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

The first 1.18 pre-release is here!

From now on, you should mostly see bugs being fixed. In addition to that, pre-releases don't follow the regular snapshot cadence of releasing on Wednesdays, so keep an eye out!

That being said, this pre-release introduces biome blending, which means that you should no longer find harsh borders between new and old terrain. On top of that, we've also reintroduced the Amplified and Large Biome world types.

Happy mining!

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.

Changes in 1.18 Pre-release 1

  • Amplified and Large biome worlds have been adapted to the new terrain and are now once again available in the Create World screen
  • Removed world types "Caves" and "Floating islands" from the world creation screen
  • The transition between new and old terrain is less "cliffy"
    • Will surface height blend? Yes
    • Will biomes blend? Yes
    • Will caves blend? Your mileage may vary

Technical Changes in 1.18 Pre-release 1

  • --report option in data generator now creates full worldgen reference files instead of just biomes

Bugs fixed in 1.18 Pre-release 1

  • MC-46584 - Clicking and dragging MOUSE3 (Mouse wheel) over item slots incorrectly attempts to place full stacks in survival
  • MC-53444 - You can get outside of the worldborder by mounting a rideable entity (boat, pig, etc.) outside of it
  • MC-54119 - Can place/take water/lava/lilypads outside worldborder and inside spawn protection
  • MC-62550 - Worldborder not correctly initialized for the End and Nether
  • MC-96535 - Ambient property of potion effects with ShowParticles:0b is not disregarded
  • MC-113425 - Player can interact with entities outside the worldborder
  • MC-117800 - Half bed can be placed outside the worldborder
  • MC-121997 - Every dimension's world border is operating independently, and doesn't appear where it actually is
  • MC-131808 - Forests don't spawn trees near the positive edges, but overstretch bounds on the negative edges
  • MC-136523 - Invisible world border in the end dimension
  • MC-187174 - Worldborder does not take nether coordinates into account
  • MC-206660 - Stalactites don't fall properly if there are blocks directly below it
  • MC-215139 - Some water in caves will not start flowing
  • MC-219035 - Fossil structures can't generate in far east and south blocks of a chunk
  • MC-222388 - Acacia trees under y=0 often grow with bare branches
  • MC-229013 - Lava lake decorator config is unused
  • MC-229517 - Conversion sounds for strays & drowned is controlled by Friendly Creatures mixer, not Hostile Creatures
  • MC-231666 - Dragon egg can teleport to outside the world border
  • MC-236610 - Lava lakes generate without stone around
  • MC-236628 - Lava pools cause sand to fall now instead of putting sandstone beneath it
  • MC-236652 - Weather can sometimes be incorrect within a biome
  • MC-236803 - Extremely low amount of pillager spawns in outpost on jagged peaks, groves, snowy slopes & frozen peaks
  • MC-237040 - Falling blocks still sometimes disappear for a moment when landing
  • MC-237598 - Projectiles glitch around in the air when exiting simulation distance
  • MC-237621 - Missing biome definitions in some peak grid cells causes unintended ocean placement
  • MC-237791 - Villager spawn eggs used on grove, frozen peaks, snowy slopes and jagged peaks don't spawn snowy plains villagers
  • MC-237954 - The "Sound of Music" and "Feels like home" advancements are internally located in the incorrect tab folder
  • MC-238038 - Newly added advancements' namespace IDs do not match their translation keys
  • MC-238972 - Deserts generate with little or no sandstone
  • MC-239714 - Doing /locate desert_pryamid in a desert superflat world freezes the world
  • MC-239851 - Upgrading old worlds causes leaves to change to surface builder blocks
  • MC-239852 - Lava pools intersecting strongholds can cause end portal frames to be deleted
  • MC-240021 - Cullface arguments in cauldrons are excessive
  • MC-240481 - Deepslate doesn't generate in the new cave generation under old chunks
  • MC-240482 - There is no bedrock in the overworld in old chunks
  • MC-240495 - Deepslate does not generate below Y=0 in Badlands or Wooded Badlands Biomes
  • MC-240503 - Bedrock doesn`t generate in Badlands or Wooded Badlands
  • MC-240516 - Noise cave carvers don't generate below old chunks
  • MC-240531 - Block simulation distance is always 8 chunks regardless of the slider's value
  • MC-240534 - Clicking a JFR link copies full server-side path to clipboard
  • MC-240631 - Extremely slow End terrain generation
  • MC-240998 - Portals no longer load chunks as non entity processing

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

The first 1.18 pre-release is here!

