I did a thread like this in 1.11, and one in 1.12, and also one for 1.13. But I'm doing a "Part 2" for 1.13 because so far in 1.13 there have been a ton of command changes that I go into a lot here, but unfortunately I could not fit all the new Update Aquatic features into the thread as well. So I have decided to split it into two parts, Part 1 containing the command changes and other technical things, and Part 2 containing everything Update Aquatic or otherwise survival related.
The purpose of these threads are that I'll post some interesting, strange or obscure things you can do with the new features that are being added in 1.13, as well as some other things that may be little-known until the wiki gets updated enough to cover them.
Feel free to post about anything else awesome or fascinating you've found and I'll put it here! (If I think it's awesome enough...) If you want some ideas of what could be put in try checking out the 1.11 or 1.12 threads.
I am Iron Aquaman!:
After many years of confining us to swords and bows the nice folks at Mojang have finally given us a new weapon in the form of tridents, and they are awesome.
Tridents can be used as a melee weapon and have 9 attack damage - which is more than an unenchanted diamond sword, but they only have 1.1 attack speed, which is less than a typical sword. All in all, they have a DPS of 9.9, which is less than an unenchanted diamond sword's DPS at 11.2, however if you are a rather slow and calculating attacker tridents would be your best friend.
Obviously the main features of the trident is that they can be thrown. They seem to deal a consistent amount of damage unlike bows, dealing 8 damage upon hitting an entity. Unlike bows they suffer no velocity loss when thrown in water, making them ideal for dealing with guardians. They have 251 uses, the same as iron tools, and lose one use when used to melee attack an enemy, and also suffer one durability loss when thrown and hitting the ground. Hitting a mob does not cause it to take further damage.
Now, let's talk about enchantments. The only existing vanilla enchantments the Trident can get are Unbreaking, Mending and Curse of Vanishing, the latter two being treasure enchantments as usual.
Four new enchantments have been added for the Trident:
Loyalty:
Loyalty makes the trident return to you when thrown, whereas if you throw a Trident without Loyalty it will just stick in the ground and you have to go pick it up.
There are three levels of Loyalty, so you can go up to Loyalty III, and higher levels seem to make it return to you slightly faster.
When you get the trident back it will go in the first available slot, not the slot you threw it from unfortunately (which is a little bit of a pity because that gets rid of using a sword in your main hand and a trident in your offhand...)
One warning: Just because your trident has loyalty doesn't mean it's yours forever. If you are in the End and accidentally throw it into the void... well, you know what I mean.
Impaling:
Impaling is like Smite or Bane of Arthropods, except Impaling is against sea creatures (so Squid, Turtles, Guardians, and Elder Guardians), and it can only work on tridents. It increases both throwing damage and melee damage by 2.5 damage per level, which is the same amounts that Smite and Bane of Arthropods do against their respective enemies.
Conditions: Melee/Thrown
Unenchanted: 9/8
Impaling I: 11.5/10.5
Impaling II: 14/13
Impaling III: 16.5/15.5
Impaling IV: 19/18
Impaling V: 21.5/20.5
When I first heard of an enchantment called Impaling I was seriously hoping it would be an enchantment that would let Tridents pierce enemies so they could hit multiple, but unfortunately my dreams were dashed. Oh well, if anyone from Mojang is reading this please make note of what I just wrote.
Riptide:
Riptide will make you get launched forward if thrown when you are underwater or if thrown while it is raining. If you crash into a mob while "Riptide-ing", they will take damage from your trident. There are three levels of Riptide, up to Riptide III, and higher levels make you get launched further. Riptide is incompatible with Loyalty and Chanelling.
Let me tell you, with Riptide III while raining you can get launched really high - definitely useful for launching yourself with elytra. But be careful if you don't have elytra - it can launch you high enough to kill you with fall damage! (Credit: The_Shadow) If it's not raining you can stand in water and throw your trident up - you'll still get launched up. Even if it's only a little 2x2 infinite water spring it will work.
A strange glitch I found in 18w14a is that if you are holding a shield in your off-hand and try to throw a trident out of water, it looks like you're holding the trident backwards!
This is a bug which I personally posted the report on.
Channeling:
This enchantment will make it so that a mob struck with your trident while it is thundering will make lightning strike the mob - finally a way of triggering lightning for charged creeper farms and then for zombie, skeleton, wither skeleton, and creeper head farms.
Suddenly summoning the wither is much easier, and so will getting zombie, skeleton and creeper heads.
Currently all the new Trident enchantments are not treasure enchantments so you can get them all in an enchanting table. Given how powerful and useful Channeling is I think it ought to be a treasure enchantment. It would probably also be nice if Sharpness, Smite and Bane of Arthropods and perhaps other sword enchantments could go on a trident in survival mode, even if it was only with an anvil, like how axes can do that.
In fact, let's test this!
Custom-enchanted tridents:
This fact deserves its own section because it devotes itself to testing what would happen if you put other enchantments like Sharpness on a Trident which you can't put on it in survival, but if you do it in creative mode or with commands. This would be useful for maps with custom trident weapons.
Sharpness, Smite and Bane of Arthropods all work properly with increasing damage when put on a Trident, in the same way that swords do, both when used as a melee weapon and when thrown.
Knockback, Fire Aspect and Looting all work as normal when used as a melee weapon, but not when thrown.
I tried seeing if Punch or Flame affected Tridents when thrown but there was no difference.
Using commands to change the base attribute attack damage will change melee damage but does not change thrown damage - it always stays at 8.
Finally, let's talk about making Tridents have enchantments levelled to be higher than their max. Obviously Impaler of levels higher than V would just do even more damage, and higher levels of Channelling don't seem to make a difference.
However, with higher levels of Loyalty, obviously it will return even faster, however once you get up to really high levels, e.g. level 100, the trident will become glitched, constantly trying to return to you but never making it back to you.
With say Riptide X, that is a high enough level to launch you all the way up to the world height limit from sea level. Once you get up to Riptide level 13, using your trident in water or rain will cause you to get "teleported" up a certain height instead of flung up.
Lastly, as of 18w14a Riptide can no longer be put on Tridents with Loyalty or Channelling... unless you use commands or creative. The Riptide will take precedence over normal throwing if Riptide is on it at all, no matter the other enchantments.
I'm gonna drown!
Drowned are a new type of zombie that are essentially water-zombies. They can spawn naturally in ocean and river biomes, but also spawn when a zombie drowns.
You might think that this means that a zombie will turn into a drowned if it dies of drowning damage, but no. Zombie behaviour has changed when entering water - instead of swimming on the surface, they will sink to the bottom and will keep chasing you from the bottom of water. They currently have a bit of trouble climbing blocks underwater, however.
After about 20 seconds, the zombie will shake, and turn into... a drowned. Only zombies, not husks or zombie villagers. Drowned will swim around underwater, randomly changing swimming altitudes underwater as randomly as the direction they choose to move in. When attacking a player they will swim towards them. Drowned can also go on land and will act like a regular zombie on land, this including burning in sunlight.
Probably the most unique thing about drowned is its ability to spawn holding tridents, and it can even use them, too. On land it will stand still and throw tridents at you, having unlimited ammo. Underwater it will also slowly move towards you while throwing tridents, too. Any tridents it throws will stick into the ground like an arrow, not coming back at all. While drowned have about the same amount of melee damage as a regular zombie, its trident will deal a whopping four hearts of damage, making them a threat even if you're wearing full diamond armor.
