturewidth" : opt int "textureheight" : opt string "cape" : opt array "bones" : opt { object "" : opt { string "name" bool "reset" : opt bool "neverRender" : opt string "parent" : opt array "pivot"[3] : opt { float "" } array "rotation"[3] : opt { float "" } array "bind_pose_rotation"[3] : opt { float "" : opt } bool "mirror" : opt float "inflate" : opt bool "debug" : opt int "render_group_id"<0-*> : opt array "cubes" : opt { object "" : opt { array "origin"[3] : opt { float "" } array "size"[3] : opt { float "" } array "uv"[2] : opt { float "" } float "inflate" : opt bool "mirror" : opt } } object "locators" : opt { array "" : opt { float "" : opt } } object "poly_mesh" : opt { bool "normalized_uvs" : opt array "positions" : opt { array ""[3] : opt { float "" } } array "normals" : opt { array ""[3] : opt { float "" } } array "uvs" : opt { array ""[2] : opt { float "" } } array "polys" { array ""[3,4] : opt { array ""[3] { float "" } } } string "polys"<"tri_list", "quad_list"> } array "texture_meshes" : opt { object "" { string "texture" array "position"[3] : opt { float "" } array "local_pivot"[3] : opt { float "" } array "rotation"[3] : opt { float "" } array "scale"[3] : opt { float "" } } } } } }}----------geometry:1.12.0:{ bool "debug" : opt version "format_version" array "minecraft:geometry"[1,*] { object "" { object "description" { string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier. float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units). float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units). array "visible_bounds_offset"[3] : opt { float "" // Offset of the visibility bounding box from the entity location point (in model space units). } int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry. int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry. } string "cape" : opt array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached. { object "" : opt { string "name" // Animation files refer to this bone via this identifier. string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it. array "pivot"[3] : opt { float "" // The bone pivots around this point (in model space units). } array "rotation"[3] : opt { float "" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order). } bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped. float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units). bool "debug" : opt int "render_group_id"<0-*> : opt array "cubes" : opt // This is the list of cubes associated with this bone. { object "" : opt { array "origin"[3] : opt { float "" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units). } array "size"[3] : opt { float "" // The cube extends this amount relative to its origin (in model space units). } array "rotation"[3] : opt { float "" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot. } array "pivot"[3] : opt { float "" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box. Note that in 1.12 this is flipped upside-down, but is fixed in 1.14. } float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only. bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube. array "uv"[2] : opt { float "" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box. } object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn. { object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis. { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } } } } object "locators" : opt { array "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { float "" : opt // Position of the locator in model space. } object "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { array "offset" { float "" : opt // Position of the locator in model space. } array "rotation" { float "" : opt // Rotation of the locator in model space. } bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone. } } object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry. { bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively. array "positions" : opt { array ""[3] : opt { float "" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections. } } array "normals" : opt { array ""[3] : opt { float "" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections. } } array "uvs" : opt { array ""[2] : opt { float "" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections. } } array "polys" { array ""[3,4] : opt { array ""[3] { float "" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order). } } } string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list" } array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes { object "" { string "texture" // The friendly-named texture to use. array "position"[3] : opt { float "" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry } array "local_pivot"[3] : opt { float "" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry } array "rotation"[3] : opt { float "" // The rotation (in degrees) of the texture geometry relative to the offset } array "scale"[3] : opt { float "" // The scale (in degrees) of the texture geometry relative to the offset } } } } } } }}----------geometry:1.14.0:{ version "format_version" bool "debug" : opt array "minecraft:geometry"[1,*] { object "" { object "description" { string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier. float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units). float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units). array "visible_bounds_offset"[3] : opt { float "" // Offset of the visibility bounding box from the entity location point (in model space units). } int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry. int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry. } string "cape" : opt array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached. { object "" : opt { string "name" // Animation files refer to this bone via this identifier. string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it. array "pivot"[3] : opt { float "" // The bone pivots around this point (in model space units). } array "rotation"[3] : opt { float "" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order). } bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped. float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units). bool "debug" : opt int "render_group_id"<0-*> : opt array "cubes" : opt // This is the list of cubes associated with this bone. { object "" : opt { array "origin"[3] : opt { float "" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units). } array "size"[3] : opt { float "" // The cube extends this amount relative to its origin (in model space units). } array "rotation"[3] : opt { float "" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot. } array "pivot"[3] : opt { float "" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box. } float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only. bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube. array "uv"[2] : opt { float "" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box. } object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn. { object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis. { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } } } } object "locators" : opt { array "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { float "" : opt // Position of the locator in model space. } object "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { array "offset" { float "" : opt // Position of the locator in model space. } array "rotation" { float "" : opt // Rotation of the locator in model space. } bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone. } } object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry. { bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively. array "positions" : opt { array ""[3] : opt { float "" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections. } } array "normals" : opt { array ""[3] : opt { float "" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections. } } array "uvs" : opt { array ""[2] : opt { float "" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections. } } array "polys" { array ""[3,4] : opt { array ""[3] { float "" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order). } } } string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list" } array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes { object "" { string "texture" // The friendly-named texture to use. array "position"[3] : opt { float "" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry } array "local_pivot"[3] : opt { float "" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry } array "rotation"[3] : opt { float "" // The rotation (in degrees) of the texture geometry relative to the offset } array "scale"[3] : opt { float "" // The scale (in degrees) of the texture geometry relative to the offset } } } } } } }}----------geometry:1.16.0:{ version "format_version" bool "debug" : opt array "minecraft:geometry"[1,*] { object "" { object "description" { string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier. float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units). float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units). array "visible_bounds_offset"[3] : opt { float "" // Offset of the visibility