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Plate Havoc

Random events roguelite where you survive endless events that get more severe, collect clocks, purchase upgrades and obtain curses overtime.

5805обновлён 7 окт. 2026 г.
Механики игрыУправлениеМини-игры

Описание

Plate Havoc

A random events/plate roguelite, survive in an unknown world known as the Void, becoming stronger but also cursing yourself as time goes on and as the events get more intense and severe. Find synergies, unlock potential content and repeatedly die to go back to the beginning.

About This Game

SURVIVE
Face an endless number of events that only get worse overtime as more and more curses get stacked against you alongside the worsening destruction of the plate during the course of the run.

View of plate overtime.

COLLECT
Collect Clocks to yield Cyclathrons, a team-shared currency which can also be yielded from other means, used to purchase upgrades or to reroll the card selections. Clocks also deduct from the time, progressing closer to the next Cycle.

Clocks getting collected.

OBTAIN CARDS
Cards provide either an enhancement, a disadvantage or a mix of both. Upgrades have a cost and are beneficial, but Curses are forced and makes the game harder, rewarding Cyclathrons depending on the severity of its effects.

Upgrades being purchased.

FACE THE INEVIETABLE
Dying is to be expected. Unlock more and more content after each attempt for use in future runs. Different survivors can be used to change things up a bit for a fresher run.

Death.

Translations

Plate Havoc supports the following Languages: EVENTS NOT TRANSLATABLE. Also looking for volunteers! join the Discord to help out.

  • English
  • Simplified Chinese / 简体中文 (by xinsu_Wa)
  • Russian / Русский (by Reyn)
  • Ukrainian / Українська (by Reyn)

Extensions

Resource for players wanting to create custom content for Plate Havoc.
Plate Havoc | Extensions Wiki

Inspirations

Discord [13+]

Talk about the game or lurk.
fvsvmavex8

Галерея

Plate HavocMid-Game CycleEarly-Game CycleLate-Game Cycle

Последние версии

Все версии →
release

(R8) Splintered Worlds Snapshot 1 [Jar]

8+1J
7 окт. 2026 г.79Minecraft: 26.3, 26.4-snapshot-1fabric, forge, neoforge, quilt
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Что нового
# Plate Havoc **Release 8 Snapshot 1 [26.3+]** - Translations for multiple languages. Events untranslatable. - Simplified Chinese by xinsu_wa. - Russian and Ukrainian by Reyn. -Mainly technical changes and some difficulty changes.
release

(R8) Splintered Worlds Snapshot 1

8+1
7 окт. 2026 г.60Minecraft: 26.3, 26.4-snapshot-1datapack
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Что нового
# Plate Havoc **Release 8 Snapshot 1 [26.3+]** - Translations for multiple languages. Events untranslatable. - Simplified Chinese by xinsu_wa. - Russian and Ukrainian by Reyn. - Mainly technical changes and some difficulty changes.
release

7.6+mod

7.6+mod
29 сент. 2026 г.37Minecraft: 26.3, 26.4-snapshot-1fabric, forge, neoforge, quilt
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release

Splintered Worlds - Phase 1b

7.6
29 сент. 2026 г.33Minecraft: 26.3, 26.4-snapshot-1datapack
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Что нового
- Added over 10 Upgrades. - Added over 6 Curses. - Added one Deeper Curse - Recode of Card Selection, specifically the UI aspect. - Various QoL and balance changes. - Better game design.
release

