Destiny 2 eververse schedule
Destiny Sherpa
2014.12.31 00:04 Sparkatiz Destiny Sherpa
Most of us are aware that it can be difficult for a new player to find a group to do their first raid. /fireteams moves fast & can be hard to pick through at times. Destinylfg.net is full of people who require you to have experience, a specific level, or weapons and can be discouraging to new players. And some people like to play sherpa. I would like to bring raid sherpas, and raid newbies together in a clean, organized fashion. One place for both types of people to go without any run around.
2013.12.07 01:03 OpTic_Niko Dregslist: Destiny Matchmaking
A matchmaking subreddit for Bungie's /DestinyTheGame.
2019.12.05 18:32 mcloud313 GuardiansOfGoogle
This is a subreddit for our Stadia only Destiny 2 clan Guardians of Google where we can organize and schedule end game level content
2023.06.07 17:17 thehistoricalvulture Some advice for working at ground
Hello, here are a couple of tips/info mixed in with some salty tears and the genuine want to help other people survive fed ex ground.
1: realize that sometimes someone has to get fucked. It may be you, and it definitely won't be consensual. What I mean is that your work load is a coin toss. You may be the poor soul who gets 1-3 trailers and think, "oh, this should be an easy night! What's the worst that can happen in 3 trailers?" Well dear reader, pain can happen. Those 3 trailers can have a flow more powerful than the sentence of an angry ops manager. Other nights, the world load isn't too bad! Dare I say it, sometimes you have a quiet shift. Regardless, please go into your night expecting to be busy.
2: Try your best to ignore people who aren't helping/doing their job. Unfortunately there are some people who enjoy hardly working, (you know them, and you love them) and I cannot blame them too much when this job can be extremely tiring. You will find it very irritating when you're drowning in packages and joe blow doesn't wanna help you out because he's not assigned to those trailers... Even when he is obtaining very little flow. Seniority can blow sometime. Be the person who helps someone else. I've had a handful of people genuinely assist me and I still haven't forgotten them.
3: for some reason, during orientation they don't go over ic (uc) loaders and belt picks. Let me tell you a bit about these position which you may like (if you hate yourself like me)
Ic loaders: you came for a work out? God damnit you came to the right place. You get to load heavy, awkward, and sometimes slightly dangerous packages into the trucks. You'll scan it, load it, and try to make it look somewhat pretty (here's a secret, no one worries about the way it's stacked)
Belt pick: so you want to work out AND work on your multi tasking ability? Ok, well belt pick and ic loaders have almost the same responsibilities. Main difference is that belt picks don't typically load the packages into trucks, they don't have the ability to pee or fill their water unless someone covers for them, (that belt is moving until the end of shift), and you get to bounce around 3-10 trailers, rip shit off the belt, scan it, and set it to the side. You will rarely ever receive any help. You'll end up having nightmares of lawn mowers.
4: the my schedule app can be confusing to a new hire. You'll see that the schedule is 1:30-4:00 but won't end up going home until 5:00. Idk why they don't put the correct end time when it's very consistent. A general rule of thumb, your shift will end 30 minutes before the start of the next shift. For example, if it says I work 7-10:15, but the next shift doesn't start until 11:30, I know I'll still be there until 11.
5: invest in good shoes. I've worn shitty shoes to this job before, and I want to backhand myself for doing so. Take care of your feet. Buy memory foam, buy steel toes, and your feet will thank you.
6: prepare for whatever weather condition is in your area. If it's hot af, expect to add an extra 10 degrees to that measurement whenever you're in a trailer. If it's cold af, expect to heat up at some point, but still bring a sweater.
7: do not go hard your first hour on the clock. Sure, I'm an advocate for always giving a 100 percent, but don't ever give a 110 percent the moment you clock in. I get it, a caffeine high makes you feel like you can DESTROY these packages. Then an hour passes, you suffer from withdrawal, you're tired, and you got 3 more hours. No matter what you do, the flow is never gonna end until the end of the shift. This job is a marathon and not a sprint.
8: be ready to advocate for yourself. If you need a water, go get water. No place can legally prevent you from doing so. Fuck the packages. If you're on the belt, ask someone to cover for you, most ic loaders I've encountered will do so. If you're on ics/loading a truck, don't even ask to get a refill. Most ops managers I've met don't care, so long as you're genuinely just filling your bottle.
9: avoid any clock like it's the plague. Don't bother bringing a watch, you don't wanna know how long you've been there. Time goes by so much slower when you're aware of how long you've been working.
10: team lifts don't exist 90 percent of the time. You don't always have someone working with you, so throw that propaganda they hit you with right out the door. The orientation videos and presentation is more than likely created by people who have never touched a package in their life. Only true advice is to lift with ya knees, and not your back, get help if it's available (it very rarely will be).
11: keep to yourself, work well, and just remember that you're here for that sweet moola. The job is hard, it sucks, but you can get through it and survive fed ex ground.
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thehistoricalvulture to
Fedexers [link] [comments]
2023.06.07 17:15 AutoModerator Destiny 2 Gameplay: Exodus Part 2
2023.06.07 17:13 loltikic moving mcat date tmsdas
im scheduled for the 17th and have gotten a 508 and 503 on Fl1/2, respectively
is it worth moving my mcat to the 22/28 of june? will that put me at a significant advantage over my previous date for tmsdas app? ty
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loltikic to
premed [link] [comments]
2023.06.07 17:09 LadyJessCD 24 [T4M] California/Online - don’t be shy and we can become besties!
Hi everyone!! Please, call me Jess(: I could definitely use a chat buddy to help me through the day! I could almost always use some company on slow days like today. Anyway, I don’t mind if you’re looking for just a short term chat or long term, I’m good at just going with the flow. As for my interests, I can be a bit lame staying in playing video games or watching some shows. Mainly anime, so if you’ve got any recommendations please let me know!! My main game is Destiny 2, so I’ve been grinding it a lot lately hehe. I’m also a big music lover, recently been getting into post-hardcore. I also never outgrew my pop punk phase so there’s that. I can appreciate all kinds of music though so give me any of your favorites(: the socials I use are on my profile if you want to message me, or shoot me a message on here with a fun fact about you or something!
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LadyJessCD to
r4r [link] [comments]
2023.06.07 17:06 Fieryyyy WSIB if I want a new “forever” game I can pick up and play at any time?
Basically the title. I’m looking for a new game I can commit to for thousands and thousands of hours, potentially forever. Previously, I put about 3000 hours into Team Fortress 2 and Warframe, and they served me well for close to a decade, but I’m burned out on those games and don’t plan on touching them again. Currently, I’m looking at Binding of Isaac: Repentance and Risk of Rain 2, but I’m not sure which of those would be better for me. I also want a second game with more permanent progression, though, but so far nothing’s really jumped out at me. I want something non-competitive, with basically infinite progression and replayability where there’s always something to grind for or chase, which I can pick up and play at any time regardless of whether I only have 20 minutes to kill or a whole day to burn, that’s fun solo (since I don’t have a dedicated group to play with). I’d like for it to also have shooter-esque mechanics if possible since I do play lots of shooters, but that’s not a must if the game is otherwise amazing. Nothing too expensive, either, because I don’t have that much money to burn on a new game. I’ll list some games below that people usually suggest, which I’m considering, and some thoughts I have about them. Feel free to give more insight, because I’d love to learn more, and thanks in advance for the help! Also, if anyone could help me decide between BoI and RoR2, that’d be fantastic.
Destiny 2: The natural next step from Warframe, but it’s just way too expensive for me.
Path of Exile/Diablo: I’m not a huge fan of these games because they look so grim and dark. Their combat also just never spoke to me.
Deep Rock Galactic: Looks fun, but has no progression to speak of. The game also seems to be heading in the same direction as Warframe, with feature creep and no real endgame, so it doesn’t seem like something I want to commit to.
Monster Hunter: World: The game looks great, but there seems to be a hard cap on how strong you can get, and I’m worried I’ll lose interest after that. I’m also worried about difficulty.
