Given how 1.16 added biome ambience (to the Nether anyway) I would not be surprised if we get other ambience updates to caves in this update. I'm also willing to bet that the update after this will be some kind of wild update that will focus on adding the losing biome chooser options: Desert, Savanna, Badlands, and Swamp. Perhaps along with other biomes that might need some love such as plains.
Getting back on topic the new snapshot is pretty neat. Copper looks great and I can't wait to build a statue with it in the future and watch it age as I play. 50-82 days for a single stage is a great time. That means a single block will take 75-246 days to fully oxidize. Though I bet many people would like a way to accelerate the rate.
Bundles are just about what I expected them to be. I like that they decided to just go with text instead of images but imagine how tall the list will get with 64 different items. Good to see that amethyst is starting with 2 uses. That leaves one more potential use it may get if the Q&A video is anything to go by.
Edit: also fantastic work giving bee wax two new uses for copper preservation and candles! Now my automated bee farms will have much more use than just honey blocks.
Forgive me for skipping over this if it has been noted earlier, but has anybody else noticed how much the Warden and sculk growths look like something ripped straight out of the End? The colors seem to match up, as does their alien nature and features. Of course, this could just be a fluke or a hint at completely separate content, but it makes one think.
Speaking of, with the overhauls to the nether and caves, I'm curious if we'll see an End and surface overworld overhaul. 1.7 was a thing, yes, but it has been quite a long time since.
I think they might have mentioned something about skulkers and the end in the Q&A video and made it ambiguous or that they are unrelated. Skulkers are also dark teal rather than the purple that all end related monsters have.
I doubt the End will really get anything. I don't want a reason to constantly go back there since the only way to access it are strongholds. It serves as a boss arena and a place to get a few end game items. The place is made to feel devoid of anything and I actually kind of like it the way it is. The emptiness accompanied by the bizarre music just feels right. Add any other hostile and it would get annoying (they initially tried implementing phantoms as end creatures but made them undead instead because their presence in the end was horrid to deal with). I think that the end cities should be a bit easier to locate though. Perhaps eyes of ender could point towards the closest cities?
As for the overworld I could see a wild update that would include the losing biome votes and perhaps a few other features. Wild life is pretty much the only thing I feel the game will lack after the cave update. 1.13-1.17 really gave the parts of the game the life they needed. 1.7 added new biomes but the biomes just need unique creatures to inhabit them.
I also want to state that stalactites dripping water into caldrons will actually be very significant if the feature works in the Nether.
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New command possibly allows you to edit player inventories in-place, which would greatly simplify many different algorithms and increase performance around the board.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
It's nice to see cauldrons getting another use. The powdered snow is neat. Looks like it has potential. A new use for leather armor, too! I find it quite amusing how snow golems, polar bears, undead mobs, etc, still take damage from the cold while in the snow. Spyglass is very neat. I adore the sounds amethyst makes when being placed or broken. Music, anyone?
Regarding the End, just because something is the way it is now doesn't mean it has to remain that way. Look what they did to the nether and the ocean. They're great! Speaking of which, I'm curious if we'll see cavern generation within the nether altered and it introduced to the end.
Another note: Notice how the Warden's core is similar to the faces in soul sand and the particles that emanate from it when using soul speed? Gives it more of an eldritch, creepy feeling.
Powdered snow is interesting but what is more interesting is freezing. I've always wanted a freezing mechanic in Minecraft and this hopefully just the beginning for this effect. It's also not a potion effect which is even better. I'm sure they'll give other mobs proper immunities such as polar bears and snow golems.
In the Q&A video they stated that the Nether will get no updates in 1.17 since it just got updated (even though it got ravines in 1.13; an update about water).
I'm also highly concerned about their answer to the warden not having a reason to kill it other than a dumb trophy item. It signifies that they have the worst possible mindset towards adding new "boss" enemies with good rewards for beating them. I also had a good chuckle at them claiming they prefer to add new things than revamps, while the most creative hostile mob they added to the entire ocean update was a water zombie, despite having a LITERAL entire ocean of inspiration to draw from. Let's list all of the things they could have made a hostile mob out of instead of a copy-pasted zombie that swims.
Eels
Rays
Sharks (I'm ignoring their BS on this topic on purpose)
better squid/kraken
Jellyfish (including a man-o-war)
Lionfish
Sea snakes
Barracuda
Saltwater crocodiles
Cuttlefish (could make it drag player camera towards it when it does the hypnotism strobe, etc)
Stonegazer/ sandtrap fish
Striped surgeonfish
That list took me 5 minutes with the aid of a google search, which took me to a list of 20 highly dangerous wildlife in the ocean. Then let's talk about the fact they didn't add anything (hostile OR passive mobs) to rivers or swamps at all, just the cod and salmon they put in every water biome. No alligators, crocodiles, catfish, or any other freshwater creatures. They could have very easily added these creatures as-is or used them as inspiration to make new fantasy creatures out of, but instead they opted for the game's THIRD zombie.
