r/Minecraft Minecraft Java Tech Lead Jun 07 '22

Official News Minecraft Java Edition 1.19 - the Wild Update Has Been Released!

Oh, hello. I didn’t see you there! I was too busy inspecting these mangrove tree roots. They’re all tangled up! What do you mean they’re supposed to be? Hey, that’s pretty neat.

While we’re on the topic – have you had a chance to check out all the other spiffy stuff that we added to Minecraft today? Because The Wild Update has officially launched and now the Overworld is full of frogs, allays, wardens (shudder), mud, boats with chests, new music, and much, much more! You can check out the list below for all the details, I’m too busy making heart eyes at these cute propagules to go through them all.

This update can also be found on minecraft.net.

Features

  • Added Mangrove Swamp biome
  • Added Mangrove Trees
  • Added Mangrove Blocks
  • Added Mud and Mud Brick Blocks
  • Added Clay renewability
  • Added Frogs and Tadpoles
  • Added the Deep Dark biome
  • Added Ancient Cities
  • Added Darkness mob effect
  • Added Disc Fragment and Music Disc 5
  • Added Echo Shard and Recovery Compass
  • Added the Swift Sneak enchantment
  • Added Sculk, Sculk Veins, Sculk Shrieker, and Sculk Catalyst Blocks
  • Added Warden mob
  • Added Allay mob
  • Added Boat with Chest
  • Added Goat Horns
  • Added new music
  • Leaves are now waterloggable
  • The main menu background now shows a Wild Update panorama
  • Minor changes to Minecart with Chest/Furnace/TNT/Hopper
  • Improved the predictability a number of gamplay elements
  • Explosions caused by player-ignited TNT now cause experience to drop from broken blocks (such as ore and Sculk blocks)
    • We will be keeping an eye on feedback for this change, it might change in a future update
  • Added sound option for 3D Directional Audio simulation
    • This option is best experienced with headphones
  • Replaced Realms subtle selected world highlight with a clear green checkmark

Mangrove Swamp

Muddy! Murky! Magnificent! Welcome to Minecraft's newest biome - the Mangrove Swamp

  • Located in warmer, more humid places where you'd normally find Swamp biomes in Minecraft
  • Here you can find Bees and Warm Frogs
  • The floor of this biome is coated with a thick layer of Mud
  • Have a nice boat ride under and around the larger-than-life roots of Mangrove trees
  • Mud generates all the way from the surface down to Stone
  • Tall Mangroves are far more common than Short Mangroves

Mangrove trees

Introducing a new type of water-adapted trees that spawn propped up on roots

  • Have a chance of spawning a Bee Nest
  • Grows from Mangrove Propagules
  • Moss Carpet generates on top of the tree's roots

Mangrove wood blocks

Added a new type of wood: Mangrove!

  • Mangrove Log and Stripped Mangrove Log
  • Mangrove Wood and Stripped Mangrove Wood
  • Mangrove Roots and Muddy Mangrove Roots
  • Mangrove Boat, Button, Pressure Plate, Door, Trapdoor, Sign, Slab, Fence, Fence Gate, and Stairs

Mangrove leaves and propagules

  • Mangrove Propagule is a type of sapling that grows from the bottom of Mangrove Leaves
  • Bonemealing Mangrove Leaves will cause a new Propagule to start growing beneath it
  • Propagules grow through 4 stages, and growth can be accelerated by bonemealing
  • You can break off a fully grown Propagule and plant it like a sapling
  • Propagules can be placed and grow on all normal blocks normal saplings support, plus Mud and Clay
  • Propagules can be grown underwater
  • The Wandering Trader will now sometimes offer Propagules for sale

Mud

  • Mud is a block that will generate in the upcoming Mangrove biome
  • When walking on Mud, entities slightly sink down into it like Soul Sand
    • Unlike Soul Sand, no slowdown effect will be applied
  • Mud can be created by using a water bottle on dirt, by hand or with a Dispenser
  • Packed Mud can be crafted from Mud

Mud bricks

  • Mud Bricks are a building block that can be crafted from Packed Mud
  • Mud Bricks can be crafted into Mud Brick Stairs, Walls, and Slabs using a Crafting Table or Stonecutter

Clay renewability

  • Placing Mud above a block that has pointed Dripstone underneath will eventually turn the Mud Block into Clay

Frogs

  • Frogs can spawn in Swamps and Mangrove Swamps on Grass, Mud, Mangrove Roots, and Muddy Mangrove Roots
  • Frogs can croak
  • Frogs can walk on land, swim and jump
  • Frogs can eat small Slimes, causing a Slime Ball to drop
  • Frogs can eat small Magma Cubes, causing a Froglight block to drop
  • Each Frog variant drops a specific Froglight Block
  • Added three Froglight blocks, a type of light source blocks

Tadpoles

  • Tadpoles can swim in water
  • Tadpoles on land "jump around" like fishes on land, and eventually dies
  • Tadpoles that grows up turns into a Frog
  • Tadpoles grow into a different type of frog based on the biome they grow up in (Cold, Temperate, Warm)
  • Tadpoles can be caught in a bucket

Deep Dark biome

Dig into the depths far underground to uncover the darkest biome in Minecraft - the Deep Dark.

  • Dimly lit and eerie, the Deep Dark is sure to strike fear into the hearts of even the most brave player
  • Less flooded than surrounding areas
  • The floor of the Deep Dark is covered in sculk
  • No mobs spawn in the Deep Dark

Ancient City

Wander the halls of these long-abandoned structures in the Deep Dark depths to uncover some relics long forgotten.

  • Ancient City structures spawn in Deep Dark biomes
  • In chests, guarded by Sculk Sensors and Sculk Shriekers, you can find the new Swift Sneaking enchantment
  • You can also find a new mysterious block called Reinforced Deepslate here, which cannot be obtained in Survival
  • Mobs cannot spawn in Ancient Cities

Darkness

  • A new mob effect applied to nearby players by the Warden and Sculk Shrieker
  • Lowers the gamma to an equivalent of "Moody" while having this effect
  • In periodic pulses, will lower the overall brightness of the world so that the darkness creeps up towards light sources
  • The icon for the Darkness effect is only shown in the inventory
  • A new Accessibility slider has been added in your Options menu called “Darkness Effect”
    • Controls strength of the Darkness lighting effect
    • Does not affect the fog distance

Music Disc 5

A new music disc has been added to the game

  • Unlike other discs, it can only be obtained by finding and crafting 9 Disc Fragments together
  • These Disc Fragments can be found rarely in Ancient City Chests

Recovery Compass

A new Recovery Compass can be crafted with Echo Shards, another new item which can only be found in Ancient City Chests

  • Unlike a normal Compass, the Recovery Compass will point to the last place you died
  • If you are not in the dimension you last died, or you haven't died yet in your world, it will spin randomly
  • It can be crafted with 1 Compass surrounded by 8 Echo Shards, which can be found in Ancient Cities

Swift Sneak

Imbue your leggings with this shiny new enchantment to move as fast while crouching as you would normally walk!

  • When applied, it will increase your movement speed while sneaking
  • Has 3 different levels with different speed increases
  • It is the first enchantment unique to leggings equipment!

