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19

Let's talk about the most recent snapshot (22w13a)

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  • 10
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    Boats and Minecarts are basically huge buckets you put stuff in. You should be able to uncraft the combo items and receive the block used in the crafted slot, and get back the boat/minecart like you would a bucket in similar crafting recipes.

  • 7
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    Ancient city loot tables have been vastly improved and make it well worth the risk to go down there IMO. The only thing I would suggest is that there isn't much in the way of "unique" loot found nowhere else, but if the central chest with a single golden carrot inside is a placeholder for that unique loot (as a few people have speculated so far), I'm looking forward to seeing what else arrives.

  • 7
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    Thoughts on the new Ancient Cities
    Likes:

    • New corridors are amazing. I love the edition of the second floor
    • Redstone room under the main structure is amazing. I love how it displays different redstone ideas. I wish there was a way inside without breaking in though. I see there is a way out involving the sculk sensor, but no way in.
    • New structures are great. I especially love the towers.
    • Loot is so much better than before.
    • I love the change from oak planks to dark oak planks

    Dislikes:

    • I am not a fan of the light blue and blue wool added to some of the structures. It's too bright compared to the rest of the blocks. Maybe use more dark oak planks and logs instead.
    • There still isn't enough sculk around. More sculk sensors, shriekers, and catalysts are needed. 
    • It's way to easy to escape the Warden in the Ancient Cities. The Warden should be able to reach the player within almost every structure. Having more stairs instead of ladders can help the Warden reach navigate to the player on different floors. 
  • 11
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    Thoughts about the current Warden
    Likes:

    • The Warden is tough! Which is great. It has a ton of health and does a lot of damage. Avoiding it is definitely a priority.
    • It is fast. You are just barely able to outrun it by sprinting
    • It looks and sounds amazing. It is huge and sounds scary, but not too scary.

    Dislikes:

    • Despite it running fast, it doesn't go up blocks very quickly, so it's vertical movement is slow. It doesn't know how to sprint jump like players so it currently slows down to jump up each block. I believe because of how huge it is, it should be able to run up blocks like horses. This will make avoiding it by jumping up and down blocks a little harder.
    • The Warden's Tendril detection range is too small. Since the structures Ancient Cities are so huge I recommend it being around 40 blocks. This will make it have the same detection range as a zombie.

    New ideas:

    • If a Warden is currently angry at a player and chasing them, and that player activates more sculk shriekers that summons another Warden, that new Warden should get angry with the player right away.
    • If a Warden can't reach a player or gets stuck. It should dig down, move around with the animation that the sculk spreading has, and then emerge closer to the player it is angry at. This can help prevent cheesing. 

     

  • 7
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    I'm really happy that you can now obtain sculk shriekers with a silk touch hoe again. I also like that it can't summon the warden when placed.

    However, the sculk shrieker should be able to summon the warden if it is generated from sculk spread. It just makes sense. The deep dark biome was formed from sculk spread and Wardens can spawn from shriekers there. So! It should be able to spawn from shriekers generated in skulk spread. 

  • 6
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    Now Part 2 of my review (this one will be shorter)

    The allay:

    The allay is very handy, and is of course very cute. Also nice one to let them spawn in woodland mansions and pillagers.

    Still don't know about the 30 seconds(It will attach to a note block for 30 seconds), maybe extend it to 60, or just make it toggable.

    Also the allay seemed a bit slow for me, when picking up items.

     

    Still wanna talk about the deep dark cities for a sec:

    I am not sure about the shriekers that come frome catalysts, not being able to summon a warden. Maybe make it an item so you could toggle it (Just an idea)

    Anyways let's close this review!

    Summary:

    The allay is very handy for helping the only thing that I am hesitant about is that it will only attach to a note block for 30 seconds

    The deep dark cities are super cool!

    The snapshot is amazing and I am already excited for what next week has in store for us.

    10/10 Snapshot!!!!

  • 1
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    Thoughts on the Allay:

    I think its speed needs to be closer to Bedrock Edition, but only when trying to catch up to you while holding an item. Maybe slightly faster than its current Java speed when delivering items, too. I think it'd be nice if it worked similarly to tamed mobs when holding an item, in that it can teleport to you if it falls too far behind.

