The first Java Edition snapshot for 1.19 is now available, filled with in-development features scheduled to release in The Wild Update later this year including:
- The Deep Dark Biome
- Frogs & Tadpoles
- Mangrove blocks
- Mud and mud brick blocks
- Sculk, Sculk Veins, Sculk Shrieker and Sculk Catalyst Blocks
Check out the new changelog for more details on how these features work! Once you've had a chance to play, let us know your thoughts and feedback on these features in the comments.
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The swift sneak enchantment should increase speed while crawling
Hi, Minecraft devs !
I really love all the cool additions that made it into this snapshot. However, I think that adding some variants (like "Chiseled, Cut or Smooth") to the Mud Bricks would make them more interesting for building.
I'll stay tuned for new content, and I'm really looking forward to seeing this update make it onto the game!
I love the immersion of this biome without night vision, where the only thing you could see is sculk catalysts dimly glowing in the distance and the sculk sensors you just activated. The sculk blocks add such an amazing vibe to this biome!
However, to make it even scarier, the Deep Dark should not be able to generate mineshafts, dungeons, or amethust geodes within it. That would give the Deep Dark a really unsettling feel.
I really love the changes to the deep dark biome. The cave really feels like its being taken over by the skulk now unlike the experimental 1.19 snapshot.
One thing that threw my off, however, was that skulk sensors don't make any sound whatsoever when waterlogged. I know that this is currently intentional from this post https://www.minecraft.net/en-us/article/minecraft-snapshot-20w51But it doesn't feel right. At the very least they should maybe play a muffled sound. Especially since I'm sure they will still activate shriekers that are also waterlogged. Not being able to hear what is causing stuff to be activated seems like a problem to me.
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Deep Dark biome should try to spawn under y=0. It will make the biome scarier, making the Warden more difficult to run away from, and it prevents new players from meeting the Warden too early.
The Deep Dark shouldn't be too rare, however! In the experimental snapshots, the ancient cities are too rare. Please don't make them ridiculously rare & far away like woodland mansions! Explorations are sometimes undesirable due to save file size bloat, and players prefer to stay around their base. Ideally we should be able to explore without taking up disk space, maybe like roguelike dungeon dimensions that'll reset. In the end-game, players will only build and Minecraft gets boring. There's no exciting PvE or repeatable dungeon crawls with bosses & loot. Pillager raids, bastions, warden & ancient cities are going in the right direction, but there's often a lack of addicting rewards & not repeatable without going very far away from your base.
So far, the wild update is looking good, I'm loving the mangrove roots and mud bricks for building. Sculk is potentially good for redstone. If the wild update can match the minecraft live concept arts like fungi in logs, pebbles scattered in the wild, it'll be an excellent update. Those are great to have for making better builds. Take inspiration from popular mods that many players like, and games like Hytale!
I love the Deep Dark biome now, it has a lot more sculk material. Feel free to make it more overgrown & widespread! It's okay if it generates on structures like Mineshafts; it adds variety. When players place a block on sculk vein/glow lichen, it should destroy them, just like how you can place a block on top of grass. This helps prevent player confusion.
Frogs eating slime should produce a dim version of the froglights. This will help give hints to players, that they can feed it magma cubes for the bright versions. Add advancements to teach new players about interesting Minecraft stuff, such as froglights, taming wolves, building snow golems etc. Light blocks should blend well with builds; a transparent light source like fireflies in bottles would be great for builds. Tadpoles should naturally spawn in swamp waters for variety.
Mangrove's red wood looks good, but in the future, we need mossy green-ish wood as there's currently no green slabs/stairs/fences. Adding non-green leaf blocks is also VERY welcome, such as wilted brown leaves & pink cherry blossom leaves. Add variety to storage blocks like chests. These are all important for builds, and is missing in vanilla Minecraft.
Please add an easy way to renew dirt, so that players can actually farm clay & mud bricks for big projects. I don't like to destroy biomes to get more dirt/sand/etc. My building palette is restricted to wood/stone in survival, since other building blocks are too hard to renew (like concrete).
I feel like that mangrove wood and mud definitely should be used to generate mangrove swamp villages once the mangrove is implemented.
The texture of the mangrove wood is very fitting and the trapdoor is amazing.
The mud texture is not that great however and I think it needs some tweaking.
Water Bottles should stack up to 16 to make it easier to convert large quantities of Dirt to Mud otherwise it's going to quite inconvenient and tedious to do so... To make sure that it doesn't break Automated Brewing you should only be able to put one Bottle per Potion slot in the Brewing Stand, this way it will be easier to get Mud Blocks and won't affect Brewing mechanics and automation
Mud
I noticed while playing the snapshot that there is no way to convert mud back to dirt. Instead of using an empty water bottle to convert it you could use a furnace or even the nether like with sponges
I love it! But since you worked so much with cave why not add a cave-frog variant that’s twice the size of the other frogs (or just a bit bigger), spawns underground in aquifers, and will attack and ‘eat’ glow squids along with bats, spiders, and small slimes. It could be used for some sort of potion-related purpose?
The new mangrove colours are now better, but I think they'rea bit too similar to crimson now when put side to side. That could make for some variation, but I think it should be a bit more different.
The door and trapdoor textures look cool, although I would put like a round window in the door to make it kinda similar to the trapdoor.
Mud is still too grey for my liking.
The changes to the sculk stuff generation is really good, now it really feels like it was probably meant to in the first place.Froglight should be sometimes found in bastion chests I think, in the bastion with these magma cube spawners, I think that would kinda hint how it might be gathered.
