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Snapshot 22w11a Feedback

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  • 2
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    I feel like the Mud brick texture should be flipped because it doesn't connect well with Stone bricks

    and i also think Muddy Mangrove Roots should make you sink down just like mud because from the Screenshots we've seen of the Mangrove Swamp those Muddy Mangrove Roots will be on the Ground a lot of times. So if you walk over them your camera moves up slightly and repeating that a lot of times it can get a little bit annoying.

    But i think the texturing has been very well done.

  • 0
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    If there was a mob or more of a reason to go to the mangrove swamp not just for mud and trees that would make the mangrove Quique, not just another forest biome. The mud also does not make sense. Is it just a building block? Is the mangrove swamp just mud and trees? (that's boring) What are the mangroves meant to do?

  • 1
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    vocês podem adicionar logo o warden na snapshot 22w11a?

  • 3
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    It is fairly evident the Deep Dark only generates under mountain ranges in both Preview 1 and 22w11a. That takes away some of the suspense of the player unexpectedly bumping into sculk. For example, right now a player could dig straight down in every low-lying birch forest and be 100% guaranteed to never see sculk. That doesn't seem very exciting. I feel the Deep Dark should be detached from ground surface height and instead generate mostly around Ancient Cities, which should also be allowed to generate anywhere at low Y levels.

    The Deep Dark should be a living, growing biome without any help from players. Perhaps instead of the Warden being (effectively) the only mob that can grow sculk on its own by killing mobs in range of catalysts, a new fixed-place mob (like how the shulker can't really move) should be introduced to live on the sculk to take out mobs that wander too close in order to allow the sculk infestation to grow. This new mob would be generated with the sculk and additional ones could appear as the sculk catalysts generate new growth, much like how new shriekers and sensors can appear. This new mob would also be blind so the player can sneak up to it to kill it.

    The Warden should be its own type instead of being in the undead category. If it is supposed to be a "Force of Nature" as described during the Minecraft Live previews, it should attack all mobs as soon as they are sensed. It also needs to be less distracted by bats and focus on more important mobs.

  • 2
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    I would love to see the goat horns get something like the music discs have with parrots! Maybe different horn sounds make the allay sing back a different tune, or maybe they can be a way of summoning pets to you !

  • 1
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    After trying out the mud bricks in a few old builds where I thought they would help I would say they look good with granite but look a little too red to match with much else. If I could have it my way I would make it a little more grey and a little less red. I would also add a few other variants. 

  • 0
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    Things to change in 1.19 snapshot:

    1. desert generation

    - one of the biome that need to change, the desert somehow too flat, perhaps more hiller, maybe can add new desert variant such as oases and mountainous desert spires. Can add new sand variant, tan sand and quick sand. Tan sand should be a sand that has some moisture and not dry and generate in oases biome. While quick sand similar to powder snow but make player sink. It should generate 2-4 layer in desert spires biome. One of the interesting changes is sand and red sand mixing together at the border of the biomes when desert border badlands which they mix in wary patterns. In some occasion, hills in desert can generate sandstone on ground make it rocky.

  • 0
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    Things to change in 1.19 snapshot 

    2. grove

    To not let player confused to grove and snowy taiga, I suggest a new tree,  maple tree which has red leaves. 

    3. plains

    changes that can make to this biome is to add some tree bushes in this biome with increase the chance of player finding wood in this biome.

    4. badlands

    As badlands now can form on mountain peaks, it should generate randomly colored wary terracotta patterns on some of it's mountain peaks.

    5. flower forest

    As for now, flower forest just a forest with flower, so, i think it should have blooming cherry trees which has pink leaves. It generate Japanese cherry flower which generate a bunch on the tree and will drop to the ground after multiple days.

    6. meadow

    To make player have a reason to visit this biome, strawberry should be added which it is one of the ingredient to make cakes. The strawberry also can be eaten. It can generate in bush.

    7. snowy plains

    As this biome has snow, therefore, I suggest that hills in snowy plains should generate snow block more common 

  • 0
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    Things to change in 1.19

    8. savanna

    To make savanna more interesting, savanna plateau should also generate as foot hill of windswept savanna. granite and terracotta should generate in savanna plateau to make it more beautiful.

