This is the official thread for posting general opinions about the upcoming 1.17 (Java) snapshots and update releases.
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 1.17 snapshots and release.
For continued discussions about 1.16 snapshots and release, please use the previous thread: 1.16
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I'll start. Everyone's crazy about the new cave generations, new ores and new mobs.
But as a map maker, did you see the new mapmaking mechanics shown in the livestream? I feel like another revolutionary era of mapmaking is on its way to 1.17.
I really like the idea of the caves and cliffs update, but there are a few problems that I think could be fixed.
Archeology
I don't really see the point of archeology. I understand that it's supposed to reveal the history of the world, but honestly, it just doesn't feel like Minecraft. It feels unnecessarily complicated and doesn't really add anything to the game. I think the main problem with it is the brush and the shards or the pots. I agree that it's cool to find abandoned excavations sites in your world, but I think that the brush is a weird way to uncover the items. I know that it's accurate to real-life archeology, but it just doesn't feel like it belongs in Minecraft. Maybe instead of brushing for artifacts, the player can use a shovel to dig around the site, and crystals or copper are more likely to generate near these sites. This is a good way to incorporate the new ores and remove the complications of tons of new kinds of shards and the brush, and players already know how to use a pickaxe and shovel, which removes the possibility of the player being confused about how to excavate. I'm not sure if the clay pots have a mechanic or if they're purely for decoration, but either way, I don't really think that they serve much of a purpose.
Bundles
I actually think that bundles are a good solution for storing extra things that you find while mining or exploring. The one problem is the way that the UI displays the items that are inside the bundle. It seems that the items are just all clustered around when you hover over the bundle. I think this is a problem because, in the example video, there was a bundle with flowers in it. There were so many different types of flowers and they were all scattered around the place, so it was hard to tell what types of flowers there were. Maybe instead of clustering the items to make them hard to see, the items are in a row and similar to a chest, it shows the item and also how many there are. This makes it more organized and easier to see so you know what is in your bundle.
Telescope
The telescope is pretty cool, and I think that it is an interesting way to put the new ores to use. The one problem is how detailed the circle looks when you look through it. I know that the telescope can be subject to change and that this might just be a temporary style, but I thought I should point it out anyway. Minecraft is known for being blocky and 16x16, but the circle around the telescope looks a bit too detailed. I just think the circle should have less detail, which will make it look more like something in Minecraft than something from a texture pack.
Stalactites, Stalagmites, and Spore Blossoms I am putting these all together because I think they should all be changed for the same reason. I think that they look a bit too detailed. In the case of stalactites and stalagmites, when you look at them from far away, and even when you're only around 10 blocks away, they look too much like actual triangles. I think the cause of this is that the details are in 16x16. What I mean by this is that near the top, it goes inward by 1 pixel for each part of the slope. This makes it look too much like an actual triangle. I think that to fix this, they should go in by 2 pixels and also the slope should start closer to the bottom, maybe around half way through. Also, I think that since they're 2D like flowers, they don't look as blocky. What I'm thinking is that the stalactites and stalagmites can be reworked to be more like an end rod but it's way longer and it starts out as a full block and gets more narrow towards the top, 2 pixels at a time. This allows you to still keep the idea of stalactites and stalagmites while making them look more like they belong in Minecraft. Of course, another way to fix the problem is to just reduce the amount of detail in the geometry of them while still keeping it 2D to be less resource-intensive. I think that either way would work fine.
As for the Spore Blossoms, they have the same problem of being too detailed. However, the solution for this one is quite different than the stalactites and stalagmites. The reason that I think they look to detailed is again, the details are in 16x16, which does make the diagonal lines look smoother, but it also makes them feel less blocky. I think that the solution for this is again to just make the diagonal lines 8x8. But honestly, I think the diagonal lines will be fine as they are right now. The main problem is that the flower part of the Spore Blossom folds in to look like a bowl. The problem with this is that the flower curves at a slope. There currently aren't any slopes in Minecraft other than minecart rails, but minecart rails look fine because they are at a 45-degree angle and are connected by blocks. The Spore Blossom has neither of these going for it. I think that the fix for this is to make the flower completely flat and just curve the edges in by 90 degrees. However, this makes it look a bit too flat, so a better solution is to keep the slope, but instead of making it a normal flat slope, you can make the slope more pixely. This will require the flower to no longer be fully 2D, but it will make it look a lot better. It's kind of hard to explain, but basically, instead of making the flower a normal slope, you can create the slope effect by making the flower be flat for 2 or 3 pixels and then make it go down 1 pixel, and continue this until the end of the flower. Again, it's really hard to explain, but I think that you guys might be able to get the idea. I would be willing to create a 3D example if it's still confusing.
