This is the official thread for posting general opinions about the upcoming 1.20 (Java) snapshots and update releases. The experimental 1.20 features bundled as optional datapacks can also be discussed here.
Please be respectful of other peoples opinions and try to keep the discussion civil and on-topic. Suggestions or ideas for Minecraft should be posted in the Suggestions forum section. This thread is only for discussing the actual content of the 1.20 snapshots and release.
For continued discussions about 1.19 snapshots and release, please use the previous thread: 1.19
Just a reminder: flaming/insulting other users and the use of profanity will not be tolerated. Please see the forum rules for more information.
The "change of strategy" they took, while it had sound reasoning, was a universal disappointment. You can look at any Minecraft youtuber's video comment feeds about it, or the official channel's, all forums and other social media... it's unanimous. We were all expecting far more than this.
We have been waiting for some kind of update to the End since Elytras and End Cities were added since October 2015. It's been SEVEN YEARS since the biome that is made of ONE BLOCK AND HAS NO ORES got any kind of love. No ores, no new mobs or items, no new structures, no new blocks, and no new functionality since 2015, and before that update in 2015, the biome was an empty nothingscape for literal years.
The Combat Update has been delayed so severely for Bedrock Edition that at this point I don't even know how many years/updates have flown by since it was integrated into Java Edition.
The Minecraft Earth biome vote losers that supposedly are being updated eventually have fallen farther and farther behind with every update because they have 3 choices every year and only update one biome yearly.
The Caves and Cliffs updates didn't add a single new use for raw diamonds, so they're still effectively a useless ore as soon as you get a village set up (and no, DO NOT nerf villagers), and of the new ores they did add, one of them is really only useful as a building block and as a lightningrod, and the other is only good as a block or for making tinted glass for very niche purposes. The world generation and mob spawning rules changing so dramatically is the only reason this wasn't a terrible update.
Now they show what they have so far for 1.20, after we've been waiting an entire year post-Caves and Cliffs, and what do we see? A camel, a mob that is DOA (and for those of you not in the know, this stands for Dead On Arrival) because it's so slow that it's completely pointless to use it even in the very beginning of a world, bookshelves that can hold actual books in it, tiny reskinned signs that can display such a pathetic amount of text they're useless for nearly all purposes, and bamboo-styled wood. That's it. This is what they've shown us.
The only way I can see this update being substantial and worth the wait for is if they focus it on catching up to everything they've promised and haven't delivered so far. They need to include all of the following, at minimum:
1. All of the biomes in the Minecraft Earth votes we still haven't gotten,
2. All of the things Bedrock Edition hasn't gotten that Java has (combat and other parity),
3. Tons of new slabs, stairs, and walls for the vast majority of blocks
4. At least the first step of updating the End, with the next big update focusing on just the End, similar to the Nether Update.
At this point it's now clear we're not getting the End Update for AT LEAST another year, so I've lost hope on that front, but at least if they do the rest of this, they can call it the Catch-Update and it will make at least a moderate amount of sense.
The "change of strategy" they took, while it had sound reasoning, was a universal disappointment. You can look at any Minecraft youtuber's video comment feeds about it, or the official channel's, all forums and other social media... it's unanimous. We were all expecting far more than this.
We have been waiting for some kind of update to the End since Elytras and End Cities were added since October 2015. It's been SEVEN YEARS since the biome that is made of ONE BLOCK AND HAS NO ORES got any kind of love. No ores, no new mobs or items, no new structures, no new blocks, and no new functionality since 2015, and before that update in 2015, the biome was an empty nothingscape for literal years.
The Combat Update has been delayed so severely for Bedrock Edition that at this point I don't even know how many years/updates have flown by since it was integrated into Java Edition.
The Minecraft Earth biome vote losers that supposedly are being updated eventually have fallen farther and farther behind with every update because they have 3 choices every year and only update one biome yearly.
The Caves and Cliffs updates didn't add a single new use for raw diamonds, so they're still effectively a useless ore as soon as you get a village set up (and no, DO NOT nerf villagers), and of the new ores they did add, one of them is really only useful as a building block and as a lightningrod, and the other is only good as a block or for making tinted glass for very niche purposes. The world generation and mob spawning rules changing so dramatically is the only reason this wasn't a terrible update.
Now they show what they have so far for 1.20, after we've been waiting an entire year post-Caves and Cliffs, and what do we see? A camel, a mob that is DOA (and for those of you not in the know, this stands for Dead On Arrival) because it's so slow that it's completely pointless to use it even in the very beginning of a world, bookshelves that can hold actual books in it, tiny reskinned signs that can display such a pathetic amount of text they're useless for nearly all purposes, and bamboo-styled wood. That's it. This is what they've shown us.