    Its behavior feels nicer when it's not randomly flying all around at a fast speed, which is how it felt on Bedrock Edition imo. Didn't feel very nice while mining and stuff.

    I think the 30 seconds limit should be increased on a noteblock, if not just assigned permanently until the block is broken (or maybe it could be toggled with wool occlusion?).

    The way it throws items seems okay; looks like it can reliably get items into a set of hoppers, and it shouldn't be much of an issue when it misses, since it picks them up and tries again after a moment or two.

    Ancient City thoughts:

    It looks really cool imo, definitely improved with the sculk everywhere and stuff. The loot is nicer too; I like how there's free sculk blocks like catalysts, as well as golden apples and stuff. I hope there's at least one more unique item to go along with the new enchantment, though.

  • 4
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    Well, haven't played much, but i already have something positive to say.

    • The changes in the city are really good. Liked the wood, cyan wool and those things. The secreft room catched me by surprise, i just fell into it. Awesome. (The piston door didn't activated, because wool oclusion)
    • May be just luck, need to test more, but seems like the city has a high number of shriekers. Thats great! I could walk through the city sometimes like a crazy running horse, but, i was not able to break all shriekers before they activate, and that is reaaaally good. I felt like i was really being challenged. The warden still pretty easy to avoid, even after summoned. But, it gives some fear, that means that, probabbly, things are going in the right direction! I wouldnt say its complete, but its very good. 
    • The loot, oh the loot. Great loot! Tha place is becoming a really cool place to explore and have a nice adventure. Still needs more, but it was a BIIIG improve since the last time i've saw a ancient city. 
    • If things keep going that way, we'll have a AWESOME experience when playing in the deep dark and ancient cities. 

     

  • 2
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    Oh man, how could i forget? The parkour! The way the ancient cities are right now, we need to do a little bit of parkour in some parts(I mean, the broken wooden bridges and those thing). That's a reeeally nice touch! 

    (Now, for real, i didn't use google translator this time, so, if something i writed sound strange, you know why)

  • 4
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    Allays seem to despawn when the player goes far away, irrespective of whether they are holding blocks or paired to a noteblock. I assume this is a bug, if yes please fix it, as this reduces the already minimal functionality of the allay even more...

  • 5
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    Allays are much slower in Java snapshots than they are in bedrock betas and idle around a lot. This does make it easier to interact with them, but a consequence is that they are also far less efficient and cannot transfer items as reliably. Perhaps a good compromise would be to give them Bedrock movement speed but also a way to draw them to your location? Lead them around with cookies perhaps?

  • 7
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    Silencing noteblocks is nice as it should help negate the noise of Allay farms. There's still the problem of lag though; using 2x observers to activate noteblocks every moment will get laggy, on both Java, servers, and especially Bedrock mobile devices. Either reduce the lag of these redstones somehow, or simply make Allays attach to noteblocks permanently like villagers. Allays should move faster while working on farms, it's too slow atm.

    Item entity lag should ideally be reduced on both Java & Bedrock. Allay farms & Wither boss generates too much laggy items especially on Bedrock. Options to render items as flat 2D sprites? Less checks per tick?

    Allays are still too rare, it's unfortunate that players who voted the Allay may never encounter it in the game. Outposts rarely have Allays, the rate should be drastically increased on Java/Bedrock. There's still no way to get renewable Allays, which is worrying as they are likely to die from newbie players, lava, creeper etc. They should be able to breed somehow, perhaps with music discs. They can also naturally spawn rarely on certain biomes. Helpful mobs spawning exclusively at night (or on certain moon phases) will encourage players to explore the night, as right now there's no unique reason for players to spend the night. If they want mob drops, they build mob grinders or fight on caves.

    Ancient cities have more interesting sections & loot now, it's great. I hope there's more huge challenging dungeons in the future!

  • 5
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    I would suggest that any shrieker should be able to summon the warden if it receives a redstone pulse. This is an obviously deliberate setup by the player and restores the functionality it had earlier for traps and gadgets.

    There should also be some way to decraft combo minecarts. These were a very helpful source of chests in the early game from mineshafts, and it is also easy to accidentally craft the wrong one, or too many of them, and not having the ability to decraft them also eliminates the ability to craft them together temporarily just to save inventory space if you want the items back later.