And if you get killed by one of their tridents it will say "<Player> was impaled by Drowned."
Drowned can also very rarely spawn holding fishing rods. This has no effect on the drowned's behaviour.
Drowned are affected by Smite, and strangely, not by Impaling on a trident.
Drowned will drop 0-2 rotten flesh upon death, which can be increased with looting. Any drowned has a 5% chance of dropping either a full-durability trident or a gold ingot, this chance being increased by 1% per level of looting, even if you kill an unarmed trident.
If you kill a drowned holding a trident it is given a second chance of dropping a trident, this time being an 8.5% chance, however the trident will not have full durability, it will often be very damaged.
Unfortunately using commands to summon a drowned with a custom-enchanted trident will not make its trident have the effects of the trident. Loyalty won't work, Riptide won't make it move forward upon throwing its trident, and Channeling won't make it so lightning will strike you whenever you get hit by their trident if it's thundering.
As of 18w19a other undead mobs (skeletons, zombie pigmen, wither skeletons, husks, strays, and skeleton horses) will also sink to the bottom of water, however only zombies will transform into drowned. Undead mobs also no longer... um... drown while underwater, as well.
You can also ride skeleton horses effectively underwater as well with no problems, although if you go down a deep ocean you'll take a while to sink all the way to the bottom.
Mine Turtle!:
Turtles were obviously added in the snapshots, boasting 15 hearts of health.
Strangely, Turtles don't drop turtle shell pieces, but they do drop sea grass. You can use sea grass to breed turtles, and this will make one of them lay a turtle egg. Turtle eggs will hatch at night-time and then you get a cute little baby turtle!
(Credit: The_Shadow) You can pick up turtle eggs with a silk touch pickaxe, and (Credit: DuhDerp) you can place multiple turtle eggs in one block, up to four eggs in one block.
In order to get turtle shell pieces, or "scutes", as they're actually called, they are dropped when a baby turtle grows up, which I imagine would make farming turtle shell pieces mad difficult, as currently turtles only spawn on certain beaches. Each turtle has a "home beach", which is where it goes to lay its eggs, so I suppose you could steal the eggs using a silk touch pickaxe, take them to your base, plant them down, wait for them to hatch, then when they grow up release the now fully-grown turtles back into the wild.
Five turtle shell pieces can be crafted into a Turtle Shell, which can be used for brewing Potions of the Turtle Master, which are special in that they are the first potions to be added to vanilla survival Minecraft that give you multiple effects - Slowness IV and Resistance IV, for one minute. This reduces your movement speed by 60%, making you really slow, but your damage resistance by 80%, making you an absolute tank and nearly unkillable. The effects can be increased to three minutes using redstone dust, and when using glowstone dust you get Slowness VI and Resistance VI instead, which really does make you unkillable, but your movement speed is now reduced by a whopping 90%.
The downside is that despite the extreme slowness, if you move while jumping you still can move at about the normal speed, meaning that currently this potion seems quite overpowered, especially in a PVP situation.
Turtle Shells can also be worn as a helmet. It gives you the same protection as an iron helmet. It has 276 durability, which is higher than an iron helmet but lower than diamond. Probably the most unique thing about this is the fact that it gives you water breathing for 10 seconds while wearing, and it will begin to count down once you go underwater. They can get all the enchantments a regular helmet can get, including Protection, Fire Protection, Thorns, Unbreaking, Mending, and, of course, Respiration.
Go to your room, kiddo!:
Phantoms are the mob that was voted in at Minecon Earth. As cool as they may be, I personally preferred Mob D because of how awesome it seemed and Mob A because I imagine fighting it alongside Guardians would be a nightmare. And then a lot of peeps liked Mob C because of the promise of new enchanting powers.
Making do with what we got, Phantoms are now a new hazard that I imagine Minecraft would have been much better without. Phantoms spawn in the Overworld and the End. I actually don't mind them spawning in the End - it makes them a new threat to the End while exploring for End Cities. And you certainly don't ever sleep in the End. The End suits the Phantom well. But the Overworld? Perhaps not so much.
They will attack if you haven't slept for a while. It's not yet too clear how long you have to have not slept in order for them to attack you, but in my test world they were attacking me without provocation even though the last time I slept was... five seconds ago.
Then again they were phantoms spawned using a spawn egg so either it's a bug or phantoms spawned using spawn eggs are permanently hostile. Or maybe phantoms only spawn in the first place if you haven't slept for a while.
Phantoms have 10 hearts of health and deal a considerable amount of damage - about 3 hearts on normal difficulty. Currently all they drop is leather, which might be slightly useful if you have yet to get a full enchanting setup or a decent cow farm, but otherwise not too handy. Hopefully they'll get a drop that's a bit more useful in a future snapshot.
It's also possible to customise their size using commands:
/summon minecraft:phantom ~ ~ ~ {Size:10}
Compare that with a phantom from a spawn egg. What a beast!
Or how about size 100...
If you are reading this and voted for Mob B, you happy now?
Not me. I still want Mob A or D.
To the Moon!:
Phantoms now finally have a proper drop - Phantom Membrane. This now takes over the role that leather used to have in repairing elytra, but it can also be used as a potion ingredient to brew a new type of potion called the Potion of Slow Falling.
The Slow Falling effect makes you fall slower, at a constant rate of about... well, I can't tell how many blocks per second because of a bug where you can't open up the F3 debug screen!
Like other effects you can use commands to give yourself say Slow Falling II, or Slow Falling III, or higher amplifiers. Sadly, this has no effect on the effect behaviour. (Pun totally not intended)
New Ocean Biomes!:
There are new ocean biomes coming to Minecraft. If you open up two worlds with the same seed, one in 1.12 and another in the latest snapshot, (try the seed 3327780 for an ocean) the 1.12 world will just have ocean, but the snapshot world will still generate the same way... except for the new ocean biomes and being filled with kelp and sea grass and a few turtles.
This means that if you're worried about chunk borders spawning between 1.12 and 1.13 terrain, it won't happen. At oceans it might look a bit weird, but at other terrain it won't happen.
Currently all the ocean biomes are not too different from each other, but that will change in future snapshots. They are:
Warm Ocean
Lukewarm Ocean
Ocean
Cold Ocean
Frozen Ocean
"Deep" variants exist for all of these, however as of 18w08b, Deep Warm Oceans no longer generate.
As of 18w08b Warm and Lukewarm Oceans now generate with sand for the floor instead of gravel, and warm oceans have coral reefs.
Frozen Oceans spawn with a layer of ice covering a fair amount of the water, and as of 18w15a Icebergs will spawn in Deep Frozen Oceans. Icebergs are possibly, above all else, one of my favourite additions in the Update Aquatic just because of how awesome it would be to build a base above and below the water in these hulking sections of ice.
They spawn predominately made up of Packed Ice, but also occasionally capped with snow blocks and also, mostly underwater but occasionally above the water, patches of Blue Ice. Beneath the water are also a large number of pockets of water.
The different variants of oceans also define what types of fish can spawn in them.
Warm: Pufferfish and Tropical Fish
Lukewarm: Pufferfish, Cod and Tropical Fish
Normal: Cod
Cold: Salmon and Cod
Frozen: Salmon
Tropical Fish will probably generate in coral reefs when they finally start generating in-game, but for now, reportedly, there are 3072 possible different variants of tropical fish, and that's taking into account all sorts of different sizes, shapes, colours, patterns, and more. Once I figure out a list of all possible attributes for tropical fish (or when one of you posts a list for me ) I'll definitely be sticking it on in here.
