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  • 0

    posted a message on [1.13] Interesting Hidden Features Part 2
    Quote from Genius_idiot»

    so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up


    Added.

    Also now that 18w08a is here, I've added some new sections about the new ocean biomes and underwater caves and ravines.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.13] Interesting Hidden Features Part 2
    Quote from DuhDerp»

    You can place up to 4 turtle eggs in the same block space, and I think the turtle shells are chance drops from when the baby hatches.


    True about placing 4 turtle eggs in the same block space.
    I've already written that baby turtles drop a turtle shell piece, or "scute" as they're now called, upon growing up into an adult turtle.

    Quote from The_Shadow»

    I was hoping that the bubble columns would let you create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.


    How long does it take turtle eggs to hatch?! I've been waiting quite a while.


    Also, turtle eggs can be picked up with Silk Touch. I hope that doing that, then placing them on sand, will 'reset' their home beach.


    The first point is interesting. :D
    Turtle eggs only hatch at night-time, so if you made your world be permanent day they'll never hatch.
    I don't know for sure, but I wouldn't be surprised if when a baby turtle does hatch its home beach is set to where it hatched.
    Quote from The_Shadow»

    Making bubble columns in restricted spaces is more complicated than one might think. It is not sufficient to put one soul sand or magma at the bottom of a 1x1 hole filled with water.


    If you make a 2x2 hole filled with water, bubbles only appear at the northwest and southeast corners. The northwest one starts up first, then after a while the southeast one. I don't know if this is a bug or what.


    In a 3x3 hole, the 'side' squares are the ones to get bubbles, not the middle or the corners.


    EDIT: After more experimentation, this doesn't actually seem to be consistent. But I've yet to see more than two of the squares in a 2x2 hole produce bubbles. Maybe 1x1 will if you give it enough time? Dunno.


    Clearly bubble columns are currently very buggy when it comes to creating them, so hopefully in future snapshots their behavior will be fixed so it's more consistent.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.13] Interesting Hidden Features Part 2
    Quote from The_Shadow»

    Turtle Shells do not give permanent Water Breathing. They give you 10 seconds of it, renewed when you get a breath of air. So combining Respiration with them is a very good idea.


    Riptide III launches you more than high enough to kill you, too. So be careful if you're not wearing elytra!


    True about the Turtle Shell. I think it was permanent in the a snapshot but they changed it in the b snapshot and then I guess I forgot to update the post...
    I've added your little tidbit of info about Riptide III killing you if you jump too high.

    I've also added a couple of extra facts myself about what happens with Riptide and Loyalty if you use commands to give yourself really-high-levelled tridents with those enchants.
    Posted in: Recent Updates and Snapshots
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    posted a message on "Update Aquatic" (Now 1.13): All Information We Have So Far
    Quote from ChewsGrind»

    If anyone had to guess, about what month would be a good guess for the next official release to drop?


    I'd probably guess either April or May.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on "Update Aquatic" (Now 1.13): All Information We Have So Far
    Quote from Wolftopia»

    3. When using the Riptide enchantment, you can look up (while in water) and jump out of the water very high.

    Best feature ever. If they remove it in a later snapshot I will be disappointed.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.13] Interesting Hidden Features Part 1

    18w07a is here with some actual aquatic features, but I'm not going to add that stuff to this thread because it would make it too big.


    So click here to go check out Part 2!

    Posted in: Recent Updates and Snapshots
  • 5

    posted a message on [1.13] Interesting Hidden Features Part 2

    I did a thread like this in 1.11, and one in 1.12, and also one for 1.13. But I'm doing a "Part 2" for 1.13 because so far in 1.13 there have been a ton of command changes that I go into a lot here, but unfortunately I could not fit all the new Update Aquatic features into the thread as well. So I have decided to split it into two parts, Part 1 containing the command changes and other technical things, and Part 2 containing everything Update Aquatic or otherwise survival related.

    The purpose of these threads are that I'll post some interesting, strange or obscure things you can do with the new features that are being added in 1.13, as well as some other things that may be little-known until the wiki gets updated enough to cover them.

