The cherry tree itself and it's blossom layer (Not the planks) is the only thing that really grabs me. Don't really care about camels, armor glint or the bamboo wood. Bookcases are fine but limited and the signs way too small, have never cared for the archeology inclusion. So it's literally just the cherry tree and it's blossom layer that interests me.
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I'm liking what I've seen of 1.20 so far. About the only thing I don't care for is probably the archeology stuff, but I also don't mind it. It's a bit of a mellow update like 1.19 was (in contrast to basically everything from 1.13 to 1.18), but that's fine.
If we're seriously at the end of what they're going to do for 1.20, this is easily the single most pathetic update of all time. I expected something way bigger than this for the big 1.20. We are getting one new kind of tree and biome for it that has NOTHING else noteworthy in it, two new types of wood, an immediately-useless mob, a boat reskin, barely-customizable clay pots, and the sniffer and so far only one single new plant to go along with it. Are you kidding me? This is what they spent a YEAR working on?
If we're seriously at the end of what they're going to do for 1.20, this is easily the single most pathetic update of all time. I expected something way bigger than this for the big 1.20. We are getting one new kind of tree and biome for it that has NOTHING else noteworthy in it, two new types of wood, an immediately-useless mob, a boat reskin, barely-customizable clay pots, and the sniffer and so far only one single new plant to go along with it. Are you kidding me? This is what they spent a YEAR working on?
Far from the most lacking update ever in my opinion. Starting from release, 1.1 through honestly 1.12 (1.7 aside maybe) weren't that big, either. Nor was 1.19. Just because it's not competing with 1.13, 1.14, 1.16, or 1.17/1.18 doesn't make it the most lacking update of all time. Not unless you just started playing and have only seen the recent updates where most of them have been large. And even then 1.19 was criticized all the same (and that's before considering the chat implications).
It's mostly middle of the road, or maybe even a bit above that for me personally given the new building blocks it's offering (two wood types) and a biome. I like the camels. The only thing I don't care for is the archeology stuff, but maybe I'll come to like it in time.
Where I do agree with you is that content in terms of time is arguably low. But that's always been the case. Mojang is probably far past the point where it's too big to make efficient returns in terms of content per time. For example, you can't have nine women make a baby in one month. Similarly, a larger team can't do times X amounts of time fast, and past a point it slows down. Mojang is likely past that point. The modding community collectively has always outpaced Mojang here. It's not exclusive to this update/year.
I'm liking what I've seen of 1.20 so far. About the only thing I don't care for is probably the archeology stuff, but I also don't mind it. It's a bit of a mellow update like 1.19 was (in contrast to basically everything from 1.13 to 1.18), but that's fine.
Deep dark cities are hardly mellow; any new structure invites new challenge and story.
If we're seriously at the end of what they're going to do for 1.20, this is easily the single most pathetic update of all time. I expected something way bigger than this for the big 1.20. We are getting one new kind of tree and biome for it that has NOTHING else noteworthy in it, two new types of wood, an immediately-useless mob, a boat reskin, barely-customizable clay pots, and the sniffer and so far only one single new plant to go along with it. Are you kidding me? This is what they spent a YEAR working on?
It seems unfocused and pastel. Not a very 'round number' thing but then again 1.10 was also small.
The cherry tree itself and it's blossom layer (Not the planks) is the only thing that really grabs me. Don't really care about camels, armor glint or the bamboo wood. Bookcases are fine but limited and the signs way too small, have never cared for the archeology inclusion. So it's literally just the cherry tree and it's blossom layer that interests me.
I think one of the issues people have with recent updates is the fact that many of their features were supposed to have been / were expected to be released in 1.17; the second reply to the 1.17 update opinion thread mentions archaeology so Mojang had already mentioned it at that point, and another item, bundles, are apparently still only an experimental feature.
If we're seriously at the end of what they're going to do for 1.20, this is easily the single most pathetic update of all time. I expected something way bigger than this for the big 1.20. We are getting one new kind of tree and biome for it that has NOTHING else noteworthy in it, two new types of wood, an immediately-useless mob, a boat reskin, barely-customizable clay pots, and the sniffer and so far only one single new plant to go along with it. Are you kidding me? This is what they spent a YEAR working on?
An exponential slowdown in development is generally a symptom of poorly written code.
I wouldn't be surprised if code-bloat was the issue, because sometimes it feels like Mojang is fighting the game's engine*
*A little bit odd that bugs that were never in the game before show up after completely un-related changes.
Deep dark cities are hardly mellow; any new structure invites new challenge and story.
Yes, I personally like 1.19 too. I was mostly referring to how some of the critical opinions of it paint it, and how it wasn't a seriously major update like basically everything from 1.13 up until it was (not counting 1.15 as a technical update).
An exponential slowdown in development is generally a symptom of poorly written code.
I wouldn't be surprised if code-bloat was the issue, because sometimes it feels like Mojang is fighting the game's engine*
*A little bit odd that bugs that were never in the game before show up after completely un-related changes.
Even odder is how old bugs which were fixed keep returning; for example, it should be common knowledge to never cast absolute block coordinates to a float, only double - yet they keep on doing it, as in this bug which started in 1.17:
As noted in a comment this bug never existed until 1.17, including versions back to InfDev (the first version with "infinite" worlds), except for items dropped by "containers" (such as chests) and it and many other such bugs were fixed in 1.8, yet they keep coming back for some reason; for another example, campfires were added in 1.14 so this couldn't of had anything to do with ancient code from years ago:
That said, the code bloat since 1.8 is just insane; I've added many times the content that 1.7-1.8 did yet the overall size of the Minecraft jar is smaller than 1.8 (my custom jars also have a lot of dead code in them due to completely replacing vanilla classes; conversely, deleting META-INF reduces the size):
Not only that, all the following content, and more not listed (I tend to just update previous entries if I make a minor change or tweak to something instead of adding new ones for basically the same thing), increased the size of TMCWv5 by less than 1%:
January-May 2022 updates (some previous entries were updated to reflect changes):
225. Fence gates adjacent to a wooden fence will render with the same variant of wood (oak, spruce, birch, jungle, stick; if the fences are different variants one will be chosen at random). Also fixed MC-9565 (fences and walls connecting to wrong side of fence gates).