All I'll say for now is that if you have some fish in real life, chances are one tropical fish variant out there somewhere will look just like it.
Journeys to Atlantis:
18w09a adds Atlantis Underwater Ruins to Minecraft, which spawn somewhat frequently across the ocean floors, however finding them can prove to be quite a challenge. They are generally made out of mossy and cracked stone bricks, but can also be made from sandstone and chiselled sandstone if they spawn on a Warm on Lukewarm Ocean, and also have random other blocks scattered about like mossy cobblestone, wooden planks, polished granite, light blue terracotta, magma blocks, and more rarely a block of obsidian, a prismarine block, a sea lantern and even some purple glazed terracotta in some particularly large ruins.
The list of possible blocks that can sprinkle underwater ruins seem to literally have no limits.
The main attraction to underwater ruins are the chests. Chests can spawn exposed, but are more likely to be buried beneath the sand or gravel, which requires some digging. It seems like there is always one chest per building, but it's not always in an obvious location!
Currently there are two different chest loot tables for underwater ruins - one for small, and one for large.
For small ruins:
There will be 2-8 rolls, each roll choosing one of these items.
1-4 Coal (10/28 chance)
2-3 Wheat (10/28 chance)
1 Rotten Flesh (5/28 chance)
1 Stone Axe (2/28 chance)
1 Emerald (1/28 chance)
The chest will also contain one of these additional items:
A Buried Treasure Map (5/12 chance)
An Enchanted Fishing Rod (5/12 chance)
A Golden Helmet (1/12 chance)
A Leather Chestplate (1/12 chance)
For large ruins:
There will be 2-8 rolls, each roll choosing one of these items.
1-4 Coal (10/31 chance)
1-3 Gold Nuggets (10/31 chance)
2-3 Wheat (10/31 chance)
1 Emerald (1/31 chance)
The chest will also contain one of these additional items:
A Buried Treasure Map (10/23 chance)
An Enchanted Fishing Rod (5/23 chance)
An Enchanted Book (5/23 chance)
A Golden Apple (1/23 chance)
A Golden Helmet (1/23 chance)
A Leather Chestplate (1/23 chance)
X marks the spot!:
In 18w10a they added buried treasure maps to the Underwater Ruins' loot tables, as described above. If you find a treasure map it will have a great big red "X" on the map that will lead you to buried treasure, which is essentially a chest buried a few blocks beneath the ocean floor. However, the chest contains much better loot than what you can get from the Underwater Ruins.
There will be 5-8 rolls, each roll containing one of these items.
1-4 Iron Ingots (2/5 chance)
1-4 Gold Ingots (1/5 chance)
1-2 TNT (1/10 chance)
4-8 Emeralds (1/10 chance)
1-2 Diamonds (1/10 chance)
1-5 Prismarine Crystals (1/10 chance)
There will also be 2 rolls of these items:
2-4 Cooked Cod (1/2 chance)
2-4 Cooked Salmon (1/2 chance)
You have a 1/2 chance of getting one of these two items:
1 Iron Sword
1 Leather Tunic
Finally, you are almost guaranteed to get one Heart of the Sea from Buried Treasure.
What I personally found interesting is that they've added a new function to loot tables for generating the treasure maps that lead to the buried treasure, called "minecraft:exploration_map".
The "zoom" tag dictates how zoomed out the map will be.
The "skip_existing_chunks" tag specifies whether or not it will look for a structure already in an existing chunk, allowing for custom explorer maps.
(Credit: MrPingoiun1, TinyBreadBigMouth) There is also an unused tag called "search_radius", and this specifies a number (in chunks) of the search radius for the structure, the radius being a square. If no structure is found in the radius you just get a map without a structure.
Another new feature of maps is that you can right-click on a banner with a map to mark your map with that coloured banner. If the banner is renamed with an anvil it will also show the name on the map, allowing for you to name places.
Get Ship-rekt!:
18w11a adds another new ocean structure. Shipwrecks this time.
They can be made out of many different types of wood including oak, spruce, dark oak, and jungle. Not so sure about birch or acacia. They can either generate facing up or on their side, or even upside-down, or with half the ship missing!
Unless part of the ship is missing, a shipwreck will contain three chests inside, each one with a different loot table.
"shipwreck_map"
Is almost guaranteed to contain a buried treasure map.
There is also 3 more rolls, each roll containing one of these items:
1-10 Paper (20/38 chance)
1-5 Feathers (10/38 chance)
1-5 Books (5/38 chance)
A compass (1/38 chance)
An empty map (1/38 chance)
A clock (1/38 chance)
"shipwreck_supply"
Has 3-10 rolls, each roll containing one of these items:
1-12 Paper (8/65 chance)
2-6 Potatoes (7/65 chance)
2-6 Poisonous Potatoes (7/65 chance)
4-8 Carrots (7/65 chance)
8-21 Wheat (7/65 chance)
2-8 Coal (6/65 chance)
5-24 Rotten Flesh (5/65 chance)
1-3 Pumpkins (2/65 chance)
1-5 Gunpowder (3/65 chance)
1-2 TNT (1/65 chance)
A Leather Helmet with a random enchantment (3/65 chance)
A Leather Tunic with a random enchantment (3/65 chance)
Leather Pants with a random enchantment (3/65 chance)
Leather Boots with a random enchantment (3/65 chance)
"shipwreck_treasure"
There are 3-6 rolls of the following:
1-5 Iron Ingots (9/15 chance)
1-5 Gold Ingots (1/15 chance)
1-5 Emeralds (4/15 chance)
1 Diamond (1/30 chance)
1 Bottle o' Enchanting (1/30 chance)
And 2-5 rolls of the following:
1-10 Iron Nuggets (5/8 chance)
1-10 Gold Nuggets (1/8 chance)
1-10 Lapis Lazuli (2/8 chance)
Enchantment Under The Sea:
18w15a adds something that some may consider to be an "Underwater Beacon" - or, as it's actually called, the Conduit.
You can craft the Conduit using 8 Nautilus Shells and 1 Heart of the Sea. Drowned occasionally spawn holding a Nautilus Shell and are guaranteed to drop it if they do, and you can also get Nautilus Shells from fishing. However, Hearts of the Sea are currently unobtainable, but if I had to guess, they'll end up being found in loot chests (or maybe dropped from a brand new secret ocean boss mob???)
Conduits are activated by placing blocks of prismarine, dark prismarine or sea lantern around them on the outer edges of a 5x5x5 cube centred on the Conduit. Adding more blocks will increase the power of the Conduit, up to a maximum of 16.
The Conduit will grant the Conduit Vision effect to all nearby players in water within a radius comparable to that of a beacon, which gives underwater night vision, haste, and water breathing. At its maximum power it will also damage nearby hostile mobs in this radius that are in water, dealing about 2 hearts every two seconds.
My Bubbles!:
In the Update Aquatic teaser shown at Minecon Earth they showcased how magma blocks will generate bubble columns underwater, which make you sink. And yes, they really do make you sink. And then take damage as you step on the magma blocks.
(Credit: The_Shadow) You could try making magma block bubble columns create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.