Frogs
This one is more of a suggestion than criticism. I just think that adding frogs alongside axolotls will bring a lot more life to the lush caves. The point of the lush caves is that they are supposed to be filled with life, and the plants really help with that, but if you can only find 1 kind of animal there, it kind of ruins the illusion. It just seems weird that there are all sorts of cool and extraordinary plants in the lush caves, but only 1 animal. The new animal doesn't need to be a frog, but I think that frogs would be a really good fit because they are small so they can fix in narrow caves, and live around water and vegetation, which really fits the description of the lush caves. Also, let's be real, it would be adorable to see frogs hopping around and hanging out with the axolotls. Another reason why I am suggesting it is because last year, frogs were promised as a part of the swamp update if swamps got picked. I know that swamps didn't get picked, but based on the fact that you guys were planning on potentially adding them with the swamp update indicated that you are willing and capable of adding them.
Conclusion
I know that this post is really long, but if you look back, the things that I am pointing out and suggesting are pretty basic. In essence, I am just asking that the new update should feel more like Minecraft. The ways that I mention to fix this is basically to remove unnecessary complexion from the current archeology and bundle systems with something more traditional, and fixing the new art to look more blocky and more like it fits and belongs in the world of Minecraft. As for the frogs, I just think that they would be a perfect fit for the lush caves because frogs live in that kind of environment in real life, and I think that the new lush caves biome is even a better fit for frogs than the swamp.
I and many others have wanted a cave update for so long, and I am so incredibly excited that it's finally here. I love what Mojang has done with this update and with the game. I am so excited for the first snapshot and will 100% play it the day that it comes out. I know that Mojang also cares a lot about this update, and my suggestions are just essentially just trying to point stuff out to them so that they hopefully fix at least some of these small issues to make the update even better than it already is, and to make all of the content feel at home and a fully functioning part of the future of Minecraft.
I'll start. Everyone's crazy about the new cave generations, new ores and new mobs.
But as a map maker, did you see the new mapmaking mechanics shown in the livestream? I feel like another revolutionary era of mapmaking is on its way to 1.17.
I can't find anything about mapmaking features anywhere. What was revealed?
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'm just going to gloat a bit about having called it. Sort of.
Hmm. I just noticed that 19w36a added y-values to biome information. This opens up the possibility of underground biomes, among other things.
Perhaps 1.16 will be the cave update, and 1.15 is laying the groundwork for it.
3d biomes would also open up the Nether and End to some interesting possibilities.
Okay, I was one update off! Sue me. Looks like they decided to try it out in the Nether before the Overworld.
The 1.17 reveal blew the socks off of me! So much coolness!
Archeology looks like a fun thing that you don't have to do anything with at all. As such, I have no problem with it, and will probably enjoy it.
My only complaint so far is that copper and the crystals could stand some more uses. But they may well be getting some before the update lands! They haven't revealed everything. (I don't think they even KNOW everything about it yet.) I'd also like to see some way to treat copper so it doesn't develop patina. Maybe alloying it with iron and/or gold, or maybe a wax coating from the bees. I also agree with the person who said that the telescope should give a square image rather than a round one.
I also agree that the stalactites and stalagmites look a little too detailed. I think the spore flower is fine, though.
The sculk detector block is going to revolutionize the redstone world, mark my words!
There's that placing down golden skull reveals a cave, and there's zombies riding scorpions.
And also that short map with some weird -inators
They don't seem to be Bedrock stuff to me, or maybe I'm just too tired to differentiate between Bedrock and Java that time.
I'm pretty sure that was Bedrock stuff. The "blockinator" clips definitely were. Basically, add-ons will be able to add blocks and items with all sorts of effects now - even foods. A major development that will allow Bedrock modding to really take off!
EDIT: I took another look at that segment, and it was indeed entirely about Bedrock.
Everything in the update was great. Apart from archeology which doesn't seem to fit with the game. We'll have to wait and see until its implemented i guess.
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I'm just going to gloat a bit about having called it. Sort of.
Okay, I was one update off! Sue me. Looks like they decided to try it out in the Nether before the Overworld.
The 1.17 reveal blew the socks off of me! So much coolness!
Archeology looks like a fun thing that you don't have to do anything with at all. As such, I have no problem with it, and will probably enjoy it.
