One real oddity - witches are neutral mobs now! I wonder what the point of that is.
If they're going to be neutral, I'd like to be able to trade with them. But perhaps the happy medium would be for some of them to be hostile, but others willing to trade. That way, if you see a witch in the distance, you're not sure what to do... You'd have to get closer, and maybe get a potion in the face.
Witches have also gotten a very telling re-skin and a new hat model that actually bends a little (what, non-right angles in Minecraft?!). Cats in witch huts no longer just run, but apparently also drown. They're scared of you even in Creative, unlike cats in villages. All the illagers also stare at you now when in Creative, which is unsettling as they didn't all do that before.
Still waiting on the functionality of stonecutters, I can't really guess what they're for, unlike the remaining crafting table variants...
I've also missed this until now, but lanterns and bells are currently indestructible.
Giants' 'new' AI is actually still very much a WIP as well, they may do 25 hearts of damage in a single hit but their attack range is at their toes, meaning if you get them into deep water and hit their stomach, they're helpless.
I also summoned an evoker via commands that had a patrol captain banner, and killing it in a desolate village gave me infinite Bad Omen Level I. Once I repopulated the village, there was an instant 2-round raid. Beasts are still hard. Oh boy, what does a 10-round raid look like?...
Villager trades are reverted to 1.13 version (I can sell carrots again) which is good because carrots are still the only crops on farms, with wheat appearing on some houses' sides rarely. Villagers trading AI is now viewable when spawning them from summon again while in creative (wasn't in earlier snapshots). Have to test on their spawn eggs.
Funny enough, villagers and polar bears completely ignore each other, and villagers don't care if you kill polar bears. When jungle villages come to be, I know pandas will be a very different story...
Giants' 'new' AI is actually still very much a WIP as well, they may do 25 hearts of damage in a single hit but their attack range is at their toes, meaning if you get them into deep water and hit their stomach, they're helpless.
I'm just glad they finally re-added an AI for them. It was frustrating to be able to spawn them in for custom mobs and then just watch them stand there. I'd like to see them with their own AI and the ability to actually spawn somewhere in the wild but a hostile AI so adventure map makers can finally put them to use is all I'd ever hoped for.
I think there ought to be a chance for villages to appear in any biome, just be super exceedingly rare for such to occur, would create a sense of achievement finding an ultra rare village in certain unusual biome types, such as mushroom island or ice spikes biomes.
Aw, that's too bad. It's nice that the skins are there should we take advantage of them, though. And it seems like it would be really easy to mod in those villages if desired.
DirtTheDirtFox, that would be interesting, but they'd have to come up with unique structures for those villages, which would get prohibitive quickly. Oh, sure, Ice Spikes could probably just use the Snowy skins. But I don't think any of the existing villages would look right in the jungle.
I suppose the Mesa biome could use the Desert villages with sandstone turned to red sandstone, but it would look very strange and wouldn't quite fit. (EDIT: I just realized that the Savanna villages would look much better in the Mesa biome.) Mountain villages would be asking for trouble. I have trouble imagining any sort of village on a Mushroom Island... and so on.
It's strange that we have Taiga villages but not Forest ones.
While this is highly speculative and somewhat unlikely, maybe it has to do with a potential Swamp Village seeing as we have villager skins for that biome. In the meantime we'll have hostile ones during the Pillager Raids.
So after Testing, I'd found using Spawn Eggs that (someone could update Wiki on this probably, sometime >.> ) of those I-think 6 Villager clothing's /appearances, types (as opposed to like 10 jobs), it's All Dependent on where the Villagers Spawn /are-Spawned /Bred (or Reproduce, whatever). Even when they migrate-between such-different and-specific Biomes, they Keep their clothes /distinct-enough appearances.
Note though that some of the regional differences are relatively more-similar to at least one other than others. So yeah, incentives to Build our own Villages, to get more Villager types, I guess even?
Witches have also gotten a very telling re-skin and a new hat model that actually bends a little (what, non-right angles in Minecraft?!). Cats in witch huts no longer just run, but apparently also drown. They're scared of you even in Creative, unlike cats in villages. All the illagers also stare at you now when in Creative, which is unsettling as they didn't all do that before.
Still waiting on the functionality of stonecutters, I can't really guess what they're for, unlike the remaining crafting table variants...
I've also missed this until now, but lanterns and bells are currently indestructible.
Giants' 'new' AI is actually still very much a WIP as well, they may do 25 hearts of damage in a single hit but their attack range is at their toes, meaning if you get them into deep water and hit their stomach, they're helpless.