  • 8
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    Regarding the deep dark.
    Shriekers placed by player or at the very least by creative players should still summon wardens. Many users wish to create their own warden "areas" for a variety of creative purposes. Without the ability for players to move and still use shriekers, its ability to be activated threw redstone is no longer a useful or interesting mechanic. What is the point of redstone activation if we are limited to building in areas where shriekers have naturally spawned? The warden not being able to hit the player if they are above 4 blocks is a good temporary fix for "cheesing" the warden however Is only a band aid for for the true issue and should be solved with a more clever and functional solution as you can still sit atop a 5 block tower and shoot it to death with arrows or kill it from a small horizontal shaft. Shriekers also still have too low of a player radius in order to summon a warden or areas require more of them as simply running away from a fully activated shrieker that should be ready to summon the warden are easily skipped by just running 10-15 blocks away. Ancient cities should be made harder or harder to avoid the warden as I can currently easily clear a city with torches, food and a stone or iron hoe to speed up breaking shriekers/catalysts. Otherwise new structures are good, Icebox is useful, and old ones have good improvements.

  • 1
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    When you teleport to a woodland mansion the world doesn't load.

  • 4
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    One additional request I have is that noteblocks should be silenced by redstone components, including droppers, dispensers, pistons (sticky or not), target blocks, observers, and other noteblocks. Otherwise compact redstone machinery which was otherwise silent is going to become extremely noisy, and in these designs it is not possible to substitute the active parts of the circuitry with inert wool.

  • 7
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    Testing Allays some more, and I realize that they're not usable in farms as they idle a lot & are too slow at picking/dropping items. I know this is meant to make it easier for players to interact with Allays, but this change makes Allays useless. What we need is a lure/breed item that can lure Allays and temporarily stops them from moving for a bit.

    Allays are also too slow to use as a mining/caving partner, and their rarity & non-renewability greatly discourages using them as they're likely to die. We need renewable options for Allays!

    Allay sound effects should have a little lesser volume and occurence. They're too noisy for farms & mining.

    It'd be great if we can collect frog eggs & place them as unhatchable decoration anywhere, similar to turtle eggs.

    The shrieker activation radius can be increased a bit, thet're often too far away from sensors. We should also be able to summon Wardens from player-placed shriekers, somehow. The redstone room is a good idea; there's still room for tutorials there, such as a simple bamboo + observer + piston farm. Add advancements/achievements to teach new players about interesting Minecraft stuff, and make the instructions obvious; they don't know how to tame wolves & build snow golems as it's too obscure to figure out. I hope there's a community update in the future, adding highly suggested ideas like dog skins/armor (aesthetics are important in Minecraft!) and pet dragons (which fits well in the End update).

  • 3
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    Is there any way we can craft a shrieker to have the spawnable tag in survival? Taking away the ability to spawn the warden anywhere but a naturally spawned shrieker really limits the players imagination and makes the player work around it. Mini games are very fun on severs especially something like Tango Teks decked out game or different mazes ect. Being able to spawn a warden on demand via redstone was a great way to implement new mini games. A crafting recipe or redstone signal strength would be very much appreciated to activate shriekers that summon wardens.

  • 4
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    1. I love the new look of ancient cities. Incredible.

    2. I love the redstone rooms in ancient cities.

    • The logic gate room is too complicated and daunting.
    • Consider a corridor with multiple iron doors and a loot chest at the end. Each iron door is opened by a separate logic gate, clearly separated from each other. I think this would be more effective and fun.
    • The current logic gate room could be replaced with a simple dropper- or piston-based T flip flop design. Or perhaps by dispensing an item onto a pressure plate to open the door.


    3. I love the change for boats/minecarts. 

    • I do think you should be able to uncraft them, though.

     

    4. I love the Allay concept, but I think they need some work.

    • I think one hit of the noteblock should set it as their POI, rather than having a very loud and laggy clock constantly triggering them.
    • I think they allays should hover and wait at their respective noteblocks once set as their POI , rather than constantly roaming. This indicates their POI, and reduces pathfinding lag, and makes them easier to interact with. Roaming is fine when no POI set.
    • I think they should be more fast/efficient at retrieving and throwing items.
    • The noises are a bit harsh.