The only way I can see this update being substantial and worth the wait for is if they focus it on catching up to everything they've promised and haven't delivered so far. They need to include all of the following, at minimum:
1. All of the biomes in the Minecraft Earth votes we still haven't gotten,
2. All of the things Bedrock Edition hasn't gotten that Java has (combat and other parity),
3. Tons of new slabs, stairs, and walls for the vast majority of blocks
4. At least the first step of updating the End, with the next big update focusing on just the End, similar to the Nether Update.
At this point it's now clear we're not getting the End Update for AT LEAST another year, so I've lost hope on that front, but at least if they do the rest of this, they can call it the Catch-Update and it will make at least a moderate amount of sense.
All this tbh. I don't want new content, big or small. Not until the existing stuff is fleshed out at least. We keep getting bare bones things and then jump to new topic.The only thing I like about recent updates is the continuous focus on new locations. Geodes, big caves, cities...
The End is definitely the single biggest thing that needs change. It used to be fine in a simpler game with less overworld complexity and nether complexity, but now it feels barren bones, like a last-minute addition slapped on when an indie dev ran out of time or money. The Outer End would be better off not existing in that case. There's just so little to do in it. Farm endermen, farm chorus trees, mine endstone. Find a couple cities. Done. No incentive to stay, no way to survive in there indefinitely from the dimension's own materials. It's a wasteland, especially now that the nether has forests and rocks.
i am keeping up to date with the updates. i am playing xbox x but an older map. i assume the new features will be active now. however did they take away the diamonds? i found a woodland mansion so i want to explore it. i have dug down in two sites to -54 level and am trying to find diamonds. none so far. i am finding gold, redstone, iron and lazuli but no diamond.
Diamonds are found at roughly the same rate below 0 as it used to be below Y 20, but you're intended to find more comparatively because the altitude between 0 and -55 is so much greater. Strip-mining is going to feel very similar.
usually i can find diamond with strip mining. i dig 16x16 three deep at y-54. then cross it 3 crosses apart. usually get 2 to 5 diamond. then if no lava go to y-59 and complete the 16x16 pattern. i usually use stone picks with an iron to dig the valuable ore. slow process but effective.
did my mining exercice and results were 4 diamond but not on my planned 16x16 pattern. one of the corners of the pattern hit a plethora of iron. ended up with 150 iron and 3 blocks of iron and found the diamond getting the iron interspersed with tuff. 12 gold and redstone were also found. i think i have enough iron to tackle the woodland mansion.
I would say at this point that selective and evasive caving techniques will yield far more diamond than mining of any kind. Try to make paths following existing light sources (lava, lichen, glowberries, daylight, mines).
Caves are bigger but the mob cap is not. You can reliably run and hide as a strategy for anything except the warden and endermen now.
I would say at this point that selective and evasive caving techniques will yield far more diamond than mining of any kind. Try to make paths following existing light sources (lava, lichen, glowberries, daylight, mines).
Caves are bigger but the mob cap is not. You can reliably run and hide as a strategy for anything except the warden and endermen now.
You have to be careful when tampering with the mob cap because an excessively high one would result in lag which isn't helpful for anybody.
Increasing the frequency that hostile mobs spawn a little bit would be good but what would improve the cave systems and make them more of a legitimate challenge is increasing the amount of baby zombies that exist there as well as Witches and Creepers, and adding armoured Skeletons.
Baby Zombies are fast and they can climb in through 1 block holes giving players less time to seal themselves in for recovery after being chased.
Having this increased rate of hostile mob spawn be exclusive to "deepslate level" would set these cave systems apart from the older ones above,
meaning players need to be more careful and put more effort into lighting up caves if they want to safely extract the valuable resources from them.
Anyhow I don't see how this is relevant to the topic of Minecraft 1.20.
Just what improvements are we going to get with this update? I do not see the Sniffer being a very useful mob.
From what I know of 1.20 it isn't a very interesting update,
the chiseled bookshelf can hold written and enchanted books, but that's the limit of its usefulness.
You have to be careful when tampering with the mob cap because an excessively high one would result in lag which isn't helpful for anybody.
Increasing the frequency that hostile mobs spawn a little bit would be good but what would improve the cave systems and make them more of a legitimate challenge is increasing the amount of baby zombies that exist there as well as Witches and Creepers, and adding armoured Skeletons.