Splintered Worlds - Phase 1

7.5
24 авг. 2026 г.52Minecraft: 26.2, 26.3-snapshot-9datapack
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Что нового
Plate Havoc | **Splintered Worlds - Phase 1 / 3** [26.2+] (R7.5) # Additions - 10+ Upgrades. - 10+ Curses. ## Difficulties - Added 3 difficulties to select. - Sunlight - Chiller, less frequent events. Double Cyclathron Yield. Get Oak Effigy upgrade; one-use extra life. Curses every 2 Cycles. - Moonlight - Base difficulty. - Eclipsed - Changed mechanics for Events and Cards. Cheaper shops and greater rewards. Deeper Curses start by Cycle 5. # Changes ## Gameplay - Players now have 0.6x Air Drag. - Time is now capped at 1000s max. - Time will be multiplied back into a positive number if negative. - Losses do not occur if there are respawning players. - Any instance of movement detection is now based on keyboard inputs instead of current player speed - Intermission has been changed: - Time is now 25 seconds. - Paused on singleplayer - Players can choose to accelerate the time if half the players vote via the sprint key. - Starts the game immediately if all players voted. - Balance changes and price adjustments. - Players get a 0.5s selection delay when moving to a new card type or when a selection has been made. ## Technical - The following function data is now contained inside of `plate_havoc:data functions` - `tick` - `tick_spectator` - `set_plate` - `on_action` - `last_stand` - `end_condition` - `leaderboard.sort_type` - `leaderboard.credit_loop` - `leaderboard.credit_start` - Game now restarts if gametype loading exceeded 45 seconds. - Active Card Types dont reset when the cycle ends. - Renames to visual game end data. - `plate_havoc:ui game.end.queue` ->`plate_havoc:ui game.end.input` - `plate_havoc:ui game.end.visual` ->`plate_havoc:ui game.end.output` - Spectator Energy has been moved out of base. - Added `init_status` to extension format - Boolean. If the initial status when being loaded for the first time should be true/false. Defaults to true. - Added `#Playing plate_havoc.status` score - Controls if systems for events, cards, player behaviour and end conditions should run. - `plate_havoc:data functions.leaderboard.sort_type` is now a compound with `type` specifying result entry data. (`cycle` = `<entry>.data.cycle`. `scale` is optional. - Moving around during intermission will make prevent any dialog popups. - Changing card types no longer force opens the dialog for players that have the `plate_havoc.dont_force_dialog` tag. ### Modifiers - Modifiers has moved to the gametype format as `modifiers` - `status` | Boolean. If modifiers can appear. Enabled by default. - `chance` | Int. Chances of a modifier. Defaults to 5. - `attempts` | Int. Attempts at getting any modifier. Defaults to 3. ### Card Data - `cost` is now Compound. - Added `base` - Former function of `cost`, being the price of cards. Optional. - Added `scale` - Scale applied on the pricing of additional stacks. Defaults to 1. - Added `solo` - Price on solo. Prioritized over `base` and used by `scale` if used. Optional. - `reward` is now Compound. - Added `base` - Former function of `reward`, being the reward given upon selection. Optional. - Added `scale` - Scale applied on the reward of additional stacks. Defaults to 1. - `name` can now be a translatable key, prioritized before setting name as text. - Exclusive changed: - `exclusive` is now Compound. - `values` - Former function of `exclusive`, list of all cards to remove upon selection. - `hidden` - If the card should be hidden from display when hovering over the exclusive list of associated cards. False by default. - The card now automatically adds itself if not present to any of the exclusive card's exclusive list. - Can be bypassed if `allow_one_ways` is set to `true` - Removes other exclusive cards in selection when picked. - Requirements changed: - Added `advancement` type. - Contains `value` - Check if any player has specified advancement unlocked. - Removes itself upon succeeding. - Renamed `cycle` to `value` in `type:cycle` - Renamed `intensity` to `value` in `type:intensity` - `count` no longer required inside of `needed` entries for `type:card` ### Card Type Data - `multiple_of` -> `requirements` - List containing all requirement types. - `type:cycle` - `value` - Replaces function of `multiple_of` - `min` - Integer. Minimum Cycle requirement. Optional. - `type:function` - `value` - String. Points to function. - Added `function` - Runs specified function. - `colour` -> `colours` - Compound containing `color` and `shadow_color`. ### Seeds - Now relies on macros and the usage of /random. - Data is stored in `plate_havoc:data seed` storage. - `.value` is the seed. - `min` (for ranged) and `max` is expected in a compound structure when using the PRNG functions. - More random though is still replicatable in the right conditions. ### Custom Attributes - Added `values` - Moved `base` to `values` - Added `min` - Lowest the value can be. Optional. - Added `max` - Highest the value can be. Optional. - Changed the `storage` type in `update` - Added `scale` - Scales the score for the output. - Added `numeric_type` - If output should be an Integer, Float, Double, Long or Short or Byte. ### End Conditions - Improved handling of a game over. - Added card function type: `plate_havoc:prevent_end` - Added function: `plate_havoc:misc/cards/running/types/run_one` - Runs the oldest active card, removing it. - Respawning players will prevent a game over. ### Bossbar Overhaul - Various changes to `bar` in `plate_havoc:ui` - `.queue` -> `.global.snbt` - SNBT to be displayed globally. - Added `.global.data` - Information about the bossbar. - `.colour` moved to `.global.data.colour` - Added `.global.data.style` - Bossbar style. - `.visual.visible` -> `.output` - Output of `.global.snbt` - Removed `.visual.active` and `.visual.inactive` - Changes to base format. - Entries in `.extra` should have `meta`, `text` and only `extra` to include SNBT. - Added support for individual bars. - Players now have individual bars with the ability for player-specific text components. - Non-alive players can see the bossbars of other players by spectating them. - Individual bars can be edited by adding an entry in `.players[].data.modifiers` - Bars can be edited globally by adding an entry in `.global.modifiers` and/or `.global.snbt` - Format of global and player modifiers are the same: - `data modify storage plate_havoc:ui bar.global.modifiers append value {meta:"plate_havoc:solo",id:players,type:remove,affect_meta:"default"}` - `data modify storage plate_havoc:ui bar.players[].data.modifiers append value {meta:"plate_havoc:solo",id:players,type:remove,affect_meta:"default"}` - Any changes can be applied running one of following functions. - `function plate_havoc:misc/ui/bar_visuals/player/apply/all` - `function plate_havoc:misc/ui/bar_visuals/player/apply/init_data` - `function plate_havoc:misc/ui/bar_visuals/player/apply/init_snbt` - Modifiers - `meta` - String of modifier. - `id` - Points to a `.global.snbt` entry with specified value. - `tags` - A list of all tags for the modifier to be group edited. - `affect_meta` - SNBT attached to an ID to affect. - `type` - Behaviour of modifier, can be `remove`, `add` or `override`. - `remove` - Remove specified meta. - `add` - Add in SNBT to an ID - `override` - Override SNBT of specified meta in an ID. - Non-alive players can see the bossbars of other alive players by spectating them. - Changes visually: - Text is now replaced by icons. - Upgrade: "Glacier Player" displays an oak-coloured heart if it hasnt been used during a cycle. - Timer gets hidden upon intermission in rogue. - Player count only displays current number of players upon intermission in rogue. - Cyclathrons is referred to as "€" for short. - Cranked displays its timer only for alive players - Task Manager displays its timer only for players assigned a task. ### Results and Leaderboard Overhaul - Both have been overhauled and are now linked together: - Entries in `plate_havoc:leaderboard data_functions` now use `function` instead of `data`. - Added `plate_havoc:leaderboard player_data_functions` - Used for getting individual stats. - `plate_havoc:data functions.leaderboard.sort_type` now specifies data path instead of a function. (`cycle` = `<entry>.data.cycle`) - Info can be categorized into 2 parts: - `top_bar` - Displays at the top, separated by " | " for each entry. - `info` - Global run information, separated by line breaks. - Leaderboard entries raised from 5 to 25 - Changes visually: - Results are now displayed through dialogs instead of chat. - Information split into 3 categories: Top Bar, Global Info and Player Info. - Cards now display their function when hovered over. ## Visual / Audio - Moody ambience can randomly play during intermission - Music is entirely muted in the default void biome. - Failing to meet the purchase requirements of a card will play a sound. - Card Type Subtext is now displayed on the status bar. - Number of extra jumps is now shown every time an extra jump is used - Number gets coloured red if no extra jumps remain. - Cards with exclusive cards will have a yellow asterisk (*), showing all cards that will be locked upon selection. - Shortened the tutorial to one dialog. - Clocks are now highlighted yellow instead of gold. - Most event messages are now coloured. - The colours have a meaning and are there to easily communicate info to the players. # Misc - Renamed the Player Motion datapack to avoid conflicts with other datapacks using Player Motion. - **GU** updated to v1.2 https://github.com/gibbsly/gu - Extensions menu pauses game. - Several single entities now use set UUIDs as selectors to save performance. - Summoning a temporary marker is now replaced with a set UUID marker to save performance. - Several optimizations to scoreboards. # Fixes - Render distances below 8 makes the plate not clear. - Dead players can use their survivor abilities. - Fire still ticked. - Active game loop still running despite changed status mid-function. - Vote Requirement being repeated due to using count of **alive** instead of total. - Clock collection range did not work correctly. - Clock hitboxes no longer extend one block. - Players cant get leaderboard credit despite meeting requirements. - Bounce Pads used up an extra jump. - Bases of some entity attributes would not get cleared. - Bounce Pads made extra jumps take one additional jump before usage. # Removals - Removed data for `game.end` # Known Issues - Hitboxes reliant on `dx`, `dy` and `dz` will always go 1 block more in the positive axis.
release