226. The hostile mob cap in the Overworld has been split into semi-independent "surface" and "cave" caps, with the overall cap set to 100 and individual caps set to 60 with the cave cap favored so there will always be around 60 mobs underground (defined as below sea level / the highest non-air layer in Superflat, or a sky light level of 0; mobs in 0 skylight above sea level count towards an "intermediate" cap which nonlinearly counts towards to the cave cap such that the total number of mobs can reach up to 80, with 50 mobs below sea level and 30 above, in biomes which have many caves above sea level like Mesa), while there will be 40-60 mobs on the surface at night, depending on whether the cave cap can be met (previously, the number of mobs underground would vary between 70 during the day and 20-50 at night, corresponding to 50-20 at the surface). The Nether and End have a single cap of 70.
227. Added iron ore above sea level to more biomes (Extreme Hills, Forest Mountains, Savanna Mountains, Badlands, Winter Forest Mountains, Rocky Mountains, Icelands) to take more advantage of the additional caves they have above sea level (in addition to Mesa, Savanna Plateau, and Volcanic Wastelands; the maximum altitude varies between 80-128 depending on the average height of the biome); Badlands also has gold between layers 32-90 at half the concentration as below.
228. Added Long Fall enchantment, which can be applied to boots and horse armor and increases the distance fallen without taking damage by 1 block per level and has 4 levels for a maximum of 7 blocks (when combined with full Protection IV the maximum survivable fall distance is 56 blocks compared to 82 with Feather Falling (with Feather Falling a 56 block fall deals 13.25 damage); the complete negation of fall damage can be more beneficial than higher overall protection when running down hills and the like). It is mutually exclusive with Feather Falling and is less likely to be obtained from a enchantment table or by trading/fishing, while it is more likely to be found in abandoned mineshafts.
229. Added Swift Sneak enchantment, which is applied to leggings and reduces the slowdown when sneaking by 15% per level, or up to 75% of normal walking speed at level 3. Similar to Long Fall it is less likely to be obtained from the table or by trading/fishing but is more commonly found in mineshafts, which have an additional 2.326% chance per chest of either Long Fall or Swift Sneak, making them about 10 times more common than other enchantments (overall there are about 3 of each per level 3 map/4096 chunks).
230. Aqua Affinity now eliminates the additional downwards force in a waterfall adjacent to solid blocks (making it the same as a waterfall away from a wall; upwards speed is increased from 0.6 to 2 m/s).
231. Fixed a stronghold generation bug where the "5-way crossing" room incorrectly clears the wrong side entrances in specific orientations, causing them to be blocked and invisible from within the room if only one of two entrances on each side leads to anything (as far as I can tell this is the only cause of such blockages; I discovered this after finding a stronghold whose portal room was blocked, and I only found it because a cave intersected it, with at least one other case within the stronghold where I came across a doorway blocked by a wall).
232. Fixed MC-18752 (compass in item frame causing OpenGL error and breaking shadow rendering until a restart); discovered while fixing item frames being frustum-culled too early (disappearing before completely off the screen).
233. Made colossal cave systems 25% more common (a 25% chance within the same areas as strongholds, or from one every 8192 to 6554 chunks); and added a larger variant of toroidal cave (up to 80/28 blocks in toroid/tunnel diameter vs 64/20 for most caves; these new caves are in addition to existing caves and are about 1/11 of the total); the generation of caves was otherwise unaltered.
October-November 2022 updates:
234. Added changelogs/feature lists from earlier versions of TMCW (many features back to TMCWv1 are still relevant but some may have changed).
235. Made some additional fixes and optimizations (some from https://github.com/jss2a98aj/BugTorch, most notably a memory leak related to redstone torches; as well as various bugs listed at https://github.com/fxmorin/carpet-fixes/wiki/Available-Settings (no source code was actually used); also refactored entity and particle base classes to reduce object size/allocations, particularly for particles (3x less memory and greatly simplified moveEntity method), and apply fixes and changes previously specific to living entities to all entities).
236. Fixed items and XP dropped by mobs appearing in the wrong location for a second after spawning and fixed/reduced effect of MC-4 (most visible when e.g. cutting down a tree and saplings appear to fall from decaying leaves, then jump back up).
237. Dungeons no longer generate if more than half the floor would be cleared (they do not generate unless the floor is entirely solid but if it is only 1 block thick it is cleared instead of being replaced with cobblestone) and chests are always placed on the ground.
238. Up to 2 additional type 3/4 caves and 2 type 4 ravines are added if the area within 1536 blocks of the origin doesn't have any, or less than 2 type 3 and/or 1 type 4 caves with a width of at least half the maximum. This and the previous change only have local impacts and not on all seeds (e.g. the seed I'm playing on has one cave change within a previously explored area; in general I avoid making any changes that would cause chunk walls while playing on a world).
239. In most forested biomes 1/10 of chunks have half the tree density and another 10-20% of chunks have a chance of a fallen and/or dead tree, similar to Bedrock Edition, or the dead trees found in Mesa and other biomes, both of which also come in more variants (e.g. with a taller stump or small/large branches).
240. Patches of sand/gravel and lakes now remove plants which would be left on invalid blocks, causing them to drop when randomly ticked (this is most noticeable when traveling fast enough, otherwise the dropped items may despawn); water lakes also extend the trunks of trees and huge mushrooms that were above them down to the ground.
241. Packed ice can now be obtained without Silk Touch; this change was in part made due to a request due to the issues of building in Icelands/Ice Plains Spikes/Ice Hills without enchanted tools. The hardness of opaque-packed-blue ice were also changed from 0.5-1.0-1.5 to 0.5-1.5-2.5 (vanilla 1.13 uses 0.5 for packed ice and 2.8 for blue ice). Blast resistance is now the same as hardness (was 1 for all types; biome stone variants are still 1.5 for both hardness and resistance).
242. Fixed buckets and other items targeting wrong block when sneaking (MC-1893), also affects height of fired arrows from bows.
243. Fixed mobs accumulating fall distance when bobbing on a leash (MC-14167); they will still take damage if they are dropped (e.g. player jumps down while leashed to a mob).
244. Redstone torches no longer randomly tick (fixes inconsistent behavior when burned out; added an 8 second delay before turning on again, similar to newer versions).
245. Fixed MC-30845 (non-collidable blocks like tall grass and kelp affecting 3rd person view as if they were solid).
246. FPS is now limited to 10 when the game is unfocused to help reduce resource usage when in the background, similar to how I previously limited FPS to 60 while paused (if it was higher and Vsync was disabled).