My only complaint so far is that copper and the crystals could stand some more uses. But they may well be getting some before the update lands! They haven't revealed everything. (I don't think they even KNOW everything about it yet.) I'd also like to see some way to treat copper so it doesn't develop patina. Maybe alloying it with iron and/or gold, or maybe a wax coating from the bees. I also agree with the person who said that the telescope should give a square image rather than a round one.
I also agree that the stalactites and stalagmites look a little too detailed. I think the spore flower is fine, though.
The sculk detector block is going to revolutionize the redstone world, mark my words!
I'm pretty sure that was Bedrock stuff. The "blockinator" clips definitely were. Basically, add-ons will be able to add blocks and items with all sorts of effects now - even foods. A major development that will allow Bedrock modding to really take off!
EDIT: I took another look at that segment, and it was indeed entirely about Bedrock.
Aw man...
Java Edition's command system needs attention. Datapacks are useful, but it's still a long way before it can compare to a plugin or mod.
Everything in the update was great. Apart from archeology which doesn't seem to fit with the game. We'll have to wait and see until its implemented i guess.
I think it's just doesn't really interact with other aspect of the game. It won't ruin the game or break immersion for sure but it just feels out of place I guess. Although the pot thing is cool.
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I think archeology is a cool new thing that one doesn't have to bother with at all. I imagine after the first few pots the novelty will wear off and I won't do much with it myself.
Though, the ability to get diamond and emerald blocks IS tempting...
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Very glad they decided to do a dual theme rather than focusing singly on mountains, which would have been pretty lackluster in terms of features (though, not as much as in 1.15, where they just added one mob, since they were focusing on bugs). I didn't really see the need for a cave update beforehand, but I still am excited about the new features that were announced. I have a positive opinion on almost everything (the glow squid is excluded because it's literally just a retexture). My specific thoughts on the features:
Lush Caves - They look pretty interesting as a concept. Makes cave exploration easier and more interesting. The new plants that were announced could be useful in adventure maps as disappearing platforms.
Dripstone Caves - Seem more interesting than the lush caves, with the new falling entities and such. It's also pretty cool to have a block natively implemented that both looks and acts like a spike. The cauldron mechanic is a pretty cool little detail, but I doubt it will be used much since infinite water sources are so common and easy to make.
Crystals - Honestly, I think they're lacking a defined use, but the items you can craft are interesting. Telescopes will remove a little bit of strain from video editors (who don't use the optifine zoom feature), and it's just a nice thing to have.
Archaeology - Mostly aesthetic as far as I can tell, but very good for lore and customization. It's cool that you can also find some useful items. The animation does look a little weird, but it's nothing I can't get used to.
Copper - Very cool, especially with the new generation mechanic. Missing as much of use as the other ores (possibly we could get copper armor or weapons, though there are other solutions). The old copper looks too much like the warped items, and I think there should be a way to preserve the original texture. The lightning rod doesn't seem that useful for the reason they state (I've almost never even seen lightning naturally in the game) - I think it will be used in order to attract lightning bolts in order to help with obtaining those exclusive mobs (like witches and skeleton horses).
Skulks - Incredibly interesting concept, though they look like they may be related to the End. Not sure if that's intentional.
Warden - Possibly one of the most challenging mobs there will be. I believe it serves more effectively as a boss mob than even the ender dragon does, given the large amount of damage.
Axolotls - Very nice implementation of aquatic defense, though their function is a little too similar to the wolf (the only difference is that these guys work underwater).
Goat - Seems interesting, though I'm not sure why they jump so high. Maybe they could become tameable.
Fake Snow - Very cool with a lot of building potential. I 100% support this addition.
Bundle - A little too similar to a shulker box. Perhaps the items that have lower maximum stack sizes (like snowballs) should take up more space in the bundle to keep that balance relevant. Also, non-stackable items should be unable to be put in the bundle.
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Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Bundle - A little too similar to a shulker box. Perhaps the items that have lower maximum stack sizes (like snowballs) should take up more space in the bundle to keep that balance relevant. Also, non-stackable items should be unable to be put in the bundle.
They aren't much like shulker boxes at all, really, and anyway shulker boxes are late game. They're just a way of grouping small counts of items into one stack - and for that, they look really handy!
Basically, bundles are no help for things that you tend to have by the stack anyway - 64 cobble in a bundle is no benefit over 64 cobble in your inventory directly. The bundle just lets you have a place to put (for example) mob drops you pick up while on a mining trip. Or seeds, leaves, flowers, and so on that you pick up while on an exploration trip. Or even lesser-used blocks while you're building.
