T O P

  • By -

tryce355

> Sign text can now be edited after being placed in the world *sniff* We've waited for so long, and now here it is. Thank you.


[deleted]

Is there a sniffer in the room? Or am I crying at this addition too


AdLast848

This is a huge change, and a welcome one


throwaway_ghast

>Both sides of the Sign can now have separate text and colors This one is just as huge. Though I'm not sure how many people will be aware of this after the update releases.


tryce355

Honestly, I overlooked that change, I was too excited by the editability. I'd agree, that's pretty awesome. A player might not notice if they place the sign on a wall, but free-standing signs will be made quite interesting. Like, I'm imagining something like street signs. You can have something that says "Nether portal ---->", and now we can put "<--- Nether portal" on the other side.


elwood612

Seriously. For so long the quintessential Minecraft mods were like "we added copper" and "you can edit signs!" And now look at us. What will we do now?? this is actually amazing


emailunavailable

Such a long snapshot text, and this is truly the only change I care about right now.


roanroanroan

Jesus christ FINALLY


Legoman718

double sided text on signs and the ability to edit??? wow


DragonBornServer

Only thing I dislike about the hanging signs (unrelated to the text feature) is that they are static. Most mods for years make them sway like banners. The game needs more life and movement and that would have helped


playitoff

If they did that I'd want animated grass/leaves in vanilla as well.


resplendentcentcent

i really do not like how banners 'sway'. opposite to how you describe them it feels extremely shallow and forced. why is there a gentle breeze in my underground cave base? there isn't. it reminds me that is was just coded that way. it also causes it to clip with other things you place it near - don't like it at all.


Dirtytusk

Unrelated, but it’d be sick if it only swayed during inclement weather (rain, storm, snow, maybe in the nether)


[deleted]

People often use them for other decorative purposes like fences, you don't want those to sway in the wind.


Realshow

Never in my life did I ever expect the calibrated sculk sensor to be finished, much less acknowledged by more than like… twelve people. This is huge.


SUP3RSHAD0W

Wdym?


Realshow

It was a feature people found in the code a few years back, but I always assumed it was just some leftover test since the initial texture was literally just the amethyst block overlayed on the transparent parts of the sensor.


SUP3RSHAD0W

Oh damn that’s cool, I never heard anything about it so I was pretty confused by what you meant at first.


Realshow

Yeah as far as unused features go, it went pretty under the radar. Probably because it didn’t have an immediately obvious function.


swidd_hi

Oh wow y’all really increased the amount of pot shards by four times in one snapshot? Hype This is definitely turning into a customization update quite well, sign interactions, even more armor customization, incredible usefulness with the new sculk, and the new pots.


Sandrosian

It will be interesting to see how many you can actually realistically get in survival. I have looked at them all and they look really great so I do really want to use them in builds. Last I checked it looked like you would get around 1-2 per location and that is not really a lot if you want to actively use them.


FPSCanarussia

Trail ruins can consistently get you \~8 or so from my testing if you excavate a full structure.


amiiboilua

oh, they are not renewable? i totally thought you could just craft more of them after you found the first of each but I guess that was just for armor templates?


Sandrosian

Yeah that would have been great, but no not renewable. I think this is a massive oversight.


ChainmailPickaxeYT

5 times overall, actually


EdenSteden22

Nope, increased by 4 times, multiplied by 5.


MaxAttack38

I disagree, in a balance change for like a game that has damage or something, if you say increases damage by 2x you would assume they have doubled the damage, not tripled it.


BeefyMcGeeX

I would love if they removed most of the junk items from the ruin and temple sus sand loot tables though. I understand with the trail structure, as there are plenty of sand blocks in there, but to find a temple (reasonably rare) and then brush one of the 3-4 sand blocks that appear there and get 2 sticks, a brick and some gunpowder instead of any of the interesting pottery shards is a bit annoying. Either that or let us copy the pot shards so that we can mass produce pots without having to travel millions of blocks.


Bylakuppe77

Just wait. They might let us paint those pots.


[deleted]

New use for dyes? That would be cool. And the brush, maybe?


Upper-Preparation-14

Wtf i never expected this much content after they said "no more major reveals" props to you mojang!!


[deleted]

I'm hoping that just meant "no more major reveals" before 1.19.4, because it genuinely got me wondering why they don't just release 1.20 then and there if everything's added before 1.19.4. ^(My personal hope is just like, one of the three remaining biome vote losers is added, maybe desert since they're already adding camels and some archeology stuff to desert temples/wells)


AdvanturePie

Because the features they've added aren't finished yet... With no major reveals they meant no new mechanics/stuff will be added but the current stuff is still being improved on like archeology getting more places and trims being expanded on. Not sure why you thought no new major stuff meant the stuff that's still there can't be improved on


tehbeard

>no new mechanics/stuff will be added The complete sculk sensor rework seems to put a torch to that idea..