Factorio/Stardew Valley/Minecraft/Terraria: Factorio and Stardew Valley look like they’d be too stressful with their emphasis on optimisation. Terraria also has limits on progression and content. Overall, these games seem to revolve around starting new save files to provide replayability, and I’m not a fan of starting over hundreds of hours in.
RimWorld: The game just never looked appealing to me. Plus, having your colony implode 1000 hours in and starting over doesn’t look fun.
Borderlands Games: Much like with MHW, there’s a limit to how strong you can get, and only so much content to experience.
Disgaea/Siralim Ultimate: I don’t really play turn-based games, but if something like them in a shooter form existed, I’d be over the moon. They look interesting, though.
BoI + RoR2: Like I said earlier, I’m looking to get one of these alongside something else, but I’m not sure which would be better. RoR2 is a shooter which is nice, but BoI seems to offer more replayability, and looks better for pick-up-and-play sessions since RoR2 doesn’t allow you to save and quit.
Again, none of these games are off the table, I’m actually considering them, I just want to learn more. I’m fully open to having my mind changed, and if you’re able to sell me on a game you’ve personally played for an ungodly amount of time, that’d be fantastic. Thanks in advance!
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Fieryyyy to
ShouldIbuythisgame [link] [comments]
2023.06.07 17:06 Megacakedart Audio latency issuses with pulseaudio
I recently installed a fresh build of arch on my main pc (not vm). The only problem I can't seem to fix is audio playback is out of sync with all applications. Especially when watching YouTube videos on chrome, it's noticeable. I am using pulseaudio and using the pavucontrol gui. Everything is up to date. This out of my realm and I need help please.
I've read old post about adjusting the fragment settings and turning off timer-based scheduling in the daemon.conf file. I checked the latenct offset in pavucontrol, everything is set at 0.00
Before I did a fresh install, everything worked and not out of sync. (I haven't changed any hardware). Here is everything from the terminal I've seen other post use to explain their issue. Thank you again:
[[email protected] ~]$ pacmd list-sink-inputs 1 sink input(s) available. index: 3 driver: flags: START_CORKED state: RUNNING sink: 1 volume: front-left: 65536 / 100% / 0.00 dB, front-right: 65536 / 100% / 0.00 dB balance 0.00 muted: no current latency: 58.42 ms requested latency: 23.22 ms sample spec: float32le 2ch 44100Hz channel map: front-left,front-right Stereo resample method: speex-float-1 module: 11 client: 8 properties: application.icon_name = "google-chrome" media.name = "Playback" application.name = "Google Chrome" native-protocol.peer = "UNIX socket client" native-protocol.version = "35" application.process.id = "1275" application.process.user = "tony" application.process.host = "marslab" application.process.binary = "chrome" application.language = "en_US.UTF-8" window.x11.display = ":0" application.process.machine_id = "86d4cd0368d04570ac09a61c88c810e5" application.process.session_id = "2" module-stream-restore.id = "sink-input-by-application-name:Google Chrome" [[email protected] ~]$ pulseaudio --dump-conf grep fragment default-fragments = 2 default-fragment-size-msec = 5 [[email protected] ~]$ pacmd list-sinks grep 'latency: [1-9]' configured latency: 23.22 ms; range is 0.50 .. 500.00 ms [[email protected] ~]$ systemctl --user status pulseaudio* ● pulseaudio.socket - Sound System Loaded: loaded (/uslib/systemd/usepulseaudio.socket; enabled; preset: enabled) Active: active (running) since Wed 2023-06-07 09:14:48 CDT; 44min ago Triggers: ● pulseaudio.service Listen: /run/use1000/pulse/native (Stream) CGroup: /user.slice/user-1000.slice/[email protected]/app.slice/pulseaudio.socket Jun 07 09:14:48 marslab systemd[533]: Listening on Sound System. ● pulseaudio.service - Sound Service Loaded: loaded (/uslib/systemd/usepulseaudio.service; disabled; preset: enabled) Active: active (running) since Wed 2023-06-07 09:14:51 CDT; 44min ago TriggeredBy: ● pulseaudio.socket Main PID: 607 (pulseaudio) Tasks: 12 (limit: 38296) Memory: 13.5M CPU: 3.861s CGroup: /user.slice/user-1000.slice/[email protected]/session.slice/pulseaudio.service ├─607 /usbin/pulseaudio --daemonize=no --log-target=journal └─710 /uslib/pulse/gsettings-helper Jun 07 09:14:49 marslab systemd[533]: Starting Sound Service... Jun 07 09:14:51 marslab pulseaudio[607]: stat('/etc/pulse/default.pa.d'): No such file or directory Jun 07 09:14:51 marslab systemd[533]: Started Sound Service. [[email protected] ~]$ pacmd dump grep -E 'x11suspend' load-module module-suspend-on-idle suspend-sink alsa_output.usb-Focusrite_Scarlett_2i2_USB_Y8058EU24E1331-00.HiFi__scarlett2i_stereo_out_USB_0_0_1__sink no suspend-sink alsa_output.pci-0000_00_1f.3.iec958-stereo yes suspend-sink alsa_output.pci-0000_01_00.1.hdmi-stereo yes suspend-source alsa_output.usb-Focusrite_Scarlett_2i2_USB_Y8058EU24E1331-00.HiFi__scarlett2i_stereo_out_USB_0_0_1__sink.monitor no suspend-source alsa_input.usb-Focusrite_Scarlett_2i2_USB_Y8058EU24E1331-00.HiFi__scarlett2i_mono_in_USB_0_1__source yes suspend-source alsa_input.usb-Focusrite_Scarlett_2i2_USB_Y8058EU24E1331-00.HiFi__scarlett2i_mono_in_USB_0_0__source yes suspend-source alsa_input.usb-046d_HD_Pro_Webcam_C920_ECFF8B6F-02.analog-stereo yes suspend-source alsa_output.pci-0000_00_1f.3.iec958-stereo.monitor yes suspend-source alsa_output.pci-0000_01_00.1.hdmi-stereo.monitor yes [[email protected] ~]$ pactl list short modules grep udev 5 module-udev-detect 6 module-alsa-card device_id="2" name="pci-0000_01_00.1" card_name="alsa_card.pci-0000_01_00.1" namereg_fail=false tsched=yes fixed_latency_range=no ignore_dB=no deferred_volume=yes use_ucm=yes avoid_resampling=no card_properties="module-udev-detect.discovered=1" 7 module-alsa-card device_id="3" name="usb-Focusrite_Scarlett_2i2_USB_Y8058EU24E1331-00" card_name="alsa_card.usb-Focusrite_Scarlett_2i2_USB_Y8058EU24E1331-00" namereg_fail=false tsched=yes fixed_latency_range=no ignore_dB=no deferred_volume=yes use_ucm=yes avoid_resampling=no card_properties="module-udev-detect.discovered=1" 8 module-alsa-card device_id="0" name="usb-046d_HD_Pro_Webcam_C920_ECFF8B6F-02" card_name="alsa_card.usb-046d_HD_Pro_Webcam_C920_ECFF8B6F-02" namereg_fail=false tsched=yes fixed_latency_range=no ignore_dB=no deferred_volume=yes use_ucm=yes avoid_resampling=no card_properties="module-udev-detect.discovered=1" 9 module-alsa-card device_id="1" name="pci-0000_00_1f.3" card_name="alsa_card.pci-0000_00_1f.3" namereg_fail=false tsched=yes fixed_latency_range=no ignore_dB=no deferred_volume=yes use_ucm=yes avoid_resampling=no card_properties="module-udev-detect.discovered=1"
EDIT : Adjusted the format on terminal output. It wasn't pasted correctly.
submitted by
Megacakedart to
archlinux [link] [comments]
2023.06.07 17:04 Active_Access_4850 How should I change my career? Should I go back to school?
I'm a 30 year old male working over nights as a peer support. It's a pretty sweet job but I only got this job cause contacts it's a dead end job that doesn't pay much more than minimum. For 2 years I studied web dev off and on but have no formal schooling. The recession has killed almost all chance for landing a job without a formal degree as the market is oversaturated with more qualified individuals that were laid off. I would like digital marketing, but seems they are struggling as well, it worth mentioning I have chronic tendinitis and sciatica. . . I've been feeling lately that I'm beating a dead horse by trying to get a job the self educating route as no one will schedule interviews, any advice? Should I go back to school or pursue another field? I am pretty passionate about growing my garden. Grew out on a farm. But big corps are pushing out your local small times, I have lost my direction and need advice?
