This is the official thread for posting general opinions about the upcoming 1.21/1.22 (Java) snapshots and update releases. The experimental 1.21/1.22 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 1.21/1.22 snapshots and release.
For continued discussions about 1.19 snapshots and release, please use the previous thread: 1.20
Just a reminder: flaming/insulting other users and the use of profanity will not be tolerated. Please see the forum rules for more information.
I'm a bit behind as I usually am, since I prefer to wait and try it myself instead of going out of my way to research changes or try snapshots, so I usually get information from what I come across randomly (and the forums are lacking in activity), but I do like what I've seen so far. A new mob, dog armor, more uses for copper, and a new structure off the top of my head.
It reminds me a bit of 1.19 and 1.20 in that they were more muted changes compared to 1.13 through 1.18 (1.15 aside, and that's counting 1.17 with 1.18) but I don't see much to complain about. I'm wondering if a new biome, or a sizable change to some existing ones, will come with this update. I felt like those were nicer changes that 1.19 and 1.20 offered to help round them out from lacking a bit, but I don't expect that every update should have new or changed biomes.
Instead of smaller biome changes, I'm hoping the longer term might hold a chance that a more radical pass occurs for the biomes (a key one being overhauling trees in order to overhaul forests as a whole, and maybe giving structure frequency a pass to tone some down). Maybe some changes to make rivers 9and lakes) occur at altitudes other than sea level, but that leans more into terrain generation.
Basically, I think 1.18's terrain generation changes set a good foundation for a new era of Minecraft, and I'd like to see them make further work on improving some of the old existing stuff that desperately needs it in my eyes. That doesn't always get headlines or attention as much as new things do though, but at the same time, it greatly improves the product perhaps more than new features could, so I'm hoping some day we see such changes.
An end update is another big one I'm looking for. Way too much potential for "improving an existing thing and offering new things" all rolled into one here.
This isn't neither of those, but I see nothing bad here. I won't vote yet, but I'm somewhere between "indifferent" and "somewhat like".
Any thoughts to the new "Wind charge"? For those not familiar, it seems to sort of be a "rocket boot jump/knockback without elytra" and players have found other uses for it. There's also supposedly some "Wind rod or staff" people found files for?
So with armadillo being added and wolf armor being added from that, it looks like there's also going to be wolf variants depending on the biome.
Here's the armadillo itself.
While trying this, I noticed a few other things.
The first is readily apparent on the menu. The dirt background is gone and in its place is something feels like it's from the Windows 7 era with transparent blurring. I really like it actually. It gives the splash panorama more use.
This also occurs when you pause the game.
Something else that was immediately obvious before getting into the game was that world creation time is much faster than 1.20 is. Like, many times faster. I noticed that when I first spawn in, the world is still generating chunks a bit compared to before, so it seems there's some tradeoff. The prior behavior seemed like it was making you wait longer for that part, whereas now it bypasses it.
[21:17:22] [Server thread/INFO]: Starting integrated minecraft server version 24w10a
[21:17:22] [Server thread/INFO]: Generating keypair
[21:17:24] [Server thread/INFO]: Preparing start region for dimension minecraft:overworld
[21:17:24] [Render thread/INFO]: Preparing spawn area: 2%
[21:17:24] [Render thread/INFO]: Preparing spawn area: 4%
[21:17:25] [Render thread/INFO]: Preparing spawn area: 24%
[21:17:25] [Render thread/INFO]: Preparing spawn area: 59%
[21:17:26] [Render thread/INFO]: Time elapsed: 1757 ms
[21:17:26] [Server thread/INFO]: Changing view distance to 12, from 10
[21:17:26] [Server thread/INFO]: Changing simulation distance to 12, from 0
[21:17:26] [Server thread/INFO]: Princess_Garnet[local:E:72b1ffd3] logged in with entity id 35 at (-2.5, 63.0, 5.5)
[21:17:26] [Server thread/INFO]: Princess_Garnet joined the game
That's showing less than two seconds to generate the terrain, or four seconds going from starting the server to the player joining. That feels about right; it's a handful of seconds now to start a new world compared to a dozen to a dozen and a half seconds before, give or take.
One last thing but I'm not sure if this is a change to 1.21 so can anyone weigh in? It seems like mangrove swamps might have sparser tree placement? I would find this welcome if so.
Sample size of one though so I'm not sure.
There's also supposedly a new skeleton variant for the swamps with poisonous arrows but I couldn't find it.
There's also the trials and new copper stuff. I didn't check any of those out, but I'm mentioning it since... there's no information being posted here ever so it wasn't mentioned yet in this thread.