Using soul sand instead of magma blocks will make bubble columns that make you rise up. And what's more, you rise up pretty darned fast. Looking forward to creating lots of epic water-vators using this!
(Credit: Genius_idiot) If you ride a boat onto a soul sand column for approximately 3 seconds, it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up.
Currently creating bubble columns of both types can be very glitchy and will hopefully be fixed in a future snapshot.
Exploring the briny depths:
In 18w08a caves and ravines that generate beneath an ocean biome have a chance to be filled with water. Literally, filled to the brim with water. The most notable features of these underwater caves is that, wherever the water connects with lava lakes, it will form obsidian, but the obsidian will be sprinkled with magma blocks, creating some bubble columns. This doesn't just happen in underwater ravines - it can happen in normal lava-filled caves.
A cave or ravine does not necessarily have to be exposed to the ocean in order to be filled with water - it can still be filled with water, however it must be beneath or near an ocean biome. Similarly, not all caves and ravines beneath an ocean will be filled with water - some may still be filled with cave air as normal, and if they connect they do create some rather strange water openings.
A few interesting things I found is, firstly, that if a ravine generates exposed to the ocean, kelp and sea grass may generate on the stone at the bottom of the ravine. An example of this happens on the seed 3327780 at coordinates -193 21 482. On the same seed, at 195 14 795, there is a ravine that generates all the way down to lava level, and kelp and sea grass actually spawn on the obsidian and magma blocks!
Secondly, on that same seed, I found a dungeon at coordinates -279 17 -14 that generated next to a water-filled cave. The dungeon had no water generating inside it, but water from the nearby cave was spilling inside it.
These underwater caves will definitely bring a much-needed new twist to caving. No monsters (currently) spawn inside these underwater caves, but you'd still need to come prepared with water breathing potions and respiration and aqua affinity on your helmet. Aside from magma blocks, which can be obtained much more easily from the nether anyway, there are no other benefits from caving in underwater caves. However, the different experience would still be great.
Now, for one of my favorite topics...
Advancements:
In 18w14a they added a few new advancements around some of the new Aquatic features.
Adventure tab:
A Throwaway Joke:
Throw a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Very Very Frightening:
Strike a Villager with lightning.
Husbandry tab:
Fishy Business:
Catch a fish
Tactical Fishing:
Catch a fish... without a fishing rod!
(i.e. Get a fish in a bucket)
In order to create some of these new advancements Mojang cheated and added three new advancement triggers.
"minecraft:fishing_rod_hooked": You get when you catch a fish (or any item) with a fishing rod. You can put conditions on this to state what item specifically you hooked.
"minecraft:filled_bucket": You get this when you fill a bucket. You can put conditions on this to state what item you end up with.
"minecraft:channeled_lightning": You get this when you use the Channeling enchantment on a Trident to strike any mob with lightning. You can put conditions on this to state which mob.
Don't forget to post anything you find that you think is awesome or interesting in the comments!
Turtle Shells do not give permanent Water Breathing. They give you 10 seconds of it, renewed when you get a breath of air. So combining Respiration with them is a very good idea.
Riptide III launches you more than high enough to kill you, too. So be careful if you're not wearing elytra!
Turtle Shells do not give permanent Water Breathing. They give you 10 seconds of it, renewed when you get a breath of air. So combining Respiration with them is a very good idea.
Riptide III launches you more than high enough to kill you, too. So be careful if you're not wearing elytra!
True about the Turtle Shell. I think it was permanent in the a snapshot but they changed it in the b snapshot and then I guess I forgot to update the post...
I've added your little tidbit of info about Riptide III killing you if you jump too high.
I've also added a couple of extra facts myself about what happens with Riptide and Loyalty if you use commands to give yourself really-high-levelled tridents with those enchants.
I was hoping that the bubble columns would let you create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.
How long does it take turtle eggs to hatch?! I've been waiting quite a while.
Also, turtle eggs can be picked up with Silk Touch. I hope that doing that, then placing them on sand, will 'reset' their home beach.
You can place up to 4 turtle eggs in the same block space, and I think the turtle shells are chance drops from when the baby hatches.
Also, I get the impression that the Phantoms are rather incomplete, so Mojang might be purposely cranking up all the values about them so they can get a good sample size quickly instead of waiting for the obscure cases to eventually occur.
Making bubble columns in restricted spaces is more complicated than one might think. It is not sufficient to put one soul sand or magma at the bottom of a 1x1 hole filled with water.
If you make a 2x2 hole filled with water, bubbles only appear at the northwest and southeast corners. The northwest one starts up first, then after a while the southeast one. I don't know if this is a bug or what.
In a 3x3 hole, the 'side' squares are the ones to get bubbles, not the middle or the corners.
EDIT: After more experimentation, this doesn't actually seem to be consistent. But I've yet to see more than two of the squares in a 2x2 hole produce bubbles. Maybe 1x1 will if you give it enough time? Dunno.
Okay, I figured out the trick to 1x1 bubble columns. You do need a 2x2 hole of water, but replacing any one of the floor with soul sand or magma will produce bubbles. You can then cover the top of the other three squares with stone or whatever, and it will still bubble, as long as there's 2x2 water for 2 squares above it.
EDIT: You can get any two squares in a 2x2 hole to produce bubbles, but not three. If you have two adjacent squares producing bubbles, trying to add a third will mean only the two diagonal ones will.
You can place up to 4 turtle eggs in the same block space, and I think the turtle shells are chance drops from when the baby hatches.
True about placing 4 turtle eggs in the same block space.
I've already written that baby turtles drop a turtle shell piece, or "scute" as they're now called, upon growing up into an adult turtle.
I was hoping that the bubble columns would let you create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.
How long does it take turtle eggs to hatch?! I've been waiting quite a while.
Also, turtle eggs can be picked up with Silk Touch. I hope that doing that, then placing them on sand, will 'reset' their home beach.
The first point is interesting.
Turtle eggs only hatch at night-time, so if you made your world be permanent day they'll never hatch.
I don't know for sure, but I wouldn't be surprised if when a baby turtle does hatch its home beach is set to where it hatched.
Making bubble columns in restricted spaces is more complicated than one might think. It is not sufficient to put one soul sand or magma at the bottom of a 1x1 hole filled with water.
If you make a 2x2 hole filled with water, bubbles only appear at the northwest and southeast corners. The northwest one starts up first, then after a while the southeast one. I don't know if this is a bug or what.
In a 3x3 hole, the 'side' squares are the ones to get bubbles, not the middle or the corners.
EDIT: After more experimentation, this doesn't actually seem to be consistent. But I've yet to see more than two of the squares in a 2x2 hole produce bubbles. Maybe 1x1 will if you give it enough time? Dunno.
Clearly bubble columns are currently very buggy when it comes to creating them, so hopefully in future snapshots their behavior will be fixed so it's more consistent.
The only place I've seen it mentioned is the minecraft.net article on the update aquatic, which makes me think it was just creative-writing fluff, but we're apparently getting a hostile underwater mob soon (the author of the article quoted Jens on this). It makes sense that it would be attached to the lootable shipwrecks, but I wonder if perhaps it would spawn more generally...
so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up
so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up
so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up
Added.
Also now that 18w08a is here, I've added some new sections about the new ocean biomes and underwater caves and ravines.
Finally, after two weeks with no snapshots, 18w14a is here with a somewhat disappointing amount of content, but at least they finally added something to make Phantoms worth fighting, changed Riptide behavior, and some new advancements.
