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18

Let's talk about the latest snapshot (23w06a)!

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  • 0
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    The netherite smithing template still seems too rare. 10% is still ridiculous for a progression point. I do understand that the gap between netherite and diamond should be longer, but that progression gap shouldn't be this dependent on RNG. You just know there's going to be a reddit post saying "Omg look how unlucky I was - twenty bastions without a single smithing template" or something like that.

    Each bastion should have a single guaranteed smithing template. Another idea would be to make each individual bastion chest guaranteed to contain a new fragment of the smithing template like the ancient city music disk, and crafting 4 or 9 of these together would make one of the netherite upgrade smithing templates.

    The chance for some other smithing templates still seems too rare imo, considering these structures can take ages to find and don't even guarantee a single template. The eye template being guaranteed in libraries is great though, that should be the case for more smithing templates. Right now I'd say that is by far the easiest to find which doesn't feel right.

  • 0
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    Cool, but what about the shields? They could get that update too, along with the tools.

  • 0
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    1.19.4 Idea! I recently discovered that when Piglin Brutes join the Overwolrd,they turn into normal Zombified Piglins.So since the 1.19.3 and 1.19.4 (And maybe 1.19.5...) Updates are about QoL Changes,I would like to share a new Mob Idea:

     

    The Zombified Piglin Brute!

     

    -Has 25 HP instead of 20 like a normal Zombified Piglin

    -Attacks players in any circumstance (Is completely hostile)

    -Rarely spawns in Nether Waste Biomes

    -Spawns even more rarely in Basalt Deltas and Crimson Forests

     

    I am soooo hyped with 1.20!It looks small for now,but I know it'll be the most promising Update ever.Thank you for making this game alive! :D

  • 5
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    Enchantment glow is very hard to notice especially on diamond tools/weapons, making difficult to differentiate enchanted items from non enchanted ones. Definately an acessibility issue. Maybe a enchantment glow intensity slide bar on the acessibility options could resolve the issue.

  • 9
    Registered User commented
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    For the glint i definetly understand that some users do like it more tame but to me its barely visible even at 100%. Id prefer it if either 100% is how it was in the previous versions and now by default its just at 50% or that the bar can go up to 200% now which should be the same as in the previous versions (or maybe even more letting the old standard stand at 150% for example)
    Espacially since its about accessibility i think there should be an option to make it more visible too so people with not so good eye sight can see the glint too

  • 1
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    I think you should add a new tab for the more category in the create new world screen that is called effects and it let's you to start the world with chosen effects! it would be amazing please🙏🙏

  • 4
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    The new Create World UI is so ugly that I think it needs to be revised with painstaking efforts

  • 0
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    This is a great snapshot, making armor trims easier to obtain, and adding new ways to customize the character's appearance through mixing dye. One suggestion I have is instead of making netherite upgrade items that have to be found in bastions, players could upgrade without the template, but find netherite less frequently while mining.

    Other than that, the features in this snapshot are really great. I'm looking forward to seeing more Armor Trims features in the future!

     

  • 7
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    new glint is toooooooo bad. it make hard to compare enchant items, enchanted goldenapple, etc.
    I just want to adjust glint in glint-related setting menu. I think this idea is too bad.

  • 0
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    Add a world edit screen to toggle datapacks and features you only allow feature on new worlds

  • 1
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    Could we have a way to apply a tag to items to signify what damage type the item uses? you could then, for example, make a custom sword that dealt low amounts of health but large amounts of hunger exhaustion.

  • 5
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    I still don't know why Minecraft lowered its exposure to glint. This problem is like a patch decided at will without considering existing users, even though it can be sufficiently solved with a slide of settings.

  • 0
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    It would be cool if the text alignment option could be applied to other places that use JSON components like chat or the server MOTD. It would allow much easier formatting and customization without having to do all the char width calculations (And also not having issues with different screen sizes)

  • 0
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    I'm one of several people who can't access the current snapshot. The launcher insists that 23w05a is the most recent snapshot and now I can't access any of the snapshot vanilla servers because we lost the ability to manually download the client jar for snapshots.

  • 3
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    I love the addition of the /damage command, however I believe it could have been implemented with more possibilities in mind.

    /health
    This would make the command much more diverse by allowing health to both be decreased (damaged) or increased (healed).