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Active_Access_4850 to
careerguidance [link] [comments]
2023.06.07 17:00 PinkHalite Rental Hunt Nightmare - Seeking Leasing Agent to Help. Any recommendations?
My partner and I have been spending +4 hours a day hunting for new rentals, scheduling viewings, and seeing incredibly overpriced units with pests. At this point, I'm taking vacation time just to dedicate the hours necessary for the hunt - and need to hire an agent.
Is it unreasonable to find: +2 bedroom, +1 bathroom, townhouse/semi-detached/detached house with a backyard, and parking for under $2,650 in Westdale/Kirkendale/Strathcona? We're both full-time employed scientists, forced to move because our rental foreclosed.
Open to any recommendations or agents reaching out - we are willing to even pay a % of the rent as a commission!
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PinkHalite to
Hamilton [link] [comments]
2023.06.07 17:00 Still-Time4491 How can I graduate earlier?
| I am a transfer student at UH and want to fastrack my degree. After high school I skipped a semester to think about what to major in to finally just end up enrolling in community college for engineering now I have completed everything and been accepted to UH, But all of my friends are going to graduate a semester before me! what can I do to graduate a semester earlier or even 2 semesters earlier. I am willing to take as many classes to fast forward this process im honestly just ready to get it over with and start working. What would my ideal schedule look like? and what are the max amount of credits that you can take throughout fall and spring as well as in the summer? Anything helps thanks! submitted by Still-Time4491 to UniversityOfHouston [link] [comments] |
2023.06.07 17:00 chemical-table-02 Mein Kampf
2023.06.07 16:59 wonderbeast444 How do I (F19) deal with my flaky friend (F19)
So I have a friend of like 5 years who I hang out with occasionally, we are good friends but have kind of grown apart recently cause I go to university now. Since I have been back we have hung out once. The time we hung out she changed the plans about 3 times that day, first saying we would meet at 12, then saying we would meet at 2 then changing the location of meet up and then changing the things we were going to do. This bothered me at the time as I like to have a clear structure for my days and it really really stresses me out when that structure is changed. I’m totally good with going with the flow once we are hanging out but I’m the kind of person that has trouble sitting still and i like to occupy every bit of my day doing something meaningful. Anyways this was not the first time she’s done this either, actyally usually she will straight up cancel and I will be left with a wasted day. Tomorrow we are hanging out and I asked for meetup time and place and she was very vague about everything, I asked her to clarify but she hasn’t responded and it’s stressing me out as I don’t know when I’m able to schedule my workout plans or whether or not I should buy groceries to make lunch or if we will be eating out… Anyways, what should I do and am I being too nit picky?
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wonderbeast444 to
Advice [link] [comments]
2023.06.07 16:59 sliced_lime Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!
What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
This update can also be found on
minecraft.net.
New Features
- All features and changes from the "Update 1.20" experimental pack are now part of the game
- Added Archaeology
- Added Sniffer mob, Torchflowers and Pitcher Plants
- Added Camel mob
- Added Smithing Template items and redesigned the Smithing Table
- Added a new armor trimming system to visually customize your armor
- Changed how Netherite equipment is crafted
- Added the Cherry Grove biome and Cherry Wood Set
- Added the Bamboo Wood Set
- Added the Chiseled Bookshelf block
- Added Hanging Signs
- Improved customization options for Signs
- Added the Calibrated Sculk Sensor block
- Vibration resonance functionality has been added to Blocks of Amethyst
- Added playable mob sounds with Mob Heads on Note Blocks
- Added Piglin Mob Head
- New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
- New Trails & Tales Advancements
- Added support for Windows Aarch64/ARM64
Archaeology
- Added craftable Brush item
- Added Suspicious Sand and Suspicious Gravel
- Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
- Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
- These fragile blocks are hard to spot and easy to destroy, so be careful!
- Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
- Added the Trail Ruins, a buried structure from a lost culture
- Four types of Armor Trim Templates can be found here
- Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
- A new music disc can be found by brushing suspicious blocks in this structure
- When put in a Jukebox, "Relic" by Aaron Cherof is played
- Added Pottery Sherds
- Pottery Sherds have pictures on them
- A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
- They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel
Decorated Pots
- Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
- Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
- The sides that were made from Brick items will not have pictures
- Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
- Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
- Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients
Sniffer
- The Sniffer is the mob vote winner of Minecraft Live 2022
- Sniffers are passive, friendly mobs
- Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
- Sniffers can only dig grass and dirt-like blocks
- Sniffers can be tempted by, and bred with Torchflowers Seeds
Sniffer Egg
- Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
- When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
- When placed in the world, the Sniffer Egg will hatch after some time
- When placed on Moss, the Egg will hatch in approximately 10 minutes
- On all other blocks, it will hatch in approximately 20 minutes
Torchflowers
- The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
- The Torchflower seed can be planted on Farmland and grows into a Torchflower
- The full-grown flower can be harvested and replanted
- The Torchflower can be crafted into Orange Dye
Pitcher Plant
- The Sniffer can occasionally sniff up a Pitcher Pod item
- The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
- The Pitcher Crop has five growth stages
- Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
- The Pitcher Plant can be crafted into Cyan Dye
Camel
- Camels can be equipped with a Saddle and ridden by two players
- Camels spawn naturally when Desert Villages generate
- Camels can be tempted by holding Cactus
- Feed Cactus to Camels to breed them
- Camels are tall
- Most hostile mobs will not be able to reach you when you are on a Camel
- They can walk over Fences and Walls
- Camels randomly sit down
- While sitting, it is difficult to convince them to move
- Camels can either walk slowly or sprint quickly
- They can also dash forward but will lose stamina for a while when doing so
Smithing
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template
- Smithing Templates define what type of upgrade you will be making to a piece of equipment
- It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
- There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
- Smithing Templates are consumed when used to upgrade an item in the Smithing Table
- You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
Netherite Equipment
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
- Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
- This change was made for a variety of reasons:
- Increase the time players utilize Diamond equipment before Netherite
- Make Netherite equipment more significant achievement in the game's progression
- Adapt Netherite more naturally into the new Smithing Table crafting system
Armor Trims
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- Armor trims are purely visual with no gameplay benefits
- Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
- All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
- Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
- Pillager Outpost: Sentry Armor Trim
- Desert Pyramid: Dune Armor Trim
- Shipwreck: Coast Armor Trim
- Jungle Temple: Wild Armor Trim
- Ocean Monument: Tide Armor Trim
- Ancient City: Ward and Silence Armor Trims
- Woodland Mansion: Vex Armor Trim
- Nether Fortress: Rib Armor Trim
- Bastion Remnant: Snout Armor Trim
- Stronghold: Eye Armor Trim
- End City: Spire Armor Trim
- Smithing Templates are found in chests in their respective structure
- Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
- The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- An armor trim has two properties: a pattern and a material
- The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
- The material is defined by which ingredient you used to apply the trim, and controls the color of the trim
- The viable ingredients you can use to define the color of your armor trim are the following:
- Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz
Cherry Groves
- Added a new Cherry Grove biome, with pretty cherry blossom trees
- The biome can be found in the mountains, in similar places as Meadows
- Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
- Pink particles fall from beneath Cherry Leaves
- Added a new Pink Petals block with lots of pink flowers on the ground
- Each Pink Petal block can contain up to 4 petals
- Using Bone Meal on it increases the number of petals
- Placing a Pink Petal into an already placed block increases the number of petals
- Drops the number of petals in the block when mined
Bamboo Wood Set
- Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
- Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
- Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
- Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
- It can be crafted with 1x2 Bamboo Slabs in a vertical strip
- You can craft Stair and Slab variants of Bamboo Mosaic
- Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
- Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
- They function the same as ordinary boats, but have a unique look to them
Chiseled Bookshelf
- A new, chiseled variation of the Bookshelf
- Crafted with 6 planks and 3 wooden slabs
- Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
- Holds up to 6 books
- These can be added or removed from any slot by targeting the specific slot
- The Comparator signal strength corresponds to the number of the last book that was inserted or removed
