User:User-12316399/Technical changes/Further flattening - minecraft.fandom.com
- entity states subpage?
- namespaced gamemodes, gamerules, difficulties and weather?
- any other entities that need namespaced variants, e.g. llamas, parrots, rabbits, and check axolotls and foxes.
This page documents a theoretical extension to the flattening of 1.13 which aims to further split up and rename blocks, items, entities and the like. This flattening helps for multiple reasons; it eliminates some potentially redundant or illegal block state combinations as well as removing outright unneccesary block states and NBT tags, allows certain blocks, items and entities to show correctly within the Statistics page instead of being lumped under one unintuitive entry, makes certain IDs more intuitive, and splits up skin variants of mobs into separate entity IDs analogously to how texture variants of blocks were split up into separate block IDs. Also listed within this page are some blocks and items existent within Bedrock Edition which could be ported to Java Edition in parity interests.
This proposal deals with Java Edition, but much of this information could also apply to a theoretical Bedrock Edition flattening as well.
Block IDs[]
| Change | 1.18.2 | (1.x) | ||
|---|---|---|---|---|
| Block | Nominal ID | Block | Nominal ID | |
| Separate | TNT | tnt
|
TNT | tnt
|
| Unstable TNT | unstable_tnt
| |||
| Separate | White Banner | white_bannerUses NBT data |
White Banner Uses NBT data |
white_banner
|
| Ominous Banner | ominous_banner
| |||
| Separate | White Wall Banner | white_wall_bannerUses NBT data |
White Wall Banner Uses NBT data |
white_wall_banner
|
| Ominous Wall Banner | ominous_wall_banner
| |||
| Separate | Oak Leaves | oak_leaves
|
Oak Leaves | oak_tree_leaves
|
| Oak Leaves | oak_leaves
| |||
| Separate | Birch Leaves | birch_leaves
|
Birch Leaves | birch_tree_leaves
|
| Birch Leaves | birch_leaves
| |||
| Separate | Spruce Leaves | spruce_leaves
|
Spruce Leaves | spruce_tree_leaves
|
| Spruce Leaves | spruce_leaves
| |||
| Separate | Jungle Leaves | jungle_leaves
|
Jungle Leaves | jungle_tree_leaves
|
| Jungle Leaves | jungle_leaves
| |||
| Separate | Acacia Leaves | acacia_leaves
|
Acacia Leaves | acacia_tree_leaves
|
| Acacia Leaves | acacia_leaves
| |||
| Separate | Dark Oak Leaves | dark_oak_leaves
|
Dark Oak Leaves | dark_oak_tree_leaves
|
| Dark Oak Leaves | dark_oak_leaves
| |||
| Separate | Azalea Leaves | azalea_leaves
|
Azalea Leaves | azalea_tree_leaves
|
| Azalea Leaves | azalea_leaves
| |||
| Separate | Flowering Azalea Leaves | flowering_azalea_leaves
|
Flowering Azalea Leaves | flowering_azalea_tree_leaves
|
| Flowering Azalea Leaves | flowering_azalea_leaves
| |||
| Separate | Piston Head | piston_head
|
Piston Head | piston_head
|
| Sticky Piston Head | sticky_piston_head
| |||
| Rename | Jigsaw Block | jigsaw
|
Jigsaw Block | jigsaw_block[1]
|
| Rename | Lapis Lazuli Ore | lapis_ore
|
Lapis Lazuli Ore | lapis_lazuli_ore[1]
|
| Rename | Hay Bale | hay_block
|
Hay Bale | hay_bale[1]
|
| Rename | Vines | vine
|
Vines | vines[1]
|
| Rename | Potted Azalea | potted_azalea_bush
|
Potted Azalea | potted_azalea[2]
|
| Rename | Potted Flowering Azalea | potted_flowering_azalea_bush
|
Potted Flowering Azalea | potted_flowering_azalea[2]
|
| Port | Potion Cauldron | potion_cauldron
| ||
| Implement for consistency | Milk Cauldron | milk_cauldron
| ||
| Implement for consistency | Honey Cauldron | honey_cauldron
| ||
Block states[]
Values of block states are true|false unless otherwise stated.