I like a lot of the new features so far. The Wolf variants were long overdue in my opinion, because all of the other pets have multiple variants and skins. The Horses and Llamas even have variants that are separate entities in the forms of the Undead Horses and Trader Llamas. In my opinion, they handled updating Wolves just by making biome dependent skins better than updating Cats to became their own mob independent from Ocelots. I like the Armadillo, because it adds needed wildlife diversity to Savannah and Badlands biomes, and I think that it could pave the way towards the promised updates for those biomes. Since Savannahs are essentially just Plains biomes with an exclusive tree and Llamas on Bedrock Edition. The Armadillo is also the only passive mob that naturally spawns in Badlands, so it helps make the biome feel less empty until Vultures are added. They are also good security measures for keeping Spiders away from my base just like the Tarantula Hawk from Alex's Mobs. I do not have much of an opinion on Bogged, because it is just an "Alolan" variant of one of the classic mobs, and its gimmick has already been done by Cave Spiders and Wither Skeletons. Although, I am glad that Mojang balanced the spawn rate to be rarer than that of normal Skeletons in Swamps and Mangroves. I also have another Skeleton that I can add to my Fire Emblem Resource Pack. Lastly, I cannot really form much of an opinion on the Trial chambers though, because I have not played with them enough to form an opinion.
You have to enable snapshots I think, or there may be a "latest snapshot" profile by default (unless you have to enable them for that part too).
So apparently the wolf variants, and thus possibly armadillo and wold armor too (?), are coming early in 1.20.5, which is an update for 1.20 and not 1.21? I wonder if that means the world creation performance improvement is also coming in 1.20.5 as well? I didn't look around for the trials stuff but I couldn't get a new skeleton to spawn in a a swamp so I'm not sure if 24w10a reflects the upcoming 1.20.5 or if it has everything so far. I saw people playing with wind charges before but I forget to check for those too.
I'm surprised I haven't noticed anyone talking about the performance improvement part (though I don't go looking outside my bubble much so it's possible they are). Seriously, this is a crazy speedup. The example I gave above seems to be the slowest of the many worlds I tried creating too which makes it more silly. These are from my logs that night.
[20:38:10] [Render thread/INFO]: Time elapsed: 1682 ms
[20:39:22] [Render thread/INFO]: Time elapsed: 1070 ms
[20:40:32] [Render thread/INFO]: Time elapsed: 981 ms
[20:43:45] [Render thread/INFO]: Time elapsed: 1349 ms
[20:51:46] [Render thread/INFO]: Time elapsed: 1339 ms
[20:58:44] [Render thread/INFO]: Time elapsed: 1225 ms
[21:01:08] [Render thread/INFO]: Time elapsed: 1520 ms
[21:19:47] [Render thread/INFO]: Time elapsed: 1036 ms
[22:56:31] [Render thread/INFO]: Time elapsed: 1638 ms
[22:58:04] [Render thread/INFO]: Time elapsed: 1224 ms
[22:58:37] [Render thread/INFO]: Time elapsed: 1146 ms
[22:59:53] [Render thread/INFO]: Time elapsed: 1073 ms
[23:10:32] [Render thread/INFO]: Time elapsed: 1672 ms
Apparently I made more worlds than I thought, haha.
It's only to world creation time, but still, I'm wondering if this will help those on lower end hardware. I went from around a dozen seconds (give or take) in the latest live release to between just under one second and just over one and a half seconds in this snapshot.
Is nobody not mentioning this because they like to complain about performance but not credit the improvements, or is nobody else noticing/seeing these types of speedups?
I also checked around some and I'm not sure mangrove trees are less sparse because in the same seed and spot they seemed... close enough? They looked like they might individually be smaller (changed generation?) but I'm not sure. It's hard to compare because they seem to have the same flaw giant oaks and jungle trees used to. Why!? Didn't we learn from those two examples? They spawn with invalid leaves and they start decaying en masse! This might partly explain the performance drops I see with that biome? I figured it was just a case of "there's so many leaves" causing it. Maybe it's both.
Is nobody not mentioning this because they like to complain about performance but not credit the improvements, or is nobody else noticing/seeing these types of speedups?
I must say that it doesn't impress me that much since I see similar world load-in (not just creation, from the time you hit "create world" to when it actually loads up) in even the most extreme situation (a "Mega Forest" biome, with trees many times larger than anything in vanilla) on an older system - and with the game only using a single thread for everything server-side (besides saving chunks), and most notably, being faster than vanilla 1.6.4 despite being so much more complex (hence my arguments against the addition of more content being the primary reason for growth in resource usage, this also includes needing multithreading to achieve similar performance).
Then again, I'd have expected such an improvement when they multithreaded world generation in 1.13, and not just by moving it to a single dedicated thread (I've seen thread dumps with a couple dozen "worldgen-worker" threads listed, presumably one per chunk). Maybe the threads were getting into deadlocks due to attempting to access a non-thread-safe resource (as e.g. MC-215946 suggests; one fix is to create a "lock" so only one thread can access it at a time), or even that the game was just creating too many threads.