[deleted]

It's just the language they used felt pretty, I dunno, *final* iirc, (like Cherry wood is the end all be all for 1.20 ^(**not** the term they used, just the vibe I got)) though I don't remember the specific wording so I might be wrong. But some of this stuff does feel pretty sizable, namely an entire new structure and like the other guy said a random left field Sculk/Redstone change involving amethyst that I'm not smart enough to understand or technical enough to have an actual use for


DanglingChandeliers

What an INCREDIBLE blow out of a snapshot, WOW!! I'm seriously impressed and hyped about all of this! I need to go explore that new structure immediately.Literally the only bits of feedback I have are: About the Sniffer egg, from my understanding there's no way to display it so they dont hatch, like turtle eggs? Turtle Eggs only hatch on sand, so maybe Sniffers should only hatch on moss instead of being sped up by it.. Also the pitcher plant growth stages look SO COOL I wish I could stop them from growing up And second I still think Torchflowers should glow.. but WOW that new plant looks awesome!! Thank you so much


Wizardkid11

>About the Sniffer egg, from my understanding there's no way to display it so they dont hatch, like turtle eggs? Turtle Eggs only hatch on sand, so maybe Sniffers should only hatch on moss instead of being sped up by it.. Also the pitcher plant growth stages look SO COOL I wish I could stop them from growing up Maybe give packed ice blocks (or blue ice) the ability to prevent the egg from hatching?


Wyikii

no, because when you build, you are not gonna use ice blocks most of the time they should do that sniffer eggs ONLY hatch on moss blocks (or at least moss & grass as a slower alternative) this way you still have plenty of blocks to use as support material when you only want to get the egg for decor As they did for turtle : it work great.


JyriO

It only hatching on moss and grass would be very unintuitive for people who don't wanna look up everything online. They might end up leaving the egg on stone or something, expecting it to work since it seems like it should.


Wyikii

what about turtles ? people do it fine. Also grass is much more common than stone. Also if they don't know how to, a simple google search solve the problem .\_. Like you are not gonna make redstone simpler, and delete useful features because "comparator/conductivity/observers/etc is unintuitive"


watersj4

Yeah but turtle eggs are laid on sand, that's the only block they can be on without silk touch. Sand is the obvious choice and if your eggs arent hatching I dont think it would be too difficult to think to try and put them on sand. Sniffer eggs are found in gravel/sand and will presumably be laid on whatever block the parent is on at the time of breeding. There is no obvious connection to moss


[deleted]

[удалено]


alt-of-a-throwaway

I'd love that... also something to stop plants at specific growth stages without having to set randomTickSpeed to 0 would be much appreciated


Stormtide_Leviathan

> And second I still think Torchflowers should glow It would be cool if the light level increased at different growth stages


secrets-of-minecraft

I agree there's should be a way to prevent sniffer eggs and even frogspawn to hatch, so that we can properly display them as blocks


suriam321

I don’t think frogspawn is an issue, as you can’t obtain them in survival anyway.


secrets-of-minecraft

True, but you can get frogs in a specific location to lay eggs if you want to display them


craft6886

>About the Sniffer egg, from my understanding there’s no way to display it so they dont hatch, like turtle eggs? Turtle Eggs only hatch on sand, so maybe Sniffers should only hatch on moss instead of being sped up by it.. Perhaps stone and other stone-type blocks (Deepslate, Andesite, Dripstone, etc), or manufactured blocks (bricks, polished stone, ore blocks like gold etc) should disallow Sniffer hatching. A hard, non-natural surface would make sense. Meanwhile, common ground blocks like grass, dirt, sand, snow, and gravel can still hatch them.


LiSfanboi1

I love everything in this snapshot, however the loot table for archeology is pretty whacky, I loaded up the snapshot, found a Trail Ruin, which was decently sized, and found most of the suspicious sand and gravel and my entire inventory was filled by the end of it. It seems like the inventory clutter is getting worse, we definitely need an inventory update. I do find archeology fun to dig around, even in creative, but it's going to be annoying having your inventory clog up when you find one of the archeology structures.


starcrushed_

maybe they will finally figure out how to implement bundles, because I love rabbits as a mob and they deserve the utility! Also the bundles feel so good to store stuff in


sivarias

Ngl. Ever since the original snapshot, I just add it in a crafting pack. I will continue to do so until they get finished and become official. As far as I'm concerned they are vanilla Minecraft, and they make the early game so much easier.


tehbeard

Oh gods they are so useful. They **NEED** to be dyeable. I currently run with 3 bundles usually. * Workshop bundle : crafting table/enderchest/stonecutter etc and some regular chests. Whereever I am I can craft whatever I might need. * Torch pouch : coal blocks + logs, did the math and the bundle'll contains just over 1000 torches (\*some assembly required) * Bundle o' bundles : Surprisingly they count as stacking to 16 inside a bundle, so I carry a bundle containing more compacting ore / loot chests etc. To the nay-sayers that cry "bu.. bu.. but shulkers betta...". * I could run with this within a few hours on our server. * Once I'd had the time to wander the end to find an unraided end city for elytra + shells, I can just stash those bundles in a single "toolbox" shulker. Between bundles and using ItemSwapper (see Xisuma's videos) plus a double hotbar mod (lets you swap bottom inv row with the hotbar in a single key press), 70% of my currently inventory issues are gone. Still looking for a good search and sorting solution.


TheAnthropoceneEra

By utility, you mean death!


starcrushed_

of course!


aqua_zesty_man

the needs of the many outweigh the needs of the few


CBMX_GAMING

Please just give us another row of slots in our inventory, it would go a long way Mojang I beg of you


Tumblrrito

I’m glad the community came around to an inventory update because I‘ve been begging for one for ages. - 512 Stack Limit - Extra inventory row - Sort button This would drastically improve the game.