Rogue Test 2.5: 75% Recode

7+mod
2 апр. 2026 г.81Minecraft: 26.1, 26.1.1fabric, forge, neoforge, quilt
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Что нового
# Additions - Several new upgrades, curses, deeper curses and events. - Reworked and changed cards and events. - `plate_havoc.t.view_leaderboard` can be triggered to view the leaderboard for the current gametype. - In `rogue` 12.5% of the current intensity will be added on when the cycle ends. - Custom attributes now have `update` (Compound) which contains `score` that will have both the score holder and objective. - Groups of attributes can be modified at once by running the function: `plate_havoc:game/misc/attributes/custom/add_modifier_grouped` which requires the input of `plate_havoc:temp group_attribute` ## Seeds - A seed is generated when the game starts or be manually set by the player which will determine the outcomes of most RNG-based elements. ## Extra Jumps - A system for handling extra jumps is now built-in, allowing for better handling with multiple datapacks. - An extra jump entry which has to be a string can be added to the `plate_havoc:data extra_jumps` storage. ## Charging - Players can hold the **[Sprint]** key whilst not moving to charge. - The more that charge is accumulated, the more powerful both Movement Speed and Jump Strength become. Scaling with the player's additional attribute modifiers. - Having a full charge will emit electric sparks and play constant dinging. - Players can use perform either a Charged Sprint, Charged Jump or stop depending on the action. - Moving will perform a Charged Sprint, with a gradually decreasing speed boost. - In this state. The player can sneak to double their charge loss. - Jumping will perform a Charged Jump, at the expense of all the charge getting used up. - Letting go of sprint will prevent the charge from being used or further increased. ## Greater Extension Support - Extensions can use the following game events: - `plate_havoc:cache` - `plate_havoc:game.start` - `plate_havoc:on.action` - `plate_havoc:game.loop` - Any other custom game events by extensions. - Extensions now need to add their data to the storage `plate_havoc:data extensions.data` to be recognised. - `id` | String. - `function` | String. Function to run when active. - `meta` | Compound. Contains data used for visuals inside of the Extensions Manager. Optional. - `name` | String. Replaced by `id` if omitted. - `version` | String. What version the extension is on. - `authors` | String. Credits. - `links` | List of URLs. - `text` | String. - `url` | String that points to an URL. - `dependencies` | List. Contains strings of IDs. - `license` | String. What license the extension is under. - `description` | String. Overall text about extension. - Extensions can be toggled with ease reload the need of `/reload` via the manager through the Quick Actions key. - All extensions are displayed inside of the manager menu. - Extensions can only be toggled when the game is not actively being played. - Everyone can view but need the `plate_havoc.has_console_access` tag to toggle extensions. - Added extensions are enabled by default. - Statuses will persist across reloads. - Leaderboard entries show a list of all active extensions for that run. ## Event Messages - Event Messages now use a new format with the legacy format being supported. - `message` | Compound. Contains SNBT text components. Required. - `count` | Compound. Contains `value` and `display` Optional. - `value` | Integer. Stores repetitions of the same event. Automatically filled. - `display` | Boolean. If the count should be displayed. True by default. - If the number of event message entries surpasses the event timer, the oldest event messages will get removed until the entries is equal to the event timer. ## Technical - Added a general and ranged PRNG function: - `plate_havoc:game/misc/prng` - `#Modulo plate_havoc.temp` - `plate_havoc:game/misc/prng_ranged` - `#Modulo plate_havoc.temp` (+) and `#Modulo2 plate_havoc.temp` (-) # Changes - General optimizations. - Card Types now have hover-text. - Event Time is no longer RNG based. - Intensity Gain is no longer RNG based. - Card selection is now seed based. - Card voting requirement is rounded up. - Changed how the void looks. - Additional void damage now stacks with the normal void damage. - Early-game time is massively reduced. - Time left is now more influenced by the cycle. - Cycle 0 - 4: ⁨`40 + (5 * Cycle) + (3 * (Players - 1))`⁩ - Cycle 5 - 9: ⁨`50 + (6 * Cycle) + (4 * (Players - 1))`⁩ - Cycle 10 - 14: ⁨`65 + (7 * Cycle) + (6 * (Players - 1))`⁩ - Cycle 15 - 19: ⁨`80 + (8 * Cycle) + (7 * (Players - 1))`⁩ - Cycle 20 - 24: ⁨`90 + (9 * Cycle) + (8 * (Players - 1))`⁩ - Cycle 25+: ⁨`100 + (10 * Cycle) + (10 * (Players - 1))`⁩ - Reopening the card selection is now done by pressing the [Sprint] key and looking down. - An indicator will appear when the player