- The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
- Works with Hoppers
Hanging Signs
- Hanging Signs are a more expensive version of normal Signs
- Crafted with 2 chains and 6 stripped logs of your preferred wood type
- Crafting results in 6 Hanging Signs
- Can be hung up in the following ways:
- Underneath a block that can provide support in the center, like a full block or a fence
- Attached to the solid side of a block
- Attached to the side or underneath another Hanging Sign
- Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
- However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
Signs
The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game
Calibrated Sculk Sensors
- A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level
- They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
- One side of the Calibrated Sculk Sensor can receive a redstone signal as input
- The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
- They have a combined active and cooldown phase that lasts 20 game ticks
- They output their redstone signal for the first 10 game ticks
- They can detect vibrations up to 16 blocks away
Vibration Resonance
- Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
- If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
- This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
Playable Mob Sounds
- When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
- Mob Heads can be placed on top of Note Blocks without sneaking
Piglin Mob Head
- Piglins will now drop their heads when killed by a charged Creeper
- Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
- The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking
New Music
- Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
- A Familiar Room
- Bromeliad
- Crescent Dunes
- Echo in the Wind
- Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins
Windows Aarch64/ARM64 support
- Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X
Advancements
New Husbandry Advancements
- Smells Interesting : Obtain a Sniffer Egg
- Little Sniffs : Feed a Snifflet (requires Smells interesting)
- Planting the Past : Plant any Sniffer seed (requires Little sniffs)
New Adventure Advancements
- Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
- Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
- Crafting a New Look : Craft a trimmed armor at a Smithing Table
- Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
- The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator
Changes
- Changes to Sculk Sensor block behaviors
- Vibration frequencies of many actions in the game have been tweaked
- Colored Wool, Carpets and Beds can now be dyed to any other color
- Replaceable blocks no longer block the connection between enchanting tables and bookshelves
- Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
- Updated step sounds
- Updated Advancements
- The main menu background is now a Trails & Tales panorama
- Updated the Minecraft Java Edition logo
- Updated the Minecraft Realms logo
- The game's application icon has been updated
- This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
- GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
- Updated the credits
- Added the ability to scroll upwards by pressing the up arrow key
- The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
- Removed Herobrine
Sculk Changes
- If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
- Prevents vibration resonance setups from breaking when unloading their chunks from a distance
- Waterlogging a Sculk Shrieker will now silence their shriek sounds
- Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
- Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
- Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate
Sculk Sensor Phases
- Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
- The default phase is Inactive
- This phase lasts indefinitely until the block receives a vibration
- During this phase, the block is able to listen to nearby vibrations until one has been scheduled
- When a scheduled vibration is received, the block switches to the Active phase
- This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
- During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
- After the Active phase has finished, the block switches to a Cooldown phase
- This phase lasts for 10 game ticks
- During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
- Finally, once this phase is finished, the block will switch back to the Inactive phase
- Previously, some of these phases had different timing values:
- Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
- Cooldown: 1 game tick for both types of Sculk Sensors
- These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
Vibration Frequencies
In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
- Movement in any medium (land, water and air)
- Landing on any surface (land or water)
- Item interactions
- Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
- Dismounting a mob or equipping gear
- Mounting a mob or interacting with a mob
- Mobs and players getting damaged
- Consuming items (drinking and eating)
- Blocks 'deactivating' (door close, chest close, button unpress, etc)
- Blocks 'activating' (door open, chest open, button press, etc)
- Blocks changing (cauldron water level rising, adding food to campfire, etc.)
- Blocks being destroyed
- Blocks being placed
- Mobs and players teleporting or spawning
- Mobs and players dying or an explosion
Step Sounds
- Walking on a block will now always play a step sound
- It was previously not the case if you were walking along the edge of a block with air or fluid besides it
- Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
- When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
- The top-most block you are walking on is played as normal
- The block underneath is played at a lower volume and pitch
Advancements
- Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
- Hanging Signs now count for "Glow and Behold"
- Visiting a Cherry Grove is now required for "Adventuring Time"
Technical Changes
- Improved performance of the light engine
- The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
- Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
- Added a return command
- Tweaked display entity interpolation
- Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
- Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
- Random sequences for loot tables are now deterministic
- Added a reference loot table function
- Loot table condition/predicate changes:
- Renamed alternative to any_of
- Added all_of
- Advancement trigger changes:
- Added recipe_crafted
- Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
- Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
- Those fields also allow empty arrays, which signalize that slot needs to be left empty
- Added new damage types: outside_border and generic_kill
- Game events have changed vibration frequency and some have been removed
- The resource pack version is now 15, accounting for the font and credits update
- Updated the sprite layout of minecraft.png
- Removed the overriding minecraft.png from the Programmer Art resource pack
- Updated the sprite layout of invite_icon.png
- legacy_unicode glyph provider has been removed
- Bitmaps used by uniform font have been removed
- uniform font has been updated to use Unifont 15.0.06
- That changes shape of multiple characters, while also adding support for new ones
- Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
- Added second level of organization of entries in credits.json on top of titles, called disciplines
- Font textures are included in debug texture dump (F3 + S)
- Added new font glyph providers: unihex and reference, removed legacy_unicode
- Added support for Quick Play
- Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
- Updates to telemetry
- Changed encoding of server.properties to UTF-8
- Added validation for symbolic links in world saves
Light Engine
The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.
- The performance of calculating light has been improved
- Reduces one source of lag spikes when crossing chunk borders
- Improves FPS in situations when a lot of light updates occur
- Improves how quickly chunks can be generated
Commands
return
The return command can be used to control execution flow inside functions and change their return value. Effects:
- Remaining separate top-level commands in the currently executing function (if any) are skipped
- The result value of the function command that triggered the function is changed from the number of commands executed to value
- The result value of the return command is also value
Syntax:
return
Parameters:
- value: An integer return value
data
- string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string
Display Entity
Interpolation Changes
- Previous values are always discarded if interpolation_duration is 0
- Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
- Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
- Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick
Rendering Changes
- item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
- For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)
Structure post-processors
Capped post-processor
- A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
- This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
- The capped post-processor has following required parameters:
- delegate A post-processor which performs the actual block transformation
- limit Maximum amount of blocks that the delegated post-processor can transform
- The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
- Either constant or random number generator sampled during post-processing
Rule post-processor block entity configuration
- Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
- This field has now been changed to reference a block_entity_modifier
- Existing block_entity_modifier's are:
- passthrough Retains existing fields on the block entity
- This is the default if no block_entity_modifier is specified
- append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
- A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
- clear Removes any existing fields on the block entity
- append_loot Appends a loot table and seed to the block entity through required parameter:
- loot_table Referenced loot table to add to block entity as LootTable field
- Field LootTableSeed is also added to the block entity using random seeded by block position
Loot Tables
Random Sequences
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.
reference
New function reference allows functions to call sub-functions (similar to reference condition).