It seems extremely likely (though not yet confirmed) that lower stack-size items will take up more space. The bundle that had ender pearls in it definitely didn't have anything like 64. And the wiki is claiming that this is the case, for whatever that's worth.
They aren't much like shulker boxes at all, really, and anyway shulker boxes are late game. They're just a way of grouping small counts of items into one stack - and for that, they look really handy!
Basically, bundles are no help for things that you tend to have by the stack anyway - 64 cobble in a bundle is no benefit over 64 cobble in your inventory directly. The bundle just lets you have a place to put (for example) mob drops you pick up while on a mining trip. Or seeds, leaves, flowers, and so on that you pick up while on an exploration trip. Or even lesser-used blocks while you're building.
It seems extremely likely (though not yet confirmed) that lower stack-size items will take up more space. The bundle that had ender pearls in it definitely didn't have anything like 64. And the wiki is claiming that this is the case, for whatever that's worth.
They don't directly increase the amount of space you get like a shulker box does, but they do increase the number of item types you can hold at once. Since dissimilar items can't currently stack, a single item is going to take up an entire slot, even though it's only worth a fraction (1/64) of a slot in actual storage space. This means that you can only hold up to 36 (27 inventory + 9 hotbar) unique item types at a time.
With bundles, you can stack dissimilar items, so it reduces that full slot back down to the 1/64 that it's actually worth. So you have more space to fit other item types. You can have a bundle in at least 35 of the 36 slots (you may need to leave one slot open so you can actually pick up the item), and you can fit 64 item types in each slot, assuming that they all take up exactly one unit of storage space. This means you can now fit 2240 (35 times 64) unique item types in your inventory at maximum. Since there are only about 700 unique items in-game, it is very feasible that you could hold at least one of every obtainable item in your inventory at once.
So, while it doesn't increase storage space directly, bundles do open a lot of room for storage expansion, making them similar to shulker boxes (though, in retrospect, perhaps not enough to complain about).
It's good to know that the maximum item stacks will likely be preserved, though I hope there will be an option to extract a specific item from the bag, rather than it being an all-or-nothing process (either all the items are in the bag, or the bag is empty).
I have an unrelated question. Is it possible that mob spawning rates will be reduced in lush caves (since they're more lit than other caves), or will the rates be rigged in that biome so that they remain consistent with the rest of the caves?
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
All popular Minecraft Youtubers that talk about the 1.17 update feels like they are doing it because of a sponsorship. It feels like a biased video about the update because of a sponsorship contract is preventing them from saying critical/negative things.
I hate the spikes, the bundles, the stupid telescope, the archaeology stuff, and new pots. They feel like things you would easily find in modded Minecraft from 1.8.
Spikes: I would expect 3D spikes or something, but no, instead we have 2D spikes just like how plants are presented. I hate how thick they are and feel like a total eye-sore.
Bundles: They have the exact same functionality as shulker except worse. The main problem I have with this is the UI of it, instead of seeing the exact number or what items that are inside it, you just get a blob of items and manually have to count them.
Telescope: We never needed and we still never needed it. I feel like it is equivalent to clocks, they are worthless other than to have them on a item frame for decoration.
Archaeology stuff: Why would we need this in a update? This is straight up feels like it is from a archaeology/Jurassic Park mod!! There is no purpose of this stupid new feature other than getting expensive items from dirt/gravel OR being able to create a pot.
Pots: This feels like a custom block that a map developer would make for their map. It's cool I guess? But I find it still very dumb.
Also is it me or does it seem there will be a BIG performance problem?? The brushes for example, it feels like it turns dirt/gravel/etc into snow, where there are multiple layers of something. I feel like if there is too many of these different layer blocks it will have a performance problem.
All popular Minecraft Youtubers that talk about the 1.17 update feels like they are doing it because of a sponsorship. It feels like a biased video about the update because of a sponsorship contract is preventing them from saying critical/negative things.
I hate the spikes, the bundles, the stupid telescope, the archaeology stuff, and new pots. They feel like things you would easily find in modded Minecraft from 1.8.
Spikes: I would expect 3D spikes or something, but no, instead we have 2D spikes just like how plants are presented. I hate how thick they are and feel like a total eye-sore.
Bundles: They have the exact same functionality as shulker except worse. The main problem I have with this is the UI of it, instead of seeing the exact number or what items that are inside it, you just get a blob of items and manually have to count them.