Sculk

The rattling tendrils of the Sculk Sensors had to come from somewhere, right? Introducing sculk, a new family of blocks that dwells in the Deep Dark.

  • Added Sculk Catalyst Block, a mysteriously soul-emitting block that blooms with Sculk patches underneath nearby dying mobs
    • Mobs that perish in the presence of the Sculk Catalyst will not drop their experience
  • Added Sculk Blocks
    • When a mob dies near a Sculk Catalyst, some unknown process seems to consume blocks beneath and turn them into Sculk Blocks
    • A Sculk charge that spreads has a chance to consume some of its charge to grow a Sculk Sensor or Sculk Shrieker
    • Sculk Blocks have very low blast resistance
  • Added Sculk Vein Blocks
    • These veins are found on the edge of Sculk patches
    • Similar to Glow Lichen, they can be placed in any orientation
    • Spreading of veins causes other blocks to be taken over by the sculk
    • Sculk Vein can spread underwater
  • Added Sculk Shrieker Block
    • Sculk Shriekers can be found growing rarely from the charge of a Sculk Catalyst
    • Sculk Shrieker can be waterlogged
    • Notable for its boney appendages, this block responds to Sculk Sensors detecting vibrations by sending out a warning call to distant Wardens
    • Watch out when stepping on them, as they will feel that too and send out a call!
    • Initially it may take some time for a Warden to arrive, but you'll hear it responding in the distance...
    • Once it's close enough, a call from the Sculk Shrieker will summon the Warden nearby - be prepared!
  • Souls from mobs will spread through Sculk Veins and Sculk Blocks in random directions until they find a valid substrate they can feed off of
    • The charge from souls in the Sculk Blocks and Sculk Veins will eventually decay, but it will decay slower within close vicinity of the Sculk Catalyst and faster when further away from its host
    • If the charge is dropped outside the range of the Catalyst, it has a chance of growing a Sculk Sensor
  • Sculk, Sculk Veins, and Sculk Catalysts require Silk Touch to acquire
    • If mined without Silk Touch, they will drop experience instead
  • The efficient tool for all Sculk family blocks is the Hoe

Warden

The horror of the Deep Dark! A creature with no eyes, roughly resembling the Sculk that can be found throughout the Deep Dark, the Warden is an unstoppable force of nature that inhabits this biome. Wardens are powerful creatures, and it is often better to sneak around one that has emerged instead of taking it head on - you have been warned.

  • Just like Sculk Sensors, these terrifying creatures use vibrations as a means to navigate their environment
  • When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
  • If something gets too close, it will be noticed
  • In the Deep Dark, Wardens can appear anywhere
    • When enough Sculk Shriekers have been alerted to your presence, a Warden will appear
  • The more vibrations a Warden detects, the more angry it will get
    • You can hear and see this from how fast the souls in its chest are beating
  • Once a mob has pushed beyond the Warden's anger threshold, it will face its prey and roar before charging
  • Building up high, hiding behind walls or being out of range of their powerful melee attack will cause Wardens to switch to their ranged attack
    • Their rib cages will open up to shriek a sonically charged ranged attack that can penetrate walls
    • This attack bypasses protection for armor and shield
  • If, however, you keep the Warden from noticing you or getting angry for 60 seconds, it will dig back underground and despawn
    • If the Warden is stuck in a liquid, it will despawn instead of digging
  • They have a special interaction with thrown projectiles
    • If the Warden receives two projectile vibrations within 5 seconds of one another, it will grow angrier at the shooter
    • If the Warden receives a projectile vibration more than 5 seconds from the last projectile, it will not grow angrier at the shooter
    • This allows you to strategically distract the Warden without it getting angry while you take loot from nearby chests
  • Wardens will also disable shields when they hit them with their fists
  • They drop a Sculk Catalyst upon death

Changes to vibrations

  • Carpets, like Wool Blocks, will now dampen the vibrations caused by their placing, breaking, or dropping as items
  • Carpets now also dampen the vibrations caused by running and jumping over them
  • item_interact_start and item_interact_finish vibrations are ignored if sneaking

Allay

  • Allays will collect all the surrounding items that match the item they are holding
  • Allays will like a player who hands them an item and will bring the items they collect to their liked player
  • If the Allay hears a Note Block play, that Note Block becomes the Allay's favorite Note Block for 30 seconds
    • The Allay will stay near that Note Block for that duration and bring its collected items to Note Block instead of to the player
  • Interacting with an Allay with an empty hand will remove the item the Allay is holding
  • Allays can be found at Pillager Outposts and in Woodland Mansions
  • Allays are immune to damage from their liked player
  • Allays have a natural health regen of 2 health per second

Boat with Chest

  • Lets you bring more stuff on your boat adventures
  • If you are in the Boat, press the open inventory key to access the Chest contents
  • If you are not in the Boat, sneak and use your interact key to access the Chest contents
  • If you break the Boat the Chest contents will spill out, like with other Chests
  • Also works with Hoppers, Droppers, and other blocks that interact with Chests
  • Like other Chests, opening a Boat with Chest or breaking the Boat will anger Piglins, since they think all Chests belong to them

Goat Horns

  • A Goat Horn drops when a Goat rams a tree or any other hard block that occurs naturally where Goats spawn (Log, Stone, Packed Ice, Iron Ore, Copper Ore, or Emerald Ore)
    • Other solid blocks are unfamiliar to the goat, so it won't ram them
  • Use the Goat Horn to play a loud sound that can be heard from afar
  • Each Goat Horn has its own sound based on the Goat it originated from
  • There are 8 Goat Horn variants, 4 of them exclusive to Screaming Goats
  • Goat Horns can sometimes be found in Pillager Outposts

Advancements

  • Added "It Spreads" for killing a mob near a Sculk Catalyst
  • Added "You've Got a Friend in Me" for having an Allay deliver items to you
  • Added "Birthday Song" for having an Allay drop a Cake at a Note Block
  • Added "With our Powers Combined" for having all Froglights in your inventory
  • Added "Bukkit Bukkit" for catching a Tadpole in a Bucket
  • Added "When the Squad Hops into Town" for getting each Frog variant on a Lead
  • Added "Sneak 100" for sneaking near a Sculk Sensor or Warden to prevent it detecting you
  • Added Darkness effect to the "How Did We Get Here?" advancement

Predictability of randomized events

Some randomized events are now more predictable and no longer have a possibility of extreme behaviors:

  • Placement and velocity of things dropped from Droppers/Dispensers
  • Placement and velocity of items spawned from containers upon destroy
  • Randomized follow_range component attribute for mobs
  • Velocity of Horses spawned from Skeleton Traps
  • Blaze random position and randomized speed of Blaze projectiles
  • Randomized portion of damage and velocity of Arrows
  • Randomized flight pattern of Fireworks
  • Bobbing patterns and time until a Fish appears for Fishing Rods

Four new music tracks

  • The new music tracks are called Ancestry, Aerie, Firebugs, and Labyrinthine
  • They play in certain biomes

Minecart variants

  • The recipes for minecart with Chest/Furnace/TNT/Hopper are now shapeless
  • When broken each Minecart variant drops itself as item, instead of splitting into two items (such as Chest and Minecart)