I also summoned an evoker via commands that had a patrol captain banner, and killing it in a desolate village gave me infinite Bad Omen Level I. Once I repopulated the village, there was an instant 2-round raid. Beasts are still hard. Oh boy, what does a 10-round raid look like?...
Villager trades are reverted to 1.13 version (I can sell carrots again) which is good because carrots are still the only crops on farms, with wheat appearing on some houses' sides rarely. Villagers trading AI is now viewable when spawning them from summon again while in creative (wasn't in earlier snapshots). Have to test on their spawn eggs.
Funny enough, villagers and polar bears completely ignore each other, and villagers don't care if you kill polar bears. When jungle villages come to be, I know pandas will be a very different story...
Non-right angles are nothing new in MC, practically everything-But the pixels-displayed /Blocks Is that, at least possibly. I’ve been having Baby Animals, Drown (of Suffocation) - and again, as they’d used-to, sometimes - since 1.3.2, at least. The Pillagers at-least of Illagers slightly-threateningly stare but even-Faster, aim their crossbows.(.!). At us in Creative (maybe switch to Spectator to find them less-aware..?).
As for Raid “rounds,” seems to me that since someone here in MC Forums - doing the Math - wanted like 4’ish days Real- Life /Time, length of basically Like, Actual “sieges” (as opposed to Z Sieges in MC already which generally-last [naturally] ’til they’re repeatedly-Burned by at-least one daylight period of enough Sunlight-exposure). We’re getting a slightly-longer than original (few) compared to that Level of Difficulty idea, but instead Much-Longer than originally, otherwise, basically “‘urban’ ‘combat’” “scenario” (with no fixed start /stop period, as Part, of that, necessarily [unless Despawning-with distance..?]). Might need (to Build) more Walls by more-commonly visited Bases, around NPC Villages and /or “New_Village” ’s.
As for Polar Bears or upcoming Pandas, Neutral /Passive (Villagers) Mobs probably-Would have no interactions - unless new non-combat ones like (Utility Mobs) Iron Golems, Holding Flowers to Villagers - while the Pandas-also I think will be Passive, meaning again (the same). New (Passive-Passive) interactions would have to be added-in, un-like others, before.
I think there ought to be a chance for villages to appear in any biome, just be super exceedingly rare for such to occur, would create a sense of achievement finding an ultra rare village in certain unusual biome types, such as mushroom island or ice spikes biomes.
When it comes to cool-looking Villages-in Biomes, check-out the Edges, I always recommend (in any case, for [even more-]interesting stuff [also helps avoid getting-Lost, just saying]). My more-commonly found favorites are generally-Desert Villages overlapping with Mesa /now-Badlands Biomes: So multicolored! it’s why the surface AbMS’s can-have the Darkest Wood, to help “tone them down,” slightly, overall; even when they’re just “Splicing”-with stuff, it’s always-unique since doing so in different ways.
I just realized that I'm only seeing part of the new villager skins... They have their professional garb and the stones that mark their rank, but not their biome-dependent skins, they're the same as plainsmen. Anyone else seeing this?
EDIT: Looks like it's been reported. Apparently, spawned-in villagers have the correct skins, but naturally-generated ones don't.
I'm getting very sick of the new crafting recipes for the new appliances. I don't want 11 stone slabs, 2 wood blocks, and 3 smooth stone blocks sitting around every time I craft a grindstone, smoker, and blast-furnace.
Also, maybe mentioned this before in suggestions, but since barrels are a thing, I think chests in ocean ruins should be replaced with barrels. Having to dig them out underwater is annoying, especially when they're under part of the intact structure (many of them are under pillars).
Don't you think villager badges should have emerald over diamond, since it's actually more valuable and harder to find in the Minecraft world? Also, emerald is villagers' signature ore.
We don't know that they *are* splitting the crafting table. (Other than the loom and the cartography table, which are arguably necessary and definitely niche.)
The new furnace types, for example, are entirely optional; nobody is forced to use them. The new crafting stations may be the same way for all we know at this point.
And if they are splitting up the crafting table, is that so bad? Has it ever really made sense to make armor with something made out of four planks?
We don't know that they *are* splitting the crafting table. (Other than the loom and the cartography table, which are arguably necessary and definitely niche.)
The new furnace types, for example, are entirely optional; nobody is forced to use them. The new crafting stations may be the same way for all we know at this point.
And if they are splitting up the crafting table, is that so bad? Has it ever really made sense to make armor with something made out of four planks?
This. I think we should wait to see how the other crafting tables work before judging.