247. Sheep no longer affect blocks in the world when mobGriefing is disabled, but can still eat (MC-147444).
248. Fixed ghast attack animation (MC-165038; they used to "swell" before firing, similar to creepers, not just change their texture, which was lost in singleplayer in 1.3 and never worked in multiplayer.
249. Added larger nether portals from 1.7 (2x3 to 21x21 blocks); nether portals can also no longer be made with variants of obsidian (existing portals will remain; this was never really an intended feature but a side-effect of reusing vanilla block IDs for new blocks with similar properties).
250. Added a work-around for "ghost" blocks (as e.g. sometimes occur when instant-mining blocks with fast tools); if the player collides with a block that they shouldn't have blocks surrounding the player will be resent to the client to force them to update; the player will also be pushed back slightly (not just reset to the last valid position server-side).
251. The client now effectively ticks the integrated server, ensuring that it is kept in sync with the client (it is still on its own thread but the client increments the server's tick counter when it ticks the client world; otherwise, the threads are not likely to remain in sync because of different timing methods (the client uses a much more precise timer), causing the server to tick twice in one client tick and vice-versa).
252. Reimplemented a feature from Beta where sleeping in an unsafe location may spawn a zombie (40%), skeleton (40%), or witch (20%) by the player's bed and wakes them up if they pass the normal spawning checks at a randomly chosen location and if they can pathfind to the player. 20 attempts are made to spawn a mob within a 31 block radius (circular) and within +/- 15 blocks vertically of the player, followed by another 5 attempts within +/- 7 blocks horizontally and +/- 3 blocks vertically (favoring shelters that weren't lit up properly); in any case a mob is not guaranteed to spawn). Mobs also ignore sky light so sleeping at sunset (adjusted light level of 8 or more) will not stop them from spawning.
253. Players in Creative mode can now sleep when there are hostile mobs nearby, reflecting a change made in 1.13 (also skips sleep spawning check).
254. Fixed issues with deleting a Hardcore world on death (MC-10979 and MC-30646; it also caused a memory leak by not clearing the server object).
255. Fixed drops from item frames and paintings flying away unpredictably due to spawning partly inside wall, and misplacement of entities at high coordinates.
256. Added items for glow item frames and glow signs, which now drop their corresponding items, and crafting recipes for adding/removing glowing effect (normal item + glow ink sac = glow item; glow item + ink sac = normal item).
257. Added glow paintings and glow painting items, which work in the same manner as item frames (either click on them with ink sacs or craft them together to add/remove the glow effect).
258. Fixed paintings not being flush against the wall they are on; also optimized rendering (less OpenGL state changes/draw calls and culling internal faces) and improved frustum culling (remains visible until fully off screen).
259. Improved bat AI; they now avoid blocks like water and lava.
260. Improved accuracy of skeletons when near a wall or shooting upwards (the arrows often get stuck in the block in front of them or below you; they will fire higher and/or at a higher angle to help clear them. Due to their difficulty-dependent "error" they may still miss their target).
261. Fixed an issue where arrows rendered in a player caused entity shading/lighting to be incorrect, most noticeable in 3rd person as well as in the inventory (this issue had bugged me for years, even adding a workaround that shaded held items differently, until I realized what was causing it while testing the aforementioned changes to skeletons; I also found MC-161719, which despite the affects versions affects vanilla 1.6.4 and probably a lot earlier).
262. Lava flowing over water sources in the End now turns them into end stone instead of stone, making end stone renewable (cobblestone generators still work as usual).
263. Fixed MC-94721 (wolves remain angry after killing a target, moving far away, or reloading the world; moving more than 24 blocks away will now cause them to become passive again).
Not to mention that resource usage hasn't increased at all over vanilla (sure, biomes with massive trees or mountains are harder to generate and render but that is pretty obvious and they didn't give me trouble on a computer that would now be 17 years old, and outside of such situations the game is less demanding than vanilla 1.6):
The actual number of classes is also ridiculous; my code tends to have far fewer but larger classes, as shown in this comparison of vanilla 1.6.4 and TMCWv5, which are nearly the same size but the latter only has 1/3 the files (this only includes modified or new ones; the modded jar has over 2,000 files); I have no idea how big 1.19 is but it is probably insane (the launcher itself is even worse; at one point the launcher dll was 244 MB, though it is somehow only 1/10 the size now, but still way too big for just a launcher):
I think one of the issues people have with recent updates is the fact that many of their features were supposed to have been / were expected to be released in 1.17; the second reply to the 1.17 update opinion thread mentions archaeology so Mojang had already mentioned it at that point, and another item, bundles, are apparently still only an experimental feature.
This seems fairly accurate from my own observations, but what I find most interesting is the psychology at play regarding expectations. If Mojang never announced archaeology, or even the deep dark cities, I believe both inclusions would have been far more unanimously welcomed as "big" updates. It's more so the fact that both features are treated like leftovers from the feast that proved too difficult to consume in one dinner; so while the leftovers are still plenty good, they'll always be compared (perhaps secondarily) to the main event (that, in this case, being 1.17/1.18).
That said, 1.20 feels very much like leftovers, or perhaps adding some additional sprinkles on an otherwise already decent cake... alright, I'm done with the food analogies.
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There are two videos I've watched from the same youtuber that did an update to desert and jungle temples, one week on each, and it was more new mechanics and structures than the MC team does in two updates, aka two years.
There is no excuse. As for the "9 women can't make a baby in one month" argument, my rebuttal is "Yes, but 9 women can make at least 9 babies (assuming eventually twins or triplets happen) in 9 months". With how big Minecraft is as an IP, at this point the rate of development of it is pretty much unforgivable when the modding playerbase can output such a ridiculous amount of content so quickly in comparison. Mojang has more than enough money to hire, say, another team of focused coders and artists to work on updates too if they wanted. At this point I'm A-OK with paying for official DLC if that's what it takes to change this update schedule.
While I don't play a lot of Minecraft past 1.12.2, this update does look quite interesting. The cherry blossom biome is really neat and is something that I have actually wanted in the game for quite awhile.
This seems fairly accurate from my own observations, but what I find most interesting is the psychology at play regarding expectations. If Mojang never announced archaeology, or even the deep dark cities, I believe both inclusions would have been far more unanimously welcomed as "big" updates. It's more so the fact that both features are treated like leftovers from the feast that proved too difficult to consume in one dinner; so while the leftovers are still plenty good, they'll always be compared (perhaps secondarily) to the main event (that, in this case, being 1.17/1.18).
That said, 1.20 feels very much like leftovers, or perhaps adding some additional sprinkles on an otherwise already decent cake... alright, I'm done with the food analogies.