And the nether update? What new mobs did we get? A RESKIN of the pigman, a plain warthog, and a big square with a horrible face and nasty hair.
So yeah, them claiming they'd rather be creative than reskin mobs is a joke to me.
Mojang is moving away from having animals be monsters in this game.
Imagine playing in harsh cold regions, walking through the dense snow while you are all covered in leather armor from top to bottom. You try to walk to your igloo and the snow starts to fall. You eventually make it and prepare yourself a meal on the campfire inside the igloo. While the food cooks, you start fishing in a small 3x3 hole you digged nearby. I can't wait for the Powder Snow to be introduced as a block along with it's freezing mechanics!
While I'm beyond excited for better, and more expansive cave generation; I do hope that there are more pockets of solid underground.
I love building underground, and often hit cave systems that are a pain to work around and fill or block off. So, having less shattered overlapping cave systems, and just a few more solid areas would be awesome.
Back in 1.12, I'd disable cave generation, and it was bliss.
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
How unfortunate. Stalactites don't fill caldrons unless there is a water/lava source above them. This means that caldrons cannot be filled with water in the Nether. Renewable lava is nice but I was looking forward to a better access to water in the Nether.
How unfortunate. Stalactites don't fill caldrons unless there is a water/lava source above them. This means that caldrons cannot be filled with water in the Nether. Renewable lava is nice but I was looking forward to a better access to water in the Nether.
I think part of the whole point of the nether is that water sources aren't available, especially when you consider that if it was, obsidian would be far too common and striders would become irrelevant. It also fits in the entire theme of the nether that it's supposed to be hot and relatively inhospitable. I doubt they would have kept such a feature even if it had existed in the first place.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
While I'm beyond excited for better, and more expansive cave generation; I do hope that there are more pockets of solid underground.
I love building underground, and often hit cave systems that are a pain to work around and fill or block off. So, having less shattered overlapping cave systems, and just a few more solid areas would be awesome.
Back in 1.12, I'd disable cave generation, and it was bliss.
I think that nerfing caves is the worst thing that could possibly happen - that is why I've never, and never will, update past 1.6.4, where I can explore literally infinite caves (I find it funny that some people still think that there are too many caves in 1.7+, though it is true that the changes they made in 1.7 made caves more scattered so while there was an overall decrease, especially in the size and density of individual cave systems, cave-free areas became much smaller).
This is what my own mod's cave generation looks like - there are about twice as many air blocks underground as in 1.7+, 23 million within a level 4 map, with the largest single feature having a volume of 1.44 million blocks:
This is a map of "special" caves only (anything not generated as part of vanilla 1.6.4 cave generation, which itself has been made more varied by varying parameters such as tunnel width, length, curviness, etc on a regional scale):
These are the results of using my "cave fidner" utility which lists the locations of all non-biome specific cave variants:
This is the largest cave within the area, with a volume of 265066:
This is the largest ravine, a staggering 439173 blocks in volume (about 20 times larger than the largest single ravine in vanilla) - and both caves and ravines can get even larger (I once found a cave with a volume of nearly 800,000 blocks):
These screenshots are all from a single giant cave region, with a volume of more than 1.4 million blocks across an area over 300 blocks across - even then, it took me less than 5 full play sessions to explore one:
These are all the resources I mined from a giant cave region (excluding a handful of amethyst, which is TMCW's version of "netherite", not related to the amethyst being added in 1.17 (I actually added it over 6 years ago so it is unrelated to either but it is a beyond diamond tool/armor material, hence the comparison to netherite):
No need for iron farms when a single cave yields that much iron! (iron generation is the same as vanilla 1.6.4, which has less iron than 1.8+)
Also, this is an interconnected caves map, where everything in green is directly interconnected to a single point near the center (the areas near the edges are likely also interconnected outside of the mapped area) - only a few isolated caves here and there (usually near the surface) and a few larger areas are not part of the global cave network:
In case you are wondering, this is an interconnected caves map of a vanilla 1.6.4 world, which has the same degree of interconnectivity, enabling me to explore from one cave system to the next without ever having to dig around or look for surface openings (which I do go down but only after I've explored everything around the area, for example, the area below the center was explored from surface openings I found after I'd explored everything around it. Also, I bet that this isolated area is still larger than what the majority of players will ever explore, even after 1.17):
For comparison, this its the same area and seed in 1.7-1.12 (the locations of caves and mineshafts changed in 1.13 but there were no changes to their frequency):
That said, I've been able to make 80x250 block branch-mines without running into that many caves, even below lava level, where cave density is the highest, with room to spare (I found 91 diamond ore in this mine, more than enough for anybody even without Fortune since you don't need anymore once you get Mending, and only mined this much because I was looking for a much rarer ore):
Well, parrots are already smaller than bees (I wonder why they have a block size model).