Fields: - name - location of function to call
any_of/all_of
- Loot condition alternative has been renamed to any_of
- Added new loot condition all_of that passes only when all sub-conditions pass
- Has the same syntax as any_of
Advancements
New Triggers
recipe_crafted
- Triggered when crafting a recipe
- Conditions:
- recipe_id - the resource location of the recipe crafted
- ingredients - an array of predicates for the item stacks used in the recipe
- A single item stack can only be used to fulfill one predicate
- Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
- This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger
Changed Triggers
- All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
- The new location is similar to the player field - it is a list of loot conditions/predicates
- All conditions in this list must match for a trigger to run
- Conditions are evaluated in a new loot context called advancement_location. It has access to:
- Player as this entity
- Position of the placed block
- Block state of the placed/interacted block
- Held/used item as "tool"
- Migration guide:
- Contents of old location field should be migrated to location_check condition
- Contents of item field should be migrated to match_tool condition
- Contents of block + state fields should be migrated to block_state_property condition
Example (from make_a_sign_glow advancement):
Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }
Damage Types
- Players outside the world border are now hurt by the damage type outside_border instead of in_wall
- Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world
Tags
Block Tags
- Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
- Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
- Added replaceable with all the blocks that can be replaced
- This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
- Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
- Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
- Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
- Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
- Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
- Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
- Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
- Added sniffer_diggable_block to control which blocks Sniffers can dig
- Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
- Added ceiling_hanging_signs
- Added wall_hanging_signs
- Added all_hanging_signs
- Added stone_buttons block tag
- Added cherry_logs block tag
- Added bamboo_blocks block tag
Item Tags
- Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
- Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
- Added breaks_decorated_pots to control which tools can break Decorated Pots
- Added decorated_pot_ingredients
- Added decorated_pot_sherds
- Added sniffer_food
- Added trimmable_armor
- Added trim_materials
- Added trim_templates
- Added stone_buttons item tag
- Added cherry_logs item tag
- Added bamboo_blocks item tag
Biome Tags
- Added has_structure/trail_ruins
Game Events
- Removed piston_contract game event in favor of block_deactivate
- Removed piston_extend and dispense_fail game events in favor of block_activate
- Many game events have new vibration frequencies:
- 1: step, swim, flap
- 2: projectile_land, hit_ground, splash
- 3: item_interact_finish, projectile_shoot, instrument_play
- 4: entity_roar, entity_shake, elytra_glide
- 5: entity_dismount, equip
- 6: entity_mount, entity_interact, shear
- 7: entity_damage
- 8: drink, eat
- 9: container_close, block_close, block_deactivate, block_detach
- 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
- 11: block_change
- 12: block_destroy, fluid_pickup
- 13: block_place, fluid_place
- 14: entity_place, lightning_strike, teleport
- 15: entity_die, explode
Fonts
New unihex Glyph Provider
- New glyph provider for reading Unifont HEX files
- HEX format describes font glyphs using a bitmap
- The height of every glyph is 16 pixels
- The width of glyph can be 8, 16, 24 or 32 pixels
- Every line is made of two hexadecimal numbers separated by :
- The first value describes a codepoint - it must have 4, 5 or 6 hex digits
- The second value describes the glyph as a stream of bits, line by line
- When rendering, empty columns on left and right side of glyphs are removed
- Custom glyph widths can be set with size_overrides
- This provider requires two fields:
- hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
- size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
- from, to - start and end of codepoint range (inclusive)
- left, right - integers describing the position of the left-most and right-most columns of the glyph in range
- Any bits in columns outside of this range will be discarded
New reference Glyph Provider
- New glyph provider that can be used to include providers from other fonts
- Providers are guaranteed to be loaded only once, no matter how many times they are included
- Provider has one field id, that describes another font to be included in the currently loaded one
- Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks
Removed legacy_unicode Glyph Provider
- The legacy_unicode glyph provider has been removed
- This functionality has been replaced by the unihex provider
Quick Play
- Added support for four new command line arguments that allow the game to be launched directly into a world
- quickPlayPath takes a specified path for logging (relative to the run directory)
- If a path is provided the following will be logged upon joining a world:
- type: is either singleplayer, multiplayer, or realms
- identifier: represents the world you want to join
- For singleplayer, the folder name of the world
- For multiplayer, the IP address of the server
- For realms, the Realms ID
- port: represents the server port and is only logged for multiplayer
- name: The name of the world
- gamemode: The gamemode of the world
- lastPlayedTime: The time you joined the world
- Example:
- --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
- quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
- If one of these arguments is provided, the game will try to launch directly into the given world
- Examples:
- --quickPlaySingleplayer "New World"
- --quickPlayMultiplayer "localhost:25565"
- --quickPlayRealms "1234"
Telemetry
All Events
- Added new property: launcher_name
- This is set based on the minecraft.launcher.brand system property
- This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program
Updated Required Events
- world_loaded
- Added new property: realms_map_content
- When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
- This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content
New Optional Events
- advancement_made
- This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
- This helps us as a studio understand player progress and limits, which informs our game design
- game_load_times
- This event is triggered when the game client is loaded
- Includes the time it took for the client to load
- This is so that we can work on improving and reducing the time it takes to load the game client
server.properties
- File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
- File is now written with UTF-8 encoding
Symbolic Link Validation
To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.
- If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
- Note: the world directory itself can still be linked
- The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
- The file consists of entries (one per line) with following formats allowed:
- Lines starting with # are comments and are ignored
- [type]pattern, where type can be glob, regex or prefix
- prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
- regex matches regular expression against whole path
- glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
- Note: paths will use OS-specific separators
- pattern, which uses default prefix type
Fixed bugs in 1.20
Around 250 bugs were fixed in this release. View the list on the issue tracker.
# Get the Release
To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
submitted by
sliced_lime to
MinecraftUnlimited [link] [comments]
2023.06.07 16:59 BrotherSejanus Is anyone else’s sleep cycle ruined because of the abuse they’ve went through?
When the discard first happened, all I wanted to do was sleep. I was out of bed for maybe four hours a day, then it reversed where I wasn’t sleeping much at all; some nights I only got one hour of sleep as my guilt, as unjustified as it was, tore me apart. Now I’m unable to fall asleep until anywhere from 2 to 4 in the morning, and I clock out for 8 or 10 hours. I’m not a fan of this; I was working but was told politely to leave because I was dragging around a cinder block with me as my boss put it. Fair enough I suppose, but now my sleep schedule is wrecked again. Has anyone else gone through this or is currently going through this? It feels like the day is completely gone when I wake up, like I’m just wasting away
submitted by
BrotherSejanus to
NarcissisticAbuse [link] [comments]
2023.06.07 16:59 sliced_lime Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!
What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
This update can also be found on
minecraft.net.
New Features
- All features and changes from the "Update 1.20" experimental pack are now part of the game
- Added Archaeology
- Added Sniffer mob, Torchflowers and Pitcher Plants
- Added Camel mob
- Added Smithing Template items and redesigned the Smithing Table
- Added a new armor trimming system to visually customize your armor
- Changed how Netherite equipment is crafted
- Added the Cherry Grove biome and Cherry Wood Set
- Added the Bamboo Wood Set
- Added the Chiseled Bookshelf block
- Added Hanging Signs
- Improved customization options for Signs
- Added the Calibrated Sculk Sensor block
- Vibration resonance functionality has been added to Blocks of Amethyst
- Added playable mob sounds with Mob Heads on Note Blocks
- Added Piglin Mob Head
- New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
- New Trails & Tales Advancements
- Added support for Windows Aarch64/ARM64
Archaeology
- Added craftable Brush item
- Added Suspicious Sand and Suspicious Gravel
- Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
- Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
- These fragile blocks are hard to spot and easy to destroy, so be careful!
- Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
- Added the Trail Ruins, a buried structure from a lost culture
- Four types of Armor Trim Templates can be found here
- Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
- A new music disc can be found by brushing suspicious blocks in this structure
- When put in a Jukebox, "Relic" by Aaron Cherof is played
- Added Pottery Sherds
- Pottery Sherds have pictures on them
- A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
- They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel
Decorated Pots
- Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
- Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
- The sides that were made from Brick items will not have pictures
- Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
- Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
- Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients
Sniffer
- The Sniffer is the mob vote winner of Minecraft Live 2022
- Sniffers are passive, friendly mobs
- Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
- Sniffers can only dig grass and dirt-like blocks
- Sniffers can be tempted by, and bred with Torchflowers Seeds
Sniffer Egg
- Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
- When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
- When placed in the world, the Sniffer Egg will hatch after some time
- When placed on Moss, the Egg will hatch in approximately 10 minutes
- On all other blocks, it will hatch in approximately 20 minutes
Torchflowers
- The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
- The Torchflower seed can be planted on Farmland and grows into a Torchflower
- The full-grown flower can be harvested and replanted
- The Torchflower can be crafted into Orange Dye
Pitcher Plant
- The Sniffer can occasionally sniff up a Pitcher Pod item
- The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
- The Pitcher Crop has five growth stages
- Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
- The Pitcher Plant can be crafted into Cyan Dye
Camel
- Camels can be equipped with a Saddle and ridden by two players
- Camels spawn naturally when Desert Villages generate
- Camels can be tempted by holding Cactus
- Feed Cactus to Camels to breed them
- Camels are tall
- Most hostile mobs will not be able to reach you when you are on a Camel
- They can walk over Fences and Walls
- Camels randomly sit down
- While sitting, it is difficult to convince them to move
- Camels can either walk slowly or sprint quickly
- They can also dash forward but will lose stamina for a while when doing so
Smithing
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template
- Smithing Templates define what type of upgrade you will be making to a piece of equipment
- It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
- There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
- Smithing Templates are consumed when used to upgrade an item in the Smithing Table
- You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
Netherite Equipment
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
- Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
- This change was made for a variety of reasons:
- Increase the time players utilize Diamond equipment before Netherite
- Make Netherite equipment more significant achievement in the game's progression
- Adapt Netherite more naturally into the new Smithing Table crafting system
Armor Trims
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- Armor trims are purely visual with no gameplay benefits
- Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
- All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
- Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
- Pillager Outpost: Sentry Armor Trim
- Desert Pyramid: Dune Armor Trim
- Shipwreck: Coast Armor Trim
- Jungle Temple: Wild Armor Trim
- Ocean Monument: Tide Armor Trim
- Ancient City: Ward and Silence Armor Trims
- Woodland Mansion: Vex Armor Trim
- Nether Fortress: Rib Armor Trim
- Bastion Remnant: Snout Armor Trim
- Stronghold: Eye Armor Trim
- End City: Spire Armor Trim
- Smithing Templates are found in chests in their respective structure
- Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
- The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- An armor trim has two properties: a pattern and a material
- The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
- The material is defined by which ingredient you used to apply the trim, and controls the color of the trim
- The viable ingredients you can use to define the color of your armor trim are the following:
- Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz
Cherry Groves
- Added a new Cherry Grove biome, with pretty cherry blossom trees
- The biome can be found in the mountains, in similar places as Meadows
- Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
- Pink particles fall from beneath Cherry Leaves
- Added a new Pink Petals block with lots of pink flowers on the ground
- Each Pink Petal block can contain up to 4 petals
- Using Bone Meal on it increases the number of petals
- Placing a Pink Petal into an already placed block increases the number of petals
- Drops the number of petals in the block when mined
Bamboo Wood Set
- Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
- Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
- Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
- Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
- It can be crafted with 1x2 Bamboo Slabs in a vertical strip
- You can craft Stair and Slab variants of Bamboo Mosaic
- Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
- Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
- They function the same as ordinary boats, but have a unique look to them
Chiseled Bookshelf
- A new, chiseled variation of the Bookshelf
- Crafted with 6 planks and 3 wooden slabs
- Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
- Holds up to 6 books
- These can be added or removed from any slot by targeting the specific slot
- The Comparator signal strength corresponds to the number of the last book that was inserted or removed
- The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
- Works with Hoppers
Hanging Signs
- Hanging Signs are a more expensive version of normal Signs
- Crafted with 2 chains and 6 stripped logs of your preferred wood type
- Crafting results in 6 Hanging Signs
- Can be hung up in the following ways:
- Underneath a block that can provide support in the center, like a full block or a fence
- Attached to the solid side of a block
- Attached to the side or underneath another Hanging Sign
- Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
- However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
Signs
The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game
Calibrated Sculk Sensors
- A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level
- They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
- One side of the Calibrated Sculk Sensor can receive a redstone signal as input
- The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
- They have a combined active and cooldown phase that lasts 20 game ticks
- They output their redstone signal for the first 10 game ticks
- They can detect vibrations up to 16 blocks away
Vibration Resonance
- Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
- If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
- This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
Playable Mob Sounds
- When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
- Mob Heads can be placed on top of Note Blocks without sneaking
Piglin Mob Head
- Piglins will now drop their heads when killed by a charged Creeper
- Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
- The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking
New Music
- Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
- A Familiar Room
- Bromeliad
- Crescent Dunes
- Echo in the Wind
- Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins
Windows Aarch64/ARM64 support
- Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X
Advancements
New Husbandry Advancements
- Smells Interesting : Obtain a Sniffer Egg
- Little Sniffs : Feed a Snifflet (requires Smells interesting)
- Planting the Past : Plant any Sniffer seed (requires Little sniffs)
New Adventure Advancements
- Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
- Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
- Crafting a New Look : Craft a trimmed armor at a Smithing Table
- Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
- The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator
Changes
- Changes to Sculk Sensor block behaviors
- Vibration frequencies of many actions in the game have been tweaked
- Colored Wool, Carpets and Beds can now be dyed to any other color
- Replaceable blocks no longer block the connection between enchanting tables and bookshelves
- Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
- Updated step sounds
- Updated Advancements
- The main menu background is now a Trails & Tales panorama
- Updated the Minecraft Java Edition logo
- Updated the Minecraft Realms logo
- The game's application icon has been updated
- This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
- GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
- Updated the credits
- Added the ability to scroll upwards by pressing the up arrow key
- The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
- Removed Herobrine
Sculk Changes
- If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
- Prevents vibration resonance setups from breaking when unloading their chunks from a distance
- Waterlogging a Sculk Shrieker will now silence their shriek sounds
- Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
- Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
- Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate
Sculk Sensor Phases
- Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
- The default phase is Inactive
- This phase lasts indefinitely until the block receives a vibration
- During this phase, the block is able to listen to nearby vibrations until one has been scheduled
- When a scheduled vibration is received, the block switches to the Active phase
- This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
- During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
- After the Active phase has finished, the block switches to a Cooldown phase
- This phase lasts for 10 game ticks
- During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
- Finally, once this phase is finished, the block will switch back to the Inactive phase
- Previously, some of these phases had different timing values:
- Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
- Cooldown: 1 game tick for both types of Sculk Sensors
- These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
Vibration Frequencies
In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
- Movement in any medium (land, water and air)
- Landing on any surface (land or water)
- Item interactions
- Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
- Dismounting a mob or equipping gear
- Mounting a mob or interacting with a mob
- Mobs and players getting damaged
- Consuming items (drinking and eating)
- Blocks 'deactivating' (door close, chest close, button unpress, etc)
- Blocks 'activating' (door open, chest open, button press, etc)
- Blocks changing (cauldron water level rising, adding food to campfire, etc.)
- Blocks being destroyed
- Blocks being placed
- Mobs and players teleporting or spawning
- Mobs and players dying or an explosion
Step Sounds
- Walking on a block will now always play a step sound
- It was previously not the case if you were walking along the edge of a block with air or fluid besides it
- Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
- When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
- The top-most block you are walking on is played as normal
- The block underneath is played at a lower volume and pitch
Advancements
- Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
- Hanging Signs now count for "Glow and Behold"
- Visiting a Cherry Grove is now required for "Adventuring Time"
Technical Changes
- Improved performance of the light engine
- The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
- Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
- Added a return command
- Tweaked display entity interpolation
- Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
- Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
- Random sequences for loot tables are now deterministic
- Added a reference loot table function
- Loot table condition/predicate changes:
- Renamed alternative to any_of
- Added all_of
- Advancement trigger changes:
- Added recipe_crafted
- Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
- Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
- Those fields also allow empty arrays, which signalize that slot needs to be left empty
- Added new damage types: outside_border and generic_kill
- Game events have changed vibration frequency and some have been removed
- The resource pack version is now 15, accounting for the font and credits update
- Updated the sprite layout of minecraft.png
- Removed the overriding minecraft.png from the Programmer Art resource pack
- Updated the sprite layout of invite_icon.png
- legacy_unicode glyph provider has been removed
- Bitmaps used by uniform font have been removed
- uniform font has been updated to use Unifont 15.0.06
- That changes shape of multiple characters, while also adding support for new ones
- Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
- Added second level of organization of entries in credits.json on top of titles, called disciplines
- Font textures are included in debug texture dump (F3 + S)
- Added new font glyph providers: unihex and reference, removed legacy_unicode
- Added support for Quick Play
- Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
- Updates to telemetry
- Changed encoding of server.properties to UTF-8
- Added validation for symbolic links in world saves
Light Engine
The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.