    It could have 3 sub-commands being:
    /health damage <target> <previous /damage syntax> - Damage entities
    /health heal <target> <amount> - Heal entities
    /health get <target> - Return with the value of targeted entity's health

  • 0
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    Make it so datapacks already loaded into the world add feature toggles so people can make a pack that toggles features across multiple versions with out making a new world because the datapack toggles the features and can set the datapack command to enable the built in ones that can’t be done because the packs need the toggle first and the only way to do that is make a new world hence it won’t carry over to the next version

  • 2
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    I strongly believe that when you get a full set of one type of armour trim, it should give you some form of benefit.

    As much as I understand that some players would like to be able to make their armour unique, I believe armour trims are a MASSIVE waste of time for what is given. You spend hours upon hours finding the templates, you need ores to colour it, it takes a LOT of effort, just to receive a fancy-looking piece of armour. And even duplicating the templates takes quite a substantial amount of diamonds, making this seem like a late-game feature even though all it does is fancifies your outfit!!

    An awesome example of what the armour trim bonuses could do is that when you get a complete set of Tide armour, it could give you the ability to dive into the water and swim like a dolphin, potentially even having the Riptide enchantment's animation while you swim!

  • 1
    Registered User commented
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    CTRL + Pick Block, used to get the item of the targeted block with its NBT tags copied with it, doesn't work on paintings.
    Now that paintings carry NBT tags from the creative inventory and have built-in descriptive translations for such, you should be able to CTRL + Pick Block placed paintings to get the item of the single painting being picked.

  • 3
    Registered User commented
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    As of snapshot 23w06a the enchantment glint strenght has been reduced a lot to the point that it is almost invisible in order to make trims on enchanted armour more visible however this is also applied to every item.

    I think that at the current point in time it is too subtle for weapons and armour and this gives me 2 issues:

    it is difficult to tell what is enchanted and what is not;

    it takes away the "magical" aspect of enchanting. The glint is supposed to be the magical power which give that item/tool a special effect and reducing that glint takes away from that "magical aspect".

    It is also too subtle for the other items which are not weapons or tools and poses different issues with them: potions glint should remain the same as before and the same should go for the Nether Star which now looks like a completely different item. The enchanted golden apple is now difficult to distinguish at a glance from a normal golden apple and this is another big problem.

     

    I think that this could be fixed this way:

    make the base glint strenght the same as before and then in the video settings make a slider for the glint of weapons and armour and a slider for the glint of the items.

    the slider should go from 100 (old glint) to 0 (no glint) with the default being 100.

    This would allow players to have the maximum flexibility in regards to the costumisation of armour without having to compromise on accessibility if they do not want to.

  • 1
    Registered User commented
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    So the brush can it be two copper ingots and three string instead of two stick and three string it let copper have more use able

  • 5
    Registered User commented
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    The enchantment glint slider should go past 100 in order to be able to have the old glint strenght for accessibility reasons.

  • 4
    Registered User commented
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    As of snapshot 23w06a the enchantment glint strenght has been reduced a lot to the point that it is almost invisible in order to make trims on enchanted armour more visible however this is also applied to every item.

    I think that at the current point in time it is too subtle for weapons and armour and this gives me 2 issues:

    it is difficult to tell what is enchanted and what is not;

    it takes away the "magical" aspect of enchanting. The glint is supposed to be the magical power which give that item/tool a special effect and reducing that glint takes away from that "magical aspect".

    It is also too subtle for the other items which are not weapons or tools and poses different issues with them: potions glint should remain the same as before and the same should go for the Nether Star which now looks like a completely different item. The enchanted golden apple is now difficult to distinguish at a glance from a normal golden apple and this is another big problem.

     

    I think that this could be fixed this way:

    make the base glint strenght the same as before and then in the video settings make a slider for the glint of weapons and armour and a slider for the glint of the items.

    the slider should go from 100 (old glint) to 0 (no glint) with the default being 100.

    This would allow players to have the maximum flexibility in regards to the costumisation of armour without having to compromise on accessibility if they do not want to.