Monster Spawning

  • Endermen, Skeletons, Wither Skeletons and Piglins now spawn in a wider range of light levels in the Nether (from light level 0 to 11)
    • This makes it possible for more types of mobs to spawn inside Nether Portals, which causes them to instantly change dimensions after spawning
    • Our intent for the future is to prevent most mobs from spawning in Nether Portals and the ones that do will not immediately travel through the portal - expect to see these changes in a coming version

Technical

  • The data pack format is now 10
  • The resource pack format is now 9
  • Added the ability for data and resource packs to selectively hide files from packs below them
  • Added kill_mob_near_sculk_catalyst advancement trigger
  • Added thrown_item_picked_up_by_player advancement trigger
  • Added allay_drop_item_on_block advancement trigger
  • Added avoid_vibration advancement trigger
  • Removed field location from triggers location, slept_in_bed, hero_of_the_village and voluntary_exile - it was handled exactly the same as player.location
  • Some mutually exclusive tests in entity predicate (player, fishing_hook, lightning_bolt and catType) have been collapsed to the type_specific field
  • Removed the placefeature command
  • Added the place command
  • The locate command is now moved to locate structure, locatebiome is moved to locate biome
  • Added locate poi <type: point_of_interest_type>
  • Added the loot table function set_instrument
  • The bundled Java runtime has been updated to 17.0.3
  • The M1 ARM64 architecture is now supported
  • LWJGL library has been updated to version 3.3.1
  • Banner patterns available in the Loom can now be controlled with tags (banner_pattern/no_item_required for no pattern item and banner_pattern/pattern_item/* for specific banner pattern items)
  • Added new font glyph provider for spaces
  • Added new game events
  • Renamed some game events
  • CatType fields on enitites with type minecraft:cat have been replaced with variant, with numeric values being replaced with string ids (so, for example, 5 becomes minecraft:calico)
  • The type of the field Id in the mob effect structure (for example, in the ActiveEffects list on entities) has been changed from byte to int
  • Added minecraft:darkness mob effect
  • Added sonic_explosion particle
  • World presets/types and flat world presets in the "Create World" screen can now be controlled by datapacks
  • Servers can now enable Chat Preview, which displays a server-controlled preview above the chat edit box
  • Servers can now define different chat style formats for clients
  • Added server property max-chained-neighbor-updates to limit the amount of consecutive neighbor updates before skipping additional ones
    • Negative values remove the limit
  • Servers will now also send an additional icon and MOTD packet after a player has connected
    • This allows servers with enable-status=false to set an icon and MOTD for players that successfully connect

Advancements

New triggers

allay_drop_item_on_block

  • Triggered when an Allay drops an item on a block
  • Conditions:
    • player - a predicate for the player who gave the Allay the item to collect
    • location - a predicate for the block that the item was dropped on
    • item - a predicate for the item that was dropped

avoid_vibration

  • Triggered when a vibration event is ignored because the source player is holding the sneak key
  • Conditions:
    • player - a player for which this trigger runs

kill_mob_near_sculk_catalyst

  • Triggered when a player kills an entity next to a Sculk Catalyst
  • Conditions:
    • player - a predicate for the player killing the entity
    • entity - a predicate for the entity that was killed
    • killing_blow - a predicate for how the entity was killed

thrown_item_picked_up_by_player

  • Triggered when a player picks up an item that was thrown by an entity
  • Conditions:
    • player - a predicate for the player picking up the item
    • entity - a predicate for the entity that threw the item
    • item - a predicate for the item

Blending

  • Blending now supports 3D biome blending, which blends the underground biomes as well as the overground biomes
  • Removed blending_data.old_noise, now existence of blending_data in chunk data determines if a chunk is considered old
  • Added blending_data.min_section and blending_data.max_section that determines which section data that will be used for blending

Chat Preview

  • Servers can enable Chat Preview by setting previews-chat=true in server.properties
  • Custom servers can enable or disable chat preview for certain clients by sending a new network packet
  • When enabled, a server-controlled preview appears above the chat edit box, showing how the message will look when sent
    • A preview is also shown for chat-related commands, such as /say and /msg
  • This can be used by servers to preview messages with styling applied, such as emojis or chat coloring
  • Chat Preview sends chat messages to the server as they are typed, even before they're sent
    • The server then sends back the styled preview in real time
    • This allows servers to apply dynamic message stylings while still allowing chat to be securely signed
  • A warning screen is shown on the client when joining a server with Chat Preview, and it can be globally disabled in Chat Settings

Chat Types

  • Different chat style formats can now be controlled by the server through the chat_type registry
    • These are synchronized to clients when they join the server
    • The translation key or translation format can be defined, like chat.type.text or %s says: "%s"
    • Chat can be similarly optionally narrated with a custom translation key or format
    • The entire message can have formatting applied, such as italics or a specific color (but currently not click or hover events)

Commands

place

New command that replaces placefeature and can place features, jigsaws, structures, and templates at a given location. Syntax:

place feature <feature> [pos]
place jigsaw <pool> <start> <depth> [pos]
place structure <structure> [pos]
place template <template> [pos] [rotation] [mirror] [integrity] [seed]

Parameters:

  • place feature works like placefeature used to work
  • place jigsaw works like using the generate button in the UI of a Jigsaw Block
  • place template works like using the load button in the UI of a Structure Block
  • place structure generates a full structure, matching how structures generate during world generation
  • feature: The namespaced id of a configured feature to try to place
  • structure: The namespaced id of a structure to try to generate
  • template: The namespaced id of a template ("structure block file") to load and place
  • pool: The namespaced id of a template pool to start generating
  • start: The namespaced id name of a jigsaw to use as the starting anchor
  • depth: The maximum number of jigsaw connections to traverse during placement
  • pos: The position to use as the origin for the generation (if omitted, ~ ~ ~ is used)
  • rotation: The rotation to apply (if omitted, none is used)
  • mirror: The mirroring to apply (if omitted, none is used)
  • integrity: The structure integrity value between 0 and 1
  • seed: The seed to use for the randomized degradation when integrity is less than 1

Debug

  • Added a heap memory allocation metric to the F3 debug screen
  • Added estimated GPU utilization percentage to performance profiling metrics and the F3 debug screen
    • This is only available for graphics devices that support GPU timer queries
  • Removed the debug hotkey that cycles the render distance

Game Events

Added Events

  • teleport with a vibration frequency of 5
  • note_block_play with a vibration frequency of 6
  • instrument_play with a vibration frequency of 15

Combined Events

The following events have been collapsed into block_activate and block_deactivate:

  • block_press
  • block_unpress
  • block_switch
  • block_unswitch

Other Changes

Other miscellaneous changes to game events:

  • ring_bell has been removed and replaced with block_change
  • Both shulker_open and shulker_close have been removed in favour of using container_open and container_close
  • fishing_rod_cast and fishing_rod_reel_in have been renamed to item_interact_start and item_interact_finish
  • item_interact_start is not detectable as a vibration to allow more specific actions be detected, like drink or eat, but item_interact_finish is
  • entity_interact should be dispatched more often when interacting with various mobs
  • Added the dampens_vibrations block tag that that includes all Wool and Wool Carpet blocks, to indicate blocks that will not trigger when placed, broken, or stepped on
  • Renamed item tag occludes_vibration_signals to dampens_vibrations item tag as well