Telescope: We never needed and we still never needed it. I feel like it is equivalent to clocks, they are worthless other than to have them on a item frame for decoration.
Archaeology stuff: Why would we need this in a update? This is straight up feels like it is from a archaeology/Jurassic Park mod!! There is no purpose of this stupid new feature other than getting expensive items from dirt/gravel OR being able to create a pot.
Pots: This feels like a custom block that a map developer would make for their map. It's cool I guess? But I find it still very dumb.
Also is it me or does it seem there will be a BIG performance problem?? The brushes for example, it feels like it turns dirt/gravel/etc into snow, where there are multiple layers of something. I feel like if there is too many of these different layer blocks it will have a performance problem.
The spikes may not look that good, but looks aren't final and they are pretty interesting as a concept. I think that's at least worth something.
Bundles do not increase space in the same way that a shulker box does. A shulker box has extra slots and increases the number of items you can hold, while a bundle only increases the number of item types you can hold. See the post above yours for more details.
We may not need it, but it's nice to have. A use case has already been proven through the large number of people that use the zoom feature in optifine currently. It won't be completely useless.
Again, we don't need it, but it helps add incentive for exploration and really contributes to the lore of the game. The loot will probably be more balanced - I feel like they specifically put expensive items in there in order to showcase what you could get. The pots could be used for building, though I agree they need a much larger use case (along with copper and crystals).
I can't really say anything to this, because you haven't provided any concrete points to consider. Please explain why you think it's "dumb".
Based on speculation, I would guess that this is simply a one-time animation rather than a separate block state for each layer of the block. That would decrease the lag by quite a lot.
Can you tell me how does the added archeology stuff fit with the game?
Minecraft is a game that has major themes of exploration, and archeology enforces that theme by providing incentives to go out and explore. Also, it helps determine the lore of the game (basically the "history" of the Minecraft world), which is very interesting to some. The animation seems a little unconventional, but I can't really think of any other irregularities it has.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
With bundles, you can stack dissimilar items, so it reduces that full slot back down to the 1/64 that it's actually worth. So you have more space to fit other item types. You can have a bundle in at least 35 of the 36 slots (you may need to leave one slot open so you can actually pick up the item), and you can fit 64 item types in each slot, assuming that they all take up exactly one unit of storage space. This means you can now fit 2240 (35 times 64) unique item types in your inventory at maximum. Since there are only about 700 unique items in-game, it is very feasible that you could hold at least one of every obtainable item in your inventory at once.
So, while it doesn't increase storage space directly, bundles do open a lot of room for storage expansion, making them similar to shulker boxes (though, in retrospect, perhaps not enough to complain about).
I just don't see this as that big of a problem. I've never felt a need to carry one of every single block and item in the game, and I certainly can't imagine carrying or wanting to carry 35 bundles! I see them as a significant convenience in certain situations, but nothing game-breaking. Having one, or at most two, in your inventory will help soak up those odd little items one comes across in the course of doing other things.
In my own case, inventory gets frustrating when a branch-mining trip unexpectedly turns into a spelunking trip.
This is the official thread for posting general opinions about the upcoming 1.17 (Java) snapshots and update releases.
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 1.17 snapshots and release.
For continued discussions about 1.16 snapshots and release, please use the previous thread: 1.16
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'll start. Everyone's crazy about the new cave generations, new ores and new mobs.
But as a map maker, did you see the new mapmaking mechanics shown in the livestream? I feel like another revolutionary era of mapmaking is on its way to 1.17.
I really like the idea of the caves and cliffs update, but there are a few problems that I think could be fixed.
Archeology
I don't really see the point of archeology. I understand that it's supposed to reveal the history of the world, but honestly, it just doesn't feel like Minecraft. It feels unnecessarily complicated and doesn't really add anything to the game. I think the main problem with it is the brush and the shards or the pots. I agree that it's cool to find abandoned excavations sites in your world, but I think that the brush is a weird way to uncover the items. I know that it's accurate to real-life archeology, but it just doesn't feel like it belongs in Minecraft. Maybe instead of brushing for artifacts, the player can use a shovel to dig around the site, and crystals or copper are more likely to generate near these sites. This is a good way to incorporate the new ores and remove the complications of tons of new kinds of shards and the brush, and players already know how to use a pickaxe and shovel, which removes the possibility of the player being confused about how to excavate. I'm not sure if the clay pots have a mechanic or if they're purely for decoration, but either way, I don't really think that they serve much of a purpose.
