User:User-12316399/Technical changes/Further flattening - minecraft.fandom.com

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This section is missing information about
  • 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. 
Please expand the section to include this information. Further details may exist on the talk page.

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[]

Block states[]

Values of block states are true|false unless otherwise stated.

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[]

Fluid IDs[]

See /Fluid changes

Entity IDs[]

Splitting wither skulls into separate entity IDs would fix MC-81656 in the process.

Effect IDs[]

Biome IDs[]

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 dyed block state is true. If the dyed block 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.
    •  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.

Other notes[]

  • unstable_tnt could be added to the Creative inventory.
  • oak_leaves, birch_leaves, spruce_leaves, jungle_leaves, acacia_leaves, dark_oak_leaves, azalea_leaves and flowering_azalea_leaves could be made pushable by pistons instead of disappearing like the tree variants, 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.

References[]