Crickets, wow, I never thought of it, and yeah it'd add a lot of ambient noise to night.
Given how 1.16 added biome ambience (to the Nether anyway) I would not be surprised if we get other ambience updates to caves in this update. I'm also willing to bet that the update after this will be some kind of wild update that will focus on adding the losing biome chooser options: Desert, Savanna, Badlands, and Swamp. Perhaps along with other biomes that might need some love such as plains.
Getting back on topic the new snapshot is pretty neat. Copper looks great and I can't wait to build a statue with it in the future and watch it age as I play. 50-82 days for a single stage is a great time. That means a single block will take 75-246 days to fully oxidize. Though I bet many people would like a way to accelerate the rate.
Bundles are just about what I expected them to be. I like that they decided to just go with text instead of images but imagine how tall the list will get with 64 different items. Good to see that amethyst is starting with 2 uses. That leaves one more potential use it may get if the Q&A video is anything to go by.
Edit: also fantastic work giving bee wax two new uses for copper preservation and candles! Now my automated bee farms will have much more use than just honey blocks.
Praise be to Spode.
Forgive me for skipping over this if it has been noted earlier, but has anybody else noticed how much the Warden and sculk growths look like something ripped straight out of the End? The colors seem to match up, as does their alien nature and features. Of course, this could just be a fluke or a hint at completely separate content, but it makes one think.
Speaking of, with the overhauls to the nether and caves, I'm curious if we'll see an End and surface overworld overhaul. 1.7 was a thing, yes, but it has been quite a long time since.
Figured it was time for a change.
I think they might have mentioned something about skulkers and the end in the Q&A video and made it ambiguous or that they are unrelated. Skulkers are also dark teal rather than the purple that all end related monsters have.
I doubt the End will really get anything. I don't want a reason to constantly go back there since the only way to access it are strongholds. It serves as a boss arena and a place to get a few end game items. The place is made to feel devoid of anything and I actually kind of like it the way it is. The emptiness accompanied by the bizarre music just feels right. Add any other hostile and it would get annoying (they initially tried implementing phantoms as end creatures but made them undead instead because their presence in the end was horrid to deal with). I think that the end cities should be a bit easier to locate though. Perhaps eyes of ender could point towards the closest cities?
As for the overworld I could see a wild update that would include the losing biome votes and perhaps a few other features. Wild life is pretty much the only thing I feel the game will lack after the cave update. 1.13-1.17 really gave the parts of the game the life they needed. 1.7 added new biomes but the biomes just need unique creatures to inhabit them.
I also want to state that stalactites dripping water into caldrons will actually be very significant if the feature works in the Nether.
Praise be to Spode.
The new powder snow has interesting possibilities! Though currently it's way too easy to destroy if you get stuck in it.
Bundles have been improved, but I'd still like to see them empty into a chest when right-clicked inside said chest.
New command possibly allows you to edit player inventories in-place, which would greatly simplify many different algorithms and increase performance around the board.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
It's nice to see cauldrons getting another use. The powdered snow is neat. Looks like it has potential. A new use for leather armor, too! I find it quite amusing how snow golems, polar bears, undead mobs, etc, still take damage from the cold while in the snow. Spyglass is very neat. I adore the sounds amethyst makes when being placed or broken. Music, anyone?
Regarding the End, just because something is the way it is now doesn't mean it has to remain that way. Look what they did to the nether and the ocean. They're great! Speaking of which, I'm curious if we'll see cavern generation within the nether altered and it introduced to the end.
Another note: Notice how the Warden's core is similar to the faces in soul sand and the particles that emanate from it when using soul speed? Gives it more of an eldritch, creepy feeling.
Figured it was time for a change.
Powdered snow is interesting but what is more interesting is freezing. I've always wanted a freezing mechanic in Minecraft and this hopefully just the beginning for this effect. It's also not a potion effect which is even better. I'm sure they'll give other mobs proper immunities such as polar bears and snow golems.
In the Q&A video they stated that the Nether will get no updates in 1.17 since it just got updated (even though it got ravines in 1.13; an update about water).