- The performance of calculating light has been improved
- Reduces one source of lag spikes when crossing chunk borders
- Improves FPS in situations when a lot of light updates occur
- Improves how quickly chunks can be generated
Commands
return
The return command can be used to control execution flow inside functions and change their return value. Effects:
- Remaining separate top-level commands in the currently executing function (if any) are skipped
- The result value of the function command that triggered the function is changed from the number of commands executed to value
- The result value of the return command is also value
Syntax:
return
Parameters:
- value: An integer return value
data
- string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string
Display Entity
Interpolation Changes
- Previous values are always discarded if interpolation_duration is 0
- Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
- Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
- Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick
Rendering Changes
- item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
- For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)
Structure post-processors
Capped post-processor
- A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
- This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
- The capped post-processor has following required parameters:
- delegate A post-processor which performs the actual block transformation
- limit Maximum amount of blocks that the delegated post-processor can transform
- The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
- Either constant or random number generator sampled during post-processing
Rule post-processor block entity configuration
- Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
- This field has now been changed to reference a block_entity_modifier
- Existing block_entity_modifier's are:
- passthrough Retains existing fields on the block entity
- This is the default if no block_entity_modifier is specified
- append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
- A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
- clear Removes any existing fields on the block entity
- append_loot Appends a loot table and seed to the block entity through required parameter:
- loot_table Referenced loot table to add to block entity as LootTable field
- Field LootTableSeed is also added to the block entity using random seeded by block position
Loot Tables
Random Sequences
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.
reference
New function reference allows functions to call sub-functions (similar to reference condition).
Fields: - name - location of function to call
any_of/all_of
- Loot condition alternative has been renamed to any_of
- Added new loot condition all_of that passes only when all sub-conditions pass
- Has the same syntax as any_of
Advancements
New Triggers
recipe_crafted
- Triggered when crafting a recipe
- Conditions:
- recipe_id - the resource location of the recipe crafted
- ingredients - an array of predicates for the item stacks used in the recipe
- A single item stack can only be used to fulfill one predicate
- Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
- This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger
Changed Triggers
- All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
- The new location is similar to the player field - it is a list of loot conditions/predicates
- All conditions in this list must match for a trigger to run
- Conditions are evaluated in a new loot context called advancement_location. It has access to:
- Player as this entity
- Position of the placed block
- Block state of the placed/interacted block
- Held/used item as "tool"
- Migration guide:
- Contents of old location field should be migrated to location_check condition
- Contents of item field should be migrated to match_tool condition
- Contents of block + state fields should be migrated to block_state_property condition
Example (from make_a_sign_glow advancement):
Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }
Damage Types
- Players outside the world border are now hurt by the damage type outside_border instead of in_wall
- Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world
Tags
Block Tags
- Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
- Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
- Added replaceable with all the blocks that can be replaced
- This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
- Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
- Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
- Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
- Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
- Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
- Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
- Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
- Added sniffer_diggable_block to control which blocks Sniffers can dig
- Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
- Added ceiling_hanging_signs
- Added wall_hanging_signs
- Added all_hanging_signs
- Added stone_buttons block tag
- Added cherry_logs block tag
- Added bamboo_blocks block tag
Item Tags
- Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
- Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
- Added breaks_decorated_pots to control which tools can break Decorated Pots
- Added decorated_pot_ingredients
- Added decorated_pot_sherds
- Added sniffer_food
- Added trimmable_armor
- Added trim_materials
- Added trim_templates
- Added stone_buttons item tag
- Added cherry_logs item tag
- Added bamboo_blocks item tag
Biome Tags
- Added has_structure/trail_ruins
Game Events
- Removed piston_contract game event in favor of block_deactivate
- Removed piston_extend and dispense_fail game events in favor of block_activate
- Many game events have new vibration frequencies:
- 1: step, swim, flap
- 2: projectile_land, hit_ground, splash
- 3: item_interact_finish, projectile_shoot, instrument_play
- 4: entity_roar, entity_shake, elytra_glide
- 5: entity_dismount, equip
- 6: entity_mount, entity_interact, shear
- 7: entity_damage
- 8: drink, eat
- 9: container_close, block_close, block_deactivate, block_detach
- 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
- 11: block_change
- 12: block_destroy, fluid_pickup
- 13: block_place, fluid_place
- 14: entity_place, lightning_strike, teleport
- 15: entity_die, explode
Fonts
New unihex Glyph Provider
- New glyph provider for reading Unifont HEX files
- HEX format describes font glyphs using a bitmap
- The height of every glyph is 16 pixels
- The width of glyph can be 8, 16, 24 or 32 pixels
- Every line is made of two hexadecimal numbers separated by :
- The first value describes a codepoint - it must have 4, 5 or 6 hex digits
- The second value describes the glyph as a stream of bits, line by line
- When rendering, empty columns on left and right side of glyphs are removed
- Custom glyph widths can be set with size_overrides
- This provider requires two fields:
- hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
- size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
- from, to - start and end of codepoint range (inclusive)
- left, right - integers describing the position of the left-most and right-most columns of the glyph in range
- Any bits in columns outside of this range will be discarded
New reference Glyph Provider
- New glyph provider that can be used to include providers from other fonts
- Providers are guaranteed to be loaded only once, no matter how many times they are included
- Provider has one field id, that describes another font to be included in the currently loaded one
- Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks
Removed legacy_unicode Glyph Provider
- The legacy_unicode glyph provider has been removed
- This functionality has been replaced by the unihex provider
Quick Play
- Added support for four new command line arguments that allow the game to be launched directly into a world
- quickPlayPath takes a specified path for logging (relative to the run directory)
- If a path is provided the following will be logged upon joining a world:
- type: is either singleplayer, multiplayer, or realms
- identifier: represents the world you want to join
- For singleplayer, the folder name of the world
- For multiplayer, the IP address of the server
- For realms, the Realms ID
- port: represents the server port and is only logged for multiplayer
- name: The name of the world
- gamemode: The gamemode of the world
- lastPlayedTime: The time you joined the world
- Example:
- --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
- quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
- If one of these arguments is provided, the game will try to launch directly into the given world
- Examples:
- --quickPlaySingleplayer "New World"
- --quickPlayMultiplayer "localhost:25565"
- --quickPlayRealms "1234"
Telemetry
All Events
- Added new property: launcher_name
- This is set based on the minecraft.launcher.brand system property
- This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program
Updated Required Events
- world_loaded
- Added new property: realms_map_content
- When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
- This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content
New Optional Events
- advancement_made
- This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
- This helps us as a studio understand player progress and limits, which informs our game design
- game_load_times
- This event is triggered when the game client is loaded
- Includes the time it took for the client to load
- This is so that we can work on improving and reducing the time it takes to load the game client
server.properties
- File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
- File is now written with UTF-8 encoding
Symbolic Link Validation
To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.
- If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
- Note: the world directory itself can still be linked
- The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
- The file consists of entries (one per line) with following formats allowed:
- Lines starting with # are comments and are ignored
- [type]pattern, where type can be glob, regex or prefix
- prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
- regex matches regular expression against whole path
- glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
- Note: paths will use OS-specific separators
- pattern, which uses default prefix type
Fixed bugs in 1.20
Around 250 bugs were fixed in this release. View the list on the issue tracker.
# Get the Release
To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option.
Cross-platform server jar:
Report bugs here:
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2023.06.07 16:58 samptra_writer Love Tractor [Episodes 1 & 2]
- Drama: Love Tractor
- Korean title Title: 트랙터는 사랑을 싣고
- Also Known As: Tractor Full of Love, A Tractor Loaded with Love, Teuraegteoneun Sarangeul Sidgo
- Network: Heavenly, Naver
- Premiere Date: June 7, 2023
- Airing Schedule: Wednesday
- Episodes: 8 @ 25 min
- Streaming Sources: iQIYl
- Director: Yang Kyung Hee (Tasty Florida, Kissable Lips, Director Who Buys Me Dinner)
- Starring:
- Plot Synopsis: Due to feeling lost in life, Hyeon Yul, a city man with zero ability to survive in the countryside, comes to his grandfather's rural home. In front of him appears Ye Chan, a passionate young man who loves farming. While learning about rural life and assisting with farming tasks, Hyeon Yul gradually finds himself drawn to Ye Chan's warm and straightforward nature. Between these two individuals, each burdened with their own worries, a youthful and lively rural healing romance unfolds, full of ups and downs! (Source: blupdate2020)
- Conduct Reminder: We encourage our users to read the following before participating in any discussions on /KDRAMA: (1) [Reddiquette] (2) our [Conduct Rules] (3) our [Policies], and (4) the [When Discussions Get Personal Post].