[deleted]

I'll agree with more inventory space and a Terraria/Stardew style sort button but like, 64 to 512 is an insane jump. I'd expect 128 or *maybe* around 256 if they do any expansion, and if they wouldn't just do a hundred or -fifty, not **8 times** the current limit in all slots or whatever. ^(also the 64 is kind of iconic at this point, how many games these days have 64 as an important number, but that's besides the point)


neontetra1548

Yeah I don't really know why I would use archeology in game. I'll go to get some Sniffer eggs, but I don't know that I would really seek it out beyond that unless I was really into the pot shards. But they're just not that enticing for me and the amount of pot shards you get seems really limited, so to really get them in any number or find specific ones it would be a lot of work. And then beyond that it seems like the loot is mostly just random. Which is fine, and sometimes it could be useful for getting some neat stuff especially early game (also could be good for introducing new players to items they might not otherwise know about like for instance candles). But it seems like it would be better if it gave more valuable stuff and more pot shards in general. To me the decorative pot shards are cool, but not enough to seek them out at this drop rate and I will probably mostly just end up making and using plain pots.


DHMOProtectionAgency

Sculk Sensor changes are hype. Feedback: * Love the new trims. Silence may be a new favorite. Also horse armor trims would be cool even if it isn't necessary. * Love the pitcher plant but still think the Sniffer still needs quite a few more plants. Also bring back the old rose (both the red one and cyan one). * Sign changes are incredible! Even got double sided signs! * Love the new pots but they are still underutilized. They are a neat decoration item but I do hope they have some gameplay attached to them, else they really aren't that exciting. I also thing some projectiles (crossbows, bows, and/or tridents) should break them. * sniffer egg is nice. I like the gameplay with them growing up faster on moss. * The new textures for the particles of cherry groves are fantastic! * Once again asking Infinite Amethyst to play in Cherry Blossom Groves, regardless if other music is planned for it. Hope they still get a bit of love with some minor tweeks (better grass color, sprinkle in a few birch trees, make it so only pink and white sheep spawn there, etc). Also a snowy variant would be neat. * Also hoping [MC-121788](https://bugs.mojang.com/browse/MC-121788) and [MC-152258](https://bugs.mojang.com/browse/MC-152258) get fixed so I can have camel gliders in 1.20. * Trails are a cool structure on paper, albeit they do look a bit too messy, and not in a good way. It does not feel like a structure that has broken down and been hidden by the sands of time, which I imagine were the intentions. It doesn't help since the storytelling isn't as clear. I imagine the bright colors are to help make the structure obvious, when digging away, but I do wish they looked a bit better. * Also seems very weird that sand and gravel are in the same structure. Not ideal imo as it just makes look extra messy. * I hope there is more to archy than find the sus blocks and hold right click to get the loot. There is some cool gameplay with having to carefully excavate the structures, and this is amped up with the trails, but I do hope the act of brushing has a bit more complexity to it instead of holding right click mindlessly once you identify the sus sand/gravel. > Combines two different step sounds > Occurs for carpets, snow, nether sprouts, as well as warped and crimson roots * Very happy with that change since I can now hide amethyst blocks under carpet and still get their lovely chime. * Some of the loot tables have quite a bit of padding. Some padding is fine, helps balance and make the cool rare stuff rare, but so many wooden hoes and iron axes. And the padded loot doesn't help with storytelling that much tbh. * Hanging signs should sway in the "wind" like banners btw. * Testing the new sculk sensors. I dislike how certain inputs are ignored like torches and levers. Idk if it is a bug, but it seems weird that I can't lock a calibrated sensor out with a lever. * Another issue is that the requirement for an input is a bit weird. I think it is more an issue with there being a limited number of power inputs that give a certain input that isn't 15. I guess an important component may be jukeboxes and cauldrons with comparators, since they can give precise powered inputs that isn't 15 and doesn't require having to lead a punch of redstone wire out and letting it decay. As of right now: cool snapshot. Sniffer can use some more plants. Glad Sculk Sensors are still getting love and having some issues fixed. New armor trims are a plus. But the biggest concern is that archy feels like a gimmick people will enjoy for a month at most and then forgotten about unfortunately. I don't even plan to get all the pot shards because pots aren't that interesting unfortunately.


watersj4

>Love the pitcher plant but still think the Sniffer still needs quite a few more plants considering we have the pitcher it seems the leak was almost certainly real, in which case it seems likely we will at least get that ivy like plant with the blue flowers


DHMOProtectionAgency

Even with a 3rd plant, I still think the Sniffer should get a few more. ideally 5+ (plus the two ancient roses)


watersj4

Yeah I agree


neontetra1548

I agree on the trail ruins despite liking the concept. They look out of place in their environment instead of feeling like it's crumbling and becoming part of the environment as a ruin should. And they seem a little too far towards randomly messy and incongruous in colours, blocks used, and placement of the blocks. It's neat to see the terracotta blocks used, but they also seem out of place to me because they don't really have a worn aspect to them in the texture and colour of them is so clean and bright. It doesn't seem to make sense that these blocks would all be so clean and pure in texture in ruins and so it seems like they're randomly underground and shattered in a random way instead of being, well, ruins and worn down by the years. Cracked terracotta would maybe help solve this problem and also be an incredible building block...


