That looks cool! I haven't watched the video (yet), but I read some interesting things in the comments. I'll wait with further review until snapshots come out or we have official tweets, though. (I however rarely use Twitter since they made their timeline algorithm-based, so I probably won't see them)
im happy the direction mc is going and moving away from the whole "this game needs to be kept simple" idea. also happy that the glowsquid won. I found that cow abomination quite cringy
While Minecraft 1.17 is definitely going to be something else, don't underestimate the potential which 1.16 has to offer either. In specific: datapacks! It's been a while since I really played a good Minecraft session and this evening I fired up my redstone world, shared it on my LAN, set up a port forwarding to my PC on my router and well... I started looking into the changes that have been implemented with the datapacks (= a personal favorite of mine). Holy... something! What is catslair:mineworld I hear you wonder? A new dimension ("world") I've made using a datapack: Code: { "name": "mineworld", "type": "minecraft:overworld", "generator": { "type": "minecraft:flat", "settings": { "layers": [ {"height": 1, "block": "minecraft:bedrock"}, {"height": 60, "block": "minecraft:stone"}, {"height": 2, "block": "minecraft:dirt"}, {"height": 1, "block": "minecraft:grass_block"} ], "structures": { "structures": {} }, "biome": "minecraft:plains", "lakes": true, "features": true } } } This is highly experimental stuff (the game will warn you every time when you load a world which has these features enabled) but seriously: think about what you're seeing here! What is the #1 concern for most server owners? To seek a good balance between mining & building. Who cares about an awesome looking building when it's in the middle of a virtual warzone? Ergo: many servers use a mining world. And for that they often rely on mods such as Multiverse. Well... now we can simply build the whole thing ourselves using only vanilla Minecraft mechanics. Teleporting players back and forth is easy: just build a portal with a commandblock underneath. Oh, it gets better! Build a portal or toll house or whatever, use structure blocks to save it as a structure (obviously ) and then... see that "structures: {}" entry above? It can be used for custom structures as well... now imagine an entry for the return portal, heavily spread out and only gets added for a specific amount. That's an instant automatically created mining world for you. AND.... because you're generating a world from scratch using all this there's suddenly also a good use for jigsaw blocks (not to mention the upcoming worldgen feature where you get to define world generators within datapacks). 1.17 is going to be exciting, but don't ignore all the awesome stuff 1.16 already provides! Oh, and in case you're wondering what my mining world looks like.. nothing too special for now I'm afraid: I just generated this an half hour ago and it's just a flat world with nothing in it Even so... exciting times ahead!
That's a very interesting post, but I frankly don't think it's relevant to 1.17 development. 1.17 might develop this further, but this post seems to show off content that was already in the game in 1.16. Edit: Although looking back at the OP, there's actually very little to suggest the purpose off this thread, so for all I know your post might be on topic.
The first snapshot has been released! I might play around with the spy glasses, actually, they sound fun! (and make a fun sound ) I do like that there is a possibility to inhibit the deterioration of copper blocks. It would make more sense to me if they got updated when a chunk got loaded again, though! I also think it would be quite desirable to be able to wax the blocks without mining them first. It does not sound fun to mine out all copper blocks, wax them, and put them back, or mine, wax and put back one block at a time. It does sound fun to just wax it all. I'm surprised that the amethyst geodes are so big. I like the sounds, and it would be nice if you could make chimes out of them, maybe.
Very annoyed. 1.17 looks so cool, updates to caves is something I’ve wanted just like I wanted the ocean update, and I can’t wait to play it. My computer is in Wales right now though and nobody from England is allowed to enter Wales atm. I have a laptop but it struggles with Among Us. Big giant oof
Are all large cetaceans Welch? Now that groaner has sunk in, It looks like there is going to be some sincere work involved in updating to 1.17 due to some of the structural and dependency changes involved. Interesting how if you want to farm amethyst, you cannot move the seed-blocks. For those wanting to farm it, they'll have to build a vault around the geode in order to protect it. Wonder if it the crystals grow faster (or larger) in water (like these did in a now-drained cave)?
Has anyone checked out the new snapshot yet? I have not yet watched the update video, but I am curious about the new features!
A few thoughts: Lightning rods can be used to make very simple charged creeper farms. The spyglass will 100% have to be banned during hole in one events. We can now farm shulker shells without having to use EMC-exclusive mechanics. The amethyst sounds are really nice
Wait, there are all from the previous snapshot, right? Were no new things added in the latest? Let me check the Minecraft Wiki. Ah, not many major gameplay changes! I do quite like the idea of powder snow, though.
I had a look at dripstone. You can now farm lava and obsidian, albeit not in an automated way till a bucket in a dispenser can suck up lava from a cauldron.
Does the sculk sensor seem a bit arbitrary to anyone else? Especially the categories seem so. I'm curious for the technical potential it has. I am wondering... didn't we see a bunch of new cave stuff in the trailer? Why is it all being added some bits at a time, and not all at once? Was it not finished when they created the trailer? They wouldn't have built the caves artificially, I reckon?
they might have used a created cave for the gen they could be trying to add cave gen changes in the snapshots unless im completely wrong
I tried building a wireless transmitter and receiver. When a sulk receives a signal, it emits a sound, which is not re-transmitted, otherwise chain-reaction and dead servers. Wool blocks the signal, which is based on line-of-sight. A skulk emits a Redstone signal, where a comparator re-transmits that signal with an output strength depending on the sound heard. The signal from a comparator is boostable by a repeater. The use of a comparator can be replaced by a simple repeaters as the skulk itself emits a Redstone signal. You CAN use a piston to re-transmit but the distance is negligible as a piston's signal does not travel far. The indicated value of 15 refers to 7 blocks away detection of an extended piston head. The use of repeaters and red-stone provides superior long-distance transmission by 3 blocks. Piston heads will create a feedback loop so can work well for clocks with a set delay. You can create directional antennas via tunnels of wool, 2 blocks long to minimize interference. The use of a skulk eliminates the need for tripwires. Use a "cone" of wool to control sensor area. Sensors are line-of-site. Skulks are an excellent means by which we demonstrate why we still use Wired transmission to this day. Skulks are alive and have.... feelings... or was that feelers? --Caves Create a cave world, with nothing but the dripstone biome to see what was demonstrated. Per what you've guessed, give yourself night-vision to really see anything while in creative mode. A normal world with dripstone is just a normal world with caves, and a grasslands biome at the surface. There are small dripstone formations in the normal caves generated and a LOT of lava towards the bottom.
It's worth noting that comparators measure the type of sound, and repeaters measure the vicinity of the sound origin. It's nice that you checked it out!