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

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  • 1
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    oh and the noteblock changes don't personally bother me too much but yeah I get super technical players not wanting super noisy builds. But keep the functionality to note blocks as it makes sense for consistency. Then give the silent pulse property to a new block. But instead of adding a new block, just add that function to amethyst blocks or something else. You hit the amethyst, it gives off a pulse/sound. It can also be detected by observer. But the sound can be blocked with any block on top.


  • 3
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    The ancient cities lookin' good. My only complaints are: It feels like there should be a chest or two in the bunker under the statue, not just redstone (although still a very cool way to teach players about redstone components). One change i would make to the sulk shrieker is that they maybe would if there is a warden within a radius of the block upon activation the scream will alert the warden and make him run towards the shrieker instead of spawning a new one. That would be terrifying.

  • 4
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    The allay is much slower compared to Bedrock edition, which makes it quite a bit less efficent.

    The weight of notch apples in the ancient city chests are probably a bit too high.

  • 3
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    I suggest giving each allay a random "favorite" note it will prefer over every other. It should make them much more usefull and it would encourage exploration to try to find as much variety as possible.

  • 1
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    The new cities are,IMO,non-vallina.The ones from experimental snapshots were completely perfect.Dark oak planks and carpet should be completely removed from the palate,with only grey carpet being used.The Redstone room should have all the glass REMOVED,to fit the theme.

  • 2
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    I like the changes to noteblock sound in theory; it makes sense for them to be able to make noise in more cases.  But in practice, I donʼt like it unless thereʼs some other way to silence note blocks or another block is provided that has the same unique redstone properties.  Theyʼre just too useful as a single block update generator for observers and QC which doesnʼt emit power by themselves for me to want them to always generate noise if you canʼt put wool above them.

  • 2
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    Love the new Ancient city structures but the wool colors feels off, maybe it would be better to change those colors to some dark ones.

    About the Warden, what if he has the ability to destroy blocks that get in his way? That should scare a lot of player who believe they are safe just because there's a wall between them and the Warden.

  • 1
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    I absolutely love the new ancient cities. Exploring one myself using the seed 270506341 in survival, I found it fairly difficult, but the experience was so immersive. I really like that snowballs are rarer by being exclusive to the ice box, which makes exploring the cities more challenging. I also enjoyed needing to be super careful to not activate the sculk shriekers, as there could be one at any corner. With a few tweaks to loot, I think the Ancient Cities could be ready for release:

    The loot is definitely worth it now, but I think there could be a touch more variety in the non-junk department. Most of the valuable stuff consists of enchanted golden apples, enchanted leggings, and enchanted hoes. To add more variety while preserving the limited gear theme, I think that there should be a rare chance of enchanted shovels in ice boxes. In regular chests, there should also be a very small chance of finding enchanted books with multiple enchantments.

  • 1
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    I really dislike the noteblocks changes. I do redstone heavy games so use the noteblocks to communicate feedback to players, as input for players (nothing else gives you a nice looking one tick update that can be sent to observers), and in the generally quite involved redstone for it’s redstone properties. The changes removes most of the functionality of the noteblocks with adding next to no benefits (songs could potentially be smaller) Wool just doesn’t fit in a lot of contraptions. Turning off noises to avoid the sounds means you can’t also have noteblocks make noises when you need them too. They are solid, players can interact giving a one tick pulse to observers, they don’t rely on blocks supporting them, they aren’t very laggy, almost anything can be placed on them. Anyways, please reconsider changing a redstone fundamental.

  • 0
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    I dont know if this is a bug and i dont know how to submit a bug report but the sculk shrieker isnt emitting the darkness effect when it activates. a bug that I do know of however is that over use of teleportation causes the game to not fully work as players cant open chests or if they break them then no items come out.

  • 2
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    I really enjoy the new style of the ancient cities, and love the cute little Allay. The atmosphere the Warden creates is amazing. My only criticism, is the Warden's current behavior. I haven't noticed many people talking about it, but I find it odd how after it senses something 3 times, it suddenly gains the ability to see and locks onto it's target. It kind of makes it feel less threatening, as it becomes just like every other mob that just pursues mindlessly, like a zombie or spider. I think it would be far more interesting if instead of the Warden locking onto it's target, it should become faster. So after it roars, every subsequent vibration that is made it full speed sprints at the location. That could prevent it just growing eyes after it grows angry. The Warden could even have a smallish detection range so if the player is to close it could still lock on, that way it won't loose it's intended victim if it tries to run. 

  • 0
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    The darkness effect on Java should be like the effect on Bedrock, there shouldn't be an area of sphere of darkness around the player. It makes the effect feel more like blindness, which already does creates the area of black. The effect should just lower the brightness everywhere, and not just a small area around the player. That way you can see a torch far away, it would just be really dim.

  • 2
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    Ice box room: 

    The concept of it being a refrigerator is cool, but the loot should be better. I would say there should at least be a couple of stacks of low tier foods, 1/2-1 stack of high saturation foods like steak/golden carrots, and maybe 1-2 golden apples too. This is to make it more of a reward for going through the traps at the entrance of this structure.

    This also makes sense logically, as this is like the only food storage for a huge city, so realistically it should be packed to the brim. If putting all of this loot in one chest is difficult, multiple chests should be in this structure with different kinds of foods. Currently the ice box loot is only barely better than the food chests found in villages and shipwrecks, so this change would help to differentiate that as well.

    Also I feel there should be no sensors and shriekers in this, to make it a bit more of a calmer place to hide in from all the stuff going on outside.