Also, if the game can now more effectively use multiple CPU cores/threads it will obviously benefit those with higher core/thread counts. I also noticed that you said the world was still generating after you loaded in; I know that older versions (maybe up to 1.20) would only send chunks to the client once the entire area, or next row of chunks as you move around, had been generated.
I wouldn't have wondered why you specifically weren't impressed. I was wondering why the community at large seems to not mention these sorts of things when they are improved, while readily complaining about them when they are neglected. Unless there was discussion of this somewhere (the internet is a huge place!) and I'm missing it, but since the snapshots started coming out, I'd eventually run into finding out about the copper stuff and trials, the new mobs, the wind charge, the armadillo the wolf armor, and now the wolf variety. But not once did I see anyone mention world creation time getting massively sped up.
Regardless of whatever your mod is doing, it's a conversion mod, and based on a version over a decade displaced, so it's not really relevant in the sphere of "what does 1.21 bring upon 1.20". The change is still seemingly a vast improvement compared to the current state of things (assuming my results aren't some huge positive outlier). I think you're kind of splitting hairs if you're worried about three or four seconds in vanilla compared to a second or two less in a conversion mod that is no way otherwise comparable to the state of modern Minecraft. This all but removes the primary slow down to the world creation process that was largely added with 1.13 in the first place 9and you personally expressed great dissatisfaction with this at the time from what i recall). Is your reaction to that really "it's a couple seconds slower than what I can do"? If so, why? I mean, that's good for you... but this is also good for everyone else too, no?
But anyway the thread is about changes coming in 1.21 and I didn't see this particular thing mentioned, so I mentioned it since it happened to make itself very known to me just trying the snapshot.
It was just a thought experiment on how the Minecraft community simultaneously seems to complains about performance (or honestly anything that isn't instead what they want) but then ignores the improvements or even complains about those updates that are dedicated to it too. 1.15, 1.20, and now 1.21 (or really 1.20 again!?) have been delivering improvements in this regard. That's before looking at the performance mod ecosystem which is similarly improved these days. When things are good, nobody says anything because there's no need to, but when they're bad (even if that bad isn't worse than before), they do say something because there's a world ending need to say something. People like to complain. I think Mojang needs to hear both. They're definitely getting told performance could be better (and they should be told that if it can be better), but I think they should also get positive reinforcement when they do something good as well. In other words, keep complaining about the weak points to push them to address them, but acknowledge the improvements too. So I wanted to mention it partly for that reason too.
My opinions about 1.21 at this point are already known, by people who either conversed with me or seen my posts in my history on this forum.
I've recently discussed this with a friend about the new mechanics which involve the Villagers, if I were stuck with this version, I would've left permanently, but probably not before going onto a 1.21 vanilla Minecraft world and killing every Villager I encountered. Since having to migrate to different biomes to get trades is counterproductive to what me and friends want to do on our world, in effect Mojang made Villagers useless to us.
But thankfully we now have a 1.19.1, it's only because of the availability of their trades and their ease of use, that I refrain from killing Villager NPC's. I have a similar mindset for other mobs in the game, I don't just keep mobs around just because some people think they're "cute", feeling sorry for fictional characters is pointless to me, and I have no use for weak mobs that take up the mob count and potentially add lag to the server otherwise.
If they serve no purpose, kill them.
It's not as if Mojang gives players any incentive to build communities with NPC's, so.
So the 1.21 stuff is in the same snapshots but the experimental stuff needs enabled for it. A new snapshot also released.
Here's some pictures of the trials ruins. Like many other structures, such as strongholds, ancient cities, woodland mansions, villages, and so on, they are randomized to a degree.
One of the spawners seems empty, and when you are near, it seems to "activate" (light up plus make a sound) and then inside it rotates various rare items. It seems to be a loot spawner of sorts. It's called a vault as I later found out.
Here's a picture of a tamed wolf in the wolf armor, dyed Black (part of 1.20.5 and not 1.21). I might be mistaken, but these wolves seemed to be moving pretty fast. Maybe they are always faster than I realized, or maybe the different types might end up with unique stats?
Here's the aforementioned swamp skeleton, called a bogged. They shoot poisonous arrows.
There's also a new weapon? It's listed in the combat page and called a mace. Is there going to further combat changes in 1.21? I'm not sure what its purpose is, but my mind says a mace is a heavy and blunt strong weapon to smash things, but the axe sort of already serves that role (to disable shields). Is it maybe being moved to the mace? Or is there instead some other purpose to this new weapon?
I noticed a few other things (maybe not new to this particular snapshot but new relative to the current release).
There's the trial key, no doubt related to the trials ruins.
The mace deals more damage if you're falling when you land a blow, but unlike a regular crit attack, the damage is proportional to the fall height and landing the blow before hitting the ground negates the user's fall damage. I guess it incentivizes more verticality in combat?