I still consider 1.19 a fairly large update compared to the average solely due to the inclusion of the Deep Dark, ancient cities, and the Mangrove Swamp biome (and all the blocks it entails). Of course, many might simply see that it lacks compared to 1.13 through 1.18 (sans 1.15) so it was bound to be criticized regardless. Some people are never happy.
But yes, 1.19 alone shows that there's the psychology of expectation versus what is gotten. The delays due to Covid or whatnot with 1.17/1.18 were understandable (even without that, I think everything they planned for the Caves and Cliffs update would have just possibly been too much compared to what they were able to manage), which is why some people seem to teasingly given 1.19 the sub-title of "Caves and Cliffs part 3" which I actually kind of like. But that aside, 1.19 itself teased the possibility of broader changes and quality of life ambiance changes, like more overworld/biome touch ups (namely, birch forests and a bit more on swamps with fireflies) which weren't gotten. The good thing is, Mojang seems to (or at least claimed they did) have learned from this. But this is the internet; there's outrage to be had! And the teasing of something not delivered, especially when that something was biome stuff, brought focus and questioning to the other biome vote losers that still needs updating by Mojang's own claims, so even though 1.19 wasn't "bad" in any objective way (looking purely at content and ignoring the chat changes), it still was criticized as it brought attention to many things in bad ways. And that was purely from expectation versus what was gotten. Because just on updates/content changes, 1.19 is a great update.
This is partly why I avoid social media, Youtube, etc., and other knee-jerk reaction followings on stuff and just wait until I try them myself. Very few times have I been disappointed with an update that way, and not since 1.8 have I been disappointed with one (maybe you can include 1.13/1.14 as mixed at worst at the time, but a lot of that was due to the high demands I was asking of them, and they aged better when 1.15/1.16 came).
There is no excuse. As for the "9 women can't make a baby in one month" argument, my rebuttal is "Yes, but 9 women can make at least 9 babies (assuming eventually twins or triplets happen) in 9 months".
If only everything in life scaled linearly, like that. My entire point was that things don't.
With how big Minecraft is as an IP, at this point the rate of development of it is pretty much unforgivable when the modding playerbase can output such a ridiculous amount of content so quickly in comparison. Mojang has more than enough money to hire, say, another team of focused coders and artists to work on updates too if they wanted. At this point I'm A-OK with paying for official DLC if that's what it takes to change this update schedule.
Don't misunderstanding me; I'm not making an argument that Mojang couldn't, or shouldn't, or whatever do better, do faster, etc. I'm not touching that. I might partly agree with that, if anything.
(At the same time, I purchased a product that was, at the time, Minecraft version 1.2.5, and everything since then has been free updates that I'm free to take or leave, so maybe it's just me, but the way I see it is I have no entitlement to be demanding "more, faster, better!" of Mojang in this regard.)
Anyway, my sole reason to give input was to say that things don't always scale linearly (which they don't), and often times they slow down (which they often do). And in my opinion, Mojang is past that point, and it's not even anything new, either. The modding community outpaced what Mojang was putting out since, what, probably nearly the start? The strange thing is, this complaint makes less sense to me today than it did back then. Updates seem far larger in recent years than they were in the past. Look at 1.1 through 1.12. The majority of them weren't all that large. then compare that to 1.13 through 1.19, which have all been much larger (1.15 aside, which was a technical update and I was totally okay with them doing, and in fact I'd wish they would do such things more).
Again, maybe it's just me, but I don't seem to get too frustrated or bothered or upset or whatever when Mojang does or doesn't give this or that in a given time frame because it's all been free to me.
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This update does nothing to make Minecraft better. All it does is add a bunch of items and mobs that are so unbelievably redundant that the update will simply cluttering people's inventories further.
I feel that if Mojang wishes to introduce storytelling and "Lore" to Minecraft, they should take a look at villagers, the current source of most of the game's lore. Not only are pots limited, not only in scope, but also in potential. When I boot up my Minecraft world, I am more likely to care about the lore of a civilization, than a piece of pottery. Not to mention that a more overarching form of lore would fundamentally fut more inline with Minecraft's existing philosophy.
We still have things like the end, villages, and the deep dark that are so hopelessly connected. A decade ago we expected the end and the nether to be explained, at least slightly, but they still aren't.
The developers have so much to work with, yet they choose not to build off of anything we currently have, and instead focus on adding some random new mechanic nobody cares about. I mean seriously, who cares about camels? They change nothing.
But speaking of caring about things, what about the deep dark portal? I expected them to follow up the massive hype they had built up, but the dev's have once again decided to scrap any hope for a decent update in exchange for some random one-off idea that nobody will care about. If Mojang wants to make an exploration theme update, then why don't they take the more reasonable route and use the giant portal deep underground?
Overall, I find this update to be nothing but a massive let-down, yet nothing special at the same time.
The new biome and blocks make it better for me. The new mobs make it better for me. I like camels. Then again, I was one of those silly people who liked parrots, llamas, and the bears. If anything I think the game needs more ambiance and stuff like that, not "everything needs five million uses to be justified being implemented". I was sad the fireflies were cut.
I don't care for the archeology stuff though, I agree on that. But I'm not necessarily against it, either. There's plenty of stuff that's been added in the past that I barely touched, sometimes at all, or until years later. Not everything will appeal to everyone.
I wouldn't mind stuff connecting villages, the deep dark, or dimensions. Then again, I also find it truly necessary. I'm not especially after lore. I just don't mind it.
The overarching subject of inventory does need addressed, but I don't think "this particular thing is an issue, and this fails to address it, so it's bad even if it's good on its own" is a fair way to look at things. You can think there's problem A while still thinking content B adds to the game despite not addressing problem A. Ask ten different people what some problems are with this game and you'll likely get ten different answers.
I Like the new cherry trees, it gives us a very beautiful variation of wood. although the flowers you find on the ground are annoying, it makes my game lag, so i try to clean them up by using a water bucket and then throwing them into lava, and after 30 seconds of picking up these new flowers, my inventory is fully filled up. its so annoying. the armour trims are cool, but i don't like how you have to find the new "Netherite Upgrade" templates. that makes getting netherite armour worse. if i had to give a rating 8/10.
My Favourite Armour trim is Eye with diamonds on netherite armour.