| 1.18.2 | (1.x) | ||
|---|---|---|---|
| Block | States | Block | States |
| TNT | unstable
|
TNT | — |
| Oak Leaves | persistentdistance=1-7
|
Oak Leaves | — |
| Oak Tree Leaves | distance=1-7
| ||
| Birch Leaves | persistentdistance=1-7
|
Birch Leaves | — |
| Birch Tree Leaves | distance=1-7
| ||
| Spruce Leaves | persistentdistance=1-7
|
Spruce Leaves | — |
| Spruce Tree Leaves | distance=1-7
| ||
| Jungle Leaves | persistentdistance=1-7
|
Jungle Leaves | — |
| Jungle Tree Leaves | distance=1-7
| ||
| Acacia Leaves | persistentdistance=1-7
|
Acacia Leaves | — |
| Acacia Tree Leaves | distance=1-7
| ||
| Dark Oak Leaves | persistentdistance=1-7
|
Dark Oak Leaves | — |
| Dark Oak Tree Leaves | distance=1-7
| ||
| Azalea Leaves | persistentdistance=1-7
|
Azalea Leaves | — |
| Azalea Tree Leaves | distance=1-7
| ||
| Flowering Azalea Leaves | persistentdistance=1-7
|
Flowering Azalea Leaves | — |
| Flowering Azalea Tree Leaves | distance=1-7
| ||
| Activator Rail | powered
|
Activator Rail | power=0-9
|
| Powered Rail | powered
|
Powered Rail | power=0-9
|
| Piston Head | type=normal|sticky
|
Piston Head | — |
| Sticky Piston Head | — | ||
Redstone rails have their power set to a range to fix an infinite rail powering bug: MC-957; this could also allow for visual power level representation using an additional texture with tints, much like how redstone wire currently does.
Item IDs[]
| Change | 1.18.2 | (1.x) | ||
|---|---|---|---|---|
| Item | Nominal ID | Item | Nominal ID | |
| Rename | Empty Map | map
|
Empty Map | empty_map[1]
|
| Rename | Eye of Ender | ender_eye
|
Eye of Ender | eye_of_ender[1]
|
| Rename | Map | filled_map
|
Map | map[1]
|
| Rename | Raw Beef | beef
|
Raw Beef | raw_beef[1]
|
| Rename | Raw Chicken | chicken
|
Raw Chicken | raw_chicken[1]
|
| Rename | Raw Cod | cod
|
Raw Cod | raw_cod[1]
|
| Rename | Raw Mutton | mutton
|
Raw Mutton | raw_mutton[1]
|
| Rename | Raw Porkchop | porkchop
|
Raw Porkchop | raw_porkchop[1]
|
| Rename | Raw Rabbit | rabbit
|
Raw Rabbit | raw_rabbit[1]
|
| Rename | Raw Salmon | salmon
|
Raw Salmon | raw_salmon[1]
|
| Rename | Slimeball | slime_ball
|
Slimeball | slimeball[1]
|
| Port | - | Banner Pattern - Field Masoned | field_masoned_banner_pattern
| |
| Port | - | Banner Pattern - Bordure Indented | bordure_indented_banner_pattern
| |
Fluid IDs[]
See /Fluid changes
Entity IDs[]
| Change | 1.18.2 | (1.x) | ||
|---|---|---|---|---|
| Entity | Nominal ID | Entity | Nominal ID | |
| Separate | Wither Skull In memory only |
wither_skull
|
Wither Skull | wither_skull
|
| Dangerous Wither Skull | dangerous_wither_skull
| |||
Splitting wither skulls into separate entity IDs would fix MC-81656 in the process.
Effect IDs[]
| Change | Effect | Old | New |
|---|---|---|---|
| Rename | Bad Luck | unluck
|
bad_luck
|
| Port | Fatal Poison | - | fatal_poison
|
Biome IDs[]
| Change | 1.19.2 | (1.x) | ||
|---|---|---|---|---|
| Biome | Nominal ID | Biome | Nominal ID | |
| Merge | Savanna | savanna
|
Savanna | savanna
|
| Savanna Plateau | savanna_plateau
| |||
| Merge | Frozen Ocean | frozen_ocean
|
Frozen Ocean | frozen_ocean
|
| Deep Frozen Ocean | deep_frozen_ocean
| |||
| Merge | Cold Ocean | cold_ocean
|
Cold Ocean | cold_ocean
|
| Deep Cold Ocean | deep_cold_ocean
| |||
| Merge | Ocean | ocean
|
Ocean | ocean
|
| Deep Ocean | deep_ocean
| |||
| Merge | Lukewarm Ocean | lukewarm_ocean
|
Lukewarm Ocean | lukewarm_ocean
|
| Deep Lukewarm Ocean | deep_lukewarm_ocean
| |||
Savanna plateau biomes currently only differ from regular savanna biomes in that they allow llama spawning and disallow village generation. These could simply be made height-based instead: llamas could be made to only spawn above a given height much like other mobs such as slimes and squid (preferably in a data-driven way), and villages could either be made to only spawn at lower altitudes or disregard altitude entirely and generate wherever they please.