    9. badlands part2

    In some areas on wooded badlands, because badlands is dry, therefore, some of the tree will be small and have thin leaves which resemble a dry tree.

    10. mountain peaks

    To make mountain peaks a fun place for players to visit, i think that water spring should generate in the middle of some of the mountain peaks. The water spring should generate similar to lush caves water spring.

    11. jungle

    I think that jungle should generate even little more higher. In this case, stone start generate on ground. I also think of what if we have windswept jungle that similar to stony peaks but have trees.

    12. river and waterfall system

    I think that river can also generate on hills and foothills of mountain. When river on high elevation meet river on flat terrain, then waterfall can also form. I also think that a water current system should be added to measure the water current. The water splashing effect should be added because the river water is moving, same as ocean.  river also should have river bank to let player to easily spot the river.

     

  • 2
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    I feel like the DD should feel more like a trap and more difficult to cross. Sculk veins slowing you down is a simple solution.

    Another, more interesting solution: walking through larger patches of sculk veins inverts your movements (W is backward, A is right, S is forward and D is left).

  • 0
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    Things to change in 1.19

    13. river

    As there is only few mobs in river such as squid, salmon and cod, why don't add more mobs. such as swan,  otter and crayfish. While deep river should have alligator, and the frozen variant should have seal.

    14. swamp

    Besides just forested swamp, there were some area that has no trees.

    15. beach

    A water wave system should be added. This is because in real life, water wave will hit the beach before going back.

    16. ocean

    There were few mobs that can be added in this biome such as stingray, octopus and sea urchin.

  • 1
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    The Ochre Froglight, Verdant Froglight and the Pearlescent Froglight look like it comes from a mod.

  • 1
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    Fish should try to eat frogspawn. 

  • 1
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    I think the mud block should be more brown, to blend in with dirt and packed mud

  • 1
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    This is very likely to change,but I think the textures aren’t polished enough.Sculk family and reinforced deepslatelooks amazing,but mud,packed mud,mud bricks,frogswapn,and certain mangrove blocks (muddy roots,mangrove log)could use some improvement IMO.

  • 1
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    Sculk catalysts need to be renewable.They should be generated by existing catalysts,as they do not currently

  • 2
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    • It's cool to have these massive new caves but maybe they should have less surface exposure to keep them feeling special. Enormous holes to the centre of the Earth everywhere really disrupt ordinary terrain generation.
    • The new flooded caves and deeper world height unexpectedly made the ocean feel scary and exciting again. Where they intersect it creates these deep abysses that are so much more mysterious than 30-block deep oceans you always see the bottom of. Super cool.
    • I like the stripped mangrove log colours.
    • I don't mind the greyish mud now it's less purple-toned.
    • I really like the mangrove roots - it's like Mojang finally gave us a stick block. Maybe they should be directional like logs? They look really good used as fencing or incorporated into all sorts of builds, so I hope they're common and easily renewable.
    • Packed mud looks good and really enhances early-game survival builds but is also quite expensive to craft in early game because of the wheat required (similar problem to using hay as thatch). Maybe the crafting recipe could be tweaked to reduce the cost, e.g. 3 mud + 1 wheat = 4 packed mud instead of the current 1 mud + 1 wheat = 1 packed mud.
    • Mud brick textures look repetitive and square. Maybe the textures need tweaking or maybe we need some more variants of them to break up large builds, like a Cracked Mud Bricks block made by baking mud bricks in a furnace.
    • Actually, cracked mud would be great to find on the edge of water sources in savannah and deserts!
  • 1
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    I must say I absolutely adore the new sound rendering! I could not listen to jukeboxes before without using a sound rendering mod, I got physically pain in my ears if I didn't have mod and the Jukebox was on the right or left of me. Thank you so so much for including it. Would loooooove if this was the new default for 1.19 as most won't turn it on so it wouldn't be fixed for yt videos. Most people are using headphones nowadays anyways, and it doesn't hurt speaker users afaik :3

  • 2
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    Items and experience should be able to pass through mangrove roots.

  • 2
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    The allay should only require 1 hit of a noteblock to permanently set it as it's POI rather than having to constantly trigger them. Less lag from setting clocks up to noteblocks, less noise, and lets you "program" different allays to different noteblocks easily.