I am huge fan of the changes they are making. I've always liked the idea of splitting out more advanced crafting into specialized tables. I would love to see armor and weapon crafting of iron or higher go into a specialized table. Also, the way they are handling specialized "furnaces" is wonderful. Sure you can use the all purpose furnace for everything, but if you want better performance for a specific resource, here is an option.
I think they are doing amazing things and I have to say I am quite pleased with the direction MC is going since the MC/MS merger.
Bamboo: Pretty good besides the facts that pandas can drop it. I don't like this new trend of mobs dropping what they eat- it doesn't make sense and subtracts from gameplay. It looks similiar to what sugar cane would be if it's texture was 3d.
Barrels: No support for barrels. The barrels feature could have just as easily been added to chests- they're both equally unrealistic. Additionally, the distinction is so miniscule. However, I like the aesthetic so it should be given a different use.
Bells: Too similiar to noteblocks with a gold block underneath it,
Blast Furnace: I don't understand why it's considered a furnace upgrade when in reality it's a downgrade. The doubling of its speed isn't worth tha halving of its uses and experience.
Cartography Tables: no support. Players should trade with villagers to get complete maps.
Stonecutter: Have the be able to placed in 2 directions like anvils and I'd support it.
Cornflower & Wither rose: full support
Lily of the Valley: Too many white flowers that give light grey dye that could instead be used for hite die.
New Dyes: I'm in support of this for the consistency- however, ink sacs would be for the most part useless.
Grindstone: full support
Jigsaw Block: full support
Lanterns: Not worth the cost. Perhaps they could be non-placeable blocks used as dynamic lighting.
Lectern: Another version of the sign- no thanks
Loom: Full support. However, more items besides banners should be able to have these patterns (tunics and saddles) to make it useful.
Scaffolding: What practical use are ladders for now? Especially with the new vine feature
Signs: full support of all changes regarding signs.
Slabs. Stairs, and Walls: full support
Smoker: Same opinion for this as the blast furnace
Berry: should be given more use, but support for its distinctivness.
Crossbow: The enchantments for crossbows and bows should be shared between each other. Their distinctiveness should be seperate via the actual tools- not the enchantments. No support as of right now.
Suspicious Stew: It's just one of those uselesss feautures that have no purpose.
Cats: full support
Beasts: full support
Pandas: No support
Pillager: full support
Pillager Outpost: I would support if the pillagers on the top of the towers shoot down at you.
Bad Omen: Shouldn't be a status effect and should last until the player reaches a village
Raids and Patrols: Support
Advancments
Ol' Betsy: support
Who's the Pillager Now?: too much crossbow advancments, get rid of this and bring back a taste of your own medicine
Two Birds, One Arrow: support
Arbalistic: too much crossbow advancments, get rid of this one
A Complete Catalogue: somewhat support
Berry Bush Death Message: support
Brewing Stands shouldn't generate in village temples
A dye shouldn't have to be surrounded to create carpets from undyed carpets similiarly to the wool dying recipies
I like how chorus flowers break when shot with arrows and tridents
Dispensers being able to shear sheep would mean all tools would have to be similiar
Leaves dropping sticks is much needed- full support
Fully support the more logical nether brick fence recipe
Crafting for smoothened versions of blocks is great
Vines: I like the new changes made to them a lot
Beetroot Soup & Rabbit Stew: The new recipe is more convenient
One real oddity - witches are neutral mobs now! I wonder what the point of that is.
If they're going to be neutral, I'd like to be able to trade with them. But perhaps the happy medium would be for some of them to be hostile, but others willing to trade. That way, if you see a witch in the distance, you're not sure what to do... You'd have to get closer, and maybe get a potion in the face.
Witches have also gotten a very telling re-skin and a new hat model that actually bends a little (what, non-right angles in Minecraft?!). Cats in witch huts no longer just run, but apparently also drown. They're scared of you even in Creative, unlike cats in villages. All the illagers also stare at you now when in Creative, which is unsettling as they didn't all do that before.
Still waiting on the functionality of stonecutters, I can't really guess what they're for, unlike the remaining crafting table variants...
I've also missed this until now, but lanterns and bells are currently indestructible.
Giants' 'new' AI is actually still very much a WIP as well, they may do 25 hearts of damage in a single hit but their attack range is at their toes, meaning if you get them into deep water and hit their stomach, they're helpless.
I also summoned an evoker via commands that had a patrol captain banner, and killing it in a desolate village gave me infinite Bad Omen Level I. Once I repopulated the village, there was an instant 2-round raid. Beasts are still hard. Oh boy, what does a 10-round raid look like?...