    Feel free to post about anything else awesome or fascinating you've found and I'll put it here! (If I think it's awesome enough...) If you want some ideas of what could be put in try checking out the 1.11 or 1.12 threads.


    I am Iron Aquaman!:

    After many years of confining us to swords and bows the nice folks at Mojang have finally given us a new weapon in the form of tridents, and they are awesome.

    Tridents can be used as a melee weapon and have 9 attack damage - which is more than an unenchanted diamond sword, but they only have 1.1 attack speed, which is less than a typical sword. All in all, they have a DPS of 9.9, which is less than an unenchanted diamond sword's DPS at 11.2, however if you are a rather slow and calculating attacker tridents would be your best friend.


    Obviously the main features of the trident is that they can be thrown. They seem to deal a consistent amount of damage unlike bows, dealing 8 damage upon hitting an entity. Unlike bows they suffer no velocity loss when thrown in water, making them ideal for dealing with guardians. They have 251 uses, the same as iron tools, and lose one use when used to melee attack an enemy, and also suffer one durability loss when thrown and hitting the ground. Hitting a mob does not cause it to take further damage.


    Now, let's talk about enchantments. The only existing vanilla enchantments the Trident can get are Unbreaking, Mending and Curse of Vanishing, the latter two being treasure enchantments as usual.

    Four new enchantments have been added for the Trident:


    Loyalty:

    Loyalty makes the trident return to you when thrown, whereas if you throw a Trident without Loyalty it will just stick in the ground and you have to go pick it up.

    There are three levels of Loyalty, so you can go up to Loyalty III, and higher levels seem to make it return to you slightly faster.


    Impaling:

    Impaling is like Smite or Bane of Arthropods, except Impaling is against sea creatures (so Squid, Turtles, Guardians, and Elder Guardians), and it can only work on tridents. It increases both throwing damage and melee damage by 2.5 damage per level, which is the same amounts that Smite and Bane of Arthropods do against their respective enemies.

    Conditions: Melee/Thrown

    Unenchanted: 9/8

    Impaling I: 11.5/10.5

    Impaling II: 14/13

    Impaling III: 16.5/15.5

    Impaling IV: 19/18

    Impaling V: 21.5/20.5

    When I first heard of an enchantment called Impaling I was seriously hoping it would be an enchantment that would let Tridents pierce enemies so they could hit multiple, but unfortunately my dreams were dashed. :( Oh well, if anyone from Mojang is reading this please make note of what I just wrote. ;)


    Riptide:

    Riptide will make you get launched forward if thrown when you are underwater or if thrown while it is raining. There are three levels of Riptide, up to Riptide III, and higher levels make you get launched further.

    Let me tell you, with Riptide III while raining you can get launched really high - definitely useful for launching yourself with elytra. But be careful if you don't have elytra - it can launch you high enough to kill you with fall damage! (Credit: The_Shadow) If it's not raining you can stand in water and throw your trident up - you'll still get launched up. Even if it's only a little 2x2 infinite water spring it will work.


    Channeling:

    This enchantment will make it so that a mob struck with your trident while it is thundering will make lightning strike the mob - finally a way of triggering lightning for charged creeper farms and then for zombie, skeleton, wither skeleton, and creeper head farms.

    Suddenly summoning the wither is much easier, and so will getting zombie, skeleton and creeper heads.


    Currently all the new Trident enchantments are not treasure enchantments so you can get them all in an enchanting table. Given how powerful and useful Channeling is I think it ought to be a treasure enchantment. It would probably also be nice if Sharpness, Smite and Bane of Arthropods and perhaps other sword enchantments could go on a trident in survival mode, even if it was only with an anvil, like how axes can do that.


    In fact, let's test this!


    Custom-enchanted tridents:

    This fact deserves its own section because it devotes itself to testing what would happen if you put other enchantments like Sharpness on a Trident which you can't put on it in survival, but if you do it in creative mode or with commands. This would be useful for maps with custom trident weapons.


    Sharpness, Smite and Bane of Arthropods all work properly with increasing damage when put on a Trident, in the same way that swords do, both when used as a melee weapon and when thrown.


