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    posted a message on Minecraft 1.17 Update Opinion Thread

    Powdered snow is interesting but what is more interesting is freezing. I've always wanted a freezing mechanic in Minecraft and this hopefully just the beginning for this effect. It's also not a potion effect which is even better. I'm sure they'll give other mobs proper immunities such as polar bears and snow golems.


    In the Q&A video they stated that the Nether will get no updates in 1.17 since it just got updated (even though it got ravines in 1.13; an update about water).

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    I think they might have mentioned something about skulkers and the end in the Q&A video and made it ambiguous or that they are unrelated. Skulkers are also dark teal rather than the purple that all end related monsters have.


    I doubt the End will really get anything. I don't want a reason to constantly go back there since the only way to access it are strongholds. It serves as a boss arena and a place to get a few end game items. The place is made to feel devoid of anything and I actually kind of like it the way it is. The emptiness accompanied by the bizarre music just feels right. Add any other hostile and it would get annoying (they initially tried implementing phantoms as end creatures but made them undead instead because their presence in the end was horrid to deal with). I think that the end cities should be a bit easier to locate though. Perhaps eyes of ender could point towards the closest cities?


    As for the overworld I could see a wild update that would include the losing biome votes and perhaps a few other features. Wild life is pretty much the only thing I feel the game will lack after the cave update. 1.13-1.17 really gave the parts of the game the life they needed. 1.7 added new biomes but the biomes just need unique creatures to inhabit them.


    I also want to state that stalactites dripping water into caldrons will actually be very significant if the feature works in the Nether.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Given how 1.16 added biome ambience (to the Nether anyway) I would not be surprised if we get other ambience updates to caves in this update. I'm also willing to bet that the update after this will be some kind of wild update that will focus on adding the losing biome chooser options: Desert, Savanna, Badlands, and Swamp. Perhaps along with other biomes that might need some love such as plains.


    Getting back on topic the new snapshot is pretty neat. Copper looks great and I can't wait to build a statue with it in the future and watch it age as I play. 50-82 days for a single stage is a great time. That means a single block will take 75-246 days to fully oxidize. Though I bet many people would like a way to accelerate the rate.


    Bundles are just about what I expected them to be. I like that they decided to just go with text instead of images but imagine how tall the list will get with 64 different items. Good to see that amethyst is starting with 2 uses. That leaves one more potential use it may get if the Q&A video is anything to go by.


    Edit: also fantastic work giving bee wax two new uses for copper preservation and candles! Now my automated bee farms will have much more use than just honey blocks.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    They don't always need to do nothing but I don't think it's a problem if they do. Each biome should strive to have the diversity of life that the jungle biome has. It has the ocelots, parrots, and pandas. 2 of those serve no purpose (well, ocelots used to have a purpose but still serve as a threat to unprotected chickens) but to add life to the jungle biome.


    I've seen people suggest sharks and shark fin soup which is all kinds of horrible. Notice how the sea turtles and bees award the player for caring for them? That is because it doubles as both a lesson and unique game mechanic. You wouldn't add elephants to the savanna biome but have them drop their tusks on death because that's already a real life problem. You would want the elephant to either be helpful to the player (without taking from another mob) or just serve to diversify the savanna biome that is currently inhabited by the same four live stock animals the rest of the overworld has.No use but unique behavior is better than "kill it to get item".


    Now caves and cliffs is adding goats and they are going to drop their horns by ramming trees. That's pretty neat and means that they aren't "useless". So that means this update has four new mobs. A tamable aquatic creature, a new animal with a new item, a new deadly hostile mob, and a new atmospheric mob for deep oceans (and maybe underwater lakes). That's pretty good in my book.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    I thought striders were a nice addition. I also think that the issue with adding more hostile ocean enemies is that there isn't much you can do about preventing hostile spawns in the ocean which would get annoying if you lived in it (which 1.13 aimed to do) or just trying to traverse the ocean (trident drowned can already one shot a boat). The only hostile I think that would be interesting would be Mob A from the 2017 vote (the terror of the deep) which would have definitely won if people already knew the update's theme. If you add to many hostiles to the ocean it just gets obnoxious.