I Like the new cherry trees, it gives us a very beautiful variation of wood. although the flowers you find on the ground are annoying, it makes my game lag, so i try to clean them up by using a water bucket and then throwing them into lava, and after 30 seconds of picking up these new flowers, my inventory is fully filled up. its so annoying. the armour trims are cool, but i don't like how you have to find the new "Netherite Upgrade" templates. that makes getting netherite armour worse. if i had to give a rating 8/10.
My Favourite Armour trim is Eye with diamonds on netherite armour.
I'm sure I'm not the only one who said this but it's good that we got our wish, cherry trees are an excellent new tree variant that is has a different colour and texture to your average types of trees in the game, would make builds a lot better. Now that I've got time to discuss this I would like to say I hope these trees, being covered in flowers as you would expect, would have a higher chance to spawn beehives than other trees by the time 1.20 is out.
I'm sure I'm not the only one who said this but it's good that we got our wish, cherry trees are an excellent new tree variant that is has a different colour and texture to your average types of trees in the game, would make builds a lot better. Now that I've got time to discuss this I would like to say I hope these trees, being covered in flowers as you would expect, would have a higher chance to spawn beehives than other trees by the time 1.20 is out.
I'm just glad they and the swamp trees have an actual wood type whereas azaleas reuse oak (and thus I do not know how to grow them tbh).
I'm just glad they and the swamp trees have an actual wood type whereas azaleas reuse oak (and thus I do not know how to grow them tbh).
Trees only require a unique type of leaves in order to drop their own saplings; I haven't added any new wood types but added 8 new leaf blocks and saplings so every type of tree I added, and even some vanilla trees, can be grown (some reuse vanilla saplings, e.g. spruce saplings can randomly grow into a larger 1x1 variant (like vanilla's oak and big oak), as well as 2x2 and 3x3 trees; "poplar" is a variant of birch; swamp and dark oaks use the same leaves/saplings (a single sapling grows a swamp oak, 2x2 grows dark oak); and oak/spruce "bushes", like the ones in jungles, grow if there isn't enough space for a normal tree above them). According to the Wiki azalea leaves may drop azalea, which must be bonemealed in order to grow into a tree (they do not grow on their own, similar to mushrooms):
Any comments on the cherry blossom biome?
The cherry tree itself and it's blossom layer (Not the planks) is the only thing that really grabs me. Don't really care about camels, armor glint or the bamboo wood. Bookcases are fine but limited and the signs way too small, have never cared for the archeology inclusion. So it's literally just the cherry tree and it's blossom layer that interests me.
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I'm liking what I've seen of 1.20 so far. About the only thing I don't care for is probably the archeology stuff, but I also don't mind it. It's a bit of a mellow update like 1.19 was (in contrast to basically everything from 1.13 to 1.18), but that's fine.
If we're seriously at the end of what they're going to do for 1.20, this is easily the single most pathetic update of all time. I expected something way bigger than this for the big 1.20. We are getting one new kind of tree and biome for it that has NOTHING else noteworthy in it, two new types of wood, an immediately-useless mob, a boat reskin, barely-customizable clay pots, and the sniffer and so far only one single new plant to go along with it. Are you kidding me? This is what they spent a YEAR working on?
Far from the most lacking update ever in my opinion. Starting from release, 1.1 through honestly 1.12 (1.7 aside maybe) weren't that big, either. Nor was 1.19. Just because it's not competing with 1.13, 1.14, 1.16, or 1.17/1.18 doesn't make it the most lacking update of all time. Not unless you just started playing and have only seen the recent updates where most of them have been large. And even then 1.19 was criticized all the same (and that's before considering the chat implications).
It's mostly middle of the road, or maybe even a bit above that for me personally given the new building blocks it's offering (two wood types) and a biome. I like the camels. The only thing I don't care for is the archeology stuff, but maybe I'll come to like it in time.
Where I do agree with you is that content in terms of time is arguably low. But that's always been the case. Mojang is probably far past the point where it's too big to make efficient returns in terms of content per time. For example, you can't have nine women make a baby in one month. Similarly, a larger team can't do times X amounts of time fast, and past a point it slows down. Mojang is likely past that point. The modding community collectively has always outpaced Mojang here. It's not exclusive to this update/year.
Deep dark cities are hardly mellow; any new structure invites new challenge and story.
It seems unfocused and pastel. Not a very 'round number' thing but then again 1.10 was also small.
I haven't even heard about most of these.
I think one of the issues people have with recent updates is the fact that many of their features were supposed to have been / were expected to be released in 1.17; the second reply to the 1.17 update opinion thread mentions archaeology so Mojang had already mentioned it at that point, and another item, bundles, are apparently still only an experimental feature.
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?
An exponential slowdown in development is generally a symptom of poorly written code.
I wouldn't be surprised if code-bloat was the issue, because sometimes it feels like Mojang is fighting the game's engine*
*A little bit odd that bugs that were never in the game before show up after completely un-related changes.
Yes, I personally like 1.19 too. I was mostly referring to how some of the critical opinions of it paint it, and how it wasn't a seriously major update like basically everything from 1.13 up until it was (not counting 1.15 as a technical update).
Even odder is how old bugs which were fixed keep returning; for example, it should be common knowledge to never cast absolute block coordinates to a float, only double - yet they keep on doing it, as in this bug which started in 1.17:
MC-229293 Casting issue: Broken blocks drop items in the wrong position at high distances
As noted in a comment this bug never existed until 1.17, including versions back to InfDev (the first version with "infinite" worlds), except for items dropped by "containers" (such as chests) and it and many other such bugs were fixed in 1.8, yet they keep coming back for some reason; for another example, campfires were added in 1.14 so this couldn't of had anything to do with ancient code from years ago:
MC-167042 Casting issue: Campfire embers are generated at a point that loses precision at high coordinates
That said, the code bloat since 1.8 is just insane; I've added many times the content that 1.7-1.8 did yet the overall size of the Minecraft jar is smaller than 1.8 (my custom jars also have a lot of dead code in them due to completely replacing vanilla classes; conversely, deleting META-INF reduces the size):
Not only that, all the following content, and more not listed (I tend to just update previous entries if I make a minor change or tweak to something instead of adding new ones for basically the same thing), increased the size of TMCWv5 by less than 1%:
225. Fence gates adjacent to a wooden fence will render with the same variant of wood (oak, spruce, birch, jungle, stick; if the fences are different variants one will be chosen at random). Also fixed MC-9565 (fences and walls connecting to wrong side of fence gates).
