Minecraft

Minecraft Dev Tracker




03 Nov

Comment

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.

Comment

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 :)

Comment

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.

Comment

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.

Comment

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.

Comment

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.

Comment

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

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

Force load creates its own sim distance bubble.

Post

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 ...

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Post

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 ...

Read more External link →

28 Oct

Comment

Originally posted by pizza2004

Wait, it fixed old chunk borders that had already generated?

No.


27 Oct

Post

Here's a snapshot from the blender! In this snapshot, world generation around the edges of an old world will now be adjusted for a smoother transition! This is the first iteration of this system which we expect to keep improving. Keep in mind that if you try it out now, the result will be saved to your world forever - which, as we know, is quite a long time. Better be safe than sorry. Make a backup before you try it!

Also - the space underneath existing chunks is now filled in, but only with deepslate. We will later be adding full cave generation in this place, so if you want that in your world, make a backup before you try it!

Due to some updates to terrain generation in this snapshot, seeds have shuffled once again so worlds will not look like they did in the previous snapshot. We expect world seeds to be stable after this snapshot.

Oh yeah, did we mention that it's a good idea to make a backup?

This update can also be found on ...

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24 Oct

Comment

Originally posted by aqua_zesty_man

Villages are slightly more spread out

Does this mean each Village will cover more land area, with more space in between the buildings? Or does this mean all Villages in general will be farther apart from one another?

The distance between villages is slightly larger on average.


22 Oct


21 Oct


20 Oct

Post

It's time for a musical snapshot! We're now introducing new music for Caves & Cliffs: Part II. This time around we have a bunch of new tracks composed by the talented Lena Raine and Kumi Tanioka. These tracks are also available on Spotify for you to listen to, and they will soon be available on other services such as Apple Music and YouTube as well.

This snapshot also includes a few additional tweaks, bug fixes, and performance improvements.

We still highly recommend backing up your world before loading it in this snapshot.

This update can also be found on ...

Read more External link →

29 Sep

Comment

Originally posted by Pingas9999

what exactly does "sound of music" teach/challenges the player other than it being a reference to classic?

As said, the C&C Part 2 ones aren't really teaching anything, they're more challenges. For Sound of Music, I'd say it's just teaching you that there even is a meadow biome. But it's not a very strong case for onboarding out of many examples.

Comment

Originally posted by U-Knighted

I don’t have a problem with the amount of advancements, but I think the advancement screen could use improving. There’s so many split paths that you usually have to drag up vertically to see them all, wasting all of the horizontal screen real estate.

No denying that, I think our UI could always use improvements. One step at a time :)

Comment

Originally posted by The_Cardboard_Cookie

Are you accepting to be held accountable when this causes somebody to lose their Hardcore world?

(This is a joke)

yes

Comment

Originally posted by Shulzky

I hope my very large snapshot 21w06a world doesn't get too badly corrupted, I've had it for ages now. Sad to see the moody brightness not to be set to default, it really made the game a lovely challenge when caving, but I'll just change it back to moody brightness again. Absolutely loving what beauties of seeds I've found lately, they're amazing

We set the default to 50% because caves are now much bigger, and lighting things up is much more difficult to be able to reasonably see the game underground.

Trust me, I love moody, it's my preferred way to play too. But in 1.18, I think the default should be higher for the average player - especially new players who have never played before. It's quite intimidating to light up a big cave.

Comment

Originally posted by TAway_Derp

Can we get some more tools to deal with the underground water? There's so much of it now. It's frustrating to dig into these huge aquifers. It's easy to get lost. And underwater lighting is expensive.

The way I understand the game, mining to get iron is an early game thing. But sponges and sea lanterns are more late game stuff. So there's not much in early game player can do with aquifers other than go around them.

Speaking of early game, mining just feels a lot slower than it used to be. I'm getting so much plain stone. And I'm only getting blobs of four iron ore blocks at a time when I do find any. This is on Y=16, which should be optimal for iron. How frequent are these new giant ore veins? Am I supposed to burn stone pickaxes until I find an ore vein?

So far, I'm not crazy about splitting up the ores to different levels. This makes mining more tedious. And it makes the emergent gameplay methods like "iron golem farms" more appealing. Seems counterintu...

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Adding breathing potions to the treasure chests was one tool we gave this snapshot, but I think I agree with you right now it's not too easy to deal with early on.