    Knockback, Fire Aspect and Looting all work as normal when used as a melee weapon, but not when thrown.


    I tried seeing if Punch or Flame affected Tridents when thrown but there was no difference.


    Using commands to change the base attribute attack damage will change melee damage but does not change thrown damage - it always stays at 8.


    Finally, let's talk about making Tridents have enchantments levelled to be higher than their max. Obviously Impaler of levels higher than V would just do even more damage, and higher levels of Channelling don't seem to make a difference.

    However, with higher levels of Loyalty, obviously it will return even faster, however once you get up to really high levels, e.g. level 100, the trident will become glitched, constantly trying to return to you but never making it back to you.


    With say Riptide X, that is a high enough level to launch you all the way up to the world height limit from sea level. Once you get up to Riptide level 13, using your trident in water or rain will cause you to get "teleported" up a certain height instead of flung up.


    Mine Turtle!:

    Turtles were obviously added in this snapshot, boasting 15 hearts of health.


    Strangely, Turtles don't currently drop turtle shell pieces, but they do drop sea grass. You can use sea grass to breed turtles, and this will make one of them lay a turtle egg. Turtle eggs will hatch at night-time and then you get a cute little baby turtle! :D

    (Credit: The_Shadow) You can pick up turtle eggs with a silk touch pickaxe, and (Credit: DuhDerp) you can place multiple turtle eggs in one block, up to four eggs in one block.


    In order to get turtle shell pieces, or "scutes", as they're actually called, they are dropped when a baby turtle grows up, which I imagine would make farming turtle shell pieces mad difficult, as currently turtles only spawn on certain beaches. Each turtle has a "home beach", which is where it goes to lay its eggs, so I suppose you could steal the eggs using a silk touch pickaxe, take them to your base, plant them down, wait for them to hatch, then when they grow up release the now fully-grown turtles back into the wild.


    Five turtle shell pieces can be crafted into a Turtle Shell, which can be used for brewing Potions of the Turtle Master, which are special in that they are the first potions to be added to vanilla survival Minecraft that give you multiple effects - Slowness IV and Resistance IV, for one minute. This reduces your movement speed by 60%, making you really slow, but your damage resistance by 80%, making you an absolute tank and nearly unkillable. The effects can be increased to three minutes using redstone dust, and when using glowstone dust you get Slowness VI and Resistance VI instead, which really does make you unkillable, but your movement speed is now reduced by a whopping 90%.


    The downside is that despite the extreme slowness, if you move while jumping you still can move at about the normal speed, meaning that currently this potion seems quite overpowered, especially in a PVP situation.


    Turtle Shells can also be worn as a helmet. It gives you the same protection as an iron helmet. It has 276 durability, which is higher than an iron helmet but lower than diamond. Probably the most unique thing about this is the fact that it gives you water breathing for 10 seconds while wearing, and it will begin to count down once you go underwater. They can get all the enchantments a regular helmet can get, including Protection, Fire Protection, Thorns, Unbreaking, Mending, and, of course, Respiration.


    Go to your room, kiddo!:

    Phantoms are the mob that was voted in at Minecon Earth. As cool as they may be, I personally preferred Mob D because of how awesome it seemed and Mob A because I imagine fighting it alongside Guardians would be a nightmare. And then a lot of peeps liked Mob C because of the promise of new enchanting powers.

    Making do with what we got, Phantoms are now a new hazard that I imagine Minecraft would have been much better without. Phantoms spawn in the Overworld and the End. I actually don't mind them spawning in the End - it makes them a new threat to the End while exploring for End Cities. And you certainly don't ever sleep in the End. The End suits the Phantom well. But the Overworld? Perhaps not so much.


    They will attack if you haven't slept for a while. It's not yet too clear how long you have to have not slept in order for them to attack you, but in my test world they were attacking me without provocation even though the last time I slept was... five seconds ago.

    Then again they were phantoms spawned using a spawn egg so either it's a bug or phantoms spawned using spawn eggs are permanently hostile. Or maybe phantoms only spawn in the first place if you haven't slept for a while.


