Minecraft Java Edition 1.21.11

In the realm of environment attributes, modifiers play a crucial role in enhancing the gaming experience. An Environment Attribute source can either override a specific attribute value or apply a modifier to a value provided by a source of lower priority. For instance, the overworld dimension sets a <span class="MCEffectTextHighlightA”>waterfogenddistance of <span class="MCEffectTextHighlightA”>96.0, while the plains biome modifies this distance with a <span class="MCEffectTextHighlightA”>multiply modifier of <span class="MCEffectTextHighlightA”>0.85. Consequently, within the plains biome, the effective distance becomes <span class="MCEffectTextHighlightA”>96.0 * 0.85 = 81.6, whereas in other Overworld biomes, it remains at <span class="MCEffect_TextHighlightA”>96.0.

The range of available modifiers is contingent on the type of Environment Attribute. The most fundamental modifier, which is universally supported, is the <span class="MCEffectTextHighlightA”>override modifier, which simply replaces the preceding value. If no modifier is specified by an Environment Attribute source, the system defaults to <span class="MCEffectTextHighlightA”>override. For a comprehensive understanding of the various modifiers and their functionalities, one can refer to the Common Modifiers section.

Interpolation

While modifiers dictate how a value from one source is applied to another, interpolation concerns the blending of values within a single source. Not all Environment Attributes support interpolation, but for those that do, it facilitates a seamless transition between multiple values, particularly when traversing between biomes. For example, as a player moves from a <span class="MCEffectTextHighlightA”>plains biome, which has a <span class="MCEffectTextHighlightA”>skycolor of <span class="MCEffectTextHighlightA”>#ff0000, to a <span class="MCEffectTextHighlightA”>desert biome with a <span class="MCEffectTextHighlightA”>skycolor of <span class="MCEffectTextHighlightA”>#ffff00, the sky color will transition smoothly from red to yellow.

Interpolation occurs after modifiers have been applied when transitioning between multiple biomes. Within a timeline, interpolation is executed on the modifier arguments before they are applied. For instance, a timeline with a period of <span class="MCEffectTextHighlightA”>24000 could define keyframes for <span class="MCEffectTextHighlightA”>sky_color at different times, allowing for gradual shifts in color as time progresses.

Environment Attribute Map

Dimension types and biome definitions now include an <span class="MCEffectTextHighlightA”>attributes field, allowing for the specification of Environment Attributes. This map typically takes the form of an object that links Environment Attribute IDs to their respective values. For example:

"attributes": {
    "minecraft:visual/fog_color": "#ffaa00",
    "minecraft:gameplay/water_evaporates": true
}

Values defined in this manner are assumed to utilize the <span class="MCEffectTextHighlightA”>override modifier by default. However, the value object can be expanded to express different modifiers, including optional fields for <span class="MCEffectTextHighlightA”>modifier and <span class="MCEffectTextHighlightA”>argument based on the chosen modifier.

Attribute Track

An Attribute Track within a timeline is formatted as an object with several fields, including <span class="MCEffectTextHighlightA”>ease, which determines the easing type for interpolation between keyframes. The <span class="MCEffectTextHighlightA”>keyframes field contains a list of keyframe objects, each specifying a <span class="MCEffectTextHighlightA”>ticks value and a corresponding <span class="MCEffectTextHighlightA”>value. For example, a timeline might specify that between ticks <span class="MCEffectTextHighlightA”>362 and <span class="MCEffectTextHighlightA”>23667, the value is <span class="MCEffectTextHighlightA”>0.0, and between <span class="MCEffectTextHighlightA”>23667 and <span class="MCEffectTextHighlightA”>362, it increases to <span class="MCEffectTextHighlightA”>0.7.

In this context, the specified value serves as the argument to the designated <span class="MCEffectTextHighlightA”>modifier, which is then applied atop sources with lower priority. For instance, if the modifier is set to <span class="MCEffectTextHighlightA”>maximum, the timeline will only elevate the value of <span class="MCEffectTextHighlightA”>catwakingupgiftchance to the specified track value.

Easing Types

Easing Types govern the interpolation between keyframes by applying a specific curve. A variety of built-in Easing Types are available, including <span class="MCEffectTextHighlightA”>constant, <span class="MCEffectTextHighlightA”>linear, and various other easing functions. Additionally, a Cubic Bézier can be specified for custom easing curves.

For developers looking to visualize and experiment with these easing functions, resources like easings.net and cubic-bezier.com offer valuable tools for exploration.

Common Data Types

Beyond standard primitive formats, the Environment Attributes system employs several common data types, including RGB and ARGB color formats, particle options, and mob activity identifiers. These data types are referenced throughout various sections of the system, providing consistency and clarity in implementation.

As the gaming landscape continues to evolve, the integration of these attributes and modifiers enhances the immersive experience, allowing for greater customization and dynamic interactions within the game world.

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Minecraft Java Edition 1.21.11