I did a thread like this in 1.11, and one in 1.12, and also one for 1.13. But I'm doing a "Part 2" for 1.13 because so far in 1.13 there have been a ton of command changes that I go into a lot here, but unfortunately I could not fit all the new Update Aquatic features into the thread as well. So I have decided to split it into two parts, Part 1 containing the command changes and other technical things, and Part 2 containing everything Update Aquatic or otherwise survival related.
The purpose of these threads are that I'll post some interesting, strange or obscure things you can do with the new features that are being added in 1.13, as well as some other things that may be little-known until the wiki gets updated enough to cover them.
Feel free to post about anything else awesome or fascinating you've found and I'll put it here! (If I think it's awesome enough...) If you want some ideas of what could be put in try checking out the 1.11 or 1.12 threads.
I am
IronAquaman!:After many years of confining us to swords and bows the nice folks at Mojang have finally given us a new weapon in the form of tridents, and they are awesome.
Tridents can be used as a melee weapon and have 9 attack damage - which is more than an unenchanted diamond sword, but they only have 1.1 attack speed, which is less than a typical sword. All in all, they have a DPS of 9.9, which is less than an unenchanted diamond sword's DPS at 11.2, however if you are a rather slow and calculating attacker tridents would be your best friend.
Obviously the main features of the trident is that they can be thrown. They seem to deal a consistent amount of damage unlike bows, dealing 8 damage upon hitting an entity. Unlike bows they suffer no velocity loss when thrown in water, making them ideal for dealing with guardians. They have 251 uses, the same as iron tools, and lose one use when used to melee attack an enemy, and also suffer one durability loss when thrown and hitting the ground. Hitting a mob does not cause it to take further damage.
Now, let's talk about enchantments. The only existing vanilla enchantments the Trident can get are Unbreaking, Mending and Curse of Vanishing, the latter two being treasure enchantments as usual.
Four new enchantments have been added for the Trident:
Loyalty:
Loyalty makes the trident return to you when thrown, whereas if you throw a Trident without Loyalty it will just stick in the ground and you have to go pick it up.
There are three levels of Loyalty, so you can go up to Loyalty III, and higher levels seem to make it return to you slightly faster.
When you get the trident back it will go in the first available slot, not the slot you threw it from unfortunately (which is a little bit of a pity because that gets rid of using a sword in your main hand and a trident in your offhand...)
One warning: Just because your trident has loyalty doesn't mean it's yours forever. If you are in the End and accidentally throw it into the void... well, you know what I mean.
Impaling:
Impaling is like Smite or Bane of Arthropods, except Impaling is against sea creatures (so Squid, Turtles, Guardians, and Elder Guardians), and it can only work on tridents. It increases both throwing damage and melee damage by 2.5 damage per level, which is the same amounts that Smite and Bane of Arthropods do against their respective enemies.
Conditions: Melee/Thrown
Unenchanted: 9/8
Impaling I: 11.5/10.5
Impaling II: 14/13
Impaling III: 16.5/15.5
Impaling IV: 19/18
Impaling V: 21.5/20.5
When I first heard of an enchantment called Impaling I was seriously hoping it would be an enchantment that would let Tridents pierce enemies so they could hit multiple, but unfortunately my dreams were dashed. Oh well, if anyone from Mojang is reading this please make note of what I just wrote.
Riptide:
Riptide will make you get launched forward if thrown when you are underwater or if thrown while it is raining. If you crash into a mob while "Riptide-ing", they will take damage from your trident. There are three levels of Riptide, up to Riptide III, and higher levels make you get launched further. Riptide is incompatible with Loyalty and Chanelling.
Let me tell you, with Riptide III while raining you can get launched really high - definitely useful for launching yourself with elytra. But be careful if you don't have elytra - it can launch you high enough to kill you with fall damage! (Credit: The_Shadow) If it's not raining you can stand in water and throw your trident up - you'll still get launched up. Even if it's only a little 2x2 infinite water spring it will work.
A strange glitch I found in 18w14a is that if you are holding a shield in your off-hand and try to throw a trident out of water, it looks like you're holding the trident backwards!
This is a bug which I personally posted the report on.
Channeling:
This enchantment will make it so that a mob struck with your trident while it is thundering will make lightning strike the mob - finally a way of triggering lightning for charged creeper farms and then for zombie, skeleton, wither skeleton, and creeper head farms.
Suddenly summoning the wither is much easier, and so will getting zombie, skeleton and creeper heads.
Currently all the new Trident enchantments are not treasure enchantments so you can get them all in an enchanting table. Given how powerful and useful Channeling is I think it ought to be a treasure enchantment. It would probably also be nice if Sharpness, Smite and Bane of Arthropods and perhaps other sword enchantments could go on a trident in survival mode, even if it was only with an anvil, like how axes can do that.
In fact, let's test this!
Custom-enchanted tridents:
This fact deserves its own section because it devotes itself to testing what would happen if you put other enchantments like Sharpness on a Trident which you can't put on it in survival, but if you do it in creative mode or with commands. This would be useful for maps with custom trident weapons.
Sharpness, Smite and Bane of Arthropods all work properly with increasing damage when put on a Trident, in the same way that swords do, both when used as a melee weapon and when thrown.
Knockback, Fire Aspect and Looting all work as normal when used as a melee weapon, but not when thrown.
I tried seeing if Punch or Flame affected Tridents when thrown but there was no difference.
Using commands to change the base attribute attack damage will change melee damage but does not change thrown damage - it always stays at 8.
Finally, let's talk about making Tridents have enchantments levelled to be higher than their max. Obviously Impaler of levels higher than V would just do even more damage, and higher levels of Channelling don't seem to make a difference.
However, with higher levels of Loyalty, obviously it will return even faster, however once you get up to really high levels, e.g. level 100, the trident will become glitched, constantly trying to return to you but never making it back to you.
With say Riptide X, that is a high enough level to launch you all the way up to the world height limit from sea level. Once you get up to Riptide level 13, using your trident in water or rain will cause you to get "teleported" up a certain height instead of flung up.
Lastly, as of 18w14a Riptide can no longer be put on Tridents with Loyalty or Channelling... unless you use commands or creative. The Riptide will take precedence over normal throwing if Riptide is on it at all, no matter the other enchantments.
I'm gonna drown!
Drowned are a new type of zombie that are essentially water-zombies. They can spawn naturally in ocean and river biomes, but also spawn when a zombie drowns.
You might think that this means that a zombie will turn into a drowned if it dies of drowning damage, but no. Zombie behaviour has changed when entering water - instead of swimming on the surface, they will sink to the bottom and will keep chasing you from the bottom of water. They currently have a bit of trouble climbing blocks underwater, however.
After about 20 seconds, the zombie will shake, and turn into... a drowned. Only zombies, not husks or zombie villagers. Drowned will swim around underwater, randomly changing swimming altitudes underwater as randomly as the direction they choose to move in. When attacking a player they will swim towards them. Drowned can also go on land and will act like a regular zombie on land, this including burning in sunlight.
Probably the most unique thing about drowned is its ability to spawn holding tridents, and it can even use them, too. On land it will stand still and throw tridents at you, having unlimited ammo. Underwater it will also slowly move towards you while throwing tridents, too. Any tridents it throws will stick into the ground like an arrow, not coming back at all. While drowned have about the same amount of melee damage as a regular zombie, its trident will deal a whopping four hearts of damage, making them a threat even if you're wearing full diamond armor.