- Any users who are displaying negative conduct (including but not limited to bullying, harassment, or personal attacks) will be given a warning, repeated behaviour will lead to increasing exclusions from our community. Any extreme cases of misconduct (such as racism or hate speech) will result in an immediate permanent ban from our community and a report to Reddit admin. Additionally, mentions of down-voting, unpopular opinions and the use of profanity may see your comments locked or removed without notice.
- Spoiler Tag Reminder: Be mindful of others who may not have yet seen this drama, and use spoiler tags when discussing key plot developments or other important information. You can create a spoiler tag by writing > ! this ! < without the spaces in between to get this spoiler. For more information about when and how to use spoiler tags see our Spoiler Tag Wiki
- Previous Discussions:
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samptra_writer to
KDRAMA [link] [comments]
2023.06.07 16:58 samptra_writer Star Struck [Episodes 7 & 8]
- Drama: Star Struck
- Korean title Title: 스타스트럭
- Also Known As: Starstruck
- Network: Heavenly
- Premiere Date: May 17, 2023
- Airing Schedule: Wednesday
- Episodes: 8 @ 20 min
- Streaming Sources: iQIYl, GagaOOlala
- Director: Park Sun Jae
- Starring:
- Plot Synopsis: Seo Han Joon has been in love with his childhood friend, Jo Yoo Jae, for a long time. He knew his feelings wouldn’t be reciprocated, and it didn’t matter because he never even dreamed of confessing to him. But this time, he wanted to express his love... (Source: blupdate2020)
- Conduct Reminder: We encourage our users to read the following before participating in any discussions on /KDRAMA: (1) [Reddiquette] (2) our [Conduct Rules] (3) our [Policies], and (4) the [When Discussions Get Personal Post].
- Any users who are displaying negative conduct (including but not limited to bullying, harassment, or personal attacks) will be given a warning, repeated behaviour will lead to increasing exclusions from our community. Any extreme cases of misconduct (such as racism or hate speech) will result in an immediate permanent ban from our community and a report to Reddit admin. Additionally, mentions of down-voting, unpopular opinions and the use of profanity may see your comments locked or removed without notice.
- Spoiler Tag Reminder: Be mindful of others who may not have yet seen this drama, and use spoiler tags when discussing key plot developments or other important information. You can create a spoiler tag by writing > ! this ! < without the spaces in between to get this spoiler. For more information about when and how to use spoiler tags see our Spoiler Tag Wiki
- Previous Discussions:
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2023.06.07 16:57 DarkAvenger020 ❄️Winter Clan is searching for Fellow Fortniters of all skill!❄️
WHO WE ARE
Winter Clan is a large gaming community spanning over 20+ games on 4 major consoles in a discord with over 15,000 members, over 2400 of them are active regularly each month. Fortnite was implemented on the 11th of September 2022 when zero build became popular in our community. Since launching our Fortnite division, we have dedicated players playing all throughout the day and we are looking to grow.
For over 20 years we have been a family united by a love of online gaming and the social aspects that come with it on a number of platforms which include the latest AAA titles and others such as Destiny 2, Dungeons and Dragons, Enlisted and even more.
REQUIREMENTS
To join Winter, 16+ is the minimum age requirement and would prefer our members to have access to a Microphone or headset. Should you wish to join and want to move up the Clan chat ranks, being active in our Discord will be required.
FORTNITE
We have 50+ active members playing Fortnite currently. We are currently hosting 8-12 events per week with over a dozen people attending each event ranging between both NA and the EU region timings but are open to accommodate any timezone. We primarily focus on Zero Build modes, but many of our members are open to playing any mode. We have a variety of players from low skill casual players to more experienced high skill players.
To participate in all clan events, competitions and tournaments all members must join and stay active in our discord and all members must have registered on our website.
WHAT WE DO HAVE
~ Minimum of 5 events per week, Social, Fun, and Competitive.
~ Everyone welcome! No skill/combat requirements
~ Ranks based on Discord activity and length of time in the clan.
~ Extremely active discord with over 20 other games of which you may freely participate in!
INTERESTED?
If you are interested in joining Winter Clan please send me a DM on Discord: DarkAscendant#5001 and I will send you an invite to our server, a link to our professional website and get you set up with our community.
Thanks for taking the time to check out our post and hope to see you in-game soon: Dark
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FortniteClan [link] [comments]
2023.06.07 16:52 Teraneeka_ Feeding chart
2023.06.07 16:51 mratajczak81 Setting Boundaries for Custody?
So, I agreed to a custody schedule that would allow my stbxw to be able to take the kids to a family lake place over the Memorial Day weekend. Which in turn made it so I could not attend a wedding of a close friend the weekend after. The kids really wanted to go to the lake and I decided I wouldn't fight over something like that. Well, I decided that since my stbxw and I were seemingly handling things well, that I would approach the topic of us working together to allow me to attend the wedding. Well, she already had plans with her AP and absolutely flipped out when I asked her. I text her and asked. She didn't flat out shut it down. So, when I saw her in person later that day, I asked if she had thought about it and would work with me. She yelled. Accused me of harassing her. I told her that she was setting a precedent.
Well, fast forward to today. I get a text. She wants to head out of town Sunday (I won't take custody of the kids until Monday) and she's asking me if I can take them a day early. This is less than 2 weeks after she freaked out over me asking for a favor. Part of me wants to laugh at her and remind her that she was an asshole to me when I asked for a favor. But, the other part of me wants to see my kids a little extra. I was going to be out of town this weekend and those plans fell through. So, there really is no reason for me to not do this for her other than my pride and wanting to set boundaries.
Is this pretty much a glimpse into what my future is going to look like? No willingness to work with me. But the expectation that I am to help her get what she wants when she wants it? I guess I am wondering in others experiences, is now the time for me to put my foot down? I know her. She's selfish. And when she plans on seeing AP on any of her off time, I cannot imagine she's going to be willing to do any favors for me in the future. We're still in the middle of the divorce too. Do I do what I can to let her see the AP and keep that fog rolling?
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mratajczak81 to
Divorce [link] [comments]
2023.06.07 16:51 DecentIndustry5552 ADHD is cruel
How cruel it is that ADHD often causes addiction tendencies but people can't get ADHD treatment to combat the addiction. I've been on MAT for 8-10 years with no relapse. I've always done everything by the book but just couldn't get off the treatment.
I was started on Adderall for one month and it changed everything for me. I was able to cut down on my MAT treatment to where my MAT Dr was going to start tapering to help me wean. It also took away my urge for caffeine, nicotine, etc.
I go for my follow up and they say they can't schedule me. I told them everything from the beginning but doesn't matter. Crushed! 4 days before I'm out of meds. I am in with a psychiatrist who agreed I meet criteria but I also have to have a neuropsych evaluation done for their office so no refill for my meds until then. I've spoken to 2 other places including nobody will see me. I'm at least getting in with a therapist to help me in that way but I'm just devastated to have all this progress ripped away. 😓
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DecentIndustry5552 to
ADHD [link] [comments]
2023.06.07 16:50 jzmarkers Conditional approval abroad. JFK T4 EoA question.
Hey guys I finally got my conditional approval!! Applied on 2/15/2023 and never heard back until 2 days before my return trip from AMS-JFK scheduled on 6/9/2023. From what I’ve been reading so far, seems like a lot of folks are getting their CA like a day or 2 before their return fight or I may just be lucky.
Does anyone know what the EoA process/interview is like at JFK Terminal 4?
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jzmarkers to
GlobalEntry [link] [comments]
2023.06.07 16:50 Forward-Editor1027 Who can give a 23(f) advise on salary negotiations?
I just got 2 job offers, one for 65k and the one I really wanted only offered me 50k. The position for 50k is way more flexible with their schedule and I'm a current employee. They told me initially they might be able to do 55k but they came back with only 50k saying that's all they can do. Do you think I can still negotiate this? If so, what do you recommend I say?
submitted by
Forward-Editor1027 to
careerguidance [link] [comments]