They act as an underwater light source that doesn't work on dry land, you can have 4 together in 1 block area, each pickle added makes the light source brighter!
The Meaning of Life, the Universe, and Everything.
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The Nautilus core (now called Heart of the sea) and the nautilus shell have been confirmed for bedrock edition, since the update is going to be the same throughout all platforms it is reasonable to assume they are going to be added to java edition as well.
They act as an underwater light source that doesn't work on dry land, you can have 4 together in 1 block area, each pickle added makes the light source brighter!
The Nautilus core (now called Heart of the sea) and the nautilus shell have been confirmed for bedrock edition, since the update is going to be the same throughout all platforms it is reasonable to assume they are going to be added to java edition as well.
It looks like it provides an area night vision effect (or at least makes seeing under water similar to night vision) with rumors it may have variable levels or other effects.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I have added multiple things into the post, including sea pickles, conduits, nautilus shells, and more dolphin information. I have also changed the order of some of the items in the thread so that it's easier to find the most important or most interesting information.
If there is anything I have left out or that you feel should be included in this post, please let me know. If you have questions on some of the features, I will be happy to clarify. Please also consider, though, that I don't work at Mojang, and that I don't necessarily have the answers to all of your questions.
The Meaning of Life, the Universe, and Everything.
Join Date:
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The conduit when placed in a structure made of prismarine (similar to how a beacon works) provides the "Conduit Power" effect while you are anywhere within 42-96 blocks depending on the amount of prismarine used, the effect allows you to breath underwater and gives you the night vision like effect that you would get in previous snapshots just from being underwater. It also deals 4 damage (2 hearts) every two seconds to nearby hostile mobs that are in the water.
The conduit only damages mobs with a fully complete structure, btw. And it only damages one mob at a time, and only mobs within 8 blocks.
The structure is a 5x5 cube with a 2x2 cube missing from each corner, and the 3x3 cube in the center made of water. Prismarine, prismarine brick, and sea lanterns all work. It looks like this:
Do we have any idea if the seeds will be the same after this update? For example, I have found what I would consider a perfect map for a treasure/epic loot hunt adventure for my son. I have been working on it with 1.12.1. The new aquatic updates look to be absolutely amazing and would be great to incorporate. If the seeds are the same in 1.13, I can just paste the schematics of the major builds into the seed generated with the new content.
The Meaning of Life, the Universe, and Everything.
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The seeds appear to be fundamentally the same between the two versions, but it is still somewhat to early to tell since things are still prone to sudden and unexpected change.
I'm fairly rusty and been out MC for a while, but I just found out you could download the latest release as a snapshot beta version. I used the same seed as my world in 1.12.1 and it appears the snapshot version is completely different. Maybe I need to check if I used a different map other than "default".
Yes. You are correct it is. I just realized this after going back into 1.12.1 using the same seed and creating a new world and getting the same spawn as the snapshot. I remember going into to the customized world settings and changing ore spawn rates and a bunch of other stuff....I have no idea what all the settings were. Am I screwed?
The Meaning of Life, the Universe, and Everything.
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Support for customized worlds was removed and it is unknown if it will be readded, but if it is it should still work. But for now there really isn't anything you can do.
Support for customized worlds was removed and it is unknown if it will be readded, but if it is it should still work. But for now there really isn't anything you can do.
Unfortunately, they aren't going to add it back. That is, if I have understood things correctly. I hope, that I have misunderstood it, but as of now, I don't believe, that they would add it back.
I usually used customized worlds only because it let me make rivers bigger, as, well. The rivers on normal world generation is puny. Pathetic, even. They are actually non-existent. The rivers in normal world gen are more like a ditches, not rivers...
Unfortunately, they aren't going to add it back. That is, if I have understood things correctly. I hope, that I have misunderstood it, but as of now, I don't believe, that they would add it back.
I usually used customized worlds only because it let me make rivers bigger, as, well. The rivers on normal world generation is puny. Pathetic, even. They are actually non-existent. The rivers in normal world gen are more like a ditches, not rivers...
I think you may have interpreted it wrong after browsing this thread. Sounds like they have to revamp the entire thing and then will readd later
My last question before I drop this, is with the new versions of MC, can you play an old world in a new version and any new chunks you explore that have never been generated, generate with the new blocks?