Baby Zombies are fast and they can climb in through 1 block holes giving players less time to seal themselves in for recovery after being chased.
Having this increased rate of hostile mob spawn be exclusive to "deepslate level" would set these cave systems apart from the older ones above,
meaning players need to be more careful and put more effort into lighting up caves if they want to safely extract the valuable resources from them.
Anyhow I don't see how this is relevant to the topic of Minecraft 1.20.
Just what improvements are we going to get with this update? I do not see the Sniffer being a very useful mob.
From what I know of 1.20 it isn't a very interesting update,
the chiseled bookshelf can hold written and enchanted books, but that's the limit of its usefulness.
honestly idk how we got here or why it's relevant as 1.20 is not about caves unlike 1.16-1.19.
I like your idea although people will cry too hard and also hard mode exists.
As for the new update stuff, heck if I've paid attention. I still don't know comparators properly, how can I be expected to keep up with all this new stuff when much of it is rare to find and I don't travel in-game that much??
honestly idk how we got here or why it's relevant as 1.20 is not about caves unlike 1.16-1.19.
I like your idea although people will cry too hard and also hard mode exists.
As for the new update stuff, heck if I've paid attention. I still don't know comparators properly, how can I be expected to keep up with all this new stuff when much of it is rare to find and I don't travel in-game that much??
I think this is where the majority of the games challenge should come from, it should focus on improving mob AI, increasing mob count if necessary, adding newer neutral and hostile mobs to the game, changing the combat mechanics and make hostile mobs themselves harder to deal with, including but not limited to adding the combat mechanics to bedrock edition which add a cooldown between weapon attacks, it may not be liked by everyone, but I would not mind this change either and I'm pretty sure a lot of people including you would like this change, since this is a thread about Java edition most players here are already familiar with what they combat update did.
Even with enchanted armour, even Witches can be lethal if players are not paying enough attention, this is because poison status bypasses the invulnerability of armour and the maximum duration poison debuff can take players down to half a heart, meaning the next consecutive damage source would lay them to rest, this means players needed to bring honey bottles or milk buckets to negate poison status which used inventory space and means that players who prepared for this outcome would also be bringing home less loot or ores per mining session.
Having the Warden spawn in 1.19 in Ancient Cities was good, it wasn't unavoidable despite the annoyance it could cause people, sneaking around and waiting out the Shrieker triggering cooldowns was enough to prevent a warning level 4 from happening and it gave players ample chances to move around undetected if they sneak or walk slowly and it was never intended to be a mob you defeat in a normal fight, hence the lack of reward for killing it.
Ancient Cities themselves could also be avoided if players took a different turn around them, they were given a choice.
I also think the further out in the Overworld one chooses to go, the harder hostile mobs should be when they spawn, for example, more chance of undead mobs spawning with enchanted armour and weapons, including Skeletons with bows that have flame. I also like Whitelight's suggestion on having hostile mobs have similar jumping ability to players, able to jump 1 block wide holes to get to players.
And adding a very hard mode could facilitate more advanced difficulty for hostile mobs such as enabling Pillager raids to demolish buildings mimicking behaviour of a griefing player, and also if Creepers see players attempting to hide in a hole for the night, they still detonate next to the hole even if they don't see you at that moment, having a smarter AI and the fact they saw you make the hole to hide into means they knew you went there, making night time even more scary and give professional players the brutal survival mechanics they're asking for.
Feel like we've been over that class of suggestions on how to make the game harder. I have my own ideas too i.e. readd unused content into the default world gen.
However still nobody can or has answered my question, what does 1.20 plan to have?
I'm a total noob to Minecraft. I've had it for years but due to my rl work schedule I never seem to get to really play it, though I definitely want to. My question is, and please don't laugh at me here for being so ignorant, is when the most recent version of Java comes out does it still retain all of the features of recent/previous updates? Such as, if I play 1.20 (or whatever the most recent version is), does it still have the features of 1.19/1.18 and so forth, or do I have to pick and choose between updates to get certain features?
This is the official thread for posting general opinions about the upcoming 1.20 (Java) snapshots and update releases. The experimental 1.20 features bundled as optional datapacks can also be discussed here.
Please be respectful of other peoples opinions and try to keep the discussion civil and on-topic. Suggestions or ideas for Minecraft should be posted in the Suggestions forum section. This thread is only for discussing the actual content of the 1.20 snapshots and release.
For continued discussions about 1.19 snapshots and release, please use the previous thread: 1.19
Just a reminder: flaming/insulting other users and the use of profanity will not be tolerated. Please see the forum rules for more information.