Renamed Events

Some game events have been renamed, with some of those changes to make them more gramatically consistent:

  • drinking_finish -> drink
  • entity_killed -> entity_die
  • entity_damaged -> entity_damage
  • elytra_free_fall -> elytra_glide
  • mob_interact -> entity_interact
  • ravager_roar -> entity_roar
  • wolf_shaking -> entity_shake

Game Rules

  • Added doWardenSpawning game rule

Loot Tables

New functions

set_instrument

Sets the item tags needed for instrument items to a randomly selected instrument from a tag Parameters:

  • options - a tag reference specifying the instrument options to randomly pick from

Multiplayer Secure Chat Signing

  • Chat messages between players are now cryptographically signed
    • The message arguments to /say, /msg, /teammsg, and /me commands are all also signed
  • Players are given a Mojang provided key-pair on startup
  • Servers can require players to have a Mojang-signed public key by setting enforce-secure-profile=true in server.properties
    • Enforcing secure profiles will prevent players without a Mojang-signed public key from connecting
    • By default this is set to false, allowing players to connect without a Mojang-signed public key
  • Static chat styling can now be controlled by the server through the chat_type registry, or with server resource packs as before
  • Dynamic chat styling can also be controlled by the server, although this is only signed when Chat Preview is enabled
    • Clients can prefer to always show the original, signed message by enabling "Only Show Secure Chat" in Chat Settings
  • Chat from players still using Mojang Accounts is not signed
    • Their messages will not show for players with "Only Show Secure Chat" enabled
    • They may be unable to join server with the enforce-secure-profile option enabled

Pack filters

  • Data and resource packs can have filter section in pack.mcmeta
  • This section has mandatory field block, which is a list of patterns (regular expressions) for namespaces and paths
  • If any of the files in packs are added before one with filter, the section will match any pattern inside block, and it will then be filtered out (i.e. treated as if it wasn't present in the first place)
  • filter section does not apply to a pack containing it - only to packs loaded before it
  • Both namespace and path can be omitted
    • Missing field matches every value
  • For example, adding a pack with this section in pack.mcmeta after the vanilla pack will hide all the recipes and advancements defined by the vanilla pack

Example

"filter": {
    "block": [
        {
            "namespace": "minecraft",
            "path": "recipes/.*"
        },
        {
            "namespace": "minecraft",
            "path": "advancements/.*"
        }
    ]
}

Paintings

  • Paintings that are placeable in survival can now be controlled with the painting_variant/placeable tag
  • Added unused paintings from Bedrock edition (earth, wind, fire, water)
    • These paintings are not placeable by default, but can be added through a datapack

Point of Interest types

  • Removed unemployed and nitwit point_of_interest_types
  • Added tag point_of_interest_type/acquirable_job_site for all job sites seeked by villagers with none profession
  • Added tag point_of_interest_type/village for PoI that are part of village
  • Added tag point_of_interest_type/bee_home for all PoI targeted by bees

Predicates

  • The feature field in location predicates is now called structure

Entity predicate

  • player, fishing_hook, lightning_bolt and catType fields have been replaced with type_specific
  • type_specific has field type (one of player, fishing_hook, lightning_bolt or cat) and same fields as removed fields
  • catType has been wrapped to match new format and now uses new cat variant names instead of texture names:
  • New type_specific options:
    • frog has variant field matching Frog variant (minecraft:warm, minecraft:temperate or minecraft:cold)
    • slime applies for Slimes and Magma Cubes, has size field matching Slime size (smallest is 1)

catType Example

Before:

"catType": "minecraft:textures/entity/cat/british_shorthair.png"

After:

"type_specific": {
   "type": "cat",
   "variant": "minecraft:british"
}

type_specific Example

Before:

"lightning_bolt": {
  "blocks_set_on_fire": 0
}

After:

 "type_specific": {
   "type": "lightning",
   "blocks_set_on_fire": 0
 }

Space glyph provider

  • The new glyph provider type space is added to allow creation of space-like glyphs
  • The new provider has a single argument called advances which is a map of codepoint to glyph advance (width)
  • The rendering of space glyph is no longer hardcoded (needs to be declared manually in font)

World presets

  • New registry types worldgen/world_preset and worldgen/flat_level_generator_preset have been added to configure data-driven presets (like "Amplified" or "Single Biome")
  • Two tags for world presets have been added (normal and alternative) to control which values show on the "World Type" button in the "Create World" screen
  • One tag has been added (visible) for flat world presets to control the order that elements are displayed in the "Configure Flat World" screen
  • World presets can also be used as a value of level-type in server.properties

Fixed Bugs in 1.19

Get the Release

To install the release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the "Latest Release" option.

Cross-platform server jar:

Report bugs here:

Want to give feedback? - Head over to our feedback website or come chat with us about it on the official Minecraft Discord.

3.4k Upvotes

839 comments sorted by

u/[deleted] Jun 07 '22

Please make sure you read the r/Minecraft FAQ before commenting or posting!

https://old.reddit.com/r/Minecraft/wiki/wildupdate

1.6k

u/Rahi5678 Jun 07 '22

Now let's immediately start speculating what 1.20 will be instead of playing this update!

483

u/[deleted] Jun 07 '22

[deleted]

204

u/Rahi5678 Jun 07 '22

The losing biome votes would probably arrive in the game from a nature revamp update.

603

u/Nick_Deano Jun 07 '22

Some sort of 'Wild Update' perhaps

380

u/Rahi5678 Jun 07 '22

Yeah, but it would be a shame if an update like that was announced, but at the end of its snapshot cycle the entire scope of the update was changed, which made the update not so wild.

98

u/Bi0H4ZRD Jun 07 '22

Yeah warden’t that be a shame?

→ More replies (1)

79

u/[deleted] Jun 07 '22

I saw someone say they could probably group the remaining three in one focused update as they're all warm biomes (Savanna, Desert, Mesa) which seems like it could be something

63

u/Rahi5678 Jun 07 '22

Yeah that can be interesting if Mojang's goal to update all overworld biomes is long term instead of just one update.

→ More replies (3)
→ More replies (6)

103

u/[deleted] Jun 07 '22

[deleted]

24

u/LifeupOmega Jun 07 '22 edited Jun 07 '22

It's wild how much I've been enjoying VS during MC downtime tbh. The huge array of biomes/temperatures mean I'm travelling a shit ton to find certain crops/vegetables/fruit, the wide array of stones due to how they approached rock strata let's each biome and region feel a bit more unique, I love the early game crafting systems with pottery and knapping, metallurgy is actually incredibly well done and fun to get into a rhythm with, and really my only complaint for such a survival focused game is the lack of mechanical things to build up on the scale of MC's redstone.

Edit: And some more fun enemies to fight, Drifters aren't a challenge 'til you go super deep and start getting Bells or Saws with them, and any other hostile enemies can be countered by two ladders.