Praise be to Spode.
Mojang is moving away from having animals be monsters in this game.
Some videos and images have been posted about the stalagtites. Man I am excited for these blocks. They look like they're going to be fun to toy with.
Praise be to Spode.
Got some links?
Xisuma uploaded all of them into a single video:
Praise be to Spode.
Imagine playing in harsh cold regions, walking through the dense snow while you are all covered in leather armor from top to bottom.
You try to walk to your igloo and the snow starts to fall.
You eventually make it and prepare yourself a meal on the campfire inside the igloo.
While the food cooks, you start fishing in a small 3x3 hole you digged nearby. I can't wait for the Powder Snow to be introduced as a block along with it's freezing mechanics! 
While I'm beyond excited for better, and more expansive cave generation; I do hope that there are more pockets of solid underground.
I love building underground, and often hit cave systems that are a pain to work around and fill or block off. So, having less shattered overlapping cave systems, and just a few more solid areas would be awesome.
Back in 1.12, I'd disable cave generation, and it was bliss.
I am now a lot happier with the bundle mechanics - They added an option to empty one stack out of it.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I just updated to 20w48a.
The first thing I noted is the compass and the clock.
I can't find what's changed in 20w48a in Minecraft main page and wiki.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
They added stalagmites, stalactites, a new bundle mechanic, and freeze damage gamerule.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
How unfortunate. Stalactites don't fill caldrons unless there is a water/lava source above them. This means that caldrons cannot be filled with water in the Nether. Renewable lava is nice but I was looking forward to a better access to water in the Nether.
Praise be to Spode.
I think part of the whole point of the nether is that water sources aren't available, especially when you consider that if it was, obsidian would be far too common and striders would become irrelevant. It also fits in the entire theme of the nether that it's supposed to be hot and relatively inhospitable. I doubt they would have kept such a feature even if it had existed in the first place.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I think that nerfing caves is the worst thing that could possibly happen - that is why I've never, and never will, update past 1.6.4, where I can explore literally infinite caves (I find it funny that some people still think that there are too many caves in 1.7+, though it is true that the changes they made in 1.7 made caves more scattered so while there was an overall decrease, especially in the size and density of individual cave systems, cave-free areas became much smaller).
This is what my own mod's cave generation looks like - there are about twice as many air blocks underground as in 1.7+, 23 million within a level 4 map, with the largest single feature having a volume of 1.44 million blocks:
This is a map of "special" caves only (anything not generated as part of vanilla 1.6.4 cave generation, which itself has been made more varied by varying parameters such as tunnel width, length, curviness, etc on a regional scale):
These are the results of using my "cave fidner" utility which lists the locations of all non-biome specific cave variants:
This is the largest cave within the area, with a volume of 265066:
This is the largest ravine, a staggering 439173 blocks in volume (about 20 times larger than the largest single ravine in vanilla) - and both caves and ravines can get even larger (I once found a cave with a volume of nearly 800,000 blocks):
These screenshots are all from a single giant cave region, with a volume of more than 1.4 million blocks across an area over 300 blocks across - even then, it took me less than 5 full play sessions to explore one:
These are all the resources I mined from a giant cave region (excluding a handful of amethyst, which is TMCW's version of "netherite", not related to the amethyst being added in 1.17 (I actually added it over 6 years ago so it is unrelated to either but it is a beyond diamond tool/armor material, hence the comparison to netherite):
No need for iron farms when a single cave yields that much iron! (iron generation is the same as vanilla 1.6.4, which has less iron than 1.8+)
Also, this is an interconnected caves map, where everything in green is directly interconnected to a single point near the center (the areas near the edges are likely also interconnected outside of the mapped area) - only a few isolated caves here and there (usually near the surface) and a few larger areas are not part of the global cave network:
In case you are wondering, this is an interconnected caves map of a vanilla 1.6.4 world, which has the same degree of interconnectivity, enabling me to explore from one cave system to the next without ever having to dig around or look for surface openings (which I do go down but only after I've explored everything around the area, for example, the area below the center was explored from surface openings I found after I'd explored everything around it. Also, I bet that this isolated area is still larger than what the majority of players will ever explore, even after 1.17):
For comparison, this its the same area and seed in 1.7-1.12 (the locations of caves and mineshafts changed in 1.13 but there were no changes to their frequency):
That said, I've been able to make 80x250 block branch-mines without running into that many caves, even below lava level, where cave density is the highest, with room to spare (I found 91 diamond ore in this mine, more than enough for anybody even without Fortune since you don't need anymore once you get Mending, and only mined this much because I was looking for a much rarer ore):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?