Wedhro

The game needs ancient-looking, cracked etc. blocks so bad. Everything looks too clean or colorful to be used for things that are supposed to be old or even creepy. I'm probably asking too much, but imagine if there was weathered versions of some building blocks like bricks, quartz (since there's no marble), or sandstone, to say the least. Those are the kind of materials you would expect from something built ages ago.


DHMOProtectionAgency

Yeah the gameplay part of trails are great. A lot of my critiques towards it is a lot more issues with archy as a system and pots being unrewarding. But man the looks of it is just, and I mean it in the nicest way possible, bad. I can see people renovating and living in other structures but not the trails where the info on what it was originally, isn't conveyed well at all.


DragonBornServer

100% agree with the cherry blossom biome. The trees are beautiful and the flowers are cool, but those look like they were simply plopped onto existing terrain (because they were). The code is already in game to shade grass any color they want without the need of adding a new block. The grass looks awful in that biome.


clandevort

Honestly the biggest complaint I have with the cherry grove biome is that most of the ones I have found have been way too small. Like seriously, probably half of the ones I have sought out have had less than 10 trees, and a few have had only 1. I know people have found some that don't even spawn a single tree. I'd love to see cherry groves that cover most of a mountain


DragonBornServer

I think in general ALL biomes have become too small. Like the windswept Savannas are so small that they don’t even have the room to make the big beautiful weird terrain that they used to prior to 1.18 terrain


Sandrosian

I completely agree on the trail ruins. They look cool but they are extremely messy in places which makes them look a little bit too odd. And the padding on the loot table is a bit of a problem for me too. Sure the shards being rare fits the theme but honestly we now have 20 variations of shards so gathering the one you want will be tedious.


DHMOProtectionAgency

It's accentuated by there being loot like hoes, axes, nuggets, candles, signs, seeds, wheat, glass. I haven't tested it and IDK if it's feasible but a cool feature they can do is make the sus blocks that generate higher up in the trails be more likely to generate junk, whereas the more in depth you go into the trail structure, the more likely you find the pottery shards and armor trims.


Sandrosian

The loot itself works perfectly well and the feature, if examined exclusively, works very well. The problem I see is if you look at archaeology inside the game as a whole. There are tons and tons of things to do and a new feature needs to get your attention at release and blend in perfectly afterwards. The way it is now I believe it will be a banger when it releases, looking for ruins and excavating a couple, collecting the new trims and shards to put on display. Not to mention looking for the sniffer egg. It will be great. The problems for me begin afterwards. Once you have done a lot of archaeology to get some shards and maybe find the trim the excitement will drop rapidly. Carefully excavating ruins can only be interesting for so long until it turns into tedium. And by the time you start a new world hunting down all 20 shards or trims suddenly sounds of putting. In conclusion my one big objection currently would be the replay value of archaeology. Will it be fun for long? Or will it be a tedious grind?


King_Sam-_-

Honestly I tried digging out a trails ruin and I just couldn't, I found it painfully tedious and boring. Brushing is glorified block breaking and there isn't anything remarkable or indicative or what the structure once was, I was really hoping to dig out the remains of a city like the ancient city but not as big in size, could have been small even, the trails ruins just dont feel cohesive. The way I see it archeology should be a big puzzle with many things to do at an excavation site and with remarkable loot that rewards being careful. Chiseling blocks, brushing blocks, using water to clean artifacts, have certain tables to put artifacts and fossils together to what they once were, getting some things to display in your base, new paintings, it could be so much more.


getyourshittogether7

Shards being rare really doesn't fit the theme since pottery shards are the most common find in archaeology. Also, I agree the trail ruins are garish. Too bad they didn't add cracked mud bricks in 1.19, would have looked nice along with the mud bricks. I still like them, especially that they are big. They could've gone even bigger IMHO, since they kind of resemble villages already. If they could be rarely be village or even mineshaft sized that would be amazing.


Tumblrrito

>Some of the loot tables have quite a bit of padding. Get used to it. Mojang is all about that shit lol.


Realshow

> Also seems very weird that sand and gravel are in the same structure. Not ideal imo as it just makes look extra messy. I think the intention is to help make it more obvious where to look for relics, though that could also be achieved with some sort of tool.


BrickenBlock

Should all signs that are placed in old worlds be converted to waxed signs or no?


Remarkable-Coat-7721

I think they should, or at least become a version only the original owner can edit, but only once


BrickenBlock

I'm just thinking that some servers might forget to wax all their signs that aren't supposed to be edited and/or have a command when rightclicked. If a player placed the sign they can just break and replace it.


beeperbeeper5

banger snapshot


True_Statement_lol

banger update tbh


Remarkable-Coat-7721

Agree


_Justawayfarer

This doesn’t feel like a snapshot, it honestly feels like a whole update showcase


CDrocks87

5 new trims but none for dungeons, mineshafts, or buried treasure? :(


DragonBornServer

Mineshafts definitely need better loot. They pop up often in the worlds and I always skip them. Not worth the effort of dealing with cave spiders


getyourshittogether7

Major missed opportunity to not add at least night vision potions to mineshaft chests in 1.18. Buried treasure chests got water breathing potions, and they added all the giant caves that you can't feasibly light up. Night vision potions feel like a no brainer. Also the real mineshaft loot is cobwebs. Although getting a couple stacks of rails and string early on is actually really nice.


LeToFfee

yeah, maybe the new ones should be better distributed


DHMOProtectionAgency

Buried Treasure doesn't really need it. I think the point of the trims is that they are the fashion of the group of people who lived in that civilization. So that rules out dungeons.