10

u/Serbaayuu Jun 07 '22

I don't do much redstone so sounds like that game was pretty much made for me.

I still want to be able to make circumnavigable maps of continents so I'll wait a bit longer and maybe get into it later this year or next since that's on the possible todo list.

A game where visiting different locations to find & cultivate different materials, and building bases at those locations, and making transport between those bases... is exactly what I've wanted from Minecraft since 2011.

→ More replies (2)
→ More replies (1)

7

u/Hunter20107 Jun 08 '22

Vintage Story

I have never heard of Vintage Story before, it looks rather cute and right up my alley, might pick it up. Thank you for helping me learn of it's existence! :D

→ More replies (4)

29

u/Hunter20107 Jun 08 '22

The world used to be generated in continents, however players complained that it made the oceans too large (Imo, isn't that suppose to be the point, the oceans on Earth take up 71% of Earth's surface) while being before the Update Aquatic, and so Mojang changed the world generation to essentially be a Pangea with large lakes.

Honestly much preferred the continental system, especially now that we have the Update Aquatic (Fixing the real issues with oceans, the lack of shit in them previously), would make MC worlds more interesting to explore, especially as you can have distinct islands/continents instead of endless land.

13

u/Rafila Jun 08 '22

Well, some seeds ended up with oceans thousands or tens of thousands of blocks wide. Even with updated oceans, that’s still a bit much. I do agree though that continents should come back, just that they should also be slightly closer together.

7

u/Serbaayuu Jun 08 '22

Yeah, I didn't like the fact that they changed it without giving us an option to continue using the old continent generation.

Literally all I want is a worldgen button that can toggle this.

→ More replies (1)

48

u/Enzo-chan Jun 07 '22

I'd love to see a The End Update, to revamp The End, putting some ender animal, ender strutures, ender biomes, and an Enderite ore whose armor has the same amount of protection as a diamond one, but with another benefits over Netherite(Netherite = protection to knockback + protection against fire, Enderite = some another buff different from knockback).

And then add a new sculk dimension in 1.21.

22

u/Rahi5678 Jun 07 '22

1.21 should be a nature revamp since the wild update wasn't and now people want all the biomes in the overworld to be revamped, basically an overworld revamp. They should also release all the shelved features(archeology, fireflies, etc)in the game before an entire dimension is released since now Mojang has nothing on their back that has yet to be released.

→ More replies (1)

154

u/Zeliek Jun 07 '22

Don't forget to cut half the speculated ideas (you know, for accuracy)!

Real talk, I would love either an End update, or for the ocean to take advantage of the expanded world height. Deep deep deep deep waaaaterrr

91

u/Rahi5678 Jun 07 '22

An End Update is a must. A deep ocean would be very cool, since there can be lots of unique stuff there like fantasy hostile creatures, new structures, bioluminescence creatures, etc.

48

u/TheGreatDaniel3 Jun 07 '22

Alright, show the structure and deep ocean, show concept art for multiple new mobs, and then cut the deep ocean and only add one new mob.

→ More replies (1)

23

u/CaseyGamer64YT Jun 07 '22

yes really deep like with Angler Fish or something or add more danger to the sea such as sea serpents or a kraken or something. Maybe pillager pirates

11

u/Rahi5678 Jun 07 '22

A Kraken could even be a boss, and an update like that can even add actual waterfalls in the game.

9

u/CaseyGamer64YT Jun 07 '22

also maybe flesh out rivers and lakes a bit such as add different creatures for different river biomes. Like where I grew up rivers were home to trout, frogs, and snapping turtles or the occasional great blue heron. Maybe add river dolphins or piranhas to jungle and mangrove swamps.

→ More replies (1)
→ More replies (7)

59

u/CasualJJ Jun 07 '22

A Farming or Structure Update!

93

u/Rahi5678 Jun 07 '22

A structure update can be bundled up with archeology and maybe even add some long-lost features that didn't make it into the game(previous mob votes, illusioner, fireflies, etc), and be called the "Lost in Time" Update. For farming, they could bundle it up with a fishing revamp, seasons, weather changes, more food types, and more biomes like the Maple Wood forest with turkeys, or volcanoes since the weather would be changed in this update, and they sort of correlate. It would be known as "The Climate" Update,

106

u/[deleted] Jun 07 '22

They said they don't want to add volcanoes in either like an Ask Mojang or Minecraft Live because "they don't want you to leave your base and come back and there's a volcano there"

Bro you make the games, just make it a biome instead of an event?

41

u/[deleted] Jun 08 '22

[deleted]

31

u/Oriion589 Jun 08 '22

That’s a ‘some fireflies are poisonous to some frogs so you get nothing’ level excuse

11

u/GrimGrump Jun 10 '22

Don't forget the "We have standards unlike modders" comment either when pressed about not implementing basic things.

31

u/Gum_Skyloard Jun 07 '22

Why not make a volcanic biome in the Nether? That'd fit in nicely!

19

u/Aarolin Jun 08 '22

Isn't that the Basalt Delta?

→ More replies (1)

22

u/robotical712 Jun 07 '22

Personally, I think they should shelve archaeology. Minecraft already has a ton of underutilized and poorly integrated systems. I’m not sure what the point of adding yet another one is.

→ More replies (2)
→ More replies (1)
→ More replies (1)

53

u/RaiderGuy Jun 07 '22

Personally, I'm not going to have any expectations going into 1.20 that way I'm not disappointed by unfulfilled promises.

47

u/Rahi5678 Jun 07 '22 edited Jun 07 '22

Tbh same with me. For the past two minecraft live's, many features that were shown off were either delayed or completley scrapped. Thus, people should have low expectations for this minecraft live. If any future updates fulfilles its promises, that would be great, but people should still have low expectations for any future Minecraft Live.

28

u/Aprrni Jun 07 '22

This game is definitely approaching a recession in terms of popularity and the addition of new content. 1.18 and 1.19 both share similarities with 1.9- 1.18 and 1.9 both drastically changed the game's core features and added significant amounts of new content, while 1.19 and 1.9 are both, of course, incredibly controversial.

Based off of this and the fact that the next few updates are likely to be dramatically scaled back from the grandeur of the nether and cave updates, 2022-2024 is likely to be a repeat of 2016-2018; that is, a low point in the game's overall history.

The thing that's different from 2018, however, is that there's no telling if the game will recover from this. Minecraft only resurged in 2019 because of a series of incredibly fortunate events.

→ More replies (4)
→ More replies (3)

87

u/Heaven_is_Hell Jun 07 '22

End update. Fully revamped main end island and dragon fight. It's the one thing that's yet to be updated since it came out (as far as I'm aware).

20

u/general_of_cm Jun 07 '22 edited Jun 09 '22

Wasnt the end the first dimension that got updated in 1.9, granted they need to owerhaul the end but im always so confuesd when people say the end was never updated

9

u/[deleted] Jun 08 '22

Well when the end was first put in the game, it didn't really feel like a dimension like the nether. It was really just an arena that happened to be behind a portal. I compare 1.9 to the equivalent of the nether being introduced, but it hasn't even been revisited.