My last question before I drop this, is with the new versions of MC, can you play an old world in a new version and any new chunks you explore that have never been generated, generate with the new blocks?
Yes. The server I run has been running since 1.8; we have all the new blocks generating in previously-unvisited chunks, and will continue to use the same world moving forward.
The gotcha is when they change the algorithm for distributing and 'smoothing' the borders. In some cases, you may have an area that someone explored (perhaps in a straight line in any direction/angle) running for a long distance, where there seems to be a notable difference in the terrain along said path. With worlds where Elytras have been introduced, there will be a considerable amount of such stretches.
I might recommend reviewing inactive region files not updated in 'x' amount of time (accounting for legacy builds, and visiting landmark structures beforehand is recommended), and deleting the older ones. That way, when you explore them next, 'all' chunks will be regenerated with the new terrain, instead of perpetuating the corruption of early exploration.
Keep in mind, and more information on 'this' detail is welcome....; I've seen mention that you also need to either delete or edit related <structure_type>.dat files as well, so appropriate 'intended' villages, strongholds, mansions, temples, etc. are generated in the chunks that get regenerated. Not sure what the details around that are; so I personally haven't committed to deleting regions on my server just yet. But if you're single-player, just back it up and see....
Yes. The server I run has been running since 1.8; we have all the new blocks generating in previously-unvisited chunks, and will continue to use the same world moving forward.
The gotcha is when they change the algorithm for distributing and 'smoothing' the borders. In some cases, you may have an area that someone explored (perhaps in a straight line in any direction/angle) running for a long distance, where there seems to be a notable difference in the terrain along said path. With worlds where Elytras have been introduced, there will be a considerable amount of such stretches.
I might recommend reviewing inactive region files not updated in 'x' amount of time (accounting for legacy builds, and visiting landmark structures beforehand is recommended), and deleting the older ones. That way, when you explore them next, 'all' chunks will be regenerated with the new terrain, instead of perpetuating the corruption of early exploration.
Keep in mind, and more information on 'this' detail is welcome....; I've seen mention that you also need to either delete or edit related <structure_type>.dat files as well, so appropriate 'intended' villages, strongholds, mansions, temples, etc. are generated in the chunks that get regenerated. Not sure what the details around that are; so I personally haven't committed to deleting regions on my server just yet. But if you're single-player, just back it up and see....
It is like rebooting a region? Can I do that withouth corrupting the world?
It is like rebooting a region? Can I do that withouth corrupting the world?
"Like rebooting a region?" Pretty much, yes. But I honestly can't answer that question of corruption.... perhaps we should start/find a thread that focues specifically on 'trimming down' pre-update worlds in preparation for new terrain generation. I'm pretty sure there is at least one or two dependent processes/files that should also be reviewed/updated along with the deletion of regions where re-generation is desired (to ensure structures generate correctly in the re-gen chunks and elsewhere while not corrupting already-present structures 'not' deleted (Like Guardian Temples' mob spawn area, which is governed by the 'Monument.dat' file.
Sea Pickles have been added!
(and no i'm not joking)
They act as an underwater light source that doesn't work on dry land, you can have 4 together in 1 block area, each pickle added makes the light source brighter!
The Nautilus core (now called Heart of the sea) and the nautilus shell have been confirmed for bedrock edition, since the update is going to be the same throughout all platforms it is reasonable to assume they are going to be added to java edition as well.
I will be adding these to the post soon.
Check out my suggestions! Here is one of them:
This Is So Exciting!
SOOOOO Hyped For Dolphins!
So, what does the conduit do?
It looks like it provides an area night vision effect (or at least makes seeing under water similar to night vision) with rumors it may have variable levels or other effects.
Update
I have added multiple things into the post, including sea pickles, conduits, nautilus shells, and more dolphin information. I have also changed the order of some of the items in the thread so that it's easier to find the most important or most interesting information.
If there is anything I have left out or that you feel should be included in this post, please let me know. If you have questions on some of the features, I will be happy to clarify. Please also consider, though, that I don't work at Mojang, and that I don't necessarily have the answers to all of your questions.
