- Added 1.21.1 support
- Added enchantment support to enchant clue. See below for example usage. Added totalenchants and explevelcost to data. enchant([enchantments], material, custommodeldata, itemdata, itemname, totalenchants, explevelcost, world)
- Added entitydye(entitytype, entitycustomname, color, world) clue [compatible on paper 1.18+ only]
- Added fertilizeegg(entitytype, entitycustomname, bredwith, experience, world) clue [compatible on paper 1.19.1+ only]
- Added sheepdye(entitytype, entitycustomname, color, world) clue [compatible on paper 1.18.2+ only]
- Updated smithing clue to support 1.20+ armor trim templates. smith(templatematerial, inputmaterial, mineralmaterial, outputmaterial, world)
- Updated harvest clue to support sweet_berries, glow_berries, and kelp. Kelp counts the height of the broken plant. harvest(material, blockdata, world)
- Added placedBlocksBypass list to skip checking if certain blocks are natural (ex: tree logs grown from sapling are marked as player placed)
The enchant clue now supports specifying required enchantments. A separate enchantment section is used in the data section for this. Extra enchantments beyond the specified ones (such as lure in the screenshots) do not stop the enchanted item from being counted. To make a clue that explicitly requires only a specific set of enchantments, specify their other possible enchantments as level 0.
Example:
Code (YAML):
enchantluckyrod:
lore
: '&a★ &fEnchant
%amount% fishing rods: %completed%%newline% &f&oRequired enchantments:%newline% &7* &eLuck of the Sea II+%newline% &7* &eUnbreaking I+'
clueType
: enchant
amount
: 2-3
objective
: Enchant
%amount% fishing rods with Luck II+ and Unbreaking
clueName
: Lucky Unbreaking Enchanter
data:
material
: fishing_rod
enchantment:
unbreaking
: 1-5
luck_of_the_sea
: 2-3