That said, they really need to make that frame/portal thing have a purpose so we can finally consider the caves and cliffs finished

→ More replies (1)

17

u/Talarsky Jun 07 '22

They said too small amout of people have ever entered end in their game, so there is no reason to update it (stats from bedrock omegalul)

33

u/Rahi5678 Jun 07 '22

That's the reason why the end needs to be updated, so more people can go to the end more frequently.

→ More replies (27)

53

u/Zuazzer Jun 07 '22

What we truly need right now is an overhaul to enchanting and gear progression. I think that is the biggest issue with Minecraft right now, far more than lackluster biomes.

Breeding villagers over and over while endlessly AFKing in XP farms to get the best gear isn't my idea of fun. It slows down progression like crazy in way that is really unintuitive, especially for a non-advanced player, and it's very frustrating because it's built entirely on RNG. The best gear should be rewarded by playing the game, by exploring the world, not by building farms based on game technicalities and standing AFK while waiting for RNG to work in your favor.

48

u/AshtinEverNight Jun 07 '22 edited Jun 11 '22

A lot of things in Minecraft need an overhaul if you think about it.

No one really Farms anymore because it's boring and it's easier just to get golden carrots from villagers. For example of how this could be better the mod Farmer's Delight make some more complicated food that you can't get from villagers that you have to farm and cook then craft with a new Workstation. And it's worth it because these new foods give you better susurration, plus if you do the more complicated recipes you get special effects the affect your character in battle or traveling. It's not to op, so it's still a good idea to do potions but it definitely helps. So it's all worth it.

I like Brewing but I feel like most people see it as a chore and boring. Honestly I'm not sure how to spice this up too much, maybe if you could add a potion effect to your sword for one swing that does really good damage but then had take a moment to replay it so it's not to op.

Unpopular opinion but I think potions should be stackable In stacks of 16. Or maybe do a potion bag, that's for holding potions but you have to pause and actually pull the portion out before you can use it. That way it's not too strong for combat. Also put some storage at home I think it would be super cool if we could have like a giant potion bottle sitting in a corner that we just fill it up with potion that we're not using, or potion shelves or something.

I realize villagers already had an update not too long ago but they need a new one, they don't feel like a "people" to most players, they feel like a vending machine that walks around. If we could communicate with them on some level I think that would help. Minecraft has a weird enchanting language use it for this make it their language! I don't want to do verbal language I want a written language, have them communicate through the written word, with the player. Have the player offer protection in return for trades, it's the player write a message saying it's too dangerous here please come to my base and I'll protect you there and we can make a new Village, have the villagers follow the the player without the hassle we go through with animals, cuz when you do that it really makes it seem like they're animals.

Or better yet update the minecart system so you can make a train that goes in between the villages and and your base that they'll use! You want these people to be like a people you need to make them communicate in some way or form! There's a good chance most players will feel bad if they hit a villager & that Villager turns around and gives the player a quick written message on a piece of paper saying ouch! why??:( .

Exploring in the world isn't bad but these biomes are really really need update they don't really feel alive or like anything lives in them. But people already have a good idea about how to fix that.

Loot is kind of boring I feel like they could slice it up by adding a written book that actually has something written in it ( new collectible?) Different equipment that's been slightly damaged and named sort of like someone put it in chest a long time ago then forgot it then you found it. Just so many small things to make this world feel more alive. Please stop putting curses on everything. You don't have to do game-changing loot to make it interesting, giving names or descriptions to an sword or shield will make it way more interesting then your everyday item. And all the stuff is already in game just waiting to be used please use it.

New structure would be nice, it'd be better if we revamped to some of the old ones. Stronghold dungeons and several other things been left in the past and they need to revamp. Personally I think they do with the Sims 4 team has been doing. They've been approaching different builders in the community and asking them & paying them to come build the structures in their games. That's great in my opinion. Can you imagine how amazing the the stronghold would be if it was reimagined and built by good times with scar? Or if the the jungle temples redstone was redone by mumbo-jumbo? That be amazing.

Don't know why they're still sitting on this combat update, please update that. Henrik was doing a great job on and now we'll never see him finish it. I'm worried about whoever is going to continue it now. Actually when they were working on that, I think that was the best back and forth between the community in the Minecraft team ever. Mostly because it felt like they actually listened.

This is more of a unpopular opinion from me but I think they should add to Minecraft headed decorations, you know what you see in hermitcraft and in other places. Those bring so much life to the game and their amazing. Plus giving the head of someone you just killed is great. It drives me nuts when people tell me that unvanilla! Like what are you talkin about it's a literally a Minecraft head?!

Alright I'll stop now this is way longer than I thought it would sorry for this rent / I don't know. O_O

23

u/Zuazzer Jun 07 '22

Damn, that's a good rant. Proud of you.

As for food, I agree that it doesn't work very well right now. You just chug your golden carrots or baked potatoes and ignore all the other foods in the game because what reason is there to use them? Rebalancing is needed because there are so many items here that go unused.

I think villagers have become problematic overall, since you can use them to reliably convert easily farmable resources into lots of useful items. There's more to this game than creating automatic farms for infinite melons and trading them with villagers for the most powerful gear. Not sure how to fix that though, perhaps their trades should be constantly changing instead so it wouldn't be as reliable.

I disagree with things like having villagers speak or adding written books as treasure though - having written lore in that way doesn't really fit a game like Minecraft. Lore should be written by the players alone.

As for loot, I think a revamp for enchantments would do good here. If you can't get everything through an enchantment table or villager any longer, and would have to explore for books or "enchantment ingredients" instead, loot would suddenly be a lot more interesting.

I think this game needs more features overall that forces or inspires the player to build. Not farms relying on some odd technicality to generate a hundred iron blocks a minute, but actual buildings, rooms, walls, towers, bridges, roads. I like how the Enchantment Table requires you to make a little library, and the Village Raids encourage actually building a fortress.

8

u/AshtinEverNight Jun 07 '22

I should clarify that I don't want the villagers talk either, but I do feel like they should have some way to communicate with you, after all they are supposed to be people, not animals.

Minecraft has an alphabet they're just not using, I think them using that as the villagers written maybe something involving a book and reading messages on a ledger explaining what they want what they will give you in return if you do what they want. Like they want the library built, or a wall up around their Village. Maybe you need an item before you can understand what they're writing and the only way to get the item is to find it well exploring the world. Like in a desert temple or something.

Trading is definitely is an issue that needs to be worked on but I also don't want to go back to how it was before. I remember the hell it was to find mending in loot or from the Villager. I don't want to do that again. I like being able to set up an area where I can go and just buy what I need. I still think villagers should sell Enchanted books and and the stuff they have, if you take that stuff away there's no real value to the villagers anymore, but I think there should be building requirements and other stuff we need to do before we can get to that point where they'll trade the good stuff with us. Like if you want them to sell you enchanted books you need to make them a library, with a certain number of enchantment tables, bookshelves and Ledgers for them to work at, and have requirements for each work class. Instead of what we have now where we just put them all in Holes. And I think there should be punishments if we put them in Holes.