From now on, you should mostly see bugs being fixed. In addition to that, pre-releases don't follow the regular snapshot cadence of releasing on Wednesdays, so keep an eye out!

That being said, this pre-release introduces biome blending, which means that you should no longer find harsh borders between new and old terrain. On top of that, we've also reintroduced the Amplified and Large Biome world types.

Happy mining!

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.

Changes in 1.18 Pre-release 1

  • Amplified and Large biome worlds have been adapted to the new terrain and are now once again available in the Create World screen
  • Removed world types "Caves" and "Floating islands" from the world creation screen
  • The transition between new and old terrain is less "cliffy"
    • Will surface height blend? Yes
    • Will biomes blend? Yes
    • Will caves blend? Your mileage may vary

Technical Changes in 1.18 Pre-release 1

  • --report option in data generator now creates full worldgen reference files instead of just biomes

Bugs fixed in 1.18 Pre-release 1

  • MC-46584 - Clicking and dragging MOUSE3 (Mouse wheel) over item slots incorrectly attempts to place full stacks in survival
  • MC-53444 - You can get outside of the worldborder by mounting a rideable entity (boat, pig, etc.) outside of it
  • MC-54119 - Can place/take water/lava/lilypads outside worldborder and inside spawn protection
  • MC-62550 - Worldborder not correctly initialized for the End and Nether
  • MC-96535 - Ambient property of potion effects with ShowParticles:0b is not disregarded
  • MC-113425 - Player can interact with entities outside the worldborder
  • MC-117800 - Half bed can be placed outside the worldborder
  • MC-121997 - Every dimension's world border is operating independently, and doesn't appear where it actually is
  • MC-131808 - Forests don't spawn trees near the positive edges, but overstretch bounds on the negative edges
  • MC-136523 - Invisible world border in the end dimension
  • MC-187174 - Worldborder does not take nether coordinates into account
  • MC-206660 - Stalactites don't fall properly if there are blocks directly below it
  • MC-215139 - Some water in caves will not start flowing
  • MC-219035 - Fossil structures can't generate in far east and south blocks of a chunk
  • MC-222388 - Acacia trees under y=0 often grow with bare branches
  • MC-229013 - Lava lake decorator config is unused
  • MC-229517 - Conversion sounds for strays & drowned is controlled by Friendly Creatures mixer, not Hostile Creatures
  • MC-231666 - Dragon egg can teleport to outside the world border
  • MC-236610 - Lava lakes generate without stone around
  • MC-236628 - Lava pools cause sand to fall now instead of putting sandstone beneath it
  • MC-236652 - Weather can sometimes be incorrect within a biome
  • MC-236803 - Extremely low amount of pillager spawns in outpost on jagged peaks, groves, snowy slopes & frozen peaks
  • MC-237040 - Falling blocks still sometimes disappear for a moment when landing
  • MC-237598 - Projectiles glitch around in the air when exiting simulation distance
  • MC-237621 - Missing biome definitions in some peak grid cells causes unintended ocean placement
  • MC-237791 - Villager spawn eggs used on grove, frozen peaks, snowy slopes and jagged peaks don't spawn snowy plains villagers
  • MC-237954 - The "Sound of Music" and "Feels like home" advancements are internally located in the incorrect tab folder
  • MC-238038 - Newly added advancements' namespace IDs do not match their translation keys
  • MC-238972 - Deserts generate with little or no sandstone
  • MC-239714 - Doing /locate desert_pryamid in a desert superflat world freezes the world
  • MC-239851 - Upgrading old worlds causes leaves to change to surface builder blocks
  • MC-239852 - Lava pools intersecting strongholds can cause end portal frames to be deleted
  • MC-240021 - Cullface arguments in cauldrons are excessive
  • MC-240481 - Deepslate doesn't generate in the new cave generation under old chunks
  • MC-240482 - There is no bedrock in the overworld in old chunks
  • MC-240495 - Deepslate does not generate below Y=0 in Badlands or Wooded Badlands Biomes
  • MC-240503 - Bedrock doesn`t generate in Badlands or Wooded Badlands
  • MC-240516 - Noise cave carvers don't generate below old chunks
  • MC-240531 - Block simulation distance is always 8 chunks regardless of the slider's value
  • MC-240534 - Clicking a JFR link copies full server-side path to clipboard
  • MC-240631 - Extremely slow End terrain generation
  • MC-240998 - Portals no longer load chunks as non entity processing