226. The hostile mob cap in the Overworld has been split into semi-independent "surface" and "cave" caps, with the overall cap set to 100 and individual caps set to 60 with the cave cap favored so there will always be around 60 mobs underground (defined as below sea level / the highest non-air layer in Superflat, or a sky light level of 0; mobs in 0 skylight above sea level count towards an "intermediate" cap which nonlinearly counts towards to the cave cap such that the total number of mobs can reach up to 80, with 50 mobs below sea level and 30 above, in biomes which have many caves above sea level like Mesa), while there will be 40-60 mobs on the surface at night, depending on whether the cave cap can be met (previously, the number of mobs underground would vary between 70 during the day and 20-50 at night, corresponding to 50-20 at the surface). The Nether and End have a single cap of 70.
227. Added iron ore above sea level to more biomes (Extreme Hills, Forest Mountains, Savanna Mountains, Badlands, Winter Forest Mountains, Rocky Mountains, Icelands) to take more advantage of the additional caves they have above sea level (in addition to Mesa, Savanna Plateau, and Volcanic Wastelands; the maximum altitude varies between 80-128 depending on the average height of the biome); Badlands also has gold between layers 32-90 at half the concentration as below.
228. Added Long Fall enchantment, which can be applied to boots and horse armor and increases the distance fallen without taking damage by 1 block per level and has 4 levels for a maximum of 7 blocks (when combined with full Protection IV the maximum survivable fall distance is 56 blocks compared to 82 with Feather Falling (with Feather Falling a 56 block fall deals 13.25 damage); the complete negation of fall damage can be more beneficial than higher overall protection when running down hills and the like). It is mutually exclusive with Feather Falling and is less likely to be obtained from a enchantment table or by trading/fishing, while it is more likely to be found in abandoned mineshafts.
229. Added Swift Sneak enchantment, which is applied to leggings and reduces the slowdown when sneaking by 15% per level, or up to 75% of normal walking speed at level 3. Similar to Long Fall it is less likely to be obtained from the table or by trading/fishing but is more commonly found in mineshafts, which have an additional 2.326% chance per chest of either Long Fall or Swift Sneak, making them about 10 times more common than other enchantments (overall there are about 3 of each per level 3 map/4096 chunks).
230. Aqua Affinity now eliminates the additional downwards force in a waterfall adjacent to solid blocks (making it the same as a waterfall away from a wall; upwards speed is increased from 0.6 to 2 m/s).
231. Fixed a stronghold generation bug where the "5-way crossing" room incorrectly clears the wrong side entrances in specific orientations, causing them to be blocked and invisible from within the room if only one of two entrances on each side leads to anything (as far as I can tell this is the only cause of such blockages; I discovered this after finding a stronghold whose portal room was blocked, and I only found it because a cave intersected it, with at least one other case within the stronghold where I came across a doorway blocked by a wall).
232. Fixed MC-18752 (compass in item frame causing OpenGL error and breaking shadow rendering until a restart); discovered while fixing item frames being frustum-culled too early (disappearing before completely off the screen).
233. Made colossal cave systems 25% more common (a 25% chance within the same areas as strongholds, or from one every 8192 to 6554 chunks); and added a larger variant of toroidal cave (up to 80/28 blocks in toroid/tunnel diameter vs 64/20 for most caves; these new caves are in addition to existing caves and are about 1/11 of the total); the generation of caves was otherwise unaltered.
October-November 2022 updates:
234. Added changelogs/feature lists from earlier versions of TMCW (many features back to TMCWv1 are still relevant but some may have changed).
235. Made some additional fixes and optimizations (some from https://github.com/jss2a98aj/BugTorch, most notably a memory leak related to redstone torches; as well as various bugs listed at https://github.com/fxmorin/carpet-fixes/wiki/Available-Settings (no source code was actually used); also refactored entity and particle base classes to reduce object size/allocations, particularly for particles (3x less memory and greatly simplified moveEntity method), and apply fixes and changes previously specific to living entities to all entities).
236. Fixed items and XP dropped by mobs appearing in the wrong location for a second after spawning and fixed/reduced effect of MC-4 (most visible when e.g. cutting down a tree and saplings appear to fall from decaying leaves, then jump back up).
237. Dungeons no longer generate if more than half the floor would be cleared (they do not generate unless the floor is entirely solid but if it is only 1 block thick it is cleared instead of being replaced with cobblestone) and chests are always placed on the ground.
238. Up to 2 additional type 3/4 caves and 2 type 4 ravines are added if the area within 1536 blocks of the origin doesn't have any, or less than 2 type 3 and/or 1 type 4 caves with a width of at least half the maximum. This and the previous change only have local impacts and not on all seeds (e.g. the seed I'm playing on has one cave change within a previously explored area; in general I avoid making any changes that would cause chunk walls while playing on a world).
239. In most forested biomes 1/10 of chunks have half the tree density and another 10-20% of chunks have a chance of a fallen and/or dead tree, similar to Bedrock Edition, or the dead trees found in Mesa and other biomes, both of which also come in more variants (e.g. with a taller stump or small/large branches).
240. Patches of sand/gravel and lakes now remove plants which would be left on invalid blocks, causing them to drop when randomly ticked (this is most noticeable when traveling fast enough, otherwise the dropped items may despawn); water lakes also extend the trunks of trees and huge mushrooms that were above them down to the ground.
241. Packed ice can now be obtained without Silk Touch; this change was in part made due to a request due to the issues of building in Icelands/Ice Plains Spikes/Ice Hills without enchanted tools. The hardness of opaque-packed-blue ice were also changed from 0.5-1.0-1.5 to 0.5-1.5-2.5 (vanilla 1.13 uses 0.5 for packed ice and 2.8 for blue ice). Blast resistance is now the same as hardness (was 1 for all types; biome stone variants are still 1.5 for both hardness and resistance).
242. Fixed buckets and other items targeting wrong block when sneaking (MC-1893), also affects height of fired arrows from bows.
243. Fixed mobs accumulating fall distance when bobbing on a leash (MC-14167); they will still take damage if they are dropped (e.g. player jumps down while leashed to a mob).
244. Redstone torches no longer randomly tick (fixes inconsistent behavior when burned out; added an 8 second delay before turning on again, similar to newer versions).
245. Fixed MC-30845 (non-collidable blocks like tall grass and kelp affecting 3rd person view as if they were solid).
246. FPS is now limited to 10 when the game is unfocused to help reduce resource usage when in the background, similar to how I previously limited FPS to 60 while paused (if it was higher and Vsync was disabled).
