about 3 years ago - /u/sliced_lime - Direct link

Another snapshot is now available. We've added new world generation below existing chunks, and blocks and fluids are now also part of the simulation distance setting. We also fixed a few bugs. Enjoy!

Keep in mind that we're still working on the world upgrades, so making a backup before upgrading is still a good idea.

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

New Features in 21w44a

  • New world generation is now inserted under existing chunks when upgrading a world to the new world height
  • Added an Online options screen where you can now find the Realms Notifications option and Difficulty when on a server
  • Added an "Allow Server Listings" option to opt out of having your name displayed in server listings

Changes in 21w44a

  • Sleeping now only resets the weather cycle if it was raining
  • Blocks and fluids are now also affected by simulation distance. It might be a good idea to test that the behavior of your redstone contraptions remained the same
  • Optimized entity collisions

Technical Changes in 21w44a

  • Servers can now set property hide-online-players to true in order to not send a player list on status requests
  • When JFR profiling is started from an external source, the JFR events for network packets are now aggregated instead of one event per packet

Bugs fixed in 21w44a

  • MC-63340 - Sleeping always resets time until rain
  • MC-170551 - Foxes can't spawn on podzol or coarse dirt
  • MC-200494 - In mineshafts, torches can generate attached to blocks other than the wooden supports
  • MC-216432 - Mineshafts can generate with light but without any torches
  • MC-216561 - Torches not spawning in abandoned mineshafts under y=0
  • MC-217038 - Large dripstone structures can be generated outside the caves
  • MC-236701 - New mountain biomes don't count towards "Adventuring Time" advancement
  • MC-236938 - /jfr stop output does not have a link
  • MC-237986 - Mobs specific to structures aren't spawning in their structures
  • MC-238062 - Foxes & Wolves don't spawn in Groves
  • MC-238761 - Adventuring Time does not account for the new cave biomes
  • MC-238877 - Deep Ocean & Ocean is not needed for the "Adventure Time" advancement
  • MC-238900 - Values of 'Infinity' in noise settings in default worldgen
  • MC-238912 - Powder snow strips can't generate exposed to the surface
  • MC-238962 - Icebergs go all the way to ocean floor.
  • MC-238966 - Old Growth Spruce Taiga and Old Growth Birch Forest aren't part of the "Adventuring Time" advancement
  • MC-238968 - Windswept Gravelly Hills & Windswept Savanna aren't apart of the "Adventuring Time" advancement
  • MC-239280 - Withers do not move down to follow the player when the wither's health is half or lower
  • MC-239344 - All torches in mineshafts are facing the wrong way
  • MC-239359 - Wither Skeletons can only spawn on Nether Bricks
  • MC-239689 - The "amplified" boolean in noise settings does nothing
  • MC-239854 - Nether and caves world is missing bedrock
  • MC-239858 - Nether decorations can be generated on the original bedrock layer
  • MC-239866 - Terrain shaper in noise_settings is not used

Get the Snapshot

Snapshots are available for Minecraft Java Edition. To install the snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.

Testing versions can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar:

What else is new?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

External link →
about 3 years ago - /u/sliced_lime - Direct link

Another snapshot is now available. We've added new world generation below existing chunks, and blocks and fluids are now also part of the simulation distance setting. We also fixed a few bugs. Enjoy!

Keep in mind that we're still working on the world upgrades, so making a backup before upgrading is still a good idea.

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

New Features in 21w44a

  • New world generation is now inserted under existing chunks when upgrading a world to the new world height
  • Added an Online options screen where you can now find the Realms Notifications option and Difficulty when on a server
  • Added an "Allow Server Listings" option to opt out of having your name displayed in server listings

Changes in 21w44a

  • Sleeping now only resets the weather cycle if it was raining
  • Blocks and fluids are now also affected by simulation distance. It might be a good idea to test that the behavior of your redstone contraptions remained the same
  • Optimized entity collisions

Technical Changes in 21w44a

  • Servers can now set property hide-online-players to true in order to not send a player list on status requests
  • When JFR profiling is started from an external source, the JFR events for network packets are now aggregated instead of one event per packet