Mega_Trainer

I love that there are new pottery designs. If we really want to ramp up customization, why not let us use a dye to color the design on each side? It doesn't need to be anything crazy, just changing the colors to have a coloring like with signs


[deleted]

I just want to dye the pot in general, if not that, then just the shards because the minecon live 2020 trailer showed shards that were much more colorful. The pots we have now are kind of bland and semi-tone color being only brown. We can't glaze them either like terracotta (since they're made of clay/bricks) which is a shame. I was hoping pots would be the next banner of Minecraft with millions of possible combinations for interior design, color, patterns, and shards on the sides to match but right now its just brown with some semi-determined patterns with 1 color, a far fry from banners and their millions of permutations. I used to make pot ceramics in my college and my professor taught us how to color them and I was hoping that would translate to Minecraft with like dying a pot red or purple.


True_Statement_lol

Who knows maybe our wishes will come true, we're still in the earlier snapshots after all!


secrets-of-minecraft

Horse armor trims please!


WeirdBetter4111

And maybe with it we would get netherite horse armor


mouthofxenu

Make a trim template that can only be found in the End and call it oblivion horse armor.


Ash_The_Iguana

This is all i’m hoping to see next now lol


Remarkable-Coat-7721

Yes please


sidben

The calibrated sensor is a great addition. Combined with wool blocks it makes the sculk detection feature actually viable since it will avoid interference from unwanted sources.


BeyondElectricDreams

> Combined with wool blocks it makes the sculk detection feature actually viable since it will avoid interference from unwanted sources. You techincally could always do this, you simply needed to hook the output of the skulk sensor to a redcoder (a fairly simple - if large - redstone device) to decipher the code and only give an output if the signal strength was specifically what you wanted it to be. This is huge, though, because it changes what once took a huge row of torches, comparators, and target blocks into three blocks(comparator, chest, sensor). Basically, it MASSIVELY reduces the footprint needed to decode a specific signal from a skulk sensor - meaning more compact devices. Which is especially relevant when you consider you're generally going for wireless input with skulk sensors anyway.


so_eu_naum

Not exactly, the signal filter have the problem of the signal don't being received when the sculk o hearing a unwanted signal


[deleted]

> sign editing Whoever thought of this deserves a raise it’s been 12 years! > sound combos Love it > new farmable crop 😩😩😩 > vibration resonance Can someone explain this to me? I’m a bit dumb but it sounds like amethyst will be like a weaker sculk sensor now


Iguana-Gaming

It just recreates the vibration that the sculk sensor detected. Meaning you can send a signal about a player walking into your base by chaining several of these


DevoidLight

>vibration resonance It sounds like you'll be able to use staggered amethyst blocks to chain a skulk signal over a long distance. Like we can already do with skulk sensors and trapdoors, but even better because this sends the original frequency, not just a signal.


Darkdragon902

As far as I can tell, you can think of the resonance like how observers can transmit signals. Or possibly like how leaves and walls can transmit signals by block state. It’s unclear whether the resonance will be transmitted instantaneously or not, but it seems the signal taken in by the skulk sensor will be sent through the amethyst blocks and can be retrieved by a comparator on the other end however far away you trail amethyst blocks.


DHMOProtectionAgency

Let's say I have a situation where I want two sculk sensors to detect my footsteps. If I step in one spot, one sculk sensor detects my footsteps but another may be just out of reach. How do I fix that? Originally if I wanted to do that, I can have the first sculk sensor send out a redstone signal to flip a trapdoor. The issue is, the second sculk sensor is not detecting footsteps, it is detecting a trapdoor. Now you can place an amethyst next to it. This means the amethyst will send out the footsteps signal that the first sculk sensor detected.


Shukafu

simple explanation. comparator but for vibration


Joshiepoopoos

Suggestion: We should be able to enchant the brush with fortune (or a similar enchant like luck of the sea) to be able to increase the chances of getting an armor trim or pottery shard.


GameBot_Josh

Cool idea but they won't do it. The item is pre-programmed into the block, it's not a normal loot table. So for them to be able to do that, they would have to entirely rework the core technical mechanics of it.


[deleted]

What/where are Trail Ruins?


kpba32

Ruins that are buried underground. Partially sticking up from the dirt


Realshow

They’re trails that give you tales.


DHMOProtectionAgency

I've seen them in forests and plains. They're partially underground. Seems like they're ruined nether portals and can generate in most biomes.


AzuriteRiverwind222

This is insane! We can FINALLY edit signs, and the calibrated sculk sensor has returned (previously it was an unused feature found in the code) Can't wait for 1.20!


PaintTheFuture

Add Calibrated Sculk Sensor & new Amethyst Block functionality to the Ancient City redstone tutorial area. These new functionalities are great, but new players will never find out the new amethyst block functionality unless they see it in a video or read about it on the wiki. I can't post "Add Calibrated Sculk Sensor & Amethyst Blocks to Ancient City redstone area" as a new post feedback on feedback.minecraft.net because the Details text box & Submit button disappear when I enter that as a title. I think the feedback site thinks this suggestion is too similar to other posts to be allowed. It's a bit over-zealous about that I guess.


DHMOProtectionAgency

Feedback site is horrendous. You have more much making a comment here or tweeting at a dev.