is moving, showing the key to reopen the menu. - Moving will make card selection not forcefully appear when other players vote. - Reopening the selection will reverse this. - Player count requirements of gametypes now changed to be `min` and `max` which are optional. - Assumes the gametype is playable for both singleplayer and multiplayer. - Intensity has a maximum of 1024. - Changed data about the world to be more organised inside of `plate_havoc:data world` - `biome` -> `world.biome` - `world_time` -> `world.time` - `weather` -> `world.weather` - `world_border` -> `world.border` - Void data is stored in `plate_havoc:data world` - `void.height` -> `world.void.height` - `void.damage` -> `world.void.damage` - Clocks now move up if in a block. - Card Types can fine tune reroll scaling. ## Spawning - When the cycle starts. A player may be teleported for a second time or more if the block under them is considered not safe. - Blocks considered not safe are: - Dripleaf - Powdered Snow - Iron and Copper Bars - Signs - Can be repeated 32 times before stopping. ## Event System Recode - Several pools now merged into a main `pool` data inside of `plate_havoc:events` - `pool.available` | Can be chosen to run on action. - `pool.unavailable` | Locked. - `pool.temp` | Internal. - `pool.sort` | Internal. Checks if unavailable events can become available. - Events now support `intensity.max` which makes them unavailable if reached. - Running events multiple times at once no longer runs unnecessary commands which were performed once at the start. - Event functions that will be run is now in `plate_havoc:events running` | list of only strings. - `intensity.min` of a event is optional. - Multiple of the same function is merged. - Running Events require `count` - Event Messages bar displayed by default. - Messages no longer sent to chat. - Speed depends on number of queued messages. - Events happen based on seed. - Events run more smoothly when done in large numbers. (x25) - Event Messages wont show count if under 2. ## Card System Partial Recode - How SNBT is handled has been changed. - Name and Description SNBT now stored. - Body is mix of Name and Description. - Action is filled in automatically. - Card Data has been changed. - `text.body` is now `description` which is SNBT Text Components. - `text.action` is now obsolete since it is filled automatically. - Card now displays their stack besides the name upon selection. - Card Stack stands out more. - Cyclathron Difference is now shorter and placed differently. - Force added cards now have a indicator of being force added. - Card name inside of `body` now becomes yellow coloured when selected. - The latest entry in the Card List no longer has the separator. - Functions now have the freedom to decide if to include/exclude the following: - Name - Stack - Cyclathron Difference - Description - Voters - Console Indicator (Force-adding only.) - Functions can also add in additional SNBT by adding to `plate_havoc:cards snbt.temp` - Votes wont display if the requirement is 1 or less. - How Vote SNBT is handled has been redone. - How Cyclathrons SNBT is handled has been redone. - Cost and Reward are now merged into one internally. - Cyclathron SNBT is based on this. - Voting and Cyclathron SNBT gets hidden from the action buttons when finishing votes. - Voters get hidden on singelplayer. - Cards wont show their count if under 2. ## Leaderboard Recode - Changes to how data is handled. - `include_stats` is now `data_functions`. Functions now have to be used to process their own data. - `plate_havoc:ui leaderboard` merged inside the data functions. Allowing for SNBT freedom. - SNBT has to be added to the storage: `plate_havoc:leaderboard temp.data.visual` - Clean ups and optimisations. - A entry is created only if it meets the minimum leaderboard conditions. - Cut macro use. - Changes to existing SNBT. - Player Credit now has separator and is string instead of selector. - Cards is now shown through `hover_event` - Intensity no longer shows "f" at the end. ## Custom Attributes - Made processing custom attribute modifiers take a shortcut if there are no modifiers. - Appending custom attribute modifiers now check if `modifiers` exists as a list. - Processing custom attributes now skips those that do not have `{refresh:true}` to not do unnecessary work. - Only for updating globally. Inputting will ignore the refresh status. # Fixes - Numbers sometimes became very long. - Fragility of the Void can damage the player multiple times at once. - Force adding cards via console don't have their description. - Body of the selected Card changes but action stays the same. - Voting requirements not being accurate on connects/disconnects. - Relogged players not being reset when joining during intermission. # Removed - ⁨`#EventNotify.Display_Count plate_havoc.num`⁩ - ⁨`plate_havoc.t.event_notifier_mode`⁩ - `plate_havoc.mob.setup`
release