Bugs fixed in 21w44a

  • MC-63340 - Sleeping always resets time until rain
  • MC-170551 - Foxes can't spawn on podzol or coarse dirt
  • MC-200494 - In mineshafts, torches can generate attached to blocks other than the wooden supports
  • MC-216432 - Mineshafts can generate with light but without any torches
  • MC-216561 - Torches not spawning in abandoned mineshafts under y=0
  • MC-217038 - Large dripstone structures can be generated outside the caves
  • MC-236701 - New mountain biomes don't count towards "Adventuring Time" advancement
  • MC-236938 - /jfr stop output does not have a link
  • MC-237986 - Mobs specific to structures aren't spawning in their structures
  • MC-238062 - Foxes & Wolves don't spawn in Groves
  • MC-238761 - Adventuring Time does not account for the new cave biomes
  • MC-238877 - Deep Ocean & Ocean is not needed for the "Adventure Time" advancement
  • MC-238900 - Values of 'Infinity' in noise settings in default worldgen
  • MC-238912 - Powder snow strips can't generate exposed to the surface
  • MC-238962 - Icebergs go all the way to ocean floor.
  • MC-238966 - Old Growth Spruce Taiga and Old Growth Birch Forest aren't part of the "Adventuring Time" advancement
  • MC-238968 - Windswept Gravelly Hills & Windswept Savanna aren't apart of the "Adventuring Time" advancement
  • MC-239280 - Withers do not move down to follow the player when the wither's health is half or lower
  • MC-239344 - All torches in mineshafts are facing the wrong way
  • MC-239359 - Wither Skeletons can only spawn on Nether Bricks
  • MC-239689 - The "amplified" boolean in noise settings does nothing
  • MC-239854 - Nether and caves world is missing bedrock
  • MC-239858 - Nether decorations can be generated on the original bedrock layer
  • MC-239866 - Terrain shaper in noise_settings is not used

Get the Snapshot

Snapshots are available for Minecraft Java Edition. To install the snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.

Testing versions can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar:

What else is new?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

External link →
about 3 years ago - /u/sliced_lime - Direct link

Another snapshot is now available. We've added new world generation below existing chunks, and blocks and fluids are now also part of the simulation distance setting. We also fixed a few bugs. Enjoy!

Keep in mind that we're still working on the world upgrades, so making a backup before upgrading is still a good idea.

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

New Features in 21w44a

  • New world generation is now inserted under existing chunks when upgrading a world to the new world height
  • Added an Online options screen where you can now find the Realms Notifications option and Difficulty when on a server
  • Added an "Allow Server Listings" option to opt out of having your name displayed in server listings

Changes in 21w44a

  • Sleeping now only resets the weather cycle if it was raining
  • Blocks and fluids are now also affected by simulation distance. It might be a good idea to test that the behavior of your redstone contraptions remained the same
  • Optimized entity collisions

Technical Changes in 21w44a

  • Servers can now set property hide-online-players to true in order to not send a player list on status requests
  • When JFR profiling is started from an external source, the JFR events for network packets are now aggregated instead of one event per packet

Bugs fixed in 21w44a

  • MC-63340 - Sleeping always resets time until rain
  • MC-170551 - Foxes can't spawn on podzol or coarse dirt
  • MC-200494 - In mineshafts, torches can generate attached to blocks other than the wooden supports
  • MC-216432 - Mineshafts can generate with light but without any torches
  • MC-216561 - Torches not spawning in abandoned mineshafts under y=0
  • MC-217038 - Large dripstone structures can be generated outside the caves
  • MC-236701 - New mountain biomes don't count towards "Adventuring Time" advancement
  • MC-236938 - /jfr stop output does not have a link
  • MC-237986 - Mobs specific to structures aren't spawning in their structures
  • MC-238062 - Foxes & Wolves don't spawn in Groves
  • MC-238761 - Adventuring Time does not account for the new cave biomes
  • MC-238877 - Deep Ocean & Ocean is not needed for the "Adventure Time" advancement
  • MC-238900 - Values of 'Infinity' in noise settings in default worldgen
  • MC-238912 - Powder snow strips can't generate exposed to the surface
  • MC-238962 - Icebergs go all the way to ocean floor.
  • MC-238966 - Old Growth Spruce Taiga and Old Growth Birch Forest aren't part of the "Adventuring Time" advancement
  • MC-238968 - Windswept Gravelly Hills & Windswept Savanna aren't apart of the "Adventuring Time" advancement
  • MC-239280 - Withers do not move down to follow the player when the wither's health is half or lower
  • MC-239344 - All torches in mineshafts are facing the wrong way
  • MC-239359 - Wither Skeletons can only spawn on Nether Bricks
  • MC-239689 - The "amplified" boolean in noise settings does nothing
  • MC-239854 - Nether and caves world is missing bedrock
  • MC-239858 - Nether decorations can be generated on the original bedrock layer
  • MC-239866 - Terrain shaper in noise_settings is not used

Get the Snapshot

Snapshots are available for Minecraft Java Edition. To install the snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.