And if you get killed by one of their tridents it will say "<Player> was impaled by Drowned."
Drowned can also very rarely spawn holding fishing rods. This has no effect on the drowned's behaviour.
Drowned are affected by Smite, and strangely, not by Impaling on a trident.
Drowned will drop 0-2 rotten flesh upon death, which can be increased with looting. Any drowned has a 5% chance of dropping either a full-durability trident or a gold ingot, this chance being increased by 1% per level of looting, even if you kill an unarmed trident.
If you kill a drowned holding a trident it is given a second chance of dropping a trident, this time being an 8.5% chance, however the trident will not have full durability, it will often be very damaged.
Unfortunately using commands to summon a drowned with a custom-enchanted trident will not make its trident have the effects of the trident. Loyalty won't work, Riptide won't make it move forward upon throwing its trident, and Channeling won't make it so lightning will strike you whenever you get hit by their trident if it's thundering.
As of 18w19a other undead mobs (skeletons, zombie pigmen, wither skeletons, husks, strays, and skeleton horses) will also sink to the bottom of water, however only zombies will transform into drowned. Undead mobs also no longer... um... drown while underwater, as well.
You can also ride skeleton horses effectively underwater as well with no problems, although if you go down a deep ocean you'll take a while to sink all the way to the bottom.
Mine Turtle!:
Turtles were obviously added in the snapshots, boasting 15 hearts of health.
Strangely, Turtles don't drop turtle shell pieces, but they do drop sea grass. You can use sea grass to breed turtles, and this will make one of them lay a turtle egg. Turtle eggs will hatch at night-time and then you get a cute little baby turtle!
(Credit: The_Shadow) You can pick up turtle eggs with a silk touch pickaxe, and (Credit: DuhDerp) you can place multiple turtle eggs in one block, up to four eggs in one block.
In order to get turtle shell pieces, or "scutes", as they're actually called, they are dropped when a baby turtle grows up, which I imagine would make farming turtle shell pieces mad difficult, as currently turtles only spawn on certain beaches. Each turtle has a "home beach", which is where it goes to lay its eggs, so I suppose you could steal the eggs using a silk touch pickaxe, take them to your base, plant them down, wait for them to hatch, then when they grow up release the now fully-grown turtles back into the wild.
Five turtle shell pieces can be crafted into a Turtle Shell, which can be used for brewing Potions of the Turtle Master, which are special in that they are the first potions to be added to vanilla survival Minecraft that give you multiple effects - Slowness IV and Resistance IV, for one minute. This reduces your movement speed by 60%, making you really slow, but your damage resistance by 80%, making you an absolute tank and nearly unkillable. The effects can be increased to three minutes using redstone dust, and when using glowstone dust you get Slowness VI and Resistance VI instead, which really does make you unkillable, but your movement speed is now reduced by a whopping 90%.
The downside is that despite the extreme slowness, if you move while jumping you still can move at about the normal speed, meaning that currently this potion seems quite overpowered, especially in a PVP situation.
Turtle Shells can also be worn as a helmet. It gives you the same protection as an iron helmet. It has 276 durability, which is higher than an iron helmet but lower than diamond. Probably the most unique thing about this is the fact that it gives you water breathing for 10 seconds while wearing, and it will begin to count down once you go underwater. They can get all the enchantments a regular helmet can get, including Protection, Fire Protection, Thorns, Unbreaking, Mending, and, of course, Respiration.
Go to your room, kiddo!:
Phantoms are the mob that was voted in at Minecon Earth. As cool as they may be, I personally preferred Mob D because of how awesome it seemed and Mob A because I imagine fighting it alongside Guardians would be a nightmare. And then a lot of peeps liked Mob C because of the promise of new enchanting powers.
Making do with what we got, Phantoms are now a new hazard that I imagine Minecraft would have been much better without. Phantoms spawn in the Overworld and the End. I actually don't mind them spawning in the End - it makes them a new threat to the End while exploring for End Cities. And you certainly don't ever sleep in the End. The End suits the Phantom well. But the Overworld? Perhaps not so much.
They will attack if you haven't slept for a while. It's not yet too clear how long you have to have not slept in order for them to attack you, but in my test world they were attacking me without provocation even though the last time I slept was... five seconds ago.
Then again they were phantoms spawned using a spawn egg so either it's a bug or phantoms spawned using spawn eggs are permanently hostile. Or maybe phantoms only spawn in the first place if you haven't slept for a while.
Phantoms have 10 hearts of health and deal a considerable amount of damage - about 3 hearts on normal difficulty. Currently all they drop is leather, which might be slightly useful if you have yet to get a full enchanting setup or a decent cow farm, but otherwise not too handy. Hopefully they'll get a drop that's a bit more useful in a future snapshot.
It's also possible to customise their size using commands:
/summon minecraft:phantom ~ ~ ~ {Size:10}
Compare that with a phantom from a spawn egg. What a beast!
Or how about size 100...
If you are reading this and voted for Mob B, you happy now?
Not me. I still want Mob A or D.
To the Moon!:
Phantoms now finally have a proper drop - Phantom Membrane. This now takes over the role that leather used to have in repairing elytra, but it can also be used as a potion ingredient to brew a new type of potion called the Potion of Slow Falling.
The Slow Falling effect makes you fall slower, at a constant rate of about... well, I can't tell how many blocks per second because of a bug where you can't open up the F3 debug screen!
Like other effects you can use commands to give yourself say Slow Falling II, or Slow Falling III, or higher amplifiers. Sadly, this has no effect on the effect behaviour. (Pun totally not intended)
New Ocean Biomes!:
There are new ocean biomes coming to Minecraft. If you open up two worlds with the same seed, one in 1.12 and another in the latest snapshot, (try the seed 3327780 for an ocean) the 1.12 world will just have ocean, but the snapshot world will still generate the same way... except for the new ocean biomes and being filled with kelp and sea grass and a few turtles.
This means that if you're worried about chunk borders spawning between 1.12 and 1.13 terrain, it won't happen. At oceans it might look a bit weird, but at other terrain it won't happen.
Currently all the ocean biomes are not too different from each other, but that will change in future snapshots. They are:
Warm Ocean
Lukewarm Ocean
Ocean
Cold Ocean
Frozen Ocean
"Deep" variants exist for all of these, however as of 18w08b, Deep Warm Oceans no longer generate.
As of 18w08b Warm and Lukewarm Oceans now generate with sand for the floor instead of gravel, and warm oceans have coral reefs.
Frozen Oceans spawn with a layer of ice covering a fair amount of the water, and as of 18w15a Icebergs will spawn in Deep Frozen Oceans. Icebergs are possibly, above all else, one of my favourite additions in the Update Aquatic just because of how awesome it would be to build a base above and below the water in these hulking sections of ice.
They spawn predominately made up of Packed Ice, but also occasionally capped with snow blocks and also, mostly underwater but occasionally above the water, patches of Blue Ice. Beneath the water are also a large number of pockets of water.
The different variants of oceans also define what types of fish can spawn in them.
Warm: Pufferfish and Tropical Fish
Lukewarm: Pufferfish, Cod and Tropical Fish
Normal: Cod
Cold: Salmon and Cod
Frozen: Salmon
Tropical Fish will probably generate in coral reefs when they finally start generating in-game, but for now, reportedly, there are 3072 possible different variants of tropical fish, and that's taking into account all sorts of different sizes, shapes, colours, patterns, and more. Once I figure out a list of all possible attributes for tropical fish (or when one of you posts a list for me ) I'll definitely be sticking it on in here.