Rogue Test 2.5: 75% Recode

7
2 апр. 2026 г.33Minecraft: 26.1, 26.1.1datapack
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Что нового
# Additions - Several new upgrades, curses, deeper curses and events. - Reworked and changed cards and events. - `plate_havoc.t.view_leaderboard` can be triggered to view the leaderboard for the current gametype. - In `rogue` 12.5% of the current intensity will be added on when the cycle ends. - Custom attributes now have `update` (Compound) which contains `score` that will have both the score holder and objective. - Groups of attributes can be modified at once by running the function: `plate_havoc:game/misc/attributes/custom/add_modifier_grouped` which requires the input of `plate_havoc:temp group_attribute` ## Seeds - A seed is generated when the game starts or be manually set by the player which will determine the outcomes of most RNG-based elements. ## Extra Jumps - A system for handling extra jumps is now built-in, allowing for better handling with multiple datapacks. - An extra jump entry which has to be a string can be added to the `plate_havoc:data extra_jumps` storage. ## Charging - Players can hold the **[Sprint]** key whilst not moving to charge. - The more that charge is accumulated, the more powerful both Movement Speed and Jump Strength become. Scaling with the player's additional attribute modifiers. - Having a full charge will emit electric sparks and play constant dinging. - Players can use perform either a Charged Sprint, Charged Jump or stop depending on the action. - Moving will perform a Charged Sprint, with a gradually decreasing speed boost. - In this state. The player can sneak to double their charge loss. - Jumping will perform a Charged Jump, at the expense of all the charge getting used up. - Letting go of sprint will prevent the charge from being used or further increased. ## Greater Extension Support - Extensions can use the following game events: - `plate_havoc:cache` - `plate_havoc:game.start` - `plate_havoc:on.action` - `plate_havoc:game.loop` - Any other custom game events by extensions. - Extensions now need to add their data to the storage `plate_havoc:data extensions.data` to be recognised. - `id` | String. - `function` | String. Function to run when active. - `meta` | Compound. Contains data used for visuals inside of the Extensions Manager. Optional. - `name` | String. Replaced by `id` if omitted. - `version` | String. What version the extension is on. - `authors` | String. Credits. - `links` | List of URLs. - `text` | String. - `url` | String that points to an URL. - `dependencies` | List. Contains strings of IDs. - `license` | String. What license the extension is under. - `description` | String. Overall text about extension. - Extensions can be toggled with ease reload the need of `/reload` via the manager through the Quick Actions key. - All extensions are displayed inside of the manager menu. - Extensions can only be toggled when the game is not actively being played. - Everyone can view but need the `plate_havoc.has_console_access` tag to toggle extensions. - Added extensions are enabled by default. - Statuses will persist across reloads. - Leaderboard entries show a list of all active extensions for that run. ## Event Messages - Event Messages now use a new format with the legacy format being supported. - `message` | Compound. Contains SNBT text components. Required. - `count` | Compound. Contains `value` and `display` Optional. - `value` | Integer. Stores repetitions of the same event. Automatically filled. - `display` | Boolean. If the count should be displayed. True by default. - If the number of event message entries surpasses the event timer, the oldest event messages will get removed until the entries is equal to the event timer. ## Technical - Added a general and ranged PRNG function: - `plate_havoc:game/misc/prng` - `#Modulo plate_havoc.temp` - `plate_havoc:game/misc/prng_ranged` - `#Modulo plate_havoc.temp` (+) and `#Modulo2 plate_havoc.temp` (-) # Changes - General optimizations. - Card Types now have hover-text. - Event Time is no longer RNG based. - Intensity Gain is no longer RNG based. - Card selection is now seed based. - Card voting requirement is rounded up. - Changed how the void looks. - Additional void damage now stacks with the normal void damage. - Early-game time is massively reduced. - Time left is now more influenced by the cycle. - Cycle 0 - 4: ⁨`40 + (5 * Cycle) + (3 * (Players - 1))`⁩ - Cycle 5 - 9: ⁨`50 + (6 * Cycle) + (4 * (Players - 1))`⁩ - Cycle 10 - 14: ⁨`65 + (7 * Cycle) + (6 * (Players - 1))`⁩ - Cycle 15 - 19: ⁨`80 + (8 * Cycle) + (7 * (Players - 1))`⁩ - Cycle 20 - 24: ⁨`90 + (9 * Cycle) + (8 * (Players - 1))`⁩ - Cycle 25+: ⁨`100 + (10 * Cycle) + (10 * (Players - 1))`⁩ - Reopening the card selection is now done by pressing the [Sprint] key and looking down. - An indicator will appear when the player is moving, showing the key to reopen the menu. - Moving will make card selection not forcefully appear when other players vote. - Reopening the selection will reverse this. - Player count requirements of gametypes now changed to be `min` and `max` which are optional. - Assumes the gametype is playable for both singleplayer and multiplayer. - Intensity has a maximum of 1024. - Changed data about the world to be more organised inside of `plate_havoc:data world` - `biome` -> `world.biome` - `world_time` -> `world.time` - `weather` -> `world.weather` - `world_border` -> `world.border` - Void data is stored in `plate_havoc:data world` - `void.height` -> `world.void.height` - `void.damage` -> `world.void.damage` - Clocks now move up if in a block. - Card Types can fine tune reroll scaling. ## Spawning - When the cycle starts. A player may be teleported for a second time or more if the block under them is considered not safe. - Blocks considered not safe are: - Dripleaf - Powdered Snow - Iron and Copper Bars - Signs - Can be repeated 32 times before stopping. ## Event System Recode - Several pools now merged into a main `pool` data inside of `plate_havoc:events` - `pool.available` | Can be chosen to run on action. - `pool.unavailable` | Locked. - `pool.temp` | Internal. - `pool.sort` | Internal. Checks if unavailable events can become available. - Events now support `intensity.max` which makes them unavailable if reached. - Running events multiple times at once no longer runs unnecessary commands which were performed once at the start. - Event functions that will be run is now in `plate_havoc:events running` | list of only strings. - `intensity.min` of a event is optional. - Multiple of the same function is merged. - Running Events require `count` - Event Messages bar displayed by default. - Messages no longer sent to chat. - Speed depends on number of queued messages. - Events happen based on seed. - Events run more smoothly when done in large numbers. (x25) - Event Messages wont show count if under 2. ## Card System Partial Recode - How SNBT is handled has been changed. - Name and Description SNBT now stored. - Body is mix of Name and Description. - Action is filled in automatically. - Card Data has been changed. - `text.body` is now `description` which is SNBT Text Components. - `text.action` is now obsolete since it is filled automatically. - Card now displays their stack besides the name upon selection. - Card Stack stands out more. - Cyclathron Difference is now shorter and placed differently. - Force added cards now have a indicator of being force added. - Card name inside of `body` now becomes yellow coloured when selected. - The latest entry in the Card List no longer has the separator. - Functions now have the freedom to decide if to include/exclude the following: - Name - Stack - Cyclathron Difference - Description - Voters - Console Indicator (Force-adding only.) - Functions can also add in additional SNBT by adding to `plate_havoc:cards snbt.temp` - Votes wont display if the requirement is 1 or less. - How Vote SNBT is handled has been redone. - How Cyclathrons SNBT is handled has been redone. - Cost and Reward are now merged into one internally. - Cyclathron SNBT is based on this. - Voting and Cyclathron SNBT gets hidden from the action buttons when finishing votes. - Voters get hidden on singelplayer. - Cards wont show their count if under 2. ## Leaderboard Recode - Changes to how data is handled. - `include_stats` is now `data_functions`. Functions now have to be used to process their own data. - `plate_havoc:ui leaderboard` merged inside the data functions. Allowing for SNBT freedom. - SNBT has to be added to the storage: `plate_havoc:leaderboard temp.data.visual` - Clean ups and optimisations. - A entry is created only if it meets the minimum leaderboard conditions. - Cut macro use. - Changes to existing SNBT. - Player Credit now has separator and is string instead of selector. - Cards is now shown through `hover_event` - Intensity no longer shows "f" at the end. ## Custom Attributes - Made processing custom attribute modifiers take a shortcut if there are no modifiers. - Appending custom attribute modifiers now check if `modifiers` exists as a list. - Processing custom attributes now skips those that do not have `{refresh:true}` to not do unnecessary work. - Only for updating globally. Inputting will ignore the refresh status. # Fixes - Numbers sometimes became very long. - Fragility of the Void can damage the player multiple times at once. - Force adding cards via console don't have their description. - Body of the selected Card changes but action stays the same. - Voting requirements not being accurate on connects/disconnects. - Relogged players not being reset when joining during intermission. # Removed - ⁨`#EventNotify.Display_Count plate_havoc.num`⁩ - ⁨`plate_havoc.t.event_notifier_mode`⁩ - `plate_havoc.mob.setup`
release

