Data Packs Mini-game

Plate Havoc [Splintered Worlds Phase 1]

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Compatibility
Minecraft 26.2
to version
Minecraft 26.3 snapshot
Changes include
  • Advancements
  • Functions
  • Predicates
  • Structures
  • 4
  • 1
  • 2
Mobberode
Lvl 35Artisan Team
3

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 the 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.

Extensions

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

Inspirations

To suggest feedback or report issues: discord.gg/fvsvmavex8 in #plate-havoc or otherwise send a comment.

Discord
GitHub | Discord
Mobberode

10 Update Logs

Release 7.5 - Splintered Worlds | Phase 1 : by I_Cement 08/24/2026 1:41:20 pmAugust 24 @ 5:41 pm UTC

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 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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  Have something to say?

Whizzy
04/04/2026 1:22 am
Level 1 : New Miner
Awesome update! Excited to join the server.
2
xinsu_Wa
08/22/2025 8:56 am
Level 1 : New Miner
I like this game and hope to do better
2

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