All I'll say for now is that if you have some fish in real life, chances are one tropical fish variant out there somewhere will look just like it.
Journeys to Atlantis:
18w09a adds
AtlantisUnderwater Ruins to Minecraft, which spawn somewhat frequently across the ocean floors, however finding them can prove to be quite a challenge. They are generally made out of mossy and cracked stone bricks, but can also be made from sandstone and chiselled sandstone if they spawn on a Warm on Lukewarm Ocean, and also have random other blocks scattered about like mossy cobblestone, wooden planks, polished granite, light blue terracotta, magma blocks, and more rarely a block of obsidian, a prismarine block, a sea lantern and even some purple glazed terracotta in some particularly large ruins.The list of possible blocks that can sprinkle underwater ruins seem to literally have no limits.
The main attraction to underwater ruins are the chests. Chests can spawn exposed, but are more likely to be buried beneath the sand or gravel, which requires some digging. It seems like there is always one chest per building, but it's not always in an obvious location!
Currently there are two different chest loot tables for underwater ruins - one for small, and one for large.
For small ruins:
There will be 2-8 rolls, each roll choosing one of these items.
1-4 Coal (10/28 chance)
2-3 Wheat (10/28 chance)
1 Rotten Flesh (5/28 chance)
1 Stone Axe (2/28 chance)
1 Emerald (1/28 chance)
The chest will also contain one of these additional items:
A Buried Treasure Map (5/12 chance)
An Enchanted Fishing Rod (5/12 chance)
A Golden Helmet (1/12 chance)
A Leather Chestplate (1/12 chance)
For large ruins:
There will be 2-8 rolls, each roll choosing one of these items.
1-4 Coal (10/31 chance)
1-3 Gold Nuggets (10/31 chance)
2-3 Wheat (10/31 chance)
1 Emerald (1/31 chance)
The chest will also contain one of these additional items:
A Buried Treasure Map (10/23 chance)
An Enchanted Fishing Rod (5/23 chance)
An Enchanted Book (5/23 chance)
A Golden Apple (1/23 chance)
A Golden Helmet (1/23 chance)
A Leather Chestplate (1/23 chance)
X marks the spot!:
In 18w10a they added buried treasure maps to the Underwater Ruins' loot tables, as described above. If you find a treasure map it will have a great big red "X" on the map that will lead you to buried treasure, which is essentially a chest buried a few blocks beneath the ocean floor. However, the chest contains much better loot than what you can get from the Underwater Ruins.
There will be 5-8 rolls, each roll containing one of these items.
1-4 Iron Ingots (2/5 chance)
1-4 Gold Ingots (1/5 chance)
1-2 TNT (1/10 chance)
4-8 Emeralds (1/10 chance)
1-2 Diamonds (1/10 chance)
1-5 Prismarine Crystals (1/10 chance)
There will also be 2 rolls of these items:
2-4 Cooked Cod (1/2 chance)
2-4 Cooked Salmon (1/2 chance)
You have a 1/2 chance of getting one of these two items:
1 Iron Sword
1 Leather Tunic
Finally, you are almost guaranteed to get one Heart of the Sea from Buried Treasure.
What I personally found interesting is that they've added a new function to loot tables for generating the treasure maps that lead to the buried treasure, called "minecraft:exploration_map".
In the vanilla loot tables it looks like this:
The "destination" tag can be any structure that can be located with the /locate command.
The "decoration" tag can be the following: (Credit: MrPingouin1)
player, frame, red_marker, blue_marker, target_x, target_point, player_off_map, player_off_limits, mansion, monument, banner_white, banner_orange, banner_magenta, banner_light_blue, banner_yellow, banner_lime, banner_pink, banner_gray, banner_light_gray, banner_cyan, banner_purple, banner_blue, banner_brown, banner_green, banner_red, banner_black, red_x
The "zoom" tag dictates how zoomed out the map will be.
The "skip_existing_chunks" tag specifies whether or not it will look for a structure already in an existing chunk, allowing for custom explorer maps.
(Credit: MrPingoiun1, TinyBreadBigMouth) There is also an unused tag called "search_radius", and this specifies a number (in chunks) of the search radius for the structure, the radius being a square. If no structure is found in the radius you just get a map without a structure.
Another new feature of maps is that you can right-click on a banner with a map to mark your map with that coloured banner. If the banner is renamed with an anvil it will also show the name on the map, allowing for you to name places.
Get Ship-rekt!:
18w11a adds another new ocean structure. Shipwrecks this time.
They can be made out of many different types of wood including oak, spruce, dark oak, and jungle. Not so sure about birch or acacia. They can either generate facing up or on their side, or even upside-down, or with half the ship missing!
Unless part of the ship is missing, a shipwreck will contain three chests inside, each one with a different loot table.
"shipwreck_map"
Is almost guaranteed to contain a buried treasure map.
There is also 3 more rolls, each roll containing one of these items:
1-10 Paper (20/38 chance)
1-5 Feathers (10/38 chance)
1-5 Books (5/38 chance)
A compass (1/38 chance)
An empty map (1/38 chance)
A clock (1/38 chance)
"shipwreck_supply"
Has 3-10 rolls, each roll containing one of these items:
1-12 Paper (8/65 chance)
2-6 Potatoes (7/65 chance)
2-6 Poisonous Potatoes (7/65 chance)
4-8 Carrots (7/65 chance)
8-21 Wheat (7/65 chance)
2-8 Coal (6/65 chance)
5-24 Rotten Flesh (5/65 chance)
1-3 Pumpkins (2/65 chance)
1-5 Gunpowder (3/65 chance)
1-2 TNT (1/65 chance)
A Leather Helmet with a random enchantment (3/65 chance)
A Leather Tunic with a random enchantment (3/65 chance)
Leather Pants with a random enchantment (3/65 chance)
Leather Boots with a random enchantment (3/65 chance)
"shipwreck_treasure"
There are 3-6 rolls of the following:
1-5 Iron Ingots (9/15 chance)
1-5 Gold Ingots (1/15 chance)
1-5 Emeralds (4/15 chance)
1 Diamond (1/30 chance)
1 Bottle o' Enchanting (1/30 chance)
And 2-5 rolls of the following:
1-10 Iron Nuggets (5/8 chance)
1-10 Gold Nuggets (1/8 chance)
1-10 Lapis Lazuli (2/8 chance)
Enchantment Under The Sea:
18w15a adds something that some may consider to be an "Underwater Beacon" - or, as it's actually called, the Conduit.
You can craft the Conduit using 8 Nautilus Shells and 1 Heart of the Sea. Drowned occasionally spawn holding a Nautilus Shell and are guaranteed to drop it if they do, and you can also get Nautilus Shells from fishing. However, Hearts of the Sea are currently unobtainable, but if I had to guess, they'll end up being found in loot chests (or maybe dropped from a brand new secret ocean boss mob???)
Conduits are activated by placing blocks of prismarine, dark prismarine or sea lantern around them on the outer edges of a 5x5x5 cube centred on the Conduit. Adding more blocks will increase the power of the Conduit, up to a maximum of 16.