The widely recognized strat seems to be wind charges in the offhand to jump, then a mace to deal a lot of damage. Even then, the wind charge already negates fall damage, and the mace currently has no damage cap. Jumping from 130-150 blocks (can't remember the exact number) is enough to one-shot a Warden (500HP), and with just a well-timed wind charge jump (~10 blocks) you can deal over 50 damage.
It seems balanced enough for late-game PvE, but I have no clue how this will affect PvP (not my field of interest). It seems a bit overpowered as-is.
The mace deals more damage if you're falling when you land a blow, but unlike a regular crit attack, the damage is proportional to the fall height and landing the blow before hitting the ground negates the user's fall damage. I guess it incentivizes more verticality in combat?
The widely recognized strat seems to be wind charges in the offhand to jump, then a mace to deal a lot of damage. Even then, the wind charge already negates fall damage, and the mace currently has no damage cap. Jumping from 130-150 blocks (can't remember the exact number) is enough to one-shot a Warden (500HP), and with just a well-timed wind charge jump (~10 blocks) you can deal over 50 damage.
It seems balanced enough for late-game PvE, but I have no clue how this will affect PvP (not my field of interest). It seems a bit overpowered as-is.
Seriously!? That, uh... yes, it sounds like it has the potential to become broken, fast, even if it's only under controlled conditions. This is Minecraft, and it gives the player so much control potential on conditions. And just jumping with a wind charge isn't something that requires serious control to the conditions; you can sort of just do it. That sounds like so much damage for that.
I'm all for the adding fun things, and things that combo with other things, but something I'm a bit unsure of is how some things that are getting added (elytra, trident, and now this) seem like they're so good and like they require something else to make them so good. Elytra needs mending and rockets. This sounds like it needs wind charges or very serious condition control. The trident is a bit of an exception as it sounds balanced (riptide is somewhat powerful in my mind) but even that requires mending more or less, especially in Java where it's super rare.
This is a snapshot but I have to wonder if some of this is even remotely intended. Are they gauging player feedback? Are they wanting it to be this powerful? Or is this very rough stand-ins for what will likely be tuned down? I'll live with it either way (single player PVE only), but... wow that sounds very excessive if it goes though as-is.
This is a snapshot but I have to wonder if some of this is even remotely intended. Are they gauging player feedback? Are they wanting it to be this powerful? Or is this very rough stand-ins for what will likely be tuned down? I'll live with it either way (single player PVE only), but... wow that sounds very excessive if it goes though as-is.
The mace has only been in a single snapshot update (released two days ago), so it will almost surely go through a lot of changes in the coming weeks. I think the only intentional nerf it currently has is that it can't be enchanted, but I expect they'll find other ways to balance it (such as a damage cap, hopefully) and give it unique enchantments as they did for tridents and crossbows. Who knows, maybe the Cleaving enchantment from Jeb's combat test snapshots will get revived!
Can someone give me a rundown of 1.21 please? I still haven't caught up to 1.20 fully.
The key feature being added in 1.21 is the Trial Chambers, a large underground structure consisting of various types of copper blocks, including new ones, notably the copper bulb, which is similar to a redstone lamp but has varying levels of brightness depending on its oxidation level. The trial chambers contain trial spawners, which spawn waves of a certain mob and ejects rewards whenever a wave is defeated. The rewards include a trial key, which can be used to unlock a vault with even greater rewards, including new armor trims, banner patterns, music discs and even tridents. Drinking an Ominous Bottle (one of the five new potions), which can also be found as spawner rewards, grants the "Trial Omen" effect, causing nearby spawners to become "ominous." Defeating ominous spawners will grant you better rewards, including the ominous key which can be used to unlock the ominous vault.
The most desired reward of the ominous vault is the heavy core, which can be crafted into a mace, a new weapon in 1.21. It deals greater damage if the attacker is falling from a greater height, which means it can one-hit any mob, including the Ender Dragon and Warden, if falling from a sufficient height.
1.21 also added two new mobs, the breeze, which can spawn in trial chambers and drop breeze rods (used to craft maces and wind charges, which can launch a player up, providing a fun way of transport), as well as the bogged, which spawns in place of skeletons in swamps and mangrove swamps and shoots Poison arrows.
Another utility block is added, the crafter, which can be powered with redstone to auto-craft items. This can be useful in automatic farms.
A new set of tuff blocks has also been added, including chiselled blocks, stairs and slabs.