Villager trades are reverted to 1.13 version (I can sell carrots again) which is good because carrots are still the only crops on farms, with wheat appearing on some houses' sides rarely. Villagers trading AI is now viewable when spawning them from summon again while in creative (wasn't in earlier snapshots). Have to test on their spawn eggs.
Funny enough, villagers and polar bears completely ignore each other, and villagers don't care if you kill polar bears. When jungle villages come to be, I know pandas will be a very different story...
I'm just glad they finally re-added an AI for them. It was frustrating to be able to spawn them in for custom mobs and then just watch them stand there. I'd like to see them with their own AI and the ability to actually spawn somewhere in the wild but a hostile AI so adventure map makers can finally put them to use is all I'd ever hoped for.
Cats in villages are scared of me in Creative mode. But yes, I tamed a cat from a witch hut, and it drowned in short order... strange.
Looks like we aren't getting Swamp and Jungle villages.
https://twitter.com/_LadyAgnes/status/1073160574022967297
I think there ought to be a chance for villages to appear in any biome, just be super exceedingly rare for such to occur, would create a sense of achievement finding an ultra rare village in certain unusual biome types, such as mushroom island or ice spikes biomes.
Aw, that's too bad. It's nice that the skins are there should we take advantage of them, though. And it seems like it would be really easy to mod in those villages if desired.
DirtTheDirtFox, that would be interesting, but they'd have to come up with unique structures for those villages, which would get prohibitive quickly. Oh, sure, Ice Spikes could probably just use the Snowy skins. But I don't think any of the existing villages would look right in the jungle.
I suppose the Mesa biome could use the Desert villages with sandstone turned to red sandstone, but it would look very strange and wouldn't quite fit. (EDIT: I just realized that the Savanna villages would look much better in the Mesa biome.) Mountain villages would be asking for trouble. I have trouble imagining any sort of village on a Mushroom Island... and so on.
It's strange that we have Taiga villages but not Forest ones.
So after Testing, I'd found using Spawn Eggs that (someone could update Wiki on this probably, sometime >.> ) of those I-think 6 Villager clothing's /appearances, types (as opposed to like 10 jobs), it's All Dependent on where the Villagers Spawn /are-Spawned /Bred (or Reproduce, whatever). Even when they migrate-between such-different and-specific Biomes, they Keep their clothes /distinct-enough appearances.
Note though that some of the regional differences are relatively more-similar to at least one other than others. So yeah, incentives to Build our own Villages, to get more Villager types, I guess even?
Non-right angles are nothing new in MC, practically everything-But the pixels-displayed /Blocks Is that, at least possibly. I’ve been having Baby Animals, Drown (of Suffocation) - and again, as they’d used-to, sometimes - since 1.3.2, at least. The Pillagers at-least of Illagers slightly-threateningly stare but even-Faster, aim their crossbows.(.!). At us in Creative (maybe switch to Spectator to find them less-aware..?).
As for Raid “rounds,” seems to me that since someone here in MC Forums - doing the Math - wanted like 4’ish days Real- Life /Time, length of basically Like, Actual “sieges” (as opposed to Z Sieges in MC already which generally-last [naturally] ’til they’re repeatedly-Burned by at-least one daylight period of enough Sunlight-exposure). We’re getting a slightly-longer than original (few) compared to that Level of Difficulty idea, but instead Much-Longer than originally, otherwise, basically “‘urban’ ‘combat’” “scenario” (with no fixed start /stop period, as Part, of that, necessarily [unless Despawning-with distance..?]). Might need (to Build) more Walls by more-commonly visited Bases, around NPC Villages and /or “New_Village” ’s.
As for Polar Bears or upcoming Pandas, Neutral /Passive (Villagers) Mobs probably-Would have no interactions - unless new non-combat ones like (Utility Mobs) Iron Golems, Holding Flowers to Villagers - while the Pandas-also I think will be Passive, meaning again (the same). New (Passive-Passive) interactions would have to be added-in, un-like others, before.
When it comes to cool-looking Villages-in Biomes, check-out the Edges, I always recommend (in any case, for [even more-]interesting stuff [also helps avoid getting-Lost, just saying]). My more-commonly found favorites are generally-Desert Villages overlapping with Mesa /now-Badlands Biomes: So multicolored! it’s why the surface AbMS’s can-have the Darkest Wood, to help “tone them down,” slightly, overall; even when they’re just “Splicing”-with stuff, it’s always-unique since doing so in different ways.
I just realized that I'm only seeing part of the new villager skins... They have their professional garb and the stones that mark their rank, but not their biome-dependent skins, they're the same as plainsmen. Anyone else seeing this?
EDIT: Looks like it's been reported. Apparently, spawned-in villagers have the correct skins, but naturally-generated ones don't.