The Conduit will grant the Conduit Vision effect to all nearby players in water within a radius comparable to that of a beacon, which gives underwater night vision, haste, and water breathing. At its maximum power it will also damage nearby hostile mobs in this radius that are in water, dealing about 2 hearts every two seconds.
My Bubbles!:
In the Update Aquatic teaser shown at Minecon Earth they showcased how magma blocks will generate bubble columns underwater, which make you sink. And yes, they really do make you sink. And then take damage as you step on the magma blocks.
(Credit: The_Shadow) You could try making magma block bubble columns create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.
Using soul sand instead of magma blocks will make bubble columns that make you rise up. And what's more, you rise up pretty darned fast. Looking forward to creating lots of epic water-vators using this!
(Credit: Genius_idiot) If you ride a boat onto a soul sand column for approximately 3 seconds, it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up.
Currently creating bubble columns of both types can be very glitchy and will hopefully be fixed in a future snapshot.
Exploring the briny depths:
In 18w08a caves and ravines that generate beneath an ocean biome have a chance to be filled with water. Literally, filled to the brim with water. The most notable features of these underwater caves is that, wherever the water connects with lava lakes, it will form obsidian, but the obsidian will be sprinkled with magma blocks, creating some bubble columns. This doesn't just happen in underwater ravines - it can happen in normal lava-filled caves.
A cave or ravine does not necessarily have to be exposed to the ocean in order to be filled with water - it can still be filled with water, however it must be beneath or near an ocean biome. Similarly, not all caves and ravines beneath an ocean will be filled with water - some may still be filled with cave air as normal, and if they connect they do create some rather strange water openings.
A few interesting things I found is, firstly, that if a ravine generates exposed to the ocean, kelp and sea grass may generate on the stone at the bottom of the ravine. An example of this happens on the seed 3327780 at coordinates -193 21 482. On the same seed, at 195 14 795, there is a ravine that generates all the way down to lava level, and kelp and sea grass actually spawn on the obsidian and magma blocks!
Secondly, on that same seed, I found a dungeon at coordinates -279 17 -14 that generated next to a water-filled cave. The dungeon had no water generating inside it, but water from the nearby cave was spilling inside it.
These underwater caves will definitely bring a much-needed new twist to caving. No monsters (currently) spawn inside these underwater caves, but you'd still need to come prepared with water breathing potions and respiration and aqua affinity on your helmet. Aside from magma blocks, which can be obtained much more easily from the nether anyway, there are no other benefits from caving in underwater caves. However, the different experience would still be great.
Now, for one of my favorite topics...
Advancements:
In 18w14a they added a few new advancements around some of the new Aquatic features.
Adventure tab:
A Throwaway Joke:
Throw a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Very Very Frightening:
Strike a Villager with lightning.
Husbandry tab:
Fishy Business:
Catch a fish
Tactical Fishing:
Catch a fish... without a fishing rod!
(i.e. Get a fish in a bucket)
In order to create some of these new advancements Mojang cheated and added three new advancement triggers.
"minecraft:fishing_rod_hooked": You get when you catch a fish (or any item) with a fishing rod. You can put conditions on this to state what item specifically you hooked.
"minecraft:filled_bucket": You get this when you fill a bucket. You can put conditions on this to state what item you end up with.
"minecraft:channeled_lightning": You get this when you use the Channeling enchantment on a Trident to strike any mob with lightning. You can put conditions on this to state which mob.
Don't forget to post anything you find that you think is awesome or interesting in the comments!
Great summary! Looking forward for me in the future!
I support Phantom Additions:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2895432-the-phantom-additions
Turtle Shells do not give permanent Water Breathing. They give you 10 seconds of it, renewed when you get a breath of air. So combining Respiration with them is a very good idea.
Riptide III launches you more than high enough to kill you, too. So be careful if you're not wearing elytra!
True about the Turtle Shell. I think it was permanent in the a snapshot but they changed it in the b snapshot and then I guess I forgot to update the post...
I've added your little tidbit of info about Riptide III killing you if you jump too high.
I've also added a couple of extra facts myself about what happens with Riptide and Loyalty if you use commands to give yourself really-high-levelled tridents with those enchants.
I was hoping that the bubble columns would let you create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.
How long does it take turtle eggs to hatch?! I've been waiting quite a while.
Also, turtle eggs can be picked up with Silk Touch. I hope that doing that, then placing them on sand, will 'reset' their home beach.
You can place up to 4 turtle eggs in the same block space, and I think the turtle shells are chance drops from when the baby hatches.
Also, I get the impression that the Phantoms are rather incomplete, so Mojang might be purposely cranking up all the values about them so they can get a good sample size quickly instead of waiting for the obscure cases to eventually occur.
Making bubble columns in restricted spaces is more complicated than one might think. It is not sufficient to put one soul sand or magma at the bottom of a 1x1 hole filled with water.
If you make a 2x2 hole filled with water, bubbles only appear at the northwest and southeast corners. The northwest one starts up first, then after a while the southeast one. I don't know if this is a bug or what.
In a 3x3 hole, the 'side' squares are the ones to get bubbles, not the middle or the corners.
EDIT: After more experimentation, this doesn't actually seem to be consistent. But I've yet to see more than two of the squares in a 2x2 hole produce bubbles. Maybe 1x1 will if you give it enough time? Dunno.
Okay, I figured out the trick to 1x1 bubble columns. You do need a 2x2 hole of water, but replacing any one of the floor with soul sand or magma will produce bubbles. You can then cover the top of the other three squares with stone or whatever, and it will still bubble, as long as there's 2x2 water for 2 squares above it.
EDIT: You can get any two squares in a 2x2 hole to produce bubbles, but not three. If you have two adjacent squares producing bubbles, trying to add a third will mean only the two diagonal ones will.
True about placing 4 turtle eggs in the same block space.
I've already written that baby turtles drop a turtle shell piece, or "scute" as they're now called, upon growing up into an adult turtle.
The first point is interesting.
Turtle eggs only hatch at night-time, so if you made your world be permanent day they'll never hatch.
I don't know for sure, but I wouldn't be surprised if when a baby turtle does hatch its home beach is set to where it hatched.
Clearly bubble columns are currently very buggy when it comes to creating them, so hopefully in future snapshots their behavior will be fixed so it's more consistent.
The only place I've seen it mentioned is the minecraft.net article on the update aquatic, which makes me think it was just creative-writing fluff, but we're apparently getting a hostile underwater mob soon (the author of the article quoted Jens on this). It makes sense that it would be attached to the lootable shipwrecks, but I wonder if perhaps it would spawn more generally...
so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up
so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
Added.
Also now that 18w08a is here, I've added some new sections about the new ocean biomes and underwater caves and ravines.
Added some extra tidbits of info about accidentally throwing your trident into the void in the end.
Oh, and a whole new section on the underwater ruins.
18w10a brings buried treasure and tropical fish. Yay!
18w11a brings shipwrecks and drowned zombies. Which one are you more excited for?
Drowned zombies, admittedly.
Drowned too. I'm a bit disappointed that they are too similar to zombies.
I support Phantom Additions:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2895432-the-phantom-additions
Finally, after two weeks with no snapshots, 18w14a is here with a somewhat disappointing amount of content, but at least they finally added something to make Phantoms worth fighting, changed Riptide behavior, and some new advancements.
18w15a is here, with finally the last few pieces of announced features - Dolphins and Icebergs, and also a new thing called the Conduit.