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Let's talk about Mangrove Swamps and Mangrove Trees

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  • 11
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    The Recovery Compass in my opinion should be called Soul Compass. I understand the intent of having its purpose immediately obvious or at least to give a huge hint to the player but "Recovery Compass" simply doesn't sound good.

    Soul Compass, being made with soul shards and to guide you where you lost your soul sounds much better

  • 1
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    Nerf warden sniffing and fix biome depth to be not based on x y z just y

  • 7
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    Recovery compass/ echo shards is definitely something I would go into the anceint city for.But,It is completely useless in hardcore,and 9 out of 10 you remember where you die,you die near base,or end up loseing it after dying and feeels like something straight out of a mod.I’ll probably get used to this though

  • 21
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    the new swamps tend to be quite small and all over the place many times not even intersecting with rivers lakes or oceans. To improve them they definitely should increase their size and increase water spawning. Single biome mangrove swamp worlds look amazing and are a great indication of what the biome should look and feel like.
    One of the things that made me really excited for the biome was the concept art of a boat going under a mangrove so maybe consider adding more trees that spawn above water since most only spawn on land right now.

  • 24
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    with the addition of mud it doesn't really make sense for dirt to spawn underwater. You can see mud on land and right beside it dirt that should be mud. This change should probably also be applied to rivers.

  • 6
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    When I looked something up about frogs, it said that they can also eat spiders and are Ocelots’ prey. And there are cattails in Mangroves.

  • 4
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    Recovery Compass:


    It would be cool if it gives you your recovery compass back to you on death so you can go back and find your items if you are carrying one. If you die with the recovery compass you'll lose it if you don't have another one if your stuff is too far away.  Based of of that it also would be neat if your items spawn in a temporary unbreakable chest when you die when holding the recovery compass so your items don't despawn if chunks are still loaded. Maybe once you open the unbreakable chest and take your stuff out it will disappear.

    Mangrove Swamps:

    I think maybe more water in the mangrove swamps as a lot of the mangrove trees were spawning on land and it would be really cool to take a boat under the roots like it was shown in the concept art.

     

    I really enjoyed this snapshot with a lot of potential for building with the new trees and the recovery compass being a big game changer!

  • 8
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    You could add some fish to the pool type things in the mangrove swamp because in real life they're called senotes and are caves that fill up with rainwater then fish swim to them from caves leading to the ocean and you could add more water 

  • 14
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    Mangrove swamp forest looks AMAZING, I wish that the biomes are a bit larger & more common. More trees should spawn in the swamp waters so that you can boat under the roots of these trees. Tadpoles could spawn in the swamp waters to give it more life, as right now it feels empty. I like how bee nests can also spawn here!

    Adding ambient sound effects in the wild like rustling leaves, water drips in caves, sea winds, howling peaks, firefly buzzing and fog in swamps... they will perfect the Wild update and give more identity to biomes.

    Mud to clay conversion should be MUCH faster. Clay and concrete needs to be easily renewable so that survival players can actually have a better building palette. I hope that most building blocks like sand/calcite/endstone will be easily renewable to give more variety to survival builds.

    Recovery compass is a decent idea that fits the Warden's soul theme, though it's not useful for hardcore players. Echo Shards need to be a bit more common in the Ancient City chests. In the future, echo shards and amethyst/lapis should have more uses, perhaps a magic-themed update to craft and recharge a magic staff? Copper also needs more uses; introduce more copper building blocks like chains, bars, and copper golems, to give players a huge sink for copper.

  • 4
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    Recovery compass should spin around and around after 5 minutes from when you died.You’ll be able to know if your stuff has despawned by looking at the compass.

  • 12
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    The new mangrove biome is very pretty, however from the few I explored I found it hard to get immersed, since the biomes were always too small and/or thin, meaning I couldn't travel very far before reaching or seeing another biome, so making them bigger would help a lot. Additionally, ambient noise would do wonders for immersion, such as cicada buzzing during the day and cricket chirping at night, especially with the fireflies coming later in this update.

  • 1
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    I love this snapshot! The mangrove Trees are so well done and the allay slowing down and can be leashed is Amazing. I do have one question why aren’t the frogs spawning in the swamps?