  • 0
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    Nerf the warden smelling or add a way to hide your sent as a way to evade the warden as you can’t get away from him so the deep dark is off limits

  • 0
    Registered User commented
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    Monkeys and bananas

  • 3
    Registered User commented
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    Hello developers, this snapshot has extended quite alot then expected

    Pros:
    - The new ancient city corridor, structure varitions are alot that tells us some good lore of what happen at the ancient cities.  Managing to fit the cities to large caves, (aquifer and other structures still interfiere, but its alrady good enough)

    - Sculk Shierkers no longer summon warden when mined and place again is a great way to stops trolls. Kinda sad for people that wanted a pet warden lol

    -Making the minecart with chest and others like boats not seperateable is a great way to sort inventory

    Cons:

    -Loading chunks cause freezing and crashing when trying to teleport to structures

    - Warden still doesnt fit in 1x1 hole (if thats intentional) that is still cheeseable. Also sometimes they try to walk through the wall (they can't) to reach a destination

    -Allay are hard to catch to give item to until they get an item

    Suggestions:

    - Warden are scary and pop out at any moment, but aint it too scary and illogical for it to pop out out of deepslate, wool, ice, glass, etc. feels like they should only be able to spawn/despawn on sculk blocks only since thats where they are from

    -Jukebox music should trigger the sculk sensors and warden since they make vibration

    -A way to kick out mobs out of chest in boat, imagine your wolf get in the boat and you have to break the boat with every item in it

     -Something to lure allay (cookie maybe) so you can give it an item, or heal it

    Hopefully this feedback helps, thanks for reading!!!

  • 0
    Registered User commented
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    nerf the warden smelling

    and unlocked the use of noise values higher then -2 to 2 as datapack makers may want more range

  • 1
    Registered User commented
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    The ancient cities are so awesome in this snapshot. the loot is good too. But seeing that it generates very very deep underground and its a big structure so yes there ocean monuments and woodland mansions that are big and the ancient city is looking as rare as ocean monuments so what about '' Ancient City Explorer Map'' from cartographer? just like O,M AND W,M explorer maps.

  • 0
    Registered User commented
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    Nerf the wardens smelling sense to make it possible to evade him

    make the depth value a constant based on y value so biomes are not placed so oddly and allow proper cave biomes

  • 0
    Registered User commented
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    Make it so the warden does not always know were you are

    same user as above added on later

  • 0
    Registered User commented
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    This snapshot was great. My only recommendation is to maybe add one more structure to the ancient cities. I would love to see a form of a ruined nether portal to the generation to hint at/explain how they got all the soul sand to add to the city. It could even look more different than the ones that already generate to give the notion the different people that used it.

  • 0
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    The Allay is still going to dance right?

  • 1
    Registered User commented
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    Some ideas for the allay

    *The alllays could guide you to an amethyst geode, as the crystals in the geodes make music-like sounds that only alllays can hear and lead you to a place where you would only have to dig to get to the geode. Sometimes geodes can be hard to find, but thanks to allay you might be able to find one more easily.

    *The Allay would only take you to the coordinates where the amethyst geode is, it wouldn't take you exactly where the geode is because the allay can't go through blocks.

    *When the allay is in place, it may do a little dance to indicate to the player that the geode is below, similar to how Eyes of Ender indicate the position of a stronghold or when dolphins lead to a shipwreck.

    *I still don't know how Allay should be told how to guide you to a geode, I'd like someone to help me with that.

     

    It has nothing to do with the geode but, I would love for Allay to be immune to fire and lava. When the player builds a structure, the blocks almost always fall to the ground and that is usually quite annoying, more if the construction is in the air, the allay could help to find those blocks and thus avoid the hassle of going down to look for those blocks. But when the build is in the Nether things are more difficult, due to the fire and lava that could kill the allay.

     

  • 0
    Registered User commented
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    Give us a way to avoid the warden

    and fix biome depth to be based on y not xy z due to biomes not picking right

  • 3
    Registered User commented
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    If you replace lapis with echo shards in the enchantment table, your luck increases and you can get treasure enchantments such as mending, frost walker, swift sneak, and soul speed.

  • 0
    Registered User commented
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    Make it so that mangrove roots can only be harvested with scissors

  • 1
    Registered User commented
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    Echo Shards + Amethyst Shards = New Material

    -Crafted with 4 echo shards and 4 amethyst shards

    -Use in smithing table to make new weapons, tools, and armor

    -Like netherite, but instead of knockback resistance and lava-proof, it has a different use

    -Everyone loves new weapons, tools, and armor

    -Plus, this gives the smithing table another use

  • 0
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    1. Love the new allay, but SMP's are going to be huge file sizes with people looking for a mob that cannot be bred

    2. along the same vein, loot chests are great and all and the loot is epic most of the time, but again with smps, and how rare ancient citys are, loot chest are not going to make people want to keep coming back to a city. We need something like a geode type behavior where the "farmed" item cannot be moved so requires me to keep coming back here, the echo shards are a great idea but maybe they could "grow" here (or maybe the fact mobs the won't spawn in the biome) luring them in here and them die'ing makes the skulk spit out the shards instead of spreading, just some unique behavior that warrants you going back to the biome

  • 0
    Registered User commented
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    I don't know if this is intentional or not, but after activating a sculk shrieker three times in a world, every times a sculk shrieker activates again summons a Warden, even if you activate the shrieker in a completely different ancient city.

    In terms of the allay, as of the moment it seems really difficult to acquire the allay as well as moving it from a faraway location (like the outpost or woodland mansion) back to your base. It might be a good idea to add some way to get more allay renewably after getting one allay seeing as they could still die pretty easily to lava, redstone activated tnt, creepers and many other sources of damage.

  • 1
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    The warden most of the time does not hear Snowballs or Shriekers