The key feature being added in 1.21 is the Trial Chambers, a large underground structure consisting of various types of copper blocks, including new ones, notably the copper bulb, which is similar to a redstone lamp but has varying levels of brightness depending on its oxidation level. The trial chambers contain trial spawners, which spawn waves of a certain mob and ejects rewards whenever a wave is defeated. The rewards include a trial key, which can be used to unlock a vault with even greater rewards, including new armor trims, banner patterns, music discs and even tridents. Drinking an Ominous Bottle (one of the five new potions), which can also be found as spawner rewards, grants the "Trial Omen" effect, causing nearby spawners to become "ominous." Defeating ominous spawners will grant you better rewards, including the ominous key which can be used to unlock the ominous vault.
The most desired reward of the ominous vault is the heavy core, which can be crafted into a mace, a new weapon in 1.21. It deals greater damage if the attacker is falling from a greater height, which means it can one-hit any mob, including the Ender Dragon and Warden, if falling from a sufficient height.
1.21 also added two new mobs, the breeze, which can spawn in trial chambers and drop breeze rods (used to craft maces and wind charges, which can launch a player up, providing a fun way of transport), as well as the bogged, which spawns in place of skeletons in swamps and mangrove swamps and shoots Poison arrows.
Another utility block is added, the crafter, which can be powered with redstone to auto-craft items. This can be useful in automatic farms.
A new set of tuff blocks has also been added, including chiselled blocks, stairs and slabs.
I like the sounds of it! Reading up the thread as well now, this update actually has me excited.
This is the official thread for posting general opinions about the upcoming 1.21/1.22 (Java) snapshots and update releases. The experimental 1.21/1.22 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 1.21/1.22 snapshots and release.
For continued discussions about 1.19 snapshots and release, please use the previous thread: 1.20
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
I'm a bit behind as I usually am, since I prefer to wait and try it myself instead of going out of my way to research changes or try snapshots, so I usually get information from what I come across randomly (and the forums are lacking in activity), but I do like what I've seen so far. A new mob, dog armor, more uses for copper, and a new structure off the top of my head.
It reminds me a bit of 1.19 and 1.20 in that they were more muted changes compared to 1.13 through 1.18 (1.15 aside, and that's counting 1.17 with 1.18) but I don't see much to complain about. I'm wondering if a new biome, or a sizable change to some existing ones, will come with this update. I felt like those were nicer changes that 1.19 and 1.20 offered to help round them out from lacking a bit, but I don't expect that every update should have new or changed biomes.
Instead of smaller biome changes, I'm hoping the longer term might hold a chance that a more radical pass occurs for the biomes (a key one being overhauling trees in order to overhaul forests as a whole, and maybe giving structure frequency a pass to tone some down). Maybe some changes to make rivers 9and lakes) occur at altitudes other than sea level, but that leans more into terrain generation.
Basically, I think 1.18's terrain generation changes set a good foundation for a new era of Minecraft, and I'd like to see them make further work on improving some of the old existing stuff that desperately needs it in my eyes. That doesn't always get headlines or attention as much as new things do though, but at the same time, it greatly improves the product perhaps more than new features could, so I'm hoping some day we see such changes.
An end update is another big one I'm looking for. Way too much potential for "improving an existing thing and offering new things" all rolled into one here.
This isn't neither of those, but I see nothing bad here. I won't vote yet, but I'm somewhere between "indifferent" and "somewhat like".
Any thoughts to the new "Wind charge"? For those not familiar, it seems to sort of be a "rocket boot jump/knockback without elytra" and players have found other uses for it. There's also supposedly some "Wind rod or staff" people found files for?
Really?
Deleted posts indicate VhaMD was there. Since my posts keep deleted deleted.
So with armadillo being added and wolf armor being added from that, it looks like there's also going to be wolf variants depending on the biome.
Here's the armadillo itself.
While trying this, I noticed a few other things.
The first is readily apparent on the menu. The dirt background is gone and in its place is something feels like it's from the Windows 7 era with transparent blurring. I really like it actually. It gives the splash panorama more use.
This also occurs when you pause the game.
Something else that was immediately obvious before getting into the game was that world creation time is much faster than 1.20 is. Like, many times faster. I noticed that when I first spawn in, the world is still generating chunks a bit compared to before, so it seems there's some tradeoff. The prior behavior seemed like it was making you wait longer for that part, whereas now it bypasses it.
[21:17:22] [Server thread/INFO]: Starting integrated minecraft server version 24w10a
[21:17:22] [Server thread/INFO]: Generating keypair
[21:17:24] [Server thread/INFO]: Preparing start region for dimension minecraft:overworld
[21:17:24] [Render thread/INFO]: Preparing spawn area: 2%
[21:17:24] [Render thread/INFO]: Preparing spawn area: 4%
[21:17:25] [Render thread/INFO]: Preparing spawn area: 24%
[21:17:25] [Render thread/INFO]: Preparing spawn area: 59%
[21:17:26] [Render thread/INFO]: Time elapsed: 1757 ms
[21:17:26] [Server thread/INFO]: Changing view distance to 12, from 10
[21:17:26] [Server thread/INFO]: Changing simulation distance to 12, from 0
[21:17:26] [Server thread/INFO]: Princess_Garnet[local:E:72b1ffd3] logged in with entity id 35 at (-2.5, 63.0, 5.5)
[21:17:26] [Server thread/INFO]: Princess_Garnet joined the game
That's showing less than two seconds to generate the terrain, or four seconds going from starting the server to the player joining. That feels about right; it's a handful of seconds now to start a new world compared to a dozen to a dozen and a half seconds before, give or take.