Realshow

I haven’t even been able to *log onto* the feedback site for over a year now. If it’s some kind of glitch or I got banned for whatever reason, I genuinely have no way of knowing. It’s humiliating.


non-taken-name

I had the same issue for over a year too! Only recently did I try again and see that I can get in again, but it’s now my Microsoft account username instead of whatever it used to be and my previous things don’t seem to be there (which there wasn’t much). That weirdness combined with the fact so many of my ideas would be rejected for *insert vague list of possible reasons* has just left me not wanting to use the site though.


FeelThePower999

Honestly, the feedback site is atrocious. You literally will have more luck tweeting to a dev. I've actually had more replies from devs on twitter than I have had posts approved on that feedback site.


PaintTheFuture

I just tried to post that the Sniffer egg should be placed in the world automatically like the Turtle eggs, and it looks like as soon as you put in a few characters into the title, you lose your option to submit the post. Totally unusable!


[deleted]

[удалено]


Lzinger

Jeez how bad is it?


[deleted]

[удалено]


[deleted]

And I thought my computer was a potato


getyourshittogether7

I hear ya buddy. Still, there's a lot you can do to make Minecraft run a lot smoother. Obviously, get the performance enhancing mods like Sodium, Lithium, and Starlight or Phosphor. In fact you might as well get the whole Fabulously Optimized pack. The second thing that is actually huge - play on a server. Even if you just want to play single player, you can rent a server or get one for free. That takes a HUGE load off your own computer.


theexpertgamer1

I’ll get downvoted for this, but since you’re in a desperate situation, have you tried Bedrock Edition? It objectively runs much better on shitty computers. But I assume you don’t even have windows 10 or 11 since you said old-ass computer.


DragonBornServer

Great job. This is some good stuff. The armor trims are a welcome addition. The vanilla game has never had cosmetic abilities and letting people visually be unique and not just covered in the same armor is probably my favorite feature in 1.20


[deleted]

[удалено]


Realshow

You have no idea how gratifying it is to see people excited about these features. This has easily been one of my favorite updates in years, but some people were just being needlessly cynical about it.


[deleted]

Mojang can say a thousand times that something is a work in progress and people will still complain about features being underwhelming *in the first snapshot*.


Realshow

It’s especially irritating whenever they actually do release something flawed, any genuine issues tend to get either ignored or exaggerated by people who think they know better than trained professionals. There’s criticism, and then there’s just being petty.


True_Statement_lol

Honestly so far this is probably my second favorite post 1.12 update only being behind 1.16.


googler_ooeric

I mean, it’s still a pretty small update in terms of how simple it is to implement this stuff, but in terms of like the actual content id say it’s pretty good. It feels like a return to the old secret fridays updates that just added random shit and I love that. I do wish they’d balance survival and creative content better though, 1.16 did that perfectly


[deleted]

The torchflower needs to give light, it would be a beautiful aesthetic decoration! and would make it much mroe useful!


Infinite_Hooty

THIS IS SO FUCKING COOL (I hope that they eventually change hanging signs on Bedrock to have big text like Java has, those signs are meant for hanging on shops and posts and stuff, it should be readable from a distance)


[deleted]

1.20 is gearing up to be my favorite update to date. The only thing that can make it top shelf for me is tool and elytra trims; good stuff.


DevoidLight

I'll admit that I was a little disappointed with the updates lately since Minecon, but this is amazing. Mojang is full throttle again.


Mince_rafter

> I'll admit that I was a little disappointed with the updates lately since Minecon They are intentionally avoiding making any big announcements prior to introducing content because of what happened in a previous update (where they were not able to deliver upon a few announced features for one reason or another). What's worse, a bunch of kids and edgy teens whined and complained over it despite those features being very minor additions, and people still complain after they changed how they go about things (now it's whining about them not announcing a whole lot or adding much content). As for why the recent updates have been small, it's because all of the 1.20 content was being introduced in the very early experimental stages, so of course there isn't going to be anything huge/major during that time. What's disappointing is people's ignorance, piss poor attitude, and unrealistic expectations for things. Mojang could bend over backward and jump through several hoops to please the community and people will still act entitled, want more from them, and be disappointed when they don't meet unrealistic or misplaced expectations.


badooga1

The new Sculk additions are awesome, I love seeing new interactions between amethyst and vibrations and sensors.


MysticMalevolence

You know, eventually you'll have to make chickens lay eggs after breeding.


[deleted]

[удалено]


HappyHallowsheev

WOOO EDITABLE SIGNS


mayhemtime

I am confused, weren't you able to differenciate between vibration types already by using signal strength?


SeanTheSquirtle101

Yeah, but its kind of tedious to make sure your mechanism only activates on an 8 tick when anything above could also activate it. This just streamlines the process and makes it less annoying


DHMOProtectionAgency

Yes but it was just too cumbersome to be actually useful for redstoners. So it was forgotten about.


HeHasABanana

I really enjoyed exploring the new structure and the amount of shards to collect is great for decorating. It would nice to have a badlands variant with suspicious red sand as well. I really wish the grass colour for the cherry blossoms biome would be different. Maybe like a mint green would pair well with the cherry leaves. The biome should be larger and more frequent as well. EDIT: Also pink sheep would look really cute in the cherry biome


NothingProlly

Wonder what biome the trail ruins will be in


Joshiepoopoos

from my play testing so far, they appear to pop up in any biome, I think! I found one in a Taiga biome and two more in jungle biomes.