Deep variants of oceans appear to only differ from their regular variants in that they allow ocean monument spawning. Ocean monument generation could be changed to depend on altitude rather than biome, removing these redundant biomes as well.
Sound IDs[]
what to put here: split lever sound event into two, split normal and baby sound events for mobs, have sounds.json specify pitch changes for many remaining sounds instead of having them use stuff deep in the code, fix iron ordering
NBT data[]
Blocks[]
New block entity for existing water_cauldron:
- Block entity data
- Tags common to all block entities
- Color: Same format as dyed armor's Color. Used for dyeing leather armor (player types and horse armor). Used for the tint of the contained water if the
dyedblock state is true. If thedyedblock state is set to false, cauldrons instead use the biome color for the tint, and item uses will clear dyes rather than apply color.
Block entity for the new potion_cauldron:
- Block entity data
- Tags common to all block entities
- custom_potion_effects: The custom potion effects (status effects) this potion or tipped arrow has.
- One of these for each effect.
- id: The resource location of the effect.
- amplifier: The amplifier of the effect, with level I having value 0. Negative levels are discussed here. Optional, and defaults to level I.
- duration: The duration of the effect in ticks. Values 0 or lower are treated as 1. Optional, and defaults to 1 tick.
- ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, and defaults to false.
- show_particles: 1 or 0 (true/false) - whether or not this effect produces particles. Optional, and defaults to true.
- show_icon: 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
- One of these for each effect.
- Potion: The name of the default potion effect. This name differs from the status effect name. For example, the value for an "Instant Health II" potion is "minecraft:strong_healing". A potion or tipped arrow getting its effects from this tag is named with the proper effect. The default value is "minecraft:empty", which gives it the "Uncraftable" name.
- CustomPotionColor: The item uses this custom color, and area-of-effect clouds, arrows, and splash and lingering potions use it for their particle effects. This color does not extend, however, to the particles given off by entities who ultimately receive the effect. The numeric color codes are equal to the hex code of the color converted to a decimal number, or can alternatively be calculated from the Red, Green and Blue components using this formula: Red<<16 + Green<<8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.
Tags[]
Names[]
The nominal ID remains unchanged in these cases.
| 1.18.2 | Nominal ID | (1.x) |
|---|---|---|
| White Banner | white_wall_banner
|
White Wall Banner[1] |
| Light Gray Banner | light_gray_wall_banner
|
Light Gray Wall Banner[1] |
| Gray Banner | gray_wall_banner
|
Gray Wall Banner[1] |
| Black Banner | black_wall_banner
|
Black Wall Banner[1] |
| Brown Banner | brown_wall_banner
|
Brown Wall Banner[1] |
| Red Banner | red_wall_banner
|
Red Wall Banner[1] |
| Orange Banner | orange_wall_banner
|
Orange Wall Banner[1] |
| Yellow Banner | yellow_wall_banner
|
Yellow Wall Banner[1] |
| Lime Banner | lime_wall_banner
|
Lime Wall Banner[1] |
| Green Banner | green_wall_banner
|
Green Wall Banner[1] |
| Cyan Banner | cyan_wall_banner
|
Cyan Wall Banner[1] |
| Light Blue Banner | light_blue_wall_banner
|
Light Blue Wall Banner[1] |
| Blue Banner | blue_wall_banner
|
Blue Wall Banner[1] |
| Purple Banner | purple_wall_banner
|
Purple Wall Banner[1] |
| Magenta Banner | magenta_wall_banner
|
Magenta Wall Banner[1] |
| Pink Banner | pink_wall_banner
|
Pink Wall Banner[1] |
| Steak | cooked_beef
|
Cooked Beef[1] |
Other notes[]
unstable_tntcould be added to the Creative inventory.oak_leaves,birch_leaves,spruce_leaves,jungle_leaves,acacia_leaves,dark_oak_leaves,azalea_leavesandflowering_azalea_leavescould be made pushable by pistons instead of disappearing like thetreevariants, and also be immune to ravagers.- Cacti, flowers, grass and ferns can now all be placed on dirt, coarse dirt, grass blocks, sand, red sand, clay and gravel. (move to tags page}
- Logs should only be able to support their own species of leaves, so that incomplete deforestation looks less ugly. (May be worth splitting leaves even more, e.g. oak leaves and tall oak leaves?)
Other block state changes[]
waterlogged- Remove completely once fluids have been completely separated from blocks.
- Could potentially be kept for beds, so that beds with this set to true cannot be slept in without the water breathing/conduit power effect, as it currently is on Bedrock Edition.