Minecraft

Minecraft Dev Tracker




29 Sep

Comment

Originally posted by AndrewIsntCool

Thank you for the explanation. I guess I just felt like some of the new achievements were so specific compared to some of the older ones, like having three different achievements for looking at things through the spyglass, versus visiting 40+ biomes combined in one achievement.

Also, is there a specific reason why the "Wax on" and "wax off" achievements are combined in the Bedrock Edition? You say you want to have them separate, which I now understand why, but they are not separate in all versions of Minecraft

The spyglass one was definitely not teaching/onboarding and more just silly challenges. There's room for both, although realistically those sort of advancements feels more like what I'd consider "achievements".

Achievements are different in Bedrock with a different purpose, and if we can avoid having too many small achievements the better. They're generally meant to be challenges more than onboarding tools.

Comment

Originally posted by yackbard

Wonder if this change is anything to do with zombies picking up items and not despawning like the glow squid ink pickup removal.

Nope I'd consider that a separate problem, we just thought it would be a really cool way to diversify the cave biomes and make Dripstone Caves more unique..

ALSO, it will potentially highlight the very cool interaction with tridents making pointed dripstone fall when they land on them! We're hoping some players might get hit by some dripstone if a Drowned misses and hits it from above ;)

Comment

Originally posted by AndrewIsntCool

I honestly think they have been adding too many advancements in these past few update cycles. Like "wax on" and "wax off" achievements could easily be one.

There's a good reason they're two instead of one - it's good if advancements can be a teaching tool. Waxing a copper block uses honeycomb, and dewaxing uses an axe. Two completely different items. Conveying that to players who don't look at the wiki is really important.

That's why we have separate advancements with separate icons to indicate what item to use.

For C&C Part 2 we're going for more challenges, because they can be really fun too.


23 Sep

Comment

Originally posted by vaznok

You can set your normal render distance the same way. Simulation is another distance value. For example: You set your render distance to 8

But simulation to 14

There for chunks within the 8 distance are loaded and everything from 8-14 is “simulated”, basically it’s just the blocks that are loaded.

You can still set your render distance to high amounts

No, it does not work like that. Nothing will be simulated outside render distance anyway. The intention is to make higher render distance cheaper, especially for servers.

Comment

Originally posted by is_not_robot

Oh, cool! I stand corrected, missed that in the changelog. Is it the same TomCC algo used for MCPE, or something new?

An improvement on the existing one with some actual line of sight checks.

Comment

Originally posted by ThatsNotADingo

Can somebody eli5 the technical changes this snapshot? Does this mean we can get drastically improved render distance?

Simulation distance is mostly relevant to servers. They can increase render distance with less performance cost now.

Comment

Originally posted by is_not_robot

Probably not drastically, at least not in single-player. As the game runs, every chunk loaded costs quite a bit of time.

  • If you encounter a new chunk, it gets completely procedurally generated on the fly. From bottom to top. Every new noise type and worldgen feature added to C&C's worldgen code adds to the creation time. This is done in parallel per chunk, so if you have a really good CPU, you might be able to get more render distance than before now. More likely though is that chunk loadin's gonna be about the same or slower on PCs with only a few CPU cores.

  • Loading an edited chunk from save file is probably only just a bit slower than in 1.17 since chunks are bigger and contain more block types.

  • Though, if you're editing a chunk (placed a block or broken a block, have a permanent entity there), the chunk first needs to compress itself, then store itself to disk. This takes a lot of time, especially now that there is a lot more blo...

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Culling improvement was released in the previous snapshot. Still far from perfect but much better than before.


19 Sep

Comment

Originally posted by lil_goldberry

may i ask why after 1.18?

Don't have time for it before that.


16 Sep

Comment

Originally posted by Chedder_Chandelure

I think it may be revisited

Yes, we got mostly positive feedback on the experiment and hope to revisit it after 1.18 release.

Comment

Originally posted by Dartania_T

Nooooooooo. Please don't nerf my elytra. I have enough trouble exploring as is, and there's already a trade-off between armor and flying. Elytra already require Unbreaking III and mending to not be practically useless. (Falling from a great height because I don't have 3 mob farms between spawn and the end portal was frustrating to say the least, and even phantom membranes are late game for us.)

I'm okay with it if it requires enchantments to get it back up to current levels, but being nerfed without the ability to undo will make it insanely difficult for me to explore and get places. Especially now that everything is bigger.

If the reasoning is that other transport methods are obsolete, why don't we just make the other methods better? Like rivers that boats can actually go through, easier-timed horse jumps, scaffolding that actually works and doesn't kill you. Or change the speed curve of minecart rails so that the longer you go on booster rails, the faster y...