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/kingbdogz - Direct link

Originally posted by decitronal

From kingbdogz on twitter:

We removed Cave worlds and Floating Islands because we were never quite supporting them to begin with, and these are world types that can be easily done through data packs in the community. We are now much more officially supporting Large Biomes and Amplified.

Yep :) Hope that helps clarify.

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

Originally posted by DaulPirac

Does this mean we can already update old worlds?

No. There is still a chance that there is some nasty undiscovered bug which will mess something up. Wait for the release.

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

Originally posted by dhogwarts

Why would you remove something from the game and say “data packs can do that?” Why not just leave it? Sorry if this comes off as rude, I just don’t understand the reasoning

A variety of factors, but the most important being that anything we keep in requires more support and maintenance of said feature, meaning more time taken away from the base game/world type itself. These world types are very much legacy ideas which are no doubt cool concepts, but nothing that we regularly support, tweak or improve since they've been added to the game. Furthermore, this is nothing the community cannot do with data packs themselves.

As an example, Floating Islands is just the End generation with a different biome/surface decorator. It's a very simple datapack.

Having less world types means we get to focus on supporting what is most important to the playerbase - the normal vanilla world type.

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

Originally posted by Destroy_Hungayry

That's a bad addition

Game development is always a series of compromises - it's either supporting these likely rarely used world types and taking away development time from other more important things, or to stop supporting them and give us more time for those things that matter.

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

Originally posted by kingbdogz

A variety of factors, but the most important being that anything we keep in requires more support and maintenance of said feature, meaning more time taken away from the base game/world type itself. These world types are very much legacy ideas which are no doubt cool concepts, but nothing that we regularly support, tweak or improve since they've been added to the game. Furthermore, this is nothing the community cannot do with data packs themselves.

As an example, Floating Islands is just the End generation with a different biome/surface decorator. It's a very simple datapack.

Having less world types means we get to focus on supporting what is most important to the playerbase - the normal vanilla world type.

Cave world type is also just the Nether generation with different biomes as well.

Ideally supporting these world types would mean designing them in more interesting ways other than just copy and pastes of existing generations, but that is not something that feels worth the time with much more pressing things to improve.

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

Originally posted by craft6886

=== Thoughts ===

  • Can anyone elaborate on “biome blending?” I thought that was already a graphical setting since 1.13 having to do with the amount of smoothness that biome color transitions would have. Is this something new?

  • Hooray for the return of Large Biomes and Amplified! I was really hoping they’d bring those back, especially so we can find super expansive Dripstone/Lush caves. I also really wanna see a huge mountain biome, would that be like the Himalayas?

  • Thank god for 1.18’s removal of those shitty little ponds all over the damn place, especially in plains and deserts.

  • Kinda sad about no ambient sounds/tracks for the new cave biomes, I was really hoping for that since we got those in 1.13 for the ocean and 1.16 for Nether biomes. Hopefully we’ll get them in the Wild Update…

RIP me, gotta go to work. Can’t wait to test Large Biomes and Amplified when I get home.

Biome blending is referring to when opening up an old world and new chunks blending with old chunks. In previous snapshots, the new chunks would only blend the terrain itself and you would see a hard line between old chunk biomes and new chunk biomes. Now, the biomes from the old chunks actually smoothly blend into the new chunks, meaning no more hard biome lines are visible near blended areas.