    Phantoms have 10 hearts of health and deal a considerable amount of damage - about 3 hearts on normal difficulty. Currently all they drop is leather, which might be slightly useful if you have yet to get a full enchanting setup or a decent cow farm, but otherwise not too handy. Hopefully they'll get a drop that's a bit more useful in a future snapshot.


    It's also possible to customise their size using commands:
    /summon minecraft:phantom ~ ~ ~ {Size:10}

    Compare that with a phantom from a spawn egg. What a beast!


    Or how about size 100...



    If you are reading this and voted for Mob B, you happy now?


    Not me. I still want Mob A or D. :P



    New Ocean Biomes!:

    There are new ocean biomes coming to Minecraft. If you open up two worlds with the same seed, one in 1.12 and another in the latest snapshot, (try the seed 3327780 for an ocean) the 1.12 world will just have ocean, but the snapshot world will still generate the same way... except for the new ocean biomes and being filled with kelp and sea grass and a few turtles.


    This means that if you're worried about chunk borders spawning between 1.12 and 1.13 terrain, it won't happen. At oceans it might look a bit weird, but at other terrain it won't happen.


    Currently all the ocean biomes are not too different from each other, but that will change in future snapshots. They are:

    Warm Ocean

    Lukewarm Ocean

    Ocean

    Cold Ocean

    Frozen Ocean

    "Deep" variants exist for all of these.

    The only differences I could find are that with Frozen Ocean ice generates over the top of the water, and no kelp or sea grass spawns beneath the ice.





    My Bubbles!:

    In the Update Aquatic teaser shown at Minecon Earth they showcased how magma blocks will generate bubble columns underwater, which make you sink. And yes, they really do make you sink. And then take damage as you step on the magma blocks.

    (Credit: The_Shadow) You could try making magma block bubble columns create a barrier that boats couldn't get past. But no go - as long as a boat maintains maximum speed, it doesn't seem to get sucked down by magma, even 16 across. Anything less than full speed will give you a quick trip into the drink, though. And swimming across is quite hopeless.


    Using soul sand instead of magma blocks will make bubble columns that make you rise up. And what's more, you rise up pretty darned fast. Looking forward to creating lots of epic water-vators using this!

    (Credit: Genius_idiot) If you ride a boat onto a soul sand column for approximately 3 seconds, it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up.


    Currently creating bubble columns of both types can be very glitchy and will hopefully be fixed in a future snapshot.




    Exploring the briny depths:

    In 18w08a caves and ravines that generate beneath an ocean biome have a chance to be filled with water. Literally, filled to the brim with water. The most notable features of these underwater caves is that, wherever the water connects with lava lakes, it will form obsidian, but the obsidian will be sprinkled with magma blocks, creating some bubble columns. This doesn't just happen in underwater ravines - it can happen in normal lava-filled caves.
    A cave or ravine does not necessarily have to be exposed to the ocean in order to be filled with water - it can still be filled with water, however it must be beneath or near an ocean biome. Similarly, not all caves and ravines beneath an ocean will be filled with water - some may still be filled with cave air as normal, and if they connect they do create some rather strange water openings.

    A few interesting things I found is, firstly, that if a ravine generates exposed to the ocean, kelp and sea grass may generate on the stone at the bottom of the ravine. An example of this happens on the seed 3327780 at coordinates -193 21 482. On the same seed, at 195 14 795, there is a ravine that generates all the way down to lava level, and kelp and sea grass actually spawn on the obsidian and magma blocks!

    Secondly, on that same seed, I found a dungeon at coordinates -279 17 -14 that generated next to a water-filled cave. The dungeon had no water generating inside it, but water from the nearby cave was spilling inside it.


    These underwater caves will definitely bring a much-needed new twist to caving. No monsters (currently) spawn inside these underwater caves, but you'd still need to come prepared with water breathing potions and respiration and aqua affinity on your helmet. Aside from magma blocks, which can be obtained much more easily from the nether anyway, there are no other benefits from caving in underwater caves. However, the different experience would still be great.