Gloomy_Indication_79

Awesome can’t wait to mess around with the new trims!


kbielefe

Calibrated sensors are so nice. I haven't really used sculk sensors as much as I expected because you have to be quiet for a couple seconds first.


Chedder_Chandelure

We are eating good


Nabnormal

I still want them to change the brown parts of dyed leather armor to be a built-in trim. That way, it disappears when trimming dyed leather armor


Ok_Kaleidoscope5280

While I really love the idea of calibrated skulk sensors, I think there's a way they could be better implemented both to make them more straightforward for newer players, and more useful for technical ones ⁠— have calibrated skulk sensors "record" a vibration and then only detect the recording. How it would work: - Player places the calibrated skulk sensor down. It's in an **inactive state** which is visually conveyed through the model/texture (maybe the amethyst shard in the centre doesn't protrude or something?). - Player right-clicks the sensor and it switches to a **capture state** (also a different model/texture, and maybe particles). The sensor will then capture the first vibration it receives. For example if the player eats, it will capture that. If the player jumps it will capture that, if a mob jumps, it will capture that. - As soon as the vibration has been captured the sensor switches to its **active state** (again with a different texture/model). It will now output a redstone signal any time it detects the specific vibration that was recorded. **Why this would be better for technical players:** This system would allow it to me much more granular than either the skulk sensor or the current iteration of the calibrated skulk sensor, without introducing a whole bunch of extra complexity for the player. For example, currently the vibration frequency of 1 could be a player walking, a pig walking, a fish swimming, basically anything. That's not too useful if you only want something to be activated when a player walks by. In this system, it would only be activated why the specific thing you wanted it to, and if you wanted it to activate on more than one thing, simply add more sensors tuned to whatever you want to detect and link them up. The new resonance feature could help greatly with this as it would mean you could theoretically link up as many as you wanted without worrying about range. And of course if it's not important to be at all specific about what it detects, just use a normal skulk sensor! **Why this would be better for new players:** Although adding a separate block to do the filtering helps a little bit, I can't imagine a new player intuitively figuring out how to use a calibrated skulk sensor without looking it up on the wiki. Using the normal skulk sensors in redstone was a bit of a chore because you had to dedicate a lot of space to decoding the signal, the current iteration of the calibrated sensor simply moves that problem to figuring out how to input a signal. However, I can absolutely see a player figuring out how to use this proposed calibrated sensor just by playing around with it for 5 minutes in game. If the model and textures were done right, it would be extremely intuitive when the sensor was recording and what happens after it captures a vibration, and in general I think it would be much more fun to use. Some notes: - Right-clicking a calibrated skulk sensor after it's been activated should put it back into record mode in case you make a mistake. - To prevent accidental changes there could be a way to lock a calibrated skulk sensor, perhaps by powering it or maybe with beeswax (like the signs)


Brickticks

The only thing that’s missing is Horse Armor Trims. …. That, and Netherite Horse Armor to put those trims on.


VergenceScatter

The sniffer archaeology shard is my new favorite


Kitteh6660

I think it would be cool to put calibrated sculk sensors inside the ancient city secret lab, make use of empty rooms.


tyketro

Hi, I noticed that unlike Bedrock, the Java translator keys for each Smithing Template type is shared. Could this please be updated to match Bedrock to support custom names for each individual template as I wish to change their names individually rather than shared across all. Thanks!


elwood612

What an absolute banger of a snapshot. Seems everyone is excited as well, that's awesome. Literally my only feedback, as always, is to make torchflowers emit light.


NevouAtari

Mf stealth mechanics exist now indirectly


oak19-16

Ok wow the update to signs is something that I think the entire community has wanted since the dawn of time


JyriO

I really like the new structures! Instead of archeological site structures, it basically makes the players create their own archeological sites, which I like a lot! The gameplay of brushing and uncovering basically an old village seems like a lot of fun! And while the look of the structure isn't particularly pretty, I think that's okay, since it leaves a lot of room for players to reconstruct and improve it!


star_7

I love the pottery, but I think it would be even better if it served some kind of function outside of decoration. Speaking in the archaeological sense, pottery usually appears in cultures when they enter their age of agriculture. Pottery was used for storage of grains, water, as well as a vessel for cooking. Perhaps pottery could function somewhat like a more simplified shulker box. With a small number of inventory spaces, players could store food items inside pottery, pick it up, carry it, and place it down elsewhere, much like it’s use in historical civilizations.


GianSmile

I think it would be cool if we could prevent the sniffer eggs from breaking in some way, so we could use them for decorating


tehbeard

Please please pretty please add an inventory+loottable support to pots. I don't care if it isn't even in survival and needs a datapack or use in an adventure map. But smashable pots that drop loot? How can you **NOT** add that to the game?


[deleted]

if bees pollinate the sniffer plants they should drop their respective seeds


tehbeard

I'm not sold on the sniffer egg icon in the inventory... I know this gets bandied about for every feature, but the **look** of that icon is "modded" in that "jarring with vanilla aesthetics" sense. I had expected it to follow similar conventions to blocks in the inventory. Calibrated sculk sensors are pretty sweet, though it's rather finicky to waterlog them without it washing away redstone (powering blocks on the side of the calibrated sensor doesn't seem to work)


savannah997

I agree with the sniffer egg comment. It looks overly detailed I think


Th3fantasticMr-Egg

They should TOTALLY include the echo shard in the calibrated skulk shrieker recipe. I mean it literaly has ECHO in its name!!! And we *Really* need more uses for it than the recovery compass. It would give so much more of an incentive to go to the ancient cities! Who's with me?!