     

    5. While I understand the noteblock change to use wool is for consistency, this is a really annoying change for technical players.

    6. I think making it so only naturally generated shriekers is a step in the right direction, but perhaps add a way to "reactivate" a shrieker so we can spawn wardens in for mini-games

  • 1
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    I realy like the new ancient cities and warden improvment
    Idea for the warden :
    The warden should have a spesial ability like a sound wave when the warden scream that make the player fall down from the tower, so the player cant just easily build a tower and get away from the warden
    Loot :
    The loot is absolutely better then before, its a very good loot like the enchament pants, i just wishes the warden get a special ability, because you cant just build a tower and bridhing to the loot chest while the warden just stoof there and do nothing

  • 1
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    • I like the changes to breaking block in minecart/boat I understand reversing it Maybe have it so breaking it with a sword separates items, or have the reversible recipe
    • Allay sounds are great but maybe a bit less harsh
    • I hope the Allay act more similar to Bedrock vs Java as their throws more off and they wander away 2easily
    • Loot is cool. But I love some new unique items. Even thing like new CD or banner pattern
    • Allays are going to b the new thing in MC that you got 2 get, like to help you collect items or some big tech machine. It seems silly they are rare & very finite, esp on old worlds. Add a bunch of 'Allay chow' to the city loot. Would be neat to breed that way.
    • Similar issue is the finite/rarity of new enchant. With banner patterns and CDs, idc, theyre more "shareable" than Swift Sneak books and Allay Chow. How bout have these items be a rare fishing item you can get when fishing in the DD. Maybe even have a fishing shack that teaches players (with a chest with these fishable items) that fishing in the DD can get you these items. Make it rare enough so city travelling is still preferable unless the other members of your server already raided the cities within 50k blocks of spawn
    • Shriekers placed by players in DD should summon Warden. I understand farmed shriekers shouldnt and wanting them to be alarms without summoning Warden
    • Need more shriekers/sensors in the city, and have them a bit more spread out. 2many ez chests
    • Warden still cheeseable
    • 1500char limits praises. gr8 snapshot
  • 2
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    Regarding the Ancient Cities:
    -The new buildings and variants have massively improved the structure!
    -The loot is much better than before, but could benefit from a new, unique item to the table could be used though. The danger is pretty high, and apart from the notch apples, sculk, and a cool place to make a base, there's not quite as much of a reward.
    -The redstone area of the cities is too hidden away and perhaps too far in the late game to be of too much use, but it's nice to see a start on introducing redstone to those who don't know much about it.

     

    Regarding the Allay:
    -I haven't fiddled with it too much but it doesn't seem to stick around the note block very well.
    -They're quite limited. They could use another place to spawn such as deep darks or soul sand valleys. Perhaps in a building in the cities?

     

    Finally, the deep dark itself outside of the ancient city could still use something like bone formations and an ore change to make it a little more unique. Especially ore changes; caves and cliffs update is past is but keeping mining cool should not fade from importance.

  • 0
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    An idea that I had with Allay spawning: what if as you die there is a small chance for 4-5 allays to pick up your items upon death while they float above where you had died. Lore-wise this explains that allays do exist around the minecraft world and are attracted to dropped items and that they aren't just things that only pillagers can find and catch. This also gives them a personality of being helpful. Mechanics-wise this brings up the functionality that was supposed to be for the vulture in the badlands biome vote but without the need for potentially killing the mob as well as future-proofing issues on servers where there won't be enough allays because this will make them somewhat renewable, although in my vision it will still be a very rare spawn as to not encourage players to spam kill themselves. Perhaps this allay spawn chance does not occur in the nether/end/deepdark biome since I think it's assumed the pillagers catch them around the over world alone and those places have higher difficulty curves and this idea I have helps give ease to recovering items which I believe is just part of the fun and challenge of those other areas. Just my two-cents tho, you've all been doing great work over there with this update, mojang dev team, keep up the great work!

  • 0
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    I LOVE the new design of the ancient cities, adding second level catwalks makes it feel like a stealthy playground. The big pile of wool in the center of the city was great, I wanted to go there right away so I could have a good supply to safely explore. I like the blue wool, in darkness it can be difficult to tell where the grey wool is because the surrounding blocks are grey. The blue wool makes it easy to see safe walkways. The loot table is MUCH better! The possibility of finding fully enchanted diamond legs, boots, and a hoe makes this a really worthwhile place to explore. But I also want a chance to find helmets and chestplates as well, I would be happy with having them extremely rare compared to boots/legs.