Check out my suggestions! Here is one of them:
The conduit when placed in a structure made of prismarine (similar to how a beacon works) provides the "Conduit Power" effect while you are anywhere within 42-96 blocks depending on the amount of prismarine used, the effect allows you to breath underwater and gives you the night vision like effect that you would get in previous snapshots just from being underwater. It also deals 4 damage (2 hearts) every two seconds to nearby hostile mobs that are in the water.
The conduit only damages mobs with a fully complete structure, btw. And it only damages one mob at a time, and only mobs within 8 blocks.
The structure is a 5x5 cube with a 2x2 cube missing from each corner, and the 3x3 cube in the center made of water. Prismarine, prismarine brick, and sea lanterns all work. It looks like this:
Conduit Structure
Do we have any idea if the seeds will be the same after this update? For example, I have found what I would consider a perfect map for a treasure/epic loot hunt adventure for my son. I have been working on it with 1.12.1. The new aquatic updates look to be absolutely amazing and would be great to incorporate. If the seeds are the same in 1.13, I can just paste the schematics of the major builds into the seed generated with the new content.
The seeds appear to be fundamentally the same between the two versions, but it is still somewhat to early to tell since things are still prone to sudden and unexpected change.
I'm fairly rusty and been out MC for a while, but I just found out you could download the latest release as a snapshot beta version. I used the same seed as my world in 1.12.1 and it appears the snapshot version is completely different. Maybe I need to check if I used a different map other than "default".
Was it a customized world?
Yes. You are correct it is. I just realized this after going back into 1.12.1 using the same seed and creating a new world and getting the same spawn as the snapshot. I remember going into to the customized world settings and changing ore spawn rates and a bunch of other stuff....I have no idea what all the settings were. Am I screwed?
Support for customized worlds was removed and it is unknown if it will be readded, but if it is it should still work. But for now there really isn't anything you can do.
Unfortunately, they aren't going to add it back. That is, if I have understood things correctly. I hope, that I have misunderstood it, but as of now, I don't believe, that they would add it back.
I usually used customized worlds only because it let me make rivers bigger, as, well. The rivers on normal world generation is puny. Pathetic, even. They are actually non-existent. The rivers in normal world gen are more like a ditches, not rivers...
I think you may have interpreted it wrong after browsing this thread. Sounds like they have to revamp the entire thing and then will readd later
https://www.minecraftforum.net/forums/minecraft-java-edition/recent-updates-and-snapshots/2888818-the-future-of-customized-worlds-after-1-13
My last question before I drop this, is with the new versions of MC, can you play an old world in a new version and any new chunks you explore that have never been generated, generate with the new blocks?
Yes. The server I run has been running since 1.8; we have all the new blocks generating in previously-unvisited chunks, and will continue to use the same world moving forward.
The gotcha is when they change the algorithm for distributing and 'smoothing' the borders. In some cases, you may have an area that someone explored (perhaps in a straight line in any direction/angle) running for a long distance, where there seems to be a notable difference in the terrain along said path. With worlds where Elytras have been introduced, there will be a considerable amount of such stretches.
I might recommend reviewing inactive region files not updated in 'x' amount of time (accounting for legacy builds, and visiting landmark structures beforehand is recommended), and deleting the older ones. That way, when you explore them next, 'all' chunks will be regenerated with the new terrain, instead of perpetuating the corruption of early exploration.
Keep in mind, and more information on 'this' detail is welcome....; I've seen mention that you also need to either delete or edit related <structure_type>.dat files as well, so appropriate 'intended' villages, strongholds, mansions, temples, etc. are generated in the chunks that get regenerated. Not sure what the details around that are; so I personally haven't committed to deleting regions on my server just yet. But if you're single-player, just back it up and see....
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It's like reboo
It is like rebooting a region? Can I do that withouth corrupting the world?
"Like rebooting a region?" Pretty much, yes. But I honestly can't answer that question of corruption.... perhaps we should start/find a thread that focues specifically on 'trimming down' pre-update worlds in preparation for new terrain generation. I'm pretty sure there is at least one or two dependent processes/files that should also be reviewed/updated along with the deletion of regions where re-generation is desired (to ensure structures generate correctly in the re-gen chunks and elsewhere while not corrupting already-present structures 'not' deleted (Like Guardian Temples' mob spawn area, which is governed by the 'Monument.dat' file.
<-- Click Banner to Apply !!