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The changes as they were published were actually a big buff and not a nerf. I personally could fly 4 times further when using rockets efficiently.
Gliding speed was not reduced.
The only nerfed scenario was constantly spamming fireworks while flying horizontally.
Gliding without getting damage actually allows using elytra before enchanting it. With elevators or other clever mechanisms it can be used for free.
The idea is to encourage people to use fireworks efficiently and use more gliding. Nobody wants to make the elytra obsolete. It is an end-game item and should stay the best overall way of traveling.

Comment

Originally posted by supremekirb

you a dev or something? You keep using "we" as if you're actually working on the game.

Yes.


15 Sep

Comment

Originally posted by SeanWasTaken

I hope they revisit the idea of nerfing elytra a bit, they could use it, even if this specific implementation wasn't working.

Yes, we want to revisit it.

Comment

Originally posted by Certain-Whereas-7735

Aw man, why did you guys remove the changes to the elytra? I enjoyed not using durability when gliding. Are you guys gonna change it in a future snapshot? Not understanding why it wasn't included here.

Needs more balancing. We hope to return to it after the C&C part 2 release. We put it into the experimental snapshot to get some early feedback on the ideas.


08 Sep

Comment

Originally posted by TheRealWormbo

So your players didn't build ice boat tracks or dolphin's grace routes yet?

I think the performance impact is more relevant to new terrain generation than to old chunk loading.


18 Aug

Comment

Originally posted by Rafdit69

I think it would be a good idea to generate rivers at a higher level in the mountains biome and create waterfalls whenever the mountains biome end.

This is a huge change to the way we do terrain generation that I don't believe we can feasibly do this update.


24 Feb

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by SharkCraftUltra

It’s how I try compensating for the fact the character doesn’t have joints lol, glad you liked it

I think this is great! Say no to bendy limbs!


25 Aug

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by mrking_bob

Why does it need a nerf, impaling is garbage (Unless you're talking about bedrock edition impaling)

FYI Impaling in these snapshots work the same way as in Bedrock. This was a parity fix a few snapshots ago. TL;DR Impaling in rain is OP ;)


21 Aug

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by mcupdatewanter

Here’s my feedback(not only on this snapshot):

• I think that shields should block a percentage of incoming melee damage when active instead of a value. This will slightly nerf shields in earlygame when you only fight mobs that hardly deal more than 5 damage but also makes them not obsolete against players or strong mobs. There could also be an enchant to increase this percentage.

• I love the cleaving buff, as it makes axes kind of viable as weapons again

• mobs should be changed to fit with the new combat and player’s power in PvE. They should be affected by their weapons’ attack reaches(not copy it entirely though) as well as other things so the player isn’t overpowered compared to mobs.

• Imo, hoes should be able to be enchanted with weapon enchantments (except cleaving of course), because it would add a fourth melee weapon(swords, axes, tridents, hoes) which would be fast and have a lot of range at the cost of dealing much less damage. Even more...

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The shield works this way specifically to protect against early game mobs. Possibly it could be a base+percentage system for other damage.

Yes mobs needs buffing.

Yes, I think I'll allow weapon enchantments on hoes the same way it is for axes (i.e. via enchanted books in the anvil).

Post
    /u/jeb_ on Reddit - Thread - Direct

Here's combat test snapshot version 8b!

Mostly balance changes this time, I think we're getting somewhere.

Features that have made a return:

  • Returned eating interruption for getting hit (by players or mobs), also applies to drinking
  • Returned bow fatigue for holding the bow pulled, but it doesn't start until 3 seconds. Bow fatigue will also cancel out "critical arrows"

Balance changes:

  • Weapon enchantments are now included in the base damage when calculating crits and potion effects
  • Strength I/II now adds +20%/+40% (was +3/+6 damage)
  • Instantenous effects on tipped arrows are now scaled by 1/8, just like the duration of other effects
  • Healing potions now heal 6 points per level (was 4)
  • Cleaving now adds +2/+3/+4 points of damage (was +1/+2/+3)
  • Liquid food (stews, honey, milk) can now be consumed faster (20 ticks, was 32 or 40 ticks)
  • Potions can now be drunk faster (...
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14 Aug

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by FeelThePower999

Ah thank you for the reply!

I also have to also ask, how come the tougher mobs like Vindicators and Piglin Brutes were nerfed? They do 13 damage in Normal currently, but 9-10 in the combat snapshots. Is this a bug caused by changing the attacks of certain weapons?

Thanks

Ah, good point. Yes it's because their attack values are derived from the weapons they're holding.