  • 9
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    are fireflies still being added?

  • 4
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    an amazing start, however there is some tweaking that could be done. first off, i love the new swamp but it'd be more enjoyable if it was just a bit more realistic. it's pretty devoid of water, i think the original swamp nailed the water amounts really well and i don't see why it was changed. don't really get why the leaves don't match other foliage, the leaves are very out of place. i also don't see why you can place grass on mud, but not muddy roots? white frogs spawn in mangroves and swamps now, instead of orange. i'm guessing this'll be fixed, but who knows. still waiting on fireflies to be shown off, and even still hoping for cattails to be added. i think a new plant type would be perfect for swamps additions, let alone cattails. i think it'd also be pretty neat if tadpoles and frogspawn generate in the biome as well, but that's pretty minor.

  • 7
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    hoping that they change the biome to more correctly match the concept art, as it was absolutely breathtaking. definitely needs more water and more of a swamp feel, rather than a forest.

  • 5
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    Since the Ancient Cities from the Deep Dark are going to be rare to find, I think it would be cool if the villagers give us the map that leads to them like the Woodland Mansions.

  • 2
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    The recovery compass should be crafted with a diamond. Maybe have it so the shards are used to circle around the diamond which crafts an item that can then be combined with a normal compass.

  • 3
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    The mud block is also a little too blue. It needs to be more brown.
  • 0
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    the fact you sink a little in mud like soul sand is a really cool feature, however does not make up for the horrible coloring. i get this is supposed to be more of a clay based mud but c'mon

  • 11
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    Mangroves

    • Overall, I love them. I was surprised to see it would be common to be able to boat under the roots. Unexpected & I love it. I also love how clustered & overgrown it can get, which can be tricky (in a good way) for land travel.
    • I do wish boating is a tad easier. Maybe have the roots more often aim higher if they are near water.
    • This biome is often one of the most beautiful biome in the game, until a hill generates where it becomes very hideous. Mud on top of dirt on the hillside is bad & should be fixed.
    • The biome can be a bit lifeless. Maybe slightly up frog spawning in the biome (they also seem  not clustered together like other passive mobs). Add pigs to spawn in mangroves (cliche but it is an easy fix to issue)
    • Have muddy roots appear a bit more. They are cool, but wish they appear more and not just below roots.
    • Trees are amazing!

    Compass & Shards

    • I like the compass. I hope there is more uses for the shards because I am confused as to why add the extra step if their one use is to craft the compass. Why not make the compass a part of the chest loot if they only craft the compass (to make us rummage thru more chests & more chance for mistake, yeah but that's a weak reason).

    Misc

    • I do hope y'all start including advancements to changelog again soon. It is annoying only the new triggers are listed.
    • Allay still need to be renewable for how useful they are.
    • Warden still cheesable with bow or diving below, or slow lava swimming (more common problem in normal DD with lava aquifer). 

     

  • 5
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    Recovery compass is a great addition especially for players who don't care to rely on F3 and keeping track of coordinates. Mangrove swamps look and feel pretty good, I am a bit concerned about how frequently propagules drop from trees. As I have a pretty good system I experience no lag issues around them but for lower end players I think many items littering the ground could impact some peoples fps in these areas. I also agree with previous users that mud may make a good addition to rivers in order to make mud feel more natural. I am very pleased with the new range for activated shriekers to successfully summon wardens as it vastly improves the gameplay within ancient cities as you can no longer just run from shriekers to avoid spawning wardens. It still disappoints me however that there is still no way to move summonable shriekers in survival for player created dungeons, traps, etc. It also would make more sense for shriekers placed in creative to be spawnable by default or at least be able to crtl+pickblock spawnables ones to make placing them in creative easier while creating custom maps or game modes involving the warden. Lastly the warden definitely requires ways to reach the players above 4 blocks, inside 1x2 or 2x2 tunnels and 1x1 holes in the ground. Perhaps it can slowly climb, crouch/crawl into smaller spaces or toss blocks for a semi ranged attack that can reach these areas. Be creative we love to see what you come up with beyond increased reach.