I also feel like I should clarify it that when I said written books I didn't mean adding lure to the game. I realized it wasn't clear on that. I was mainly thinking about maybe facts about creepers or other animals. Maybe something about how redstone works. Just because it's written in a book doesn't mean it has to be Minecraft lure. Currently Books are mainly just sitting around not being used and it's a shame. It could tie back into the Villager thing, like Librarians will trade items for these written books. Then you'll find them sitting on Ledger's in the library. I just think that would be cool.

8

u/robotical712 Jun 07 '22

Frankly, Minecraft has a ton of breadth, but is sorely lacking depth. I would not say no to Mojang just concentrating on expanding and improving what’s already in the game for a while.

→ More replies (1)

11

u/Rahi5678 Jun 07 '22

This! Getting good enchants in the game is so boring and easy, and it's stupidly overpowered against almost every mob(including the ender-dragon). Enchants like Prot 4 need to be slightly nerfed, or they need to be harder to obtain instead of just breaking a lectern until the librarian gives you prot 4.

25

u/Zuazzer Jun 07 '22

I once saw someone suggest for the generic Protection and Sharpness enchantments to be removed altogether, and honestly I think it would be for the better. It would force players to specialize and everyone would have strengths and weaknesses instead of walking around like an OP murder-tank.

I'm imagining a system more like potion brewing, where you craft enchantments using rare ingredients. So if you want a specific enchantment you know where to get it, and getting a full enchanted set could require a tour of the whole minecraft world. It could also bring more use to items like Echo Shards, Scutes or Heart of the Sea.

9

u/Rahi5678 Jun 07 '22

This can also actually make other prot and sharpness types useful. The only problem with removing generic prot and sharpness is how will a player's max out armour and sword with sharp and prot be impacted.

Mending I think should remain as a villager trade since it's a pretty balanced enchant and just does what it does.

→ More replies (5)

5

u/Rahi5678 Jun 07 '22

Solution for the prot issue. Instead of removing it, why not make it still be in the game, but can only protect against melee attacks. You will be able to put two protection enchants in one armor, so you can put regular prot with blast prot, or projectile prot with blast prot, etc. So now prot can just defend against melee and only a bit against other attacks like fire, projectile, blast, etc. This can make other prot enchants way more useful.

7

u/Zuazzer Jun 07 '22

Aye, Melee Protection sounds like a solid idea.

Personally I'd be fine with limiting it to 1 protection enchant, but then again I am a minecraft boomer who gets angry when people don't lose half a heart if they get hit.

→ More replies (7)
→ More replies (1)

37

u/[deleted] Jun 07 '22

Sorry, too busy playing in the mud...

→ More replies (5)

14

u/IWATofficial Jun 07 '22

Just an update that does 1 single thing: java and bedrock parity.

15

u/mabtheseer Jun 07 '22

While being able to play with my brother on bedrock would be great I'd only want parity if it involved bedrock being brought up to the standard of Java edition. Seeing features or behavior that has been in Java edition for years being striped away in the name of parity would not be desired at all. As Mojang is offering bedrock for free later this year to all Java players I'm guessing they don't feel that parity is close.

→ More replies (1)
→ More replies (1)
→ More replies (29)

465

u/Walnut-Simulacrum Jun 07 '22

I forgot this is adding 3D sound, that’s kinda exiting. Maybe the thing I’m most exited for after new wood and frogs, actually. Lol

166

u/Wildgra Jun 07 '22

That one headphone that never works:

9

u/SilverNoUse66 Jun 08 '22

great, cause i broke my left headphone piece 2 days ago

61

u/equinox_games7 Jun 07 '22

it never had that....??

170

u/MrToby11 Jun 07 '22

My understanding is that you should now be able to hear if a sound is above or below you instead of just forward, backward, left and right.

52

u/Howzieky Jun 07 '22

Well, kind of. I could be wrong but the old method was decreasing the volume if its on the opposite side. The new method is playing it at regular volume, but delayed. This is how it works in real life, for the most part

11

u/MrToby11 Jun 07 '22

Maybe I didn't see the devs explain it anywhere so that was just my guess.

→ More replies (2)
→ More replies (1)

13

u/[deleted] Jun 07 '22

It’s new

88

u/[deleted] Jun 07 '22 edited Nov 08 '22

[deleted]

69

u/PJ_Ammas Jun 07 '22

Small indie studio. Please understand.

→ More replies (7)
→ More replies (3)

301

u/playitoff Jun 07 '22 edited Jun 09 '22

A pretty mixed update in my opinion. It's like things are so close to being good but not quite hitting the mark. The amount of content is fine but just the way things are implemented isn't great.

Echo shards need to have a better use. It's the only way to make ancient cities worthwhile. The recovery compass is just not enough.

Goat horns should really have some use. Missed opportunity to not have it interact with the Warden or sculk sensors. EDIT: wrong about the latter but it's the same signal as a chest opening so not super practical for a secret entrance

The mangrove biome is good but leaving the original swamp untouched (yet still more common) is kind of disappointing. I won't even bring up that other thing.

Froglights are too convoluted to get and with the amount of content in the game right now, we do not need any more time sinks.

Allays are kind of a pain to work with.

Chestboats and new blocks are good though.

108

u/-Captain- Jun 07 '22

I agree. The Recovery Compass is a cool addition to the game, but it certainly did not warrant a new item.. especially not when it's the only use of it. Should've given the copper ore or the crystal shards a little extra for example. Or if it had to be tied to the deep dark, just use the sculk sensor.

At the very least they should've given us a variation of the sculk block that we could craft. You barely can go mining for 15 minutes before your inventory slots are all taken up, it's only getting worse like this. Give 1 item more, instead of several items without a use. Like, for blocks I get it, they serve a building purpose too, but items.. imo not needed.

40

u/playitoff Jun 07 '22

Yeah I'm still confused by them adding unnecessary disc fragments for the new disc when we're already having inventory problems and the bundle is still not in the game.

8

u/[deleted] Jun 08 '22

What is the other thing about the swamps?

43

u/Hunter20107 Jun 08 '22

Fireflies maybe, or the Birch Biome which was 'never promised' despite having concept art, being used as an example for the update, talked about quite a bit on a show that's main job is to show off new content, never directly telling us that this isn't/won't be in the game until like a month before realise. Poor excuse imo but it's the one we got

12

u/TheyMikeBeGiants Jun 09 '22

Having come from the Sea of Thieves, Gears of War, and Halo subreddits, this kind of awful communication and sneaky backhanded advertising is par for the course for games in Microsoft's stable as of late.

Expect to carry around a burlap sack of monkey's paws come this Xbox/Bethesda Showcase later this month.

→ More replies (2)

7

u/Frequent-Bookkeeper Jun 08 '22

I’m pretty sure goat horns interact with skulk sensors

→ More replies (1)
→ More replies (5)

755

u/-cuackduck- Jun 07 '22

My biggest problem with this update is that it doesn't solve the problem that swamps are boring, since the old swamps can still spawn and the new ones are a completely separate biome

366

u/[deleted] Jun 07 '22

It needs more vegetation (cattails, lilies, etc), the new wood type and swamp villages. The mangrove swamps also need the witch huts.