Bundles
I actually think that bundles are a good solution for storing extra things that you find while mining or exploring. The one problem is the way that the UI displays the items that are inside the bundle. It seems that the items are just all clustered around when you hover over the bundle. I think this is a problem because, in the example video, there was a bundle with flowers in it. There were so many different types of flowers and they were all scattered around the place, so it was hard to tell what types of flowers there were. Maybe instead of clustering the items to make them hard to see, the items are in a row and similar to a chest, it shows the item and also how many there are. This makes it more organized and easier to see so you know what is in your bundle.
Telescope
The telescope is pretty cool, and I think that it is an interesting way to put the new ores to use. The one problem is how detailed the circle looks when you look through it. I know that the telescope can be subject to change and that this might just be a temporary style, but I thought I should point it out anyway. Minecraft is known for being blocky and 16x16, but the circle around the telescope looks a bit too detailed. I just think the circle should have less detail, which will make it look more like something in Minecraft than something from a texture pack.
Stalactites, Stalagmites, and Spore Blossoms
I am putting these all together because I think they should all be changed for the same reason. I think that they look a bit too detailed. In the case of stalactites and stalagmites, when you look at them from far away, and even when you're only around 10 blocks away, they look too much like actual triangles. I think the cause of this is that the details are in 16x16. What I mean by this is that near the top, it goes inward by 1 pixel for each part of the slope. This makes it look too much like an actual triangle. I think that to fix this, they should go in by 2 pixels and also the slope should start closer to the bottom, maybe around half way through. Also, I think that since they're 2D like flowers, they don't look as blocky. What I'm thinking is that the stalactites and stalagmites can be reworked to be more like an end rod but it's way longer and it starts out as a full block and gets more narrow towards the top, 2 pixels at a time. This allows you to still keep the idea of stalactites and stalagmites while making them look more like they belong in Minecraft. Of course, another way to fix the problem is to just reduce the amount of detail in the geometry of them while still keeping it 2D to be less resource-intensive. I think that either way would work fine.
As for the Spore Blossoms, they have the same problem of being too detailed. However, the solution for this one is quite different than the stalactites and stalagmites. The reason that I think they look to detailed is again, the details are in 16x16, which does make the diagonal lines look smoother, but it also makes them feel less blocky. I think that the solution for this is again to just make the diagonal lines 8x8. But honestly, I think the diagonal lines will be fine as they are right now. The main problem is that the flower part of the Spore Blossom folds in to look like a bowl. The problem with this is that the flower curves at a slope. There currently aren't any slopes in Minecraft other than minecart rails, but minecart rails look fine because they are at a 45-degree angle and are connected by blocks. The Spore Blossom has neither of these going for it. I think that the fix for this is to make the flower completely flat and just curve the edges in by 90 degrees. However, this makes it look a bit too flat, so a better solution is to keep the slope, but instead of making it a normal flat slope, you can make the slope more pixely. This will require the flower to no longer be fully 2D, but it will make it look a lot better. It's kind of hard to explain, but basically, instead of making the flower a normal slope, you can create the slope effect by making the flower be flat for 2 or 3 pixels and then make it go down 1 pixel, and continue this until the end of the flower. Again, it's really hard to explain, but I think that you guys might be able to get the idea. I would be willing to create a 3D example if it's still confusing.
Frogs
This one is more of a suggestion than criticism. I just think that adding frogs alongside axolotls will bring a lot more life to the lush caves. The point of the lush caves is that they are supposed to be filled with life, and the plants really help with that, but if you can only find 1 kind of animal there, it kind of ruins the illusion. It just seems weird that there are all sorts of cool and extraordinary plants in the lush caves, but only 1 animal. The new animal doesn't need to be a frog, but I think that frogs would be a really good fit because they are small so they can fix in narrow caves, and live around water and vegetation, which really fits the description of the lush caves. Also, let's be real, it would be adorable to see frogs hopping around and hanging out with the axolotls. Another reason why I am suggesting it is because last year, frogs were promised as a part of the swamp update if swamps got picked. I know that swamps didn't get picked, but based on the fact that you guys were planning on potentially adding them with the swamp update indicated that you are willing and capable of adding them.
Conclusion
I know that this post is really long, but if you look back, the things that I am pointing out and suggesting are pretty basic. In essence, I am just asking that the new update should feel more like Minecraft. The ways that I mention to fix this is basically to remove unnecessary complexion from the current archeology and bundle systems with something more traditional, and fixing the new art to look more blocky and more like it fits and belongs in the world of Minecraft. As for the frogs, I just think that they would be a perfect fit for the lush caves because frogs live in that kind of environment in real life, and I think that the new lush caves biome is even a better fit for frogs than the swamp.