247. Sheep no longer affect blocks in the world when mobGriefing is disabled, but can still eat (MC-147444).
248. Fixed ghast attack animation (MC-165038; they used to "swell" before firing, similar to creepers, not just change their texture, which was lost in singleplayer in 1.3 and never worked in multiplayer.
249. Added larger nether portals from 1.7 (2x3 to 21x21 blocks); nether portals can also no longer be made with variants of obsidian (existing portals will remain; this was never really an intended feature but a side-effect of reusing vanilla block IDs for new blocks with similar properties).
250. Added a work-around for "ghost" blocks (as e.g. sometimes occur when instant-mining blocks with fast tools); if the player collides with a block that they shouldn't have blocks surrounding the player will be resent to the client to force them to update; the player will also be pushed back slightly (not just reset to the last valid position server-side).
251. The client now effectively ticks the integrated server, ensuring that it is kept in sync with the client (it is still on its own thread but the client increments the server's tick counter when it ticks the client world; otherwise, the threads are not likely to remain in sync because of different timing methods (the client uses a much more precise timer), causing the server to tick twice in one client tick and vice-versa).
252. Reimplemented a feature from Beta where sleeping in an unsafe location may spawn a zombie (40%), skeleton (40%), or witch (20%) by the player's bed and wakes them up if they pass the normal spawning checks at a randomly chosen location and if they can pathfind to the player. 20 attempts are made to spawn a mob within a 31 block radius (circular) and within +/- 15 blocks vertically of the player, followed by another 5 attempts within +/- 7 blocks horizontally and +/- 3 blocks vertically (favoring shelters that weren't lit up properly); in any case a mob is not guaranteed to spawn). Mobs also ignore sky light so sleeping at sunset (adjusted light level of 8 or more) will not stop them from spawning.
253. Players in Creative mode can now sleep when there are hostile mobs nearby, reflecting a change made in 1.13 (also skips sleep spawning check).
254. Fixed issues with deleting a Hardcore world on death (MC-10979 and MC-30646; it also caused a memory leak by not clearing the server object).
255. Fixed drops from item frames and paintings flying away unpredictably due to spawning partly inside wall, and misplacement of entities at high coordinates.
256. Added items for glow item frames and glow signs, which now drop their corresponding items, and crafting recipes for adding/removing glowing effect (normal item + glow ink sac = glow item; glow item + ink sac = normal item).
257. Added glow paintings and glow painting items, which work in the same manner as item frames (either click on them with ink sacs or craft them together to add/remove the glow effect).
258. Fixed paintings not being flush against the wall they are on; also optimized rendering (less OpenGL state changes/draw calls and culling internal faces) and improved frustum culling (remains visible until fully off screen).
259. Improved bat AI; they now avoid blocks like water and lava.
260. Improved accuracy of skeletons when near a wall or shooting upwards (the arrows often get stuck in the block in front of them or below you; they will fire higher and/or at a higher angle to help clear them. Due to their difficulty-dependent "error" they may still miss their target).
261. Fixed an issue where arrows rendered in a player caused entity shading/lighting to be incorrect, most noticeable in 3rd person as well as in the inventory (this issue had bugged me for years, even adding a workaround that shaded held items differently, until I realized what was causing it while testing the aforementioned changes to skeletons; I also found MC-161719, which despite the affects versions affects vanilla 1.6.4 and probably a lot earlier).
262. Lava flowing over water sources in the End now turns them into end stone instead of stone, making end stone renewable (cobblestone generators still work as usual).
263. Fixed MC-94721 (wolves remain angry after killing a target, moving far away, or reloading the world; moving more than 24 blocks away will now cause them to become passive again).
Not to mention that resource usage hasn't increased at all over vanilla (sure, biomes with massive trees or mountains are harder to generate and render but that is pretty obvious and they didn't give me trouble on a computer that would now be 17 years old, and outside of such situations the game is less demanding than vanilla 1.6):
https://imgur.com/a/R6QFx7Y
The actual number of classes is also ridiculous; my code tends to have far fewer but larger classes, as shown in this comparison of vanilla 1.6.4 and TMCWv5, which are nearly the same size but the latter only has 1/3 the files (this only includes modified or new ones; the modded jar has over 2,000 files); I have no idea how big 1.19 is but it is probably insane (the launcher itself is even worse; at one point the launcher dll was 244 MB, though it is somehow only 1/10 the size now, but still way too big for just a launcher):
TMCWv5:
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?
This seems fairly accurate from my own observations, but what I find most interesting is the psychology at play regarding expectations. If Mojang never announced archaeology, or even the deep dark cities, I believe both inclusions would have been far more unanimously welcomed as "big" updates. It's more so the fact that both features are treated like leftovers from the feast that proved too difficult to consume in one dinner; so while the leftovers are still plenty good, they'll always be compared (perhaps secondarily) to the main event (that, in this case, being 1.17/1.18).
That said, 1.20 feels very much like leftovers, or perhaps adding some additional sprinkles on an otherwise already decent cake... alright, I'm done with the food analogies.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
There are two videos I've watched from the same youtuber that did an update to desert and jungle temples, one week on each, and it was more new mechanics and structures than the MC team does in two updates, aka two years.
There is no excuse. As for the "9 women can't make a baby in one month" argument, my rebuttal is "Yes, but 9 women can make at least 9 babies (assuming eventually twins or triplets happen) in 9 months". With how big Minecraft is as an IP, at this point the rate of development of it is pretty much unforgivable when the modding playerbase can output such a ridiculous amount of content so quickly in comparison. Mojang has more than enough money to hire, say, another team of focused coders and artists to work on updates too if they wanted. At this point I'm A-OK with paying for official DLC if that's what it takes to change this update schedule.
While I don't play a lot of Minecraft past 1.12.2, this update does look quite interesting. The cherry blossom biome is really neat and is something that I have actually wanted in the game for quite awhile.
I still consider 1.19 a fairly large update compared to the average solely due to the inclusion of the Deep Dark, ancient cities, and the Mangrove Swamp biome (and all the blocks it entails). Of course, many might simply see that it lacks compared to 1.13 through 1.18 (sans 1.15) so it was bound to be criticized regardless. Some people are never happy.