bounding box from the entity location point (in model space units). } int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry. int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry. } string "cape" : opt array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached. { object "" : opt { string "name" // Animation files refer to this bone via this identifier. string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it. array "pivot"[3] : opt { float "" // The bone pivots around this point (in model space units). } array "rotation"[3] : opt { float "" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order). } bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped. float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units). bool "debug" : opt int "render_group_id"<0-*> : opt array "cubes" : opt // This is the list of cubes associated with this bone. { object "" : opt { array "origin"[3] : opt { float "" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units). } array "size"[3] : opt { float "" // The cube extends this amount relative to its origin (in model space units). } array "rotation"[3] : opt { float "" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot. } array "pivot"[3] : opt { float "" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box. } float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only. bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube. array "uv"[2] : opt { float "" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box. } object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn. { object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis. { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } } } } molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform. object "locators" : opt { array "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { float "" : opt // Position of the locator in model space. } object "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { array "offset" { float "" : opt // Position of the locator in model space. } array "rotation" { float "" : opt // Rotation of the locator in model space. } bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone. } } object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry. { bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively. array "positions" : opt { array ""[3] : opt { float "" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections. } } array "normals" : opt { array ""[3] : opt { float "" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections. } } array "uvs" : opt { array ""[2] : opt { float "" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections. } } array "polys" { array ""[3,4] : opt { array ""[3] { float "" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order). } } } string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list" } array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes { object "" { string "texture" // The friendly-named texture to use. array "position"[3] : opt { float "" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry } array "local_pivot"[3] : opt { float "" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry } array "rotation"[3] : opt { float "" // The rotation (in degrees) of the texture geometry relative to the offset } array "scale"[3] : opt { float "" // The scale (in degrees) of the texture geometry relative to the offset } } } } } } }}----------geometry:1.19.30:{ version "format_version" bool "debug" : opt array "minecraft:geometry"[1,*] { object "" { object "description" { string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier. float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units). float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units). array "visible_bounds_offset"[3] : opt { float "" // Offset of the visibility bounding box from the entity location point (in model space units). } int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry. int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry. } string "cape" : opt array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached. { object "" : opt { string "name" // Animation files refer to this bone via this identifier. string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it. array "pivot"[3] : opt { float "" // The bone pivots around this point (in model space units). } array "rotation"[3] : opt { float "" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order). } bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped. float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units). bool "debug" : opt int "render_group_id"<0-*> : opt array "cubes" : opt // This is the list of cubes associated with this bone. { object "" : opt { array "origin"[3] : opt { float "" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units). } array "size"[3] : opt { float "" // The cube extends this amount relative to its origin (in model space units). } array "rotation"[3] : opt { float "" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot. } array "pivot"[3] : opt { float "" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box. } float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only. bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube. array "uv"[2] : opt { float "" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box. } object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn. { object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis. { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis { array "uv"[2] { float "" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube. } array "uv_size"[2] : opt { float "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance" : opt } } } } molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform. object "locators" : opt { array "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { float "" : opt // Position of the locator in model space. } object "" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation). { array "offset" { float "" : opt // Position of the locator in model space. } array "rotation" { float "" : opt // Rotation of the locator in model space. } bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone. } } object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry. { bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively. array "positions" : opt { array ""[3] : opt { float "" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections. } } array "normals" : opt { array ""[3] : opt { float "" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections. } } array "uvs" : opt { array ""[2] : opt { float "" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections. } } array "polys" { array ""[3,4] : opt { array ""[3] { float "" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order). } } } string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list" } array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes { object "" { string "texture" // The friendly-named texture to use. array "position"[3] : opt { float "" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry } array "local_pivot"[3] : opt { float "" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry } array "rotation"[3] : opt { float "" // The rotation (in degrees) of the texture geometry relative to the offset } array "scale"[3] : opt { float "" // The scale (in degrees) of the texture geometry relative to the offset } } } } } } }}----------```Back to top
+```--------chance_information:1.14.0:{ int "numerator"<0-*> int "denominator"<1-*>}----------block_reference:1.10.0:{ string "name" object "states" { bool "\w*:?\w+" : opt int "\w*:?\w+" : opt string "\w*:?\w+" : opt }}----------persona_actor_animation:1.8.0:{ version "format_version" object "animations" { object "animation." { bool "loop" : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame" string "loop"<"hold_on_last_frame"> : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame" molang "start_delay" : opt // How long to wait in seconds before playing this animation. Note that this expression is evaluated once before playing, and only re-evaluated if asked to play from the beginning again. A looping animation should use 'loop_delay' if it wants a delay between loops. molang "loop_delay" : opt // How long to wait in seconds before looping this animation. Note that this expression is evaluated after each loop and on looping animation only. molang "anim_time_update" : opt // how does time pass when playing the animation. Defaults to "query.anim_time + query.delta_time" which means advance in seconds. molang "blend_weight" : opt bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation object "bones" : opt { object "" { object "relative_to" : opt { string "rotation"<"entity"> : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent } molang "position" : opt array "position" : opt { molang "" } object "position" : opt { array ""[3] { molang "" } object "" { enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt array "pre"[3] : opt { molang "" } array "post"[3] : opt { molang "" } } } molang "rotation" : opt array "rotation" : opt { molang "" object "" { molang "[xyz]" } } object "rotation" : opt { array ""[3] { molang "