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Plate Havoc

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(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.
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7.6+mod

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

7.5
24 авг. 2026 г.52Minecraft: 26.2, 26.3-snapshot-9datapack
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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.
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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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# 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`
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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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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
release

Roguelike Test 2.3 (R5)

5
14 сент. 2025 г.60Minecraft: 1.21.8, 25w37a, 1.21.9-pre1, 1.21.9-pre2, 1.21.9-pre3, 1.21.9-pre4, 1.21.9-rc1, 1.21.9, 1.21.10-rc1datapack
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# Plate Havoc | RT 2.3 - First Modrinth Release ## Additions ### Modifiers - Modifiers change the game in some way, affecting how players play. Can be customized for modes. Format; [] List entry `id` identifier, `description` stores SNBT text, `function` function to run, `metadata` extra data. ### Bedrock support - Added support for Bedrock edition. `/trigger plate_havoc.t.bedrock_compatibility set value <n>` - `n` has `0` disabled, `1` enabled. Fallbacks to `0` ### Event Notifier Modes - Change how events are notified. `/trigger plate_havoc.t.event_notifier_modeset value <n>` - `n` has `0` only displays in chat, `1` displays both in chat and via bossbar, `2` only displays via bossbar, any other value will hide the notifier. ### Tutorial - Added tutorial that is prompted upon first time playing. ### Cards - Voters of a selected card is now displayed in chat. - `exclusive` field that is a list, containing the cards to remove upon selection. Attached below is the format; `exclusive:[{id:enraged},{id:test_card4}]` - `metadata` - Added some new Upgrades and Curses. ### Events - Added plenty of Events. - `metadata` ### Console - Added ways to remove cards and force an random event. ## Changes - More damage types no longer have impact and knockback. - Some Events been balanced. - Change Cyclathron economy. - Players spawn, facing towards 0, 0 ## Fixed - Duplication of Event Message if the chosen event ran the restart function. - Game overflows if no events left in the pool when running an event. - Attributes kept if player re-joined at specific moments. - Spectators bypassed item removal on game start by dropping items. - Inventory kept if re-joined before game start - SOTF winner not announced - Players with ping can select a card more than intended and skip curses - Plate not regenerating from obstructed spawn. - Black Holes kill spectators. - Card Runner didn't account for types inside types. - Running multiple card types in same function causes unintended behaviour.