    The allay is improved, but still needs work... in Java edition its movements seem slow, but I appreciate the chance to interact with it while it's resting. I think I would like this behavior if it only idled when the allay could see the player, so a farm could be efficient and the player could also interact with them as needed.
    I feel like allays need to be easier to transport long distances. I know I'll have to travel far to find an allay and have a headache bringing them back home. If I do lose them on my trip home then it's a lot of effort wasted, and It'll be difficult to find more allays. They really need a luring item like cows or be able to follow you like pets. It also feels a bit too rare to find allays in just mansions and outposts.

  • 3
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    I saw this in a reply to kingbdogz tweet and I believe it's a pretty cool idea which could be unique to the Ancient Cities.

    "I think this would be a great opportunity to add some new levels of enchants. Unbreaking IV, Mending II, etc.. That would be some great loot worth going for."

    To add to this idea, maybe it can be super expensive to add to items, only allowing 1-2 other enchants before becoming "to expensive". And maybe it also always comes attached with a curse. 

  • 0
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    Make it possible to evade the warden as it makes the dark not fun

  • 1
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    The loot is much better now! The only thing missing is iron to make anvils. I can get a new pair of pants, a new enchantment ideal to try in the Ancient City but nothing to put them together. Or maybe having an anvil on one of the structures would also work.
    Oh and also, music discs 13 and cat are already pretty common IMO, I would replace them with disc 11 which I think would fit better there, although I wish this disc was more rare.

  • 1
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    Thoughts on ancient cities redstone rooms:

    This room is just feels out of place. Outside it's all death and destruction, and in the middle is this quaint little tutorial room? Doesn't feel right. Ancient cities are shaping up to be one of the most dangerous places in the overworld, so most beginner players would just avoid it. The beginners who do go there would end up dying to the warden multiple times and would probably just flee before finding this room. That leaves only the experienced players, for whom this room is kinda redundant. 

    I do like the idea, but they should be implemented somewhere else, say at mansions. They already have weird rooms like these so this would fit in really nicely.

    Ancient cities loot:

    I think these cities should have loot that couldn't be found anywhere else in the world, which would make them a real incentive to explore. For example, higher tier potions unobtainable in normal survival could be added. They don't have to be useful too, just rare, for example mob heads unobtainable in survival, say the warden head can be added for players to take as trophys.

    There should also be maps to these places, similar to woodland and ocean explorer maps. They should be rare, only found in say mansion or outpost loot chests.

    While on the topic of mansions, their loot tables should have every music disc (except pigstep) and maybe also jukeboxes. This would give a bit more incentive to go looking for mansions as well.

  • 5
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    👍 The Ancient City looks great, the atmosphere is amazing, and it's nice to learn the ancients knew redstone (We haven't seen something like that since the jungle temple, iirc). Swift Sneak seems very useful. And I the changes to minecarts will be helpful.

    👎 I dislike the change to noteblocks, to only be able to silence them with wool. For making music it is a good change, but noteblocks are used for much more. It is a solid block, needing no support blocks, that is updated by redstone and can update QC-powered blocks. Therefore noteblocks can and have been used in all kinds of redstone wiring since 1.13. Some people have been asking to make redstone components/contraptions less noisy. This change does the opposite.

    🙏 My wishlist for new snapshots: Minecarts/boats can be uncrafted; Wardens can sprint up blocks (like a horse); Allays will be more careful around hazards, like picking up netherite stuff from lava, right now they'll burn. They'll somehow be renewable (not necessarily through breeding). Shriekers can be reactivated (for a price?).

    💭New ideas: Noteblocks mimic 1 of 16 instruments. It would be nice if there was allay/instrument interaction. Different reactions to different instruments. Or different allays having their own favorite instrument, so they prefer different noteblocks.

  • 1
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    The Ancient cities feel great, although I noticed that if you break the Sculk Shrieker before it ends its shriek, it doesn't summon the warden. I think they should take a bit more time to break (especially with an hoe) to avoid this, in order to make the exploration of the city a bit more dangerous.