One last thing but I'm not sure if this is a change to 1.21 so can anyone weigh in? It seems like mangrove swamps might have sparser tree placement? I would find this welcome if so.
Sample size of one though so I'm not sure.
There's also supposedly a new skeleton variant for the swamps with poisonous arrows but I couldn't find it.
There's also the trials and new copper stuff. I didn't check any of those out, but I'm mentioning it since... there's no information being posted here ever so it wasn't mentioned yet in this thread.
I like a lot of the new features so far. The Wolf variants were long overdue in my opinion, because all of the other pets have multiple variants and skins. The Horses and Llamas even have variants that are separate entities in the forms of the Undead Horses and Trader Llamas. In my opinion, they handled updating Wolves just by making biome dependent skins better than updating Cats to became their own mob independent from Ocelots. I like the Armadillo, because it adds needed wildlife diversity to Savannah and Badlands biomes, and I think that it could pave the way towards the promised updates for those biomes. Since Savannahs are essentially just Plains biomes with an exclusive tree and Llamas on Bedrock Edition. The Armadillo is also the only passive mob that naturally spawns in Badlands, so it helps make the biome feel less empty until Vultures are added. They are also good security measures for keeping Spiders away from my base just like the Tarantula Hawk from Alex's Mobs. I do not have much of an opinion on Bogged, because it is just an "Alolan" variant of one of the classic mobs, and its gimmick has already been done by Cave Spiders and Wither Skeletons. Although, I am glad that Mojang balanced the spawn rate to be rarer than that of normal Skeletons in Swamps and Mangroves. I also have another Skeleton that I can add to my Fire Emblem Resource Pack. Lastly, I cannot really form much of an opinion on the Trial chambers though, because I have not played with them enough to form an opinion.
You have to enable snapshots I think, or there may be a "latest snapshot" profile by default (unless you have to enable them for that part too).
So apparently the wolf variants, and thus possibly armadillo and wold armor too (?), are coming early in 1.20.5, which is an update for 1.20 and not 1.21? I wonder if that means the world creation performance improvement is also coming in 1.20.5 as well? I didn't look around for the trials stuff but I couldn't get a new skeleton to spawn in a a swamp so I'm not sure if 24w10a reflects the upcoming 1.20.5 or if it has everything so far. I saw people playing with wind charges before but I forget to check for those too.
I'm surprised I haven't noticed anyone talking about the performance improvement part (though I don't go looking outside my bubble much so it's possible they are). Seriously, this is a crazy speedup. The example I gave above seems to be the slowest of the many worlds I tried creating too which makes it more silly. These are from my logs that night.
[20:39:22] [Render thread/INFO]: Time elapsed: 1070 ms
[20:40:32] [Render thread/INFO]: Time elapsed: 981 ms
[20:43:45] [Render thread/INFO]: Time elapsed: 1349 ms
[20:51:46] [Render thread/INFO]: Time elapsed: 1339 ms
[20:58:44] [Render thread/INFO]: Time elapsed: 1225 ms
[21:01:08] [Render thread/INFO]: Time elapsed: 1520 ms
[21:19:47] [Render thread/INFO]: Time elapsed: 1036 ms
[22:56:31] [Render thread/INFO]: Time elapsed: 1638 ms
[22:58:04] [Render thread/INFO]: Time elapsed: 1224 ms
[22:58:37] [Render thread/INFO]: Time elapsed: 1146 ms
[22:59:53] [Render thread/INFO]: Time elapsed: 1073 ms
[23:10:32] [Render thread/INFO]: Time elapsed: 1672 ms
Apparently I made more worlds than I thought, haha.
It's only to world creation time, but still, I'm wondering if this will help those on lower end hardware. I went from around a dozen seconds (give or take) in the latest live release to between just under one second and just over one and a half seconds in this snapshot.
Is nobody not mentioning this because they like to complain about performance but not credit the improvements, or is nobody else noticing/seeing these types of speedups?
I also checked around some and I'm not sure mangrove trees are less sparse because in the same seed and spot they seemed... close enough? They looked like they might individually be smaller (changed generation?) but I'm not sure. It's hard to compare because they seem to have the same flaw giant oaks and jungle trees used to. Why!? Didn't we learn from those two examples? They spawn with invalid leaves and they start decaying en masse! This might partly explain the performance drops I see with that biome? I figured it was just a case of "there's so many leaves" causing it. Maybe it's both.