  • 1
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    The goat horn didn't appear it's just invinsible and the sound cannot be played

  • 3
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    The mangrove biome looks awesome! But exploring them could be better, specifically when it comes to boating.

    For one, boating through these swamps is a pain, since you constantly get stopped by hitting lily pads. In real life I have gone kayaking in swamps before, and lily pads usually aren't an issue and I can just float over them, so a simple change to make exploration more fun would be to allow boats to simply row over lily pads rather than be stopped by them.

    Another problem is that a boat's hitbox is 2 blocks wide, making it almost impossible to row through any areas that are a bit dense. As a solution to this, it might be fun to introduce a wooden kayak or canoe that could fit through 1 block gaps, which would make it easier to navigate through the denser parts of the swamp. As a tradeoff, it might not be able to move as quickly as a normal boat, or maybe its hitbox is longer making it harder to turn in very narrow areas.

    Finally, it feels like not enough of the mangrove trees intersect with the water. I would really enjoy being able to float through narrow root passageways, but the roots only seem to generate on the very edges of the water. A good change would be to allow trees to generate deeper into the water, or create small streams that run through the land. Or maybe just make rivers in the mangrove swamp more shallow in general, to allow trees to generate uniformly across.

  • 8
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    Mangrove Roots should only just drop sticks unless you have silk touch. This is so your inventory won't be cluttered early game and you only get the root blocks when you desire to do so. Muddy Roots should also drop both sticks and mud and drop the full block when silk touched.

    Edit: Also the propagules can be planted in any depth underwater and can still bonemeal into a tree at the bottom of an ocean

    Also please add Muddy Pigs I mean they fit perfectly now that mud is here

  • 2
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    How about small patches of packed mud generate in the biome and dirt in water (unless placed by player) is replaced with mud!

  • 3
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    I feel that witches could have an increased spawn rate here, that would add an additional kind of variation to this biome, however, I feel like that would make players do a bunch of witch farming here, which would require them to tear up the biome a bit. That is the last thing you want people to do to a swamp in the real world.

  • 5
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    1. There should be more mud in mangrove swamps, three or four layers of mud under water, and one or two layers of mud on land and mangrove swamps shouldn't be that deep, i think the depth should be 1-3 blocks.

    2. The water in the mangrove swamps should be greener.

    3. The trees in the mangrove swamps should be a bit rarer as the mangrove swamps look like a jungle.

     
     
     
  • 3
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    There is definitely a lack of vegetation in the swamps, it would be nice to add e.g. water lilies.

  • 2
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    The mangrove trees on bedrock edition did not match java edition, this needs to be fix because in real life there is no mangrove trees with roots that tall.

    I suggest that they should add a new enchantment that is called "silenced", this enchantment allows you to break blocks without causing any noise that can trigger the skulk sensors or the warden.

    I also want to suggest fixing the items that are held by the player, mobs and armor stands in bedrock edition because they are not aligned with the hand.

  • 5
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    1. The Bedrock Edition Mangrove Biomes are too spread out and too small. They are not much larger than about 50x50 blocks.
    2. The Mud needs to be deeper, as it creates a bad appearance on the side of hills.
    3. Mangrove trees need to be occasionally spread throughout the Swamp Biome. The height balance is not very even. 
    4. The transition between Biomes is incredibly rough, as in that it feels like a wall trees, rather than a smooth-ish transition like real life. Maybe the Mangroves could be short on the edge of the biome and slowly get taller. Or maybe they start really spread out and get denser.

    There needs to be a new structure for The Swamp or Mangroves. It feels worthless and boring going here, there needs to be some action, or at least something worth getting loot from. Like how Dark Oak forests have some loot within mansions, the Swamp needs to have this too. In Minecraft Live 2021, it was mentioned that you want this update to be a mix of Nature and Challenges and Adventures. So why not make this consistent through what you are doing?
    Maybe a new hostile Mob could spawn inside of a new Tree House Structure, It doesn't have to be a big thing, just something to make the Biome feel more like an adventure, than just a bunch of pretty trees and frogs!