I and many others have wanted a cave update for so long, and I am so incredibly excited that it's finally here. I love what Mojang has done with this update and with the game. I am so excited for the first snapshot and will 100% play it the day that it comes out. I know that Mojang also cares a lot about this update, and my suggestions are just essentially just trying to point stuff out to them so that they hopefully fix at least some of these small issues to make the update even better than it already is, and to make all of the content feel at home and a fully functioning part of the future of Minecraft.
I can't find anything about mapmaking features anywhere. What was revealed?
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
There's that placing down golden skull reveals a cave, and there's zombies riding scorpions.
And also that short map with some weird -inators
They don't seem to be Bedrock stuff to me, or maybe I'm just too tired to differentiate between Bedrock and Java that time.
I'm just going to gloat a bit about having called it. Sort of.
Okay, I was one update off! Sue me. Looks like they decided to try it out in the Nether before the Overworld.
The 1.17 reveal blew the socks off of me! So much coolness!
Archeology looks like a fun thing that you don't have to do anything with at all. As such, I have no problem with it, and will probably enjoy it.
My only complaint so far is that copper and the crystals could stand some more uses. But they may well be getting some before the update lands! They haven't revealed everything. (I don't think they even KNOW everything about it yet.) I'd also like to see some way to treat copper so it doesn't develop patina. Maybe alloying it with iron and/or gold, or maybe a wax coating from the bees. I also agree with the person who said that the telescope should give a square image rather than a round one.
I also agree that the stalactites and stalagmites look a little too detailed. I think the spore flower is fine, though.
The sculk detector block is going to revolutionize the redstone world, mark my words!
I'm pretty sure that was Bedrock stuff. The "blockinator" clips definitely were. Basically, add-ons will be able to add blocks and items with all sorts of effects now - even foods. A major development that will allow Bedrock modding to really take off!
EDIT: I took another look at that segment, and it was indeed entirely about Bedrock.
Everything in the update was great. Apart from archeology which doesn't seem to fit with the game. We'll have to wait and see until its implemented i guess.
Aw man...
Java Edition's command system needs attention. Datapacks are useful, but it's still a long way before it can compare to a plugin or mod.
How does archeology not fit with the game?
It's probably that weird feeling which you're swiping a block till it breaks, instead of digging it.
After all, you're not seeing cracks from the block, which, apart from insta-break blocks, always appears.
I'm personally not against with the idea, but yeah... It sure feels like a Minecraft mod in a modpack.
I think it's just doesn't really interact with other aspect of the game. It won't ruin the game or break immersion for sure but it just feels out of place I guess. Although the pot thing is cool.
I really dig archeology.
Although, now that I've dug myself into a hole, perhaps I should stop digging?
I think archeology is a cool new thing that one doesn't have to bother with at all. I imagine after the first few pots the novelty will wear off and I won't do much with it myself.
Though, the ability to get diamond and emerald blocks IS tempting...
Very glad they decided to do a dual theme rather than focusing singly on mountains, which would have been pretty lackluster in terms of features (though, not as much as in 1.15, where they just added one mob, since they were focusing on bugs). I didn't really see the need for a cave update beforehand, but I still am excited about the new features that were announced. I have a positive opinion on almost everything (the glow squid is excluded because it's literally just a retexture). My specific thoughts on the features:
Lush Caves - They look pretty interesting as a concept. Makes cave exploration easier and more interesting. The new plants that were announced could be useful in adventure maps as disappearing platforms.
Dripstone Caves - Seem more interesting than the lush caves, with the new falling entities and such. It's also pretty cool to have a block natively implemented that both looks and acts like a spike. The cauldron mechanic is a pretty cool little detail, but I doubt it will be used much since infinite water sources are so common and easy to make.
Crystals - Honestly, I think they're lacking a defined use, but the items you can craft are interesting. Telescopes will remove a little bit of strain from video editors (who don't use the optifine zoom feature), and it's just a nice thing to have.
Archaeology - Mostly aesthetic as far as I can tell, but very good for lore and customization. It's cool that you can also find some useful items. The animation does look a little weird, but it's nothing I can't get used to.