I think that's about it for now though. Thanks you for reading!A 'frog_target' tag that toggles what a frog eats.
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I like the new Deep Dark Caves. It adds variety having Deep Dark Caves that aren't guaranteed to have the ancient cities. I feel like having both types of caves really adds to the experience.
One gripe I have is that these caves have too much sculk. I understand having lots of sculk to make the biome feel interesting and not too empty, but I feel like there could be a middle ground where we could still see deepslate mixed in with the sculk. I also think the Deep Dark could be more interesting with some vines, some mushrooms or some other type of decorative growth to mix up the scenery. Finally, I think the Deep Dark should never go above y=0 as it should be in the deepest, darkest parts of the world.
I'm really happy that wool doesn't alert the sculk sensors when placed on sculk blocks anymore. This is a great addition and wool occlusion really feels like it can be used effectively to disarm sculk sensors/shriekers.
Overall this snapshot has been really good. I love the frogs and the mangrove tree/wood textures. Once we get the fully implemented Warden, Ancient Cities, and the Allay, this update will really start to take shape. Fingers crossed the Warden's Cabin from the deep dark announcement gets added.
The player should sink much deeper into the mud. It should also slow down the player quite a bit, because that's what the mud is like: muddy, sticky and definitely not a ground which is easily crossed.
Btw love the larger sculk infected areas.
Add coal ore very rarely or diamond ore uncommonly in the deep dark biome so theres a reason people went there while avoiding warden
I like almost everything here... the new blocks, textures, creatures... it's all feeling like it's been here all along.
Nobody seems to be talking about it yet, but the Mud Brick looks like it will completely re-invigorate desert builds. It fills the perfect 'missing piece' in the middle of the availableblock/texture/color palette.
My only fear: the Deep Dark might be a bit too pervasive throughout the underworld now with this patch.
In seed after seed, I found utterly breathtaking cave systems, ones that I could easily see myself building in for a year or more, except for one problem... they are absolutely infested with Sculk. I'm not taking one small part of the cave, or just the smallest part, I'm talking: no matter which direction I looked, Sculk overruns the terrain, at all levels.
It seems that the Sculk is even getting as high as X=20, and I never thought I'd see it that much. I thought it would be at the deepest, darkest parts of the world only... and also a bit rare.
It looks like any 'mega-cavern' build will always require huge amount of effort to clear out the Deep Dark biomes... or else just accept that huge amounts of any big cavern will have that stuff lurking at the edges, no matter what flavor you're going for.
I'd like to see Deep Dark to generally be lower in the world, and to have a chance for mega-caves to be free from it entirely.
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This snapshot is really nice! The deep dark actually seems like a threatening environment now and not just blotches of skulk. All the new mangrove blocks look really nice. I especially like the mangrove roots though I think they could be improved if they kept their ability to hold water inside them but the water was able to flow between other mangrove root blocks. This would make lot more sense visualay because it looks a little wierd when you have a waterlogged mangrove root block on top of another and the water just floats there. It would also look great and could have some technical applications.
Thanks for reading this!
I like all the new features, specially the mangrove wood (though I think it looks a little bit dark), but I don't find it enyojable the frog mechanic. Moving a frog from certain biome to another is REALLY TOUGH because they can't be catched in cubes, so I suggest a new way to move them to another place.
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Bucket of frog: We should be able to catch frogs in a bucket. I mean, they're smaller than axolotls, so it makes sense.
Bottle of tadpole: And the tadpoles should be caught in a water bottle, to contrast with the frogs. If this couldn't be implemented, one bucket of tadpole should be able to hold upto 5-6 tadpoles.
Bottle of firefly: Similarly, fireflies (when they're eventually added) should be caught in an empty bottle, and used as a light source.
Froglights: Right now they are just retextured sea lanterns, not a great incentive to farm them. IMO the froglights should be smaller, about the size of lanterns. To make them unique they should be able to connect with adjacently placed froglights (similar to walls). I think that will look really cool and add unique ways to light up places.
Mud should slow down players walking on them. Depth strider could be used to counter it, similar to soul speed.
Also mangrove villages when ;). But tbh, a mangrove village would look amazing with the new mud and mangrove blocks. They could follow the style of thatched and mud brick huts. Or ancient ruins similar to what we find IRL made of mud bricks would look really cool as well.
Mud shouldn't be exclusive to mangroves, they should generate in other places too, like rivers, desert basins, maybe even in the grove biomes as mud is usually abundant in hilly forests IRL.
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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.
I think the game needs a threshing mechanic, or separating seeds from straw in crafting. After all, flour only needs seeds. And straw can be burned, put in a composter, feed livestock, make a roof.
About goat horns I would love to see a new illager called the bugler they would spawn in raids and blow the raid horn then upon death there would be a one in five chance to drop the bugle or raid horn and you could combine it with a skulk block to make the skulk bugle or horn and could cause the warden to lose hearing ability for a bit but there would be a cool down as to not be to overpowered
The Deep Dark biome looks amazing! Before with the small patches I did not understand very well where the biome began and ended. Now with the sculk even reaching the ceiling it really feels like a new biome.
It also seems that now it is a more common biome(or maybe I was just lucky), in part I like this because last time I had a hard time finding it. But the problem is that now it's not that hard to find these new sculk blocks, so the Ancient City would lose one of its interesting things. Maybe to fix that the Sculk Catalyst would have to appear only in Ancient City, for me this is the most valuable sculk and I don't think it should be as easy to get as it is now.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.
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 !
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).
- 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!
Items and experience should be able to pass through mangrove roots.
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.Nice! Now another few weeks until Minecraft Preview gets it with the version number 1.19.
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