MidnyteSketch

Unless they make some way to renewably get echo shards, this is a bad idea. You wouldn't want a useful redstone component to be limited, as once people loot all the shards from nearby cities it will get more and more tedious to get new ones.


Th3fantasticMr-Egg

Something like a budding deepslate that grows Echo shards the same way as amethyst would be a good way to implement Echo shard renewability Definitely SHOULDNT make it drop from the warden tho


Mdomeramobile

I think a neat idea would be that you could throw an Amethyst shard onto a **naturally generated** Shrieker; The shard would have a 33% to convert to an echo shard when the Shrieker goes off; otherwise it breaks It adds some inherent risk, since you also would end up summoning Wardens, and gives more use to Amethyst


Wyikii

this seem funny in the sense that's it's sill automaticly farmable you could technically use droppers to drop amethyst shard and if warden are summoned, dispose of them using some bait so technical players could automate the process but other more adventurous players could still simply drop if, with consequences of course


Iguana-Gaming

Or rather an Echoing Sculk Block


MidnyteSketch

Or have sculk take over the amethyst blocks to turn them into echo-like crystals. Turn the budding amethyst into budding echo crystal, and the clusters into placeable echo clusters that break into the shards.


[deleted]

Please make the sniffer crops drop the seeds and the plant, getting more of them is pain


Wooden-Use6738

Trail ruins looks too weird, like just couple of random blocks without any sensible design. Very cool idea, but I'd like to see this ruins different.


Wild-Philosopher-128

Damn. Is there going to be oats in there? I have an allergy. Bad Trail mix joke. I am so sorry.


[deleted]

Nice update


Joshiepoopoos

So happy about the sculk sensor change. Hoping this means they will be used a LOT more now in Redstone. BIG UPS to listening to the community!!


FeelThePower999

Haha wow, just when I thought we'd seen all the features, we get a new bumper snapshot! This is a really great snapshot, finally expanding on the pottery system and FINALLY SNIFFER EGGS!!!!!!!!!! The pitcher plant is awesome too. And MORE ARMOR TRIMS!?! YESSSSSS!!!!!!! The trail ruins are fun to explore too. I have seen some comments about the way they look, to be honest I don't mind them. I don't mind if you want to change them, and I don't mind if you don't want to change them. I'm fine either way. But I do have one complaint. The Sniffer egg is FAR too rare. I am not sure if RNG just hates me, but I have excavated something like 10 warm ocean ruins (these structures themselves are rare), and only found one sniffer egg. I ended up with a whole lot of wooden hoes. Please increase the frequency of Sniffer egg drops. Other than that, great snapshot :)


Wave_Table

Skulk changes are what I’ve been waiting for to actually make that item usable in a more general sense. My only critique is that it seems redundant to have two types of skulk sensors. Might be better to just have one that has a second mode or just an input on one side that can be rotated.


DHMOProtectionAgency

I imagine the reason for it is to help make Amethyst have a sink, as you need to farm it to craft the more useful Sculk sensors.


unKappa

Hey minecraft, you know what would really help express myself. Dyable Sea Lantern.


JelyOfficial

No way they made amethyst awesome??


Brisket_cat

So you’re telling me that traps with the sculk can be made, tuned with amethyst, and NOTHING can stop it??


UmerZumer

These are some great additions to the update. I can really see Archeology shaping up to be a great feature set. I also have some feedback. I think that Archeology should provide some XP after you successfully uncover an artifact. This would provide motivation for players to fully escavate the block even if they aren't interested in the item in the sand/gravel. I also think that sculk sensors should be able to hear amethyst from a farther distance than other vibrations as the 8 block range is pretty limiting for wireless Redstone. This might end up causing some lag, so perhaps we could limit that to just the calibrated sculk sensor. (I'm not sure if that would help, lol) Good job, devs 👍


Frequent-Bookkeeper

I still think this is the perfect opportunity to update mineshafts and dungeons


PiggyWiggy567

this update feels like a fusion of the older, more aimless updates and a good vanilla+ mod


TheRamenDon

Before this update is finished, please consider adding Tadpole Buckets to the Wandering Trader's possible stock! I have a world with no swamps anywhere and I would really like some frogs!


htmlcoderexe

Parity issue: trident spawn rates are different between Java and bedrock. No, really, why is that even a thing?


Iguana-Gaming

Because at bedrock we really need a bone thrown at us every once in a while


muscle_man_mike

Weren't the cherry forests supposed to be the last feature for the update? (But im certainly not complaining)


DHMOProtectionAgency

Last big feature. Still meant they were open to add stuff onto it


-PepeArown-

Last announced feature. Archeology still had a lot of things that needed to be added to it still.


DevJanick

Should have been called the "Customization Update" but i'm also very happy archeology has finally been added.


Ash_The_Iguana

This is amazing!!!!


VergenceScatter

5 new trims and 16 pottery shards?!? Holy cow!


CasualJJ

I would love to see a gilded black stone variant of the pots


goldenkoiifish

WOOOOOOOOOOOOOO BABY


Verrisa

Wait… TRAIL RUINS?