    Don't forget to post anything you find that you think is awesome or interesting in the comments!

    Posted in: Recent Updates and Snapshots
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    posted a message on [1.13] Interesting Hidden Features Part 1

    Don't worry, I'm sure you're not. :)


    When the Update Aquatic features start hitting the snapshots there'll probably be plenty of interesting things to be found there, too. Chances are they'll end up in a separate thread that is a "Part 2" of sorts in order to stop my thread here from hitting the character limit.

    Posted in: Recent Updates and Snapshots
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    posted a message on [1.13] Interesting Hidden Features Part 1

    I've updated the thread with some new jazz from 18w05a and 18w06a, about bossbars, cave air, void air, and new biomes.


    Yes, you read that properly. New biomes.


    I'm not joking!


    ;)

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on "Update Aquatic" (Now 1.13): All Information We Have So Far
    Quote from Kobro»

    2 things i think you could add to the list:


    Maybe add it in the turtles section or maybe in a new "Unconfirmed" area, but the possibility of Turtle armor, or at least a turtle helmet. Jappa released a texture of it (we think accidentally), i made a forum post about it here (i think i was the first to find it)


    Secondly, Mob B has been confirmed to be named the "Phantom" by Jeb in a livestream!


    I'm pretty sure the turtle helmet is a red herring. They've done things like this before, like way back in I think Christmas 2012 they put a texture for skis in, and that was a red herring.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Fog

    I think fog would be better as an effect in some biomes at night like say swamps, or maybe a new weather condition.


    Smoke already comes off of fire and explosions, digging already produces particles, and you could rig up a command-block or function system that makes it so that when you hit slimes or magma cubes they emit a spray of slime/magma cube particles. And in Bedrock edition squids spray ink.


    1/2 support because I support fog as an idea to be something to add to Minecraft environments, but in the places you listed off, not so much.

    Posted in: Suggestions
  • 1

    posted a message on Add new options for scoreboard display

    Adding more scoreboard display options sounds like a good idea. What I'd add is to make it possible to put multiple scoreboard objectives on the same sidebar, like at the top of say rightsidebar you could have the number of kills all players have had, then below that the number of deaths.


    Another thing I've wanted is for mobs to be able to display a BelowName scoreboard, like players.


    Support!

    Posted in: Suggestions
  • 0

    posted a message on Assassin of Steve (Adventure Map Trilogy) [Assassin of Steve 3 - Endergeddon has been released!!!]
    Quote from StarCraft59»

    Hello I play now singleplayer mode on your map Assassin of Steve III the problem is that after the mission 10 at the very beginning of mission 11 I can not move because it makes me rollback so impossible to continue


    Try entering this command:
    /scoreboard players set @a CameraID 0
    Posted in: Maps
  • 1

    posted a message on [1.13] Interesting Hidden Features Part 1
    Quote from Cre9»

    Omg thx, how did you find this out?


    I eventually found it out by checking to see if there was a bug report about it, and sure enough, there was. The bug report was marked as invalid, because the syntax had been changed, and luckily the moderators were nice enough to provide the updated syntax.
    If you have any more problems with other new 1.13 command changes, first check the wiki page and see if your problem is answered there. If not, then you should see if anyone else has your problem in the bug tracker.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on [1.13] Interesting Hidden Features Part 1
    Quote from Cre9»

    I have been trying to find a way to summon mobs with custom names because when I type the old way to summon a mob with a custom name: /summon minecraft:chicken ~ ~ ~ {CustomName:"Fred"}, it says that it is unable to summon entity. Please help


    The new command is:
    /summon minecraft:chicken ~ ~1 ~ {CustomName:"{\"text\":\"Fred\"}"}
    They changed it so that you have to use JSON text within the CustomName tag. It's annoying, yes, but it does allow you to give your mob a name with any color you want, like so:
    /summon minecraft:chicken ~ ~1 ~ {CustomName:"{\"color\":\"red\",\"text\":\"Fred\"}"}
    It can also allow translation of custom mob names and pretty much anything else JSON text can do.
    Posted in: Recent Updates and Snapshots
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