  • 3
    Registered User commented
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    making enchant less glint is what is worst update I ever seen. We can solve this matter to control enchantment glow intensity slide bar but minecraft solve this problem just reduce every glint. it's similar to set a house on fire to catch just one bug. it makes hard to compare enchant one and not one, and golden apple also. we can solve it if enchantment glow intensity slide bar set 100%, glint becomes original one, and we can control 0% to 200%. don't force less glint.

  • 0
    Registered User commented
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    I've been experimenting in both creative and survival for awhile for a couple of worlds. I love new additions and ways to both build, survive and add immersion to the stories we get to tell. That said, here's some feedback that I believe requires addressing. 

    Bundles & Rabbits

    • Despite a wide variety of spawnable biomes for them, both in live & snapshot versions, I have been lucky to find a single rabbit. I searched through three (large) biomes for over three hours and still yet to encounter any to get the rabbit skin for bundle creations. 
    • Bundles would be amazing as essentials for early game but the rabbit requirement needs adjusting to make them viable. 

    World Generation

    • Each time I've seeded a new world, I can spend days searching and not find a single one of the supposed new biomes that have been added, both in live and in snapshot. Likewise, same can be said for other biomes, like desert. The lack of biome diversity and the current generation limits makes the Overworld a rather boring place to explore. 

    Building & Expression

    • I love the addition of Armor Trims but I'd like to see the system expand to use other items, like mob heads, for different patterns. 
    • I'd like to see similar customization systems added to building blocks, such as pots or planks, to achieve different styled effects in our builds. 
    • With the introduction of a brush for Archaeology, I'd love to see other uses include being able to paint using dyes. Recipes for paint could be water bucket + dye + brush.

     

  • 1
    Registered User commented
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    Why did the cherry blossom trees don't give cherry ??? We only have one fruits in the entire game it would be cool to had an other one don't you think ?

  • 0
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    Ich würde mir wünsche, dass die neue Kirschbaum-BIOM detailreicher wäre. Man könnte zum Beispiel neue Strukturen einführen wie eine hellfarbige Brunnen oder eine kleine Tempel. Man könnte auch neue Blumen einfügen die zu den Bäumen passt. Die Farben von den Blättern könnten auch einbischen heller und nicht so knallig wie jetzt. Außerdem würde ich mir auch einen Mob wünschen wie zb. eine Kuh aber mit Sakura Texturen.

  • 1
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    I have to be really honest here and say that the now World creation screen is extremely ugly. It looks like a new Java dev has made it (or as if it was from like Windows XP era).

    It's wasting a ton of space and doesn't look appealing at all.

    My personal suggestion here would be to perhaps consider a setup similar to Bedrock edition, where you have the main settings on the left and when clicking on one it would either show the options on the right, or open more nested settings.

    The buttons at the top can remain as is, but PLEASE add some padding around them. It looks awful.

  • 1
    Registered User commented
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    1). We STILL hate the forced player report system on private servers, and want it removed from the snapshot, and game. I won't play past 1.18 after playing for 14 consecutive years now! The lack of care towards our opinions is gross. Either dictate, or don't ask for our opinions just to ignore them (by 'our' I mean the millions of people who signed #saveminecraft petitions). #SaveMinecraft

    2). Armor trims are cool, the more options the better (even if they aren't popular)! It would be nice to add studs to leather armor, or scales (recommended recipe options: prismarine shards/ender dragon drops/turtle scutes which are all expensive) to create 'Scale Mail'.

    Minecraft character aesthetics are much appreciated in all forms by your fan base.

  • 1
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    I really like the display entities! They're going to help so much with map making. Although there's one small tweak that could make them even better. It would be great if a display entity riding another display entity inherited its "parents" transformation data, similar to how most modeling software does parent-child transformations. This would open up the possibility of complex models being made and animated through a datapack. 

    Technical explanation:

    I'm not sure exactly how the transformations are implemented, although if you are using transformation matrices you should just be able to recursively apply the parents transformations down to the children's before applying the children's transformation matrix (although I'm sure its a little more complicated than that).

  • 1
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    Absolutely loving Interaction Entities. Setting aside usability polish, the two big things that seem like serious needs are:

    1. Clickthrough: There needs to be some way to tell the volume to register, but not capture the click.
    2. Depth: I wanted to make a painting clickable, but paintings are both wide and shallow. Since we're only given width right now my only option seems to be to make about 20 columns. There needs to be some way to set all 3 dimensions.