I must say that it doesn't impress me that much since I see similar world load-in (not just creation, from the time you hit "create world" to when it actually loads up) in even the most extreme situation (a "Mega Forest" biome, with trees many times larger than anything in vanilla) on an older system - and with the game only using a single thread for everything server-side (besides saving chunks), and most notably, being faster than vanilla 1.6.4 despite being so much more complex (hence my arguments against the addition of more content being the primary reason for growth in resource usage, this also includes needing multithreading to achieve similar performance).
Then again, I'd have expected such an improvement when they multithreaded world generation in 1.13, and not just by moving it to a single dedicated thread (I've seen thread dumps with a couple dozen "worldgen-worker" threads listed, presumably one per chunk). Maybe the threads were getting into deadlocks due to attempting to access a non-thread-safe resource (as e.g. MC-215946 suggests; one fix is to create a "lock" so only one thread can access it at a time), or even that the game was just creating too many threads.
Also, if the game can now more effectively use multiple CPU cores/threads it will obviously benefit those with higher core/thread counts. I also noticed that you said the world was still generating after you loaded in; I know that older versions (maybe up to 1.20) would only send chunks to the client once the entire area, or next row of chunks as you move around, had been generated.
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?
I wouldn't have wondered why you specifically weren't impressed. I was wondering why the community at large seems to not mention these sorts of things when they are improved, while readily complaining about them when they are neglected. Unless there was discussion of this somewhere (the internet is a huge place!) and I'm missing it, but since the snapshots started coming out, I'd eventually run into finding out about the copper stuff and trials, the new mobs, the wind charge, the armadillo the wolf armor, and now the wolf variety. But not once did I see anyone mention world creation time getting massively sped up.
Regardless of whatever your mod is doing, it's a conversion mod, and based on a version over a decade displaced, so it's not really relevant in the sphere of "what does 1.21 bring upon 1.20". The change is still seemingly a vast improvement compared to the current state of things (assuming my results aren't some huge positive outlier). I think you're kind of splitting hairs if you're worried about three or four seconds in vanilla compared to a second or two less in a conversion mod that is no way otherwise comparable to the state of modern Minecraft. This all but removes the primary slow down to the world creation process that was largely added with 1.13 in the first place 9and you personally expressed great dissatisfaction with this at the time from what i recall). Is your reaction to that really "it's a couple seconds slower than what I can do"? If so, why? I mean, that's good for you... but this is also good for everyone else too, no?
But anyway the thread is about changes coming in 1.21 and I didn't see this particular thing mentioned, so I mentioned it since it happened to make itself very known to me just trying the snapshot.
It was just a thought experiment on how the Minecraft community simultaneously seems to complains about performance (or honestly anything that isn't instead what they want) but then ignores the improvements or even complains about those updates that are dedicated to it too. 1.15, 1.20, and now 1.21 (or really 1.20 again!?) have been delivering improvements in this regard. That's before looking at the performance mod ecosystem which is similarly improved these days. When things are good, nobody says anything because there's no need to, but when they're bad (even if that bad isn't worse than before), they do say something because there's a world ending need to say something. People like to complain. I think Mojang needs to hear both. They're definitely getting told performance could be better (and they should be told that if it can be better), but I think they should also get positive reinforcement when they do something good as well. In other words, keep complaining about the weak points to push them to address them, but acknowledge the improvements too. So I wanted to mention it partly for that reason too.
My opinions about 1.21 at this point are already known, by people who either conversed with me or seen my posts in my history on this forum.
I've recently discussed this with a friend about the new mechanics which involve the Villagers, if I were stuck with this version, I would've left permanently, but probably not before going onto a 1.21 vanilla Minecraft world and killing every Villager I encountered. Since having to migrate to different biomes to get trades is counterproductive to what me and friends want to do on our world, in effect Mojang made Villagers useless to us.
But thankfully we now have a 1.19.1, it's only because of the availability of their trades and their ease of use, that I refrain from killing Villager NPC's. I have a similar mindset for other mobs in the game, I don't just keep mobs around just because some people think they're "cute", feeling sorry for fictional characters is pointless to me, and I have no use for weak mobs that take up the mob count and potentially add lag to the server otherwise.
If they serve no purpose, kill them.
It's not as if Mojang gives players any incentive to build communities with NPC's, so.
thank for sharing this type of information
So the 1.21 stuff is in the same snapshots but the experimental stuff needs enabled for it. A new snapshot also released.
Here's some pictures of the trials ruins. Like many other structures, such as strongholds, ancient cities, woodland mansions, villages, and so on, they are randomized to a degree.