    Now I definitely prefer new mobs over reskins but underground versions of the common mobs would be a nice touch. We already have cave spiders, husks, and strays but each one has very specific spawn areas for some reason. Husks only spawn in the desert; they don't even spawn in the similar mesa biome. Strays spawn only in the tundra and I forget if they spawn in the cold taiga or not. Cave spiders are the worst offender and only spawn from mine shaft monster spawners. I'd say just have these guys also spawn underground or perhaps in new sandstone (husk) and frozen (stray) caves. Just have the cave spider spawn in caves or have them naturally spawn in the mine shafts.


    As for the warden and it's drops I actually kinda agree on their statement. I hope that the warden is a near unstoppable and uncontainable threat. Attack it; prepare to die. Build a wall; It breaks it. Manage to kill it; congrats, have a trophy and a bunch of experience. Not every mob needs a super important drop or use and I think that the mentality really slows down Minecraft's development of mobs. The warden is something to be feared and I look forward to running for my life.


    We could have so much more wildlife if it weren't for "lol Polar bear does nothing why even add it?" I'm actually glad now that the iceologer lost because the glow squid does nothing but look pretty and Minecraft needs more of those to give the world more life (also just implement the illusioneer instead).

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    It answers some questions but too many people did dumb feature requests which resulted in joke answers to evade any misinformation or false obligations. It also brings up some concerns such as not touching the old structures even if it would be something as simple as Mastercaver's solution.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread


    This video makes me worry about mine shafts and strongholds. These things are seriously outdated and will need changes made to them to have them work with the new cave systems. If a mine shaft generates in a vast empty cave then it will simply make an awkward, floating wood structure. A stronghold will be reduced to floating doors with a giant floating portal room. Somethings needs to happen to these structures. At least Nether forts got a passive buff in the Nether Update: If a fort generates in a warped forest, soulsand valley, or basalt delta it will spawn much more blazes and wither skeletons which make them far more dangerous. These BETA 1.8 structures will be torn to shreds by the new cave mechanics unless they generate in solid stone. Hopefully this issue will become big enough that it could not be ignored.


    However I am excited that crystals and copper will be getting other uses besides what we were initially shown.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from DaBiggman»

    See, this is what I'm talking about. ONE GUY putting out more content on his spare time than 30 full time developers do AS THEIR JOB. It's sad.


    To be fair he's been at since 1.6 which was released 7 years ago. MasterCaver loves caves so much that he finds nothing else worth it. He literally has his own personal build and talks about it to a great extent whenever he's given the chance. Like, good for him and all but there's more to Minecraft than just caves.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from ZaffreAqua»

    Now's the part where I'm slightly less excited and more cautious/worried. The cave generation they showed it pretty cool, but I hope that it's not all vertical drops down from the surface like ravines, and I hope that the smaller, narrower caverns of old are retained. I liked exploring the labyrinthine caves of old. Judging by some of the statements, it sounds like they're being kept at least in some regard, but I'll wait and see. I hope the mountain generation gets spiced up to have some exciting features. I still miss the pre-1.7 extreme hills. As it looks right now they look a lot more like mountains, but they don't look terrible exciting to find a spot to build on. I guess I'll warm up to it. Hoping floating islands and all that crazy stuff sticks around... The large size of the caves is cool, but I find myself having reservations about it as well. I suppose scaffolds will find continued use if I can find a jungle. Building underground is both going to be much better and a serious pain in the neck, depending if you wanna hole up in a cavern wall or in a cave-free area.


    They stated somewhere that they were showcasing the large caves to show what is possible but will be very rare. The large caverns are just one of many new cave types that will be added. To may understanding there are now two contributing factors to cave generation: Cave type and biome. They are independent from each other. This way caves will be very diverse. Here are the current confirmed biomes and types.

    Biomes: "Classic", Lush, Dripstone, Deep Dark

    Types: "Classic", Huge Cavern, Mesh Cave (mentioned in a tweet)

    Posted in: Recent Updates and Snapshots
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    posted a message on Painterly Pack Continuation Project [Fan Patch] [REVIVED]

    This should fix the link issue: https://discord.gg/pGuQqGp

    Posted in: Resource Packs
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