But yes, 1.19 alone shows that there's the psychology of expectation versus what is gotten. The delays due to Covid or whatnot with 1.17/1.18 were understandable (even without that, I think everything they planned for the Caves and Cliffs update would have just possibly been too much compared to what they were able to manage), which is why some people seem to teasingly given 1.19 the sub-title of "Caves and Cliffs part 3" which I actually kind of like. But that aside, 1.19 itself teased the possibility of broader changes and quality of life ambiance changes, like more overworld/biome touch ups (namely, birch forests and a bit more on swamps with fireflies) which weren't gotten. The good thing is, Mojang seems to (or at least claimed they did) have learned from this. But this is the internet; there's outrage to be had! And the teasing of something not delivered, especially when that something was biome stuff, brought focus and questioning to the other biome vote losers that still needs updating by Mojang's own claims, so even though 1.19 wasn't "bad" in any objective way (looking purely at content and ignoring the chat changes), it still was criticized as it brought attention to many things in bad ways. And that was purely from expectation versus what was gotten. Because just on updates/content changes, 1.19 is a great update.
This is partly why I avoid social media, Youtube, etc., and other knee-jerk reaction followings on stuff and just wait until I try them myself. Very few times have I been disappointed with an update that way, and not since 1.8 have I been disappointed with one (maybe you can include 1.13/1.14 as mixed at worst at the time, but a lot of that was due to the high demands I was asking of them, and they aged better when 1.15/1.16 came).
If only everything in life scaled linearly, like that. My entire point was that things don't.
Don't misunderstanding me; I'm not making an argument that Mojang couldn't, or shouldn't, or whatever do better, do faster, etc. I'm not touching that. I might partly agree with that, if anything.
(At the same time, I purchased a product that was, at the time, Minecraft version 1.2.5, and everything since then has been free updates that I'm free to take or leave, so maybe it's just me, but the way I see it is I have no entitlement to be demanding "more, faster, better!" of Mojang in this regard.)
Anyway, my sole reason to give input was to say that things don't always scale linearly (which they don't), and often times they slow down (which they often do). And in my opinion, Mojang is past that point, and it's not even anything new, either. The modding community outpaced what Mojang was putting out since, what, probably nearly the start? The strange thing is, this complaint makes less sense to me today than it did back then. Updates seem far larger in recent years than they were in the past. Look at 1.1 through 1.12. The majority of them weren't all that large. then compare that to 1.13 through 1.19, which have all been much larger (1.15 aside, which was a technical update and I was totally okay with them doing, and in fact I'd wish they would do such things more).
Again, maybe it's just me, but I don't seem to get too frustrated or bothered or upset or whatever when Mojang does or doesn't give this or that in a given time frame because it's all been free to me.
This update does nothing to make Minecraft better. All it does is add a bunch of items and mobs that are so unbelievably redundant that the update will simply cluttering people's inventories further.
I feel that if Mojang wishes to introduce storytelling and "Lore" to Minecraft, they should take a look at villagers, the current source of most of the game's lore. Not only are pots limited, not only in scope, but also in potential. When I boot up my Minecraft world, I am more likely to care about the lore of a civilization, than a piece of pottery. Not to mention that a more overarching form of lore would fundamentally fut more inline with Minecraft's existing philosophy.
We still have things like the end, villages, and the deep dark that are so hopelessly connected. A decade ago we expected the end and the nether to be explained, at least slightly, but they still aren't.
The developers have so much to work with, yet they choose not to build off of anything we currently have, and instead focus on adding some random new mechanic nobody cares about. I mean seriously, who cares about camels? They change nothing.
But speaking of caring about things, what about the deep dark portal? I expected them to follow up the massive hype they had built up, but the dev's have once again decided to scrap any hope for a decent update in exchange for some random one-off idea that nobody will care about. If Mojang wants to make an exploration theme update, then why don't they take the more reasonable route and use the giant portal deep underground?
Overall, I find this update to be nothing but a massive let-down, yet nothing special at the same time.
The new biome and blocks make it better for me. The new mobs make it better for me. I like camels. Then again, I was one of those silly people who liked parrots, llamas, and the bears. If anything I think the game needs more ambiance and stuff like that, not "everything needs five million uses to be justified being implemented". I was sad the fireflies were cut.
I don't care for the archeology stuff though, I agree on that. But I'm not necessarily against it, either. There's plenty of stuff that's been added in the past that I barely touched, sometimes at all, or until years later. Not everything will appeal to everyone.
I wouldn't mind stuff connecting villages, the deep dark, or dimensions. Then again, I also find it truly necessary. I'm not especially after lore. I just don't mind it.
The overarching subject of inventory does need addressed, but I don't think "this particular thing is an issue, and this fails to address it, so it's bad even if it's good on its own" is a fair way to look at things. You can think there's problem A while still thinking content B adds to the game despite not addressing problem A. Ask ten different people what some problems are with this game and you'll likely get ten different answers.
I Like the new cherry trees, it gives us a very beautiful variation of wood. although the flowers you find on the ground are annoying, it makes my game lag, so i try to clean them up by using a water bucket and then throwing them into lava, and after 30 seconds of picking up these new flowers, my inventory is fully filled up. its so annoying. the armour trims are cool, but i don't like how you have to find the new "Netherite Upgrade" templates. that makes getting netherite armour worse. if i had to give a rating 8/10.
My Favourite Armour trim is Eye with diamonds on netherite armour.
I'm sure I'm not the only one who said this but it's good that we got our wish, cherry trees are an excellent new tree variant that is has a different colour and texture to your average types of trees in the game, would make builds a lot better. Now that I've got time to discuss this I would like to say I hope these trees, being covered in flowers as you would expect, would have a higher chance to spawn beehives than other trees by the time 1.20 is out.
I'm just glad they and the swamp trees have an actual wood type whereas azaleas reuse oak (and thus I do not know how to grow them tbh).
Trees only require a unique type of leaves in order to drop their own saplings; I haven't added any new wood types but added 8 new leaf blocks and saplings so every type of tree I added, and even some vanilla trees, can be grown (some reuse vanilla saplings, e.g. spruce saplings can randomly grow into a larger 1x1 variant (like vanilla's oak and big oak), as well as 2x2 and 3x3 trees; "poplar" is a variant of birch; swamp and dark oaks use the same leaves/saplings (a single sapling grows a swamp oak, 2x2 grows dark oak); and oak/spruce "bushes", like the ones in jungles, grow if there isn't enough space for a normal tree above them). According to the Wiki azalea leaves may drop azalea, which must be bonemealed in order to grow into a tree (they do not grow on their own, similar to mushrooms):
https://minecraft.fandom.com/wiki/Azalea#Growing_trees
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?