One of the spawners seems empty, and when you are near, it seems to "activate" (light up plus make a sound) and then inside it rotates various rare items. It seems to be a loot spawner of sorts. It's called a vault as I later found out.
Here's a picture of a tamed wolf in the wolf armor, dyed Black (part of 1.20.5 and not 1.21). I might be mistaken, but these wolves seemed to be moving pretty fast. Maybe they are always faster than I realized, or maybe the different types might end up with unique stats?
Here's the aforementioned swamp skeleton, called a bogged. They shoot poisonous arrows.
There's also a new weapon? It's listed in the combat page and called a mace. Is there going to further combat changes in 1.21? I'm not sure what its purpose is, but my mind says a mace is a heavy and blunt strong weapon to smash things, but the axe sort of already serves that role (to disable shields). Is it maybe being moved to the mace? Or is there instead some other purpose to this new weapon?
I noticed a few other things (maybe not new to this particular snapshot but new relative to the current release).
There's the trial key, no doubt related to the trials ruins.
And the associated new copper stuff.
The mace deals more damage if you're falling when you land a blow, but unlike a regular crit attack, the damage is proportional to the fall height and landing the blow before hitting the ground negates the user's fall damage. I guess it incentivizes more verticality in combat?
The widely recognized strat seems to be wind charges in the offhand to jump, then a mace to deal a lot of damage. Even then, the wind charge already negates fall damage, and the mace currently has no damage cap. Jumping from 130-150 blocks (can't remember the exact number) is enough to one-shot a Warden (500HP), and with just a well-timed wind charge jump (~10 blocks) you can deal over 50 damage.
It seems balanced enough for late-game PvE, but I have no clue how this will affect PvP (not my field of interest). It seems a bit overpowered as-is.
I miss MCPE Lite...
Seriously!? That, uh... yes, it sounds like it has the potential to become broken, fast, even if it's only under controlled conditions. This is Minecraft, and it gives the player so much control potential on conditions. And just jumping with a wind charge isn't something that requires serious control to the conditions; you can sort of just do it. That sounds like so much damage for that.
I'm all for the adding fun things, and things that combo with other things, but something I'm a bit unsure of is how some things that are getting added (elytra, trident, and now this) seem like they're so good and like they require something else to make them so good. Elytra needs mending and rockets. This sounds like it needs wind charges or very serious condition control. The trident is a bit of an exception as it sounds balanced (riptide is somewhat powerful in my mind) but even that requires mending more or less, especially in Java where it's super rare.
This is a snapshot but I have to wonder if some of this is even remotely intended. Are they gauging player feedback? Are they wanting it to be this powerful? Or is this very rough stand-ins for what will likely be tuned down? I'll live with it either way (single player PVE only), but... wow that sounds very excessive if it goes though as-is.
The mace has only been in a single snapshot update (released two days ago), so it will almost surely go through a lot of changes in the coming weeks. I think the only intentional nerf it currently has is that it can't be enchanted, but I expect they'll find other ways to balance it (such as a damage cap, hopefully) and give it unique enchantments as they did for tridents and crossbows. Who knows, maybe the Cleaving enchantment from Jeb's combat test snapshots will get revived!
I miss MCPE Lite...
I liked the wolf now has many variants, it made the game more impressive for me
Can someone give me a rundown of 1.21 please? I still haven't caught up to 1.20 fully.
The key feature being added in 1.21 is the Trial Chambers, a large underground structure consisting of various types of copper blocks, including new ones, notably the copper bulb, which is similar to a redstone lamp but has varying levels of brightness depending on its oxidation level. The trial chambers contain trial spawners, which spawn waves of a certain mob and ejects rewards whenever a wave is defeated. The rewards include a trial key, which can be used to unlock a vault with even greater rewards, including new armor trims, banner patterns, music discs and even tridents. Drinking an Ominous Bottle (one of the five new potions), which can also be found as spawner rewards, grants the "Trial Omen" effect, causing nearby spawners to become "ominous." Defeating ominous spawners will grant you better rewards, including the ominous key which can be used to unlock the ominous vault.
The most desired reward of the ominous vault is the heavy core, which can be crafted into a mace, a new weapon in 1.21. It deals greater damage if the attacker is falling from a greater height, which means it can one-hit any mob, including the Ender Dragon and Warden, if falling from a sufficient height.
1.21 also added two new mobs, the breeze, which can spawn in trial chambers and drop breeze rods (used to craft maces and wind charges, which can launch a player up, providing a fun way of transport), as well as the bogged, which spawns in place of skeletons in swamps and mangrove swamps and shoots Poison arrows.
Another utility block is added, the crafter, which can be powered with redstone to auto-craft items. This can be useful in automatic farms.
A new set of tuff blocks has also been added, including chiselled blocks, stairs and slabs.
I like the sounds of it! Reading up the thread as well now, this update actually has me excited.