0.2.4

6
12 дек. 2025 г.68Minecraft: 1.21.11datapack
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# Additions - Added several new upgrades and curses. ## Deeper Curses - Deeper Curses every fifth cycle that will drastically change difficulty. ## Rerolling - Players can choose to reroll the current card choices for the initial cost of 15 and 30 Cyclathrons. The price doubles and persists. # Changes - Reworded the tutorial to be clearer and shorter while keeping the same info. - All damage types except for physical attacks no longer deal knockback and impact. - Time Elapsed is now in real-time instead of game-time. Time will still tick even when the game is paused. - An additional player now adds 6 seconds instead of 4 to the timer. ## Events - Herobrine no longer blinds - Acid Rain does not damage for the first 2.5 seconds that the player is exposed to. Does not reset if not exposed. ## LAST ONE STANDING - Last player has all hearts healed. ## Deeper Void Deeper Void starts on Cycle 15. - The Void changes in appearance. The sky turns black and fog heavily obscures the view. - Overpowered upgrades are unlocked but also drastically dangerous curses. ## Cards - Cost of upgrades now scale with player count. An additional player increases the scale by +10%. - 1 Player: 20 Cyclathrons, 10 Players: 40 Cyclathrons, 5 Players: 30 Cyclathrons - Scaling = `Base Price + (0.5*(Players - 1))` - Changed Card Selection to be escapable - This is so players can use the chat to make a decision. - Cards will no longer display their cost/reward if 0 or less during selection. - Cranked is now a Deeper Curse and - limited maximum time to 60 seconds (1200t) - Clocks give 10s to the collector and 7.5s to everyone else. - Minimum time limit now 25s but extra time given per cycle is now 25t - Iron Clock buffed to increase Cyclathron Yield by 0.65 - RF Strike Pack now has halved ammo and is slightly slower on delay. - Slow Passing now multiplies the time by 1.33x but multiplies the current Cyclathron amount by 1.25x on cycle end. - Buffed Healing Infused Clock to give Instant Healing II - God's Hand now doubles the block breaking speed but now costs 145 Cyclathrons instead of 130. - Piranha Season now deals 2.75 increased damage instead of 1.5 - Fixed Cube of Decay not punishing if left alone. - Cube of Decay can now be seen from the inside out. - Time till an event is refreshed when a cycle starts. - Any cards that affect this now apply immediately instead of applying on the next event. - Slightly saved performance on clock hitbox. - Merged `bar_visuals` and `bar_visuals_queue` into `bar` for `plate_havoc:ui` storage - `bar_visuals` -> `bar.visual` - `bar_visuals_queue` -> `bar.queue` - Bar can now save colour for applying later on with `bar.colour` - `element_spawnpoint_status` -> `game.spawnpoint.status` - `game_end_visuals` -> `game.end.visual` - `game_end_visual_queue` -> `game.end.queue` - `leaderboard_ui` -> `leaderboard.visual` - `leaderboard_visual_queue` -> `leaderboard.queue` - `intermission` -> `intermission.status` - `pre_init` -> `intermission.awaiting_player` - During card selection in rogue, the bar will be coloured blue instead of red. Once the cycle starts, the bar will be coloured red or the value saved in `bar.colour` Card Type format introduced. - `id` | String - `multiple_of` | List of numbers - `colour` | SNBT - `name` | SNBT - `sound_function` | String - `attributes` | Compound - `allow_multiple_selection` is moved into `attributes` as `selection` - `selection` | Compound. - `max_selections` | Integer. How many cards can be chosen before being forced to continue. Defaults to `0` but can be set to `-1` for infinite selections. - `replace_cards` | Boolean. If chosen cards should be replaced with an available card. True by default. - `skippable` | Compound. - `status` | Boolean. If the "Continue" button should appear. False by default but will appear if choices cannot be made. - `minimum_selections` | Integer. How many cards must be chosen before the ability to skip becomes available. Optional by default. - Added functionality for rerolls. - Found inside of `attributes` as `rerollable` - `rerollable` is a compound type. - Rerolling will be disabled by default if not found. - `rerollable` contains the following data: - `status` | Boolean, if the current type has the ability to reroll. Rerolling is disabled if there is no value. - `cost` | Compound. Required else rerolling is disabled. - `base` | Double, the base cost of Cyclathrons. Fallbacks to 15 if there is no base cost. - `scale` | Boolean, if rerolling should double the reroll cost. False by default. - `retain_cost` Boolean, if the cost value should be kept across multiple cycles. False by default. - `current_price` Double, internal price (not meant to be set) Tracked for `retain_cost` - `remove_cards` Boolean, if rerolling should remove the current options from the pool. False by default. - `player_scaling` Boolean, if costs should be scaled based on player count. - Applies to cards that have a cost. - Defaults to true. - Active slots which are non-cards can use a command. - Required if the slot has a special function. Not required. - `voting` | Compound - `mode` | String. What system will be used. `votes` is the default if nothing is present. - `mode:votes` | Standard voting requirements. - `mode:timed` | Legacy system before voting changes. The card with the most votes get selected. (random if multiple cards have the highest votes.) - `behaviour` | Compound. - `behaviour.votes` | Compound. - `requirement_percentage` | Integer. Ranges from 0% to 100% Defaults to 50% - `rounding` | String. If voting requirement should be rounded up, down or not be rounded - `rounding:up` | Rounds up the