- sunperp
The "change of strategy" they took, while it had sound reasoning, was a universal disappointment. You can look at any Minecraft youtuber's video comment feeds about it, or the official channel's, all forums and other social media... it's unanimous. We were all expecting far more than this.
We have been waiting for some kind of update to the End since Elytras and End Cities were added since October 2015. It's been SEVEN YEARS since the biome that is made of ONE BLOCK AND HAS NO ORES got any kind of love. No ores, no new mobs or items, no new structures, no new blocks, and no new functionality since 2015, and before that update in 2015, the biome was an empty nothingscape for literal years.
The Combat Update has been delayed so severely for Bedrock Edition that at this point I don't even know how many years/updates have flown by since it was integrated into Java Edition.
The Minecraft Earth biome vote losers that supposedly are being updated eventually have fallen farther and farther behind with every update because they have 3 choices every year and only update one biome yearly.
The Caves and Cliffs updates didn't add a single new use for raw diamonds, so they're still effectively a useless ore as soon as you get a village set up (and no, DO NOT nerf villagers), and of the new ores they did add, one of them is really only useful as a building block and as a lightningrod, and the other is only good as a block or for making tinted glass for very niche purposes. The world generation and mob spawning rules changing so dramatically is the only reason this wasn't a terrible update.
Now they show what they have so far for 1.20, after we've been waiting an entire year post-Caves and Cliffs, and what do we see? A camel, a mob that is DOA (and for those of you not in the know, this stands for Dead On Arrival) because it's so slow that it's completely pointless to use it even in the very beginning of a world, bookshelves that can hold actual books in it, tiny reskinned signs that can display such a pathetic amount of text they're useless for nearly all purposes, and bamboo-styled wood. That's it. This is what they've shown us.
The only way I can see this update being substantial and worth the wait for is if they focus it on catching up to everything they've promised and haven't delivered so far. They need to include all of the following, at minimum:
1. All of the biomes in the Minecraft Earth votes we still haven't gotten,
2. All of the things Bedrock Edition hasn't gotten that Java has (combat and other parity),
3. Tons of new slabs, stairs, and walls for the vast majority of blocks
4. At least the first step of updating the End, with the next big update focusing on just the End, similar to the Nether Update.
At this point it's now clear we're not getting the End Update for AT LEAST another year, so I've lost hope on that front, but at least if they do the rest of this, they can call it the Catch-Update and it will make at least a moderate amount of sense.
You need to enable a bundle in data pack section or you won't get new features.
It's good to see new blocks.
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
I've paid 0 attention to this update. Someone catch me up
All this tbh. I don't want new content, big or small. Not until the existing stuff is fleshed out at least. We keep getting bare bones things and then jump to new topic.The only thing I like about recent updates is the continuous focus on new locations. Geodes, big caves, cities...
The End is definitely the single biggest thing that needs change. It used to be fine in a simpler game with less overworld complexity and nether complexity, but now it feels barren bones, like a last-minute addition slapped on when an indie dev ran out of time or money. The Outer End would be better off not existing in that case. There's just so little to do in it. Farm endermen, farm chorus trees, mine endstone. Find a couple cities. Done. No incentive to stay, no way to survive in there indefinitely from the dimension's own materials. It's a wasteland, especially now that the nether has forests and rocks.
i am keeping up to date with the updates. i am playing xbox x but an older map. i assume the new features will be active now. however did they take away the diamonds? i found a woodland mansion so i want to explore it. i have dug down in two sites to -54 level and am trying to find diamonds. none so far. i am finding gold, redstone, iron and lazuli but no diamond.
Diamonds are found at roughly the same rate below 0 as it used to be below Y 20, but you're intended to find more comparatively because the altitude between 0 and -55 is so much greater. Strip-mining is going to feel very similar.
usually i can find diamond with strip mining. i dig 16x16 three deep at y-54. then cross it 3 crosses apart. usually get 2 to 5 diamond. then if no lava go to y-59 and complete the 16x16 pattern. i usually use stone picks with an iron to dig the valuable ore. slow process but effective.
did my mining exercice and results were 4 diamond but not on my planned 16x16 pattern. one of the corners of the pattern hit a plethora of iron. ended up with 150 iron and 3 blocks of iron and found the diamond getting the iron interspersed with tuff. 12 gold and redstone were also found. i think i have enough iron to tackle the woodland mansion.
seed: -7436544947643046871
nice work
Wow! that's a great way to get diamonds, is it better than strip minning?
I would say at this point that selective and evasive caving techniques will yield far more diamond than mining of any kind. Try to make paths following existing light sources (lava, lichen, glowberries, daylight, mines).