Copper - Very cool, especially with the new generation mechanic. Missing as much of use as the other ores (possibly we could get copper armor or weapons, though there are other solutions). The old copper looks too much like the warped items, and I think there should be a way to preserve the original texture. The lightning rod doesn't seem that useful for the reason they state (I've almost never even seen lightning naturally in the game) - I think it will be used in order to attract lightning bolts in order to help with obtaining those exclusive mobs (like witches and skeleton horses).
Skulks - Incredibly interesting concept, though they look like they may be related to the End. Not sure if that's intentional.
Warden - Possibly one of the most challenging mobs there will be. I believe it serves more effectively as a boss mob than even the ender dragon does, given the large amount of damage.
Axolotls - Very nice implementation of aquatic defense, though their function is a little too similar to the wolf (the only difference is that these guys work underwater).
Goat - Seems interesting, though I'm not sure why they jump so high. Maybe they could become tameable.
Fake Snow - Very cool with a lot of building potential. I 100% support this addition.
Bundle - A little too similar to a shulker box. Perhaps the items that have lower maximum stack sizes (like snowballs) should take up more space in the bundle to keep that balance relevant. Also, non-stackable items should be unable to be put in the bundle.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
They aren't much like shulker boxes at all, really, and anyway shulker boxes are late game. They're just a way of grouping small counts of items into one stack - and for that, they look really handy!
Basically, bundles are no help for things that you tend to have by the stack anyway - 64 cobble in a bundle is no benefit over 64 cobble in your inventory directly. The bundle just lets you have a place to put (for example) mob drops you pick up while on a mining trip. Or seeds, leaves, flowers, and so on that you pick up while on an exploration trip. Or even lesser-used blocks while you're building.
It seems extremely likely (though not yet confirmed) that lower stack-size items will take up more space. The bundle that had ender pearls in it definitely didn't have anything like 64. And the wiki is claiming that this is the case, for whatever that's worth.
They don't directly increase the amount of space you get like a shulker box does, but they do increase the number of item types you can hold at once. Since dissimilar items can't currently stack, a single item is going to take up an entire slot, even though it's only worth a fraction (1/64) of a slot in actual storage space. This means that you can only hold up to 36 (27 inventory + 9 hotbar) unique item types at a time.
With bundles, you can stack dissimilar items, so it reduces that full slot back down to the 1/64 that it's actually worth. So you have more space to fit other item types. You can have a bundle in at least 35 of the 36 slots (you may need to leave one slot open so you can actually pick up the item), and you can fit 64 item types in each slot, assuming that they all take up exactly one unit of storage space. This means you can now fit 2240 (35 times 64) unique item types in your inventory at maximum. Since there are only about 700 unique items in-game, it is very feasible that you could hold at least one of every obtainable item in your inventory at once.
So, while it doesn't increase storage space directly, bundles do open a lot of room for storage expansion, making them similar to shulker boxes (though, in retrospect, perhaps not enough to complain about).
It's good to know that the maximum item stacks will likely be preserved, though I hope there will be an option to extract a specific item from the bag, rather than it being an all-or-nothing process (either all the items are in the bag, or the bag is empty).
I have an unrelated question. Is it possible that mob spawning rates will be reduced in lush caves (since they're more lit than other caves), or will the rates be rigged in that biome so that they remain consistent with the rest of the caves?
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
All popular Minecraft Youtubers that talk about the 1.17 update feels like they are doing it because of a sponsorship. It feels like a biased video about the update because of a sponsorship contract is preventing them from saying critical/negative things.
I hate the spikes, the bundles, the stupid telescope, the archaeology stuff, and new pots. They feel like things you would easily find in modded Minecraft from 1.8.
Also is it me or does it seem there will be a BIG performance problem?? The brushes for example, it feels like it turns dirt/gravel/etc into snow, where there are multiple layers of something. I feel like if there is too many of these different layer blocks it will have a performance problem.
Can you tell me how does the added archeology stuff fit with the game?
Minecraft is a game that has major themes of exploration, and archeology enforces that theme by providing incentives to go out and explore. Also, it helps determine the lore of the game (basically the "history" of the Minecraft world), which is very interesting to some. The animation seems a little unconventional, but I can't really think of any other irregularities it has.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I just don't see this as that big of a problem. I've never felt a need to carry one of every single block and item in the game, and I certainly can't imagine carrying or wanting to carry 35 bundles! I see them as a significant convenience in certain situations, but nothing game-breaking. Having one, or at most two, in your inventory will help soak up those odd little items one comes across in the course of doing other things.
In my own case, inventory gets frustrating when a branch-mining trip unexpectedly turns into a spelunking trip.