Testing versions can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar:

What else is new?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

External link →
about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by Darkman_Bree

Blocks and fluids are now also affected by simulation distance. It might be a good idea to test that
the behavior of your redstone contraptions remained the same

-

What happens if the force load command is used and you go beyond the simulation distance?

Force load creates its own sim distance bubble.

about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by ProGamer263

The solution might be a seperate it into a ticking distance slider

There are issues with having different simulation distance values for entities and blocks.

about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by STARRYSOCK

I mean, this only effects you if you have a low simulation distance. If you don't want that, just increase the simulation distance to match the render distance and it should behave exactly like it used to

Simulation distance is already a compromise, it's for when you want more performance but don't wanna sacrifice visual render distance.

Exactly. And simulation is mostly beneficial for servers anyway.

about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by lost_birb013

Added an "Allow Server Listings" option to opt out of having your name displayed in server listings

Servers can now set property hide-online-players to true in order to not send a player list on status requests

Is this because some griefers found jeb on a server and griefed everything? 👀

It was a fake.

about 3 years ago - /u/kingbdogz - Direct link

Originally posted by TheBiggestNose

Feels like a lot of things still haven't really been talked about or touched. Calcite, tuff, dripstone and polished basalt still don't have any slabs or variants. Bundles and goat horns have been mia. Not a mention of if they will actually do an azalea wood type.

If they are gonna be in later snapshots that is fine, but it would be really great to get proper clarity on these things and when we get expect them to appear

The focus right now is performance and world gen architecture. Whether it feels like it or not as a player, these optimizations and maintainance of code quality are monumental tasks with how much has changed this update. Because of this, things like Calcite/Tuff/Dripstone won't be getting extra blocks this update. We can never promise anything, but as with all ideas, it goes into the ideas library and it might be something we can revisit in future updates.

about 3 years ago - /u/kingbdogz - Direct link

Originally posted by Path_Murasaki

A couple random question about this update:

Have we heard anything about bundles? They were not officially added in the last update and I don't recall hearing anything about completing them for this one either...

Will hostle mobs still spawn in dark oak forests? A large selling point for that biome was for mobs to spawn even during the day, but the new mob spawning rules preventing mobs from spawning when there is any light should prevent them from spawning in dark oak forest now. Was this change ever addressed?

We thought about this problem when designing the spawning changes - mobs can still spawn in partial daylight, it's block light that they can no longer spawn at any light level in. As a result, mobs should still spawn in Dark Oak Forests perfectly fine :)

about 3 years ago - /u/kingbdogz - Direct link

Originally posted by AndrewIsntCool

Where did you learn this? I was under the impression that all spawning changed to only light level 0

Refer to my reply to OP, ShimmerFairy is correct and it's as-designed to keep functionality like spawning at night under moon light as well as in dark forests.

about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by TheBiggestNose

Sure lemme just learn swedish, travel to sweeden and employ myself at mojang. Why even suggest I do it? You dumb?

You don't really need to know Swedish in Sweden.

about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by heswik

It works the same as if you just had render distance low in 1.17. You can always just keep your simulation and render distance the same, and nothing will change. Stop overreacting

Yes, that's the intention. If you find it's not the case please send us bug reports.

about 3 years ago - /u/kingbdogz - Direct link

Originally posted by danegraphics

Do you know if there is any concern about the strange “staircase” effect that is showing up in the hills of the new world gen?

This was actually a concious design decision to implement terracing in the terrain. It's not for every hill/mountain, but for some of them. It's also for better gameplay, as straight slopes are really annoying to traverse. If they are terraces, they have flat steps up that allow you to walk straight on the sides.

about 3 years ago - /u/kingbdogz - Direct link

Originally posted by elwood612

Seriously. I maintain a mod that adds block variants to everything (coarse dirt slabs etc). It takes me literally 3 minutes to add dozens of new blocks.

The criteria for which blocks get variants and which don't is a mystery to me.

You also don't have to add them into all platforms though. I know the difference, as someone who did modding for 10 years in Minecraft versus now being a Mojang employee. It is very different, and the process requires more quality checking. Unfortunately the way it is!

about 3 years ago - /u/LowSkillCamper - Direct link

Originally posted by GreenJonan

But if you go into a corner shop or super market, wouldn't everything be in swedish? I've never been to a nordic country so I don't know. Is it assumed that everyone can speak English?

In 2 years here I've met 2 or 3 people who could not speak English. Yeah, labels are mostly in Swedish, but you usually see what you take. I'm slowly learning Swedish, not because I need it, but because I feel that it is a good and respectful thing to know the native language of a country I plan to live in for the rest of my life. So far it's not even required to know the language to get the citizenship.