Caves are bigger but the mob cap is not. You can reliably run and hide as a strategy for anything except the warden and endermen now.
You have to be careful when tampering with the mob cap because an excessively high one would result in lag which isn't helpful for anybody.
Increasing the frequency that hostile mobs spawn a little bit would be good but what would improve the cave systems and make them more of a legitimate challenge is increasing the amount of baby zombies that exist there as well as Witches and Creepers, and adding armoured Skeletons.
Baby Zombies are fast and they can climb in through 1 block holes giving players less time to seal themselves in for recovery after being chased.
Having this increased rate of hostile mob spawn be exclusive to "deepslate level" would set these cave systems apart from the older ones above,
meaning players need to be more careful and put more effort into lighting up caves if they want to safely extract the valuable resources from them.
Anyhow I don't see how this is relevant to the topic of Minecraft 1.20.
Just what improvements are we going to get with this update? I do not see the Sniffer being a very useful mob.
From what I know of 1.20 it isn't a very interesting update,
the chiseled bookshelf can hold written and enchanted books, but that's the limit of its usefulness.
honestly idk how we got here or why it's relevant as 1.20 is not about caves unlike 1.16-1.19.
I like your idea although people will cry too hard and also hard mode exists.
As for the new update stuff, heck if I've paid attention. I still don't know comparators properly, how can I be expected to keep up with all this new stuff when much of it is rare to find and I don't travel in-game that much??
I think this is where the majority of the games challenge should come from, it should focus on improving mob AI, increasing mob count if necessary, adding newer neutral and hostile mobs to the game, changing the combat mechanics and make hostile mobs themselves harder to deal with, including but not limited to adding the combat mechanics to bedrock edition which add a cooldown between weapon attacks, it may not be liked by everyone, but I would not mind this change either and I'm pretty sure a lot of people including you would like this change, since this is a thread about Java edition most players here are already familiar with what they combat update did.
Even with enchanted armour, even Witches can be lethal if players are not paying enough attention, this is because poison status bypasses the invulnerability of armour and the maximum duration poison debuff can take players down to half a heart, meaning the next consecutive damage source would lay them to rest, this means players needed to bring honey bottles or milk buckets to negate poison status which used inventory space and means that players who prepared for this outcome would also be bringing home less loot or ores per mining session.
Having the Warden spawn in 1.19 in Ancient Cities was good, it wasn't unavoidable despite the annoyance it could cause people, sneaking around and waiting out the Shrieker triggering cooldowns was enough to prevent a warning level 4 from happening and it gave players ample chances to move around undetected if they sneak or walk slowly and it was never intended to be a mob you defeat in a normal fight, hence the lack of reward for killing it.
Ancient Cities themselves could also be avoided if players took a different turn around them, they were given a choice.
I also think the further out in the Overworld one chooses to go, the harder hostile mobs should be when they spawn, for example, more chance of undead mobs spawning with enchanted armour and weapons, including Skeletons with bows that have flame. I also like Whitelight's suggestion on having hostile mobs have similar jumping ability to players, able to jump 1 block wide holes to get to players.
And adding a very hard mode could facilitate more advanced difficulty for hostile mobs such as enabling Pillager raids to demolish buildings mimicking behaviour of a griefing player, and also if Creepers see players attempting to hide in a hole for the night, they still detonate next to the hole even if they don't see you at that moment, having a smarter AI and the fact they saw you make the hole to hide into means they knew you went there, making night time even more scary and give professional players the brutal survival mechanics they're asking for.
Feel like we've been over that class of suggestions on how to make the game harder. I have my own ideas too i.e. readd unused content into the default world gen.
However still nobody can or has answered my question, what does 1.20 plan to have?
I'm a total noob to Minecraft. I've had it for years but due to my rl work schedule I never seem to get to really play it, though I definitely want to. My question is, and please don't laugh at me here for being so ignorant, is when the most recent version of Java comes out does it still retain all of the features of recent/previous updates? Such as, if I play 1.20 (or whatever the most recent version is), does it still have the features of 1.19/1.18 and so forth, or do I have to pick and choose between updates to get certain features?
Happy New Year y'all.
I'd say 1.20 is a good update, maybe not one of my favs but it's still an update.
It's not clear yet what 1.20 will be, mojang is choosing not to reveal much so they won't set peoples expectation high.
NamePerson was_taken
We're still waiting on many planned but unimplemented features (archae, bundles...) and yet new ideas are constantly competing.
the update sucks too bad whales just got added
It's great.