I'm getting very sick of the new crafting recipes for the new appliances. I don't want 11 stone slabs, 2 wood blocks, and 3 smooth stone blocks sitting around every time I craft a grindstone, smoker, and blast-furnace.
Also, maybe mentioned this before in suggestions, but since barrels are a thing, I think chests in ocean ruins should be replaced with barrels. Having to dig them out underwater is annoying, especially when they're under part of the intact structure (many of them are under pillars).
Don't you think villager badges should have emerald over diamond, since it's actually more valuable and harder to find in the Minecraft world? Also, emerald is villagers' signature ore.
I totally agree. You craft a crafting table to craft other crafting tables to make maps, banner patterns, ...
The same thing with furnaces: a furnace for food, for melting, ...
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
We don't know that they *are* splitting the crafting table. (Other than the loom and the cartography table, which are arguably necessary and definitely niche.)
The new furnace types, for example, are entirely optional; nobody is forced to use them. The new crafting stations may be the same way for all we know at this point.
And if they are splitting up the crafting table, is that so bad? Has it ever really made sense to make armor with something made out of four planks?
This. I think we should wait to see how the other crafting tables work before judging.
I am huge fan of the changes they are making. I've always liked the idea of splitting out more advanced crafting into specialized tables. I would love to see armor and weapon crafting of iron or higher go into a specialized table. Also, the way they are handling specialized "furnaces" is wonderful. Sure you can use the all purpose furnace for everything, but if you want better performance for a specific resource, here is an option.
I think they are doing amazing things and I have to say I am quite pleased with the direction MC is going since the MC/MS merger.
Bamboo: Pretty good besides the facts that pandas can drop it. I don't like this new trend of mobs dropping what they eat- it doesn't make sense and subtracts from gameplay. It looks similiar to what sugar cane would be if it's texture was 3d.
Barrels: No support for barrels. The barrels feature could have just as easily been added to chests- they're both equally unrealistic. Additionally, the distinction is so miniscule. However, I like the aesthetic so it should be given a different use.
Bells: Too similiar to noteblocks with a gold block underneath it,
Blast Furnace: I don't understand why it's considered a furnace upgrade when in reality it's a downgrade. The doubling of its speed isn't worth tha halving of its uses and experience.
Cartography Tables: no support. Players should trade with villagers to get complete maps.
Stonecutter: Have the be able to placed in 2 directions like anvils and I'd support it.
Cornflower & Wither rose: full support
Lily of the Valley: Too many white flowers that give light grey dye that could instead be used for hite die.
New Dyes: I'm in support of this for the consistency- however, ink sacs would be for the most part useless.
Grindstone: full support
Jigsaw Block: full support
Lanterns: Not worth the cost. Perhaps they could be non-placeable blocks used as dynamic lighting.
Lectern: Another version of the sign- no thanks
Loom: Full support. However, more items besides banners should be able to have these patterns (tunics and saddles) to make it useful.
Scaffolding: What practical use are ladders for now? Especially with the new vine feature
Signs: full support of all changes regarding signs.
Slabs. Stairs, and Walls: full support
Smoker: Same opinion for this as the blast furnace
Berry: should be given more use, but support for its distinctivness.
Crossbow: The enchantments for crossbows and bows should be shared between each other. Their distinctiveness should be seperate via the actual tools- not the enchantments. No support as of right now.
Suspicious Stew: It's just one of those uselesss feautures that have no purpose.
Cats: full support
Beasts: full support
Pandas: No support
Pillager: full support
Pillager Outpost: I would support if the pillagers on the top of the towers shoot down at you.
Bad Omen: Shouldn't be a status effect and should last until the player reaches a village
Raids and Patrols: Support
Advancments
Berry Bush Death Message: support
Brewing Stands shouldn't generate in village temples
A dye shouldn't have to be surrounded to create carpets from undyed carpets similiarly to the wool dying recipies
I like how chorus flowers break when shot with arrows and tridents
Dispensers being able to shear sheep would mean all tools would have to be similiar
Leaves dropping sticks is much needed- full support
Fully support the more logical nether brick fence recipe
Crafting for smoothened versions of blocks is great
Vines: I like the new changes made to them a lot
Beetroot Soup & Rabbit Stew: The new recipe is more convenient
Book and Quill: full support of changes
Support of all other changes.
I found a ruin on land—
not sure if this an existing bug from 1.13.2 or from 19w02a
It's happened since 1.13, and it's not really a bug.
We need 8 staircases instead of 4... Use fractal math.
Is a error of generation, and is since snapshots of 1.13.