voting requirement. - `rounding:down` | Rounds down the voting requirement. - `rounding:nothing` | Does not round the voting requirement. - `functions` | Compound. Contains functions that the mode can use. - `behaviour.timed` | Compound. - `time` | Integer. Number of seconds that players will have to vote. Requires the mode to be `timed` - `functions` | Compound. Contains functions that the mode can use. - function inputs for voting. - `voting_start` - `on_vote` - `loop` -Can be ran with `/function plate_havoc:game/misc/cards/vote/player/attributes/voting/run {input:<input>}` - `slots` | Compound. - `base` | Integer. Amount of card slots. Defaults to 3. - `modifiable` | Boolean. Can the number of card slots be modified? Defaults to `true` - Internal cost text structure of cards has been improved. - Added `sound_function` for Card Types - String. Runs specified function dedicated to sounds. Optional - Sound is called when a card is selected. - Upgrades, Curses and Deeper Curses now have selection sounds. - `after_pause` | Integer. Number of ticks it takes after the final selection to continue. Defaults to 50 ticks (2.5s) - `body` and `action` text data is now stored in `text` for cards. - Internal vote text structure of cards has been improved. - Scoreboard: `#Card.HideRequiredVotes plate_havoc.num` | Hides requirements. - Storage: `plate_havoc:cards voting.snbt` is used for the vote counter of cards - Defaults to `["(",{part:count,text:"0"},"/",{part:requirement,text:"-1"},")"]` - `requirement` is now a list instead of compound. - `multi_condition` has been removed. - Improved Biome Handling - `plate_havoc:custom biomes` | List, holds all biomes. - Example: `[{id:"plate_havoc:void",biome:"plate_havoc:void",priority:0}]` - Data: - `id` | String. Identifier of entry. - `biome` | String. Biome namespace. - `priority` | Integer. Priority value of entry. - Priority will choose the biome with the highest priority. - If the highest priority is tied, the most recent entry will be applied. - Functions: - `plate_havoc:game/misc/world/biome/run` | Apply the highest priority biome. This should always be ran. - `plate_havoc:game/misc/world/biome/apply` | Apply biome. requires macro input. - Non card actions now have ids and no longer require a slot. - Slot `256` -> `plate_havoc:continue` - Slot `257` -> `plate_havoc:reroll` - Slots can also be retained if chosen: `scoreboard players set #Card.RetainSlot plate_havoc.num 0/1` - Card select elements now merged into `active` `plate_havoc:cards` - These are now included inside of `visual` - `visual.body` - `visual.action` - `#Card.Can_Vote plate_havoc.num` | If players can vote. Defaults to 1. - Card UI ignores processing an action's votes if there is no vote data found. - Custom Attributes - The format of modifiers is the same as Minecraft attributes. - To get the output of a attribute is the following: - `function plate_havoc:game/misc/attributes/custom/input {id:"example"}` - The output is in `plate_havoc:custom attribute.output` - To insert a attribute is the following: - `data modify storage plate_havoc:custom attributes append value {id:"example",base:1,modifiers:[]}` - Modifiers can be inserted inside of an attribute with a compound entry. - `id` | String - `value` | Double. - `operation` | String. Can be one of the following values: - `add_value` - `add_multiplied_base` - `add_multiplied_total` - Players are now listed inside of leaderboard entries. - How players are given credit is based on the storage data: - `plate_havoc:data leaderboard_credit_loop` | `"plate_havoc:game/misc/leaderboard/credit/type/time_elasped/loop"` by default. - `plate_havoc:data leaderboard_credit_start` | `"plate_havoc:game/misc/leaderboard/credit/type/time_elasped/start"` by default. - Gametypes now have `credit` inside of `leaderboard` with `loop` and `start` which are string data types that point to a function. # Fixes - Fixed issue where the Card UI Selection has extra spacing at the bottom during upgrades by selecting the last card when there are no other available cards to replace. - Fix all players dying in single tick when glacier player was in the run, not running any functions. - Fixed spectators being able to influence the card votes - Clock spawn timer now gets reset when a cycle starts. - Players will always spawn facing the spawnpoint when a cycle starts. # Removed ## Cards - Faulty Spacebar - Pumpkin Vision - Pitch Black - No Evidence - Glitched Timer - Unreliable Notifier - Hidden Funds ## General - Bedrock Compatibility Mode
alpha

0.2.3.2

5.2
6 нояб. 2025 г.44Minecraft: 1.21.10datapack
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- Void Pull buffed, pulling effects are stronger. - God's Hand now doubles the block breaking speed but now costs 145 Cyclathrons instead of 130. - Gravity Coil buffed, effect kicks in earlier and is stronger. - Fixed Double Clock's description. - Cranked buffed, placed a limit on the maximum time that a player can have is now 60 seconds (1200 in ticks) Collecting clocks now give 10 seconds to the collector and 7.5 seconds to everyone else. - All damage types no longer deal knockback and impact. - Fixed Yourself card not appearing. - Piranha Season now deals 2.75 increased damage instead of 1.5 - Fixed Cube of Decay not punishing if left alone. - Cube of Decay can now be seen from the inside out. - Fragility of the Void implemented.
alpha

0.2.3.1

5.1
5 нояб. 2025 г.33Minecraft: 1.21.10datapack
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Что нового
Plate Havoc | Roguelike Test 3-1 WIP Additions - Deeper Curses | More dangerous curses. - New Cards Changes - Revamped Tutorial - Loads of technical improvements Removed - Removed several events and cards which were unfun