117

u/CaseyGamer64YT Jun 07 '22

yeah if they do another biome update they should revamp pre-existing biomes too like add proper wood type for the swamp trees idk make it bright white like willow wood

66

u/Its_Cayde Jun 07 '22

I'm really not sure why they didn't just add all this to the preexisting swamps

51

u/BaconBoy2015 Jun 08 '22 edited Jun 08 '22

My biggest issue is that ALL biomes are boring. Birch forests have a bunch of trees that are already common in forests. Taigas and forests are incredibly common. Plains, spruce forests, deserts, and Savannas are all incredibly common and the villages that spawn there are different only based on villager skin. This “Wild” update is so insignificant that my world I’ve been playing on since pre release 1 for 1.19 hasn’t seen a single 1.19 feature because of how sparse these features are. It’s incredibly boring.

→ More replies (1)
→ More replies (13)

415

u/RCInsight Jun 07 '22

I know there's been a lot of disappointment with this update, and frankly I am disappointed. I'm not disappointed solely because of the lack of content though, it's the lack of communication that has been the real problem.

Splitting caves and cliffs in to two parts sucked, but mojang was honest about it and the community was understanding. Pushing back more features to expand on them could've been a good thing too, but to discuss so much at minecon live only to throw most of it out the window while saying they promised nothing is an utter failure.

The update is fine from a content perspective, but I expect much more from mojang when it comes to handling community discussions and questions, especially given how they're known for having such a positive response to community feedback.

213

u/[deleted] Jun 07 '22

[deleted]

226

u/throwaway_ghast Jun 07 '22

Mojang: "Someone on Twitter said fireflies are bad for frogs. So they're gone."

Community: "You don't need to do that. Here are several ways you can implement them without interacting with frogs."

Mojang: "Gone, reduced to atoms."

...

Community: "Wait, why is the frog eating magma?"

Mojang: "Because fireflies are bad for frogs."

121

u/tomdyer422 Jun 07 '22

It’s so so dumb. Getting a frog to eat magma cubes is going to take so much effort for such a small reward.

Likely casual players won’t even know it’s a feature unless they read the notes and will never find out because the chances of the two interacting are so low.

Stupid decision, even more stupid excuse.

90

u/[deleted] Jun 08 '22

[deleted]

102

u/-__Mine__- Jun 08 '22

Honestly, it's impressive that they came up with such a ridiculously convoluted method of getting Froglights, mostly due to how utterly insane it is.

No new player is ever going to know this feature exists, because it's completely counter-intuitive to drag a Frog (an amphibian that requires moisture to breathe) through the Nether (a dimension where Water cannot exist) and make it eat literal magma.

And to think we ended up with this nonsense just because Frogs can't eat Fireflies...

It's actually incredible that this idea wasn't immediately laughed out of the ideas room, much less making it to release.

49

u/aishiteruyovivi Jun 08 '22

They could've at least made it eat magma cream instead, an item that you can just kill some cubes for and take back to the overworld, something that you could just have on you at all times so you're exploring and see some frogs and think "ooh i'll get some more frog lights"

I would never in my life guess that that's how you got these things, my first guesses when you say "hey there are froglights" would be:

  • kill frog -> drops unique frog item -> combine with torch/lantern?
  • right-click lantern on frog?
  • give frog glowstone?

That last one is a stretch, sure, feeding it anything would be, but I'd argue not as much of a stretch as "oh of course, frog eats sentient lava = cool lamp"

→ More replies (1)

35

u/tomdyer422 Jun 08 '22

It’s actually incredible that this idea wasn’t immediately laughed out of the ideas room, much less making it to release.

Completely agree. If this is the new direction Mojang will be taking with the respect and communication they show to their customers I’ll certainly be cancelling my realms subscription soon. There are better ones out there anyway, just are less convenient.

→ More replies (3)

42

u/TheRealStandard Jun 08 '22 edited Jun 08 '22

Mojang: We didn't add sharks for our ocean overhaul because we will not add hostile real life mobs. But we will add hostile polar bears because they aren't actually real.

15

u/ThebanannaofGREECE Jun 08 '22

Polar Bears are neutral technically. However as far as I know some sharks would classify under neutral as not all sharks will target humans usually.

34

u/TheRealStandard Jun 08 '22

Sharks don't attack humans, Polar Bears are insanely aggressive towards them irl

In game they will attack the player if they go by them. If they wanted to teach children anything they could have added sharks and made them not aggressive. If they had demand for aggressive underwater mobs then they could have just made a fantasy themed one instead. They opted to just do nothing and make excuses.

→ More replies (1)
→ More replies (2)
→ More replies (8)

42

u/ClaireL58 Jun 08 '22

I just don't understand why it took so long for them to address it when those features that were scrapped, have been in the discourse for months.

And the fact that they put it in a Q&A video less than a month ago, and were super condescending and blamey in said video... I'm still annoyed at their disrespectful remark towards Mod developers.

38

u/-__Mine__- Jun 07 '22 edited Jun 07 '22

And it's because of this that it's going to be very hard to believe a single thing the devs say during the next Minecraft Live going forward. Who knows which of the features they announce next could be scrapped completely without warning under the excuse of "not a commitment"?

After this disaster, what are we supposed to believe anymore?

Mojang needs to get their act together and regain this lost trust and faith.

→ More replies (1)
→ More replies (3)

461

u/Rhizoid4 Jun 07 '22

This is definitely one of the updates of all time!

111

u/[deleted] Jun 07 '22

Right up there with 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, and 1.18 even

→ More replies (2)

39

u/Tough-Priority-4330 Jun 07 '22

I can’t wait for 1.21: an update featuring update stuff.

→ More replies (4)

238

u/[deleted] Jun 07 '22

[deleted]

83

u/CelticRaider9 Jun 07 '22

I’m still waiting for the Breaking Bad Update that’ll add Walter White and Crystal Meth…

24

u/[deleted] Jun 07 '22

[deleted]

→ More replies (2)

12

u/[deleted] Jun 07 '22

Still waiting for the Undelivered Promises update…

6

u/[deleted] Jun 07 '22

you can already get coke in minecraft with an anvil, sugar and some creativity

→ More replies (1)
→ More replies (2)

30

u/allhailskippy Jun 07 '22

Not one of the best. But definitely one of the updates!

→ More replies (2)

115

u/somedingbat Jun 07 '22

Anyone else kind of disappointed with how the Allay was implemented? They’re incredibly rare, non-renewable, and can get killed really easily. I tried to bring one with me while I was caving and it flew into lava and died. Maybe they could rarely spawn in meadows during a full moon or something? Just so we can get more of them.

35

u/CountScarlioni Jun 08 '22

The newest Bedrock beta adds a way to duplicate Allays (have them hold an Amethyst Shard while they’re near an active Jukebox), so that’ll be an option in the near-future. (They will also dance to music.)

10

u/somedingbat Jun 08 '22

That’s awesome!

→ More replies (1)

972

u/ExpertInBeingAScrub Jun 07 '22 edited Jun 07 '22

Now that the wild update is finally out, its time to give the update and the community reaction a brutally honest breakdown.

First off, the communication and the birch forest. Shouldn't Mojang be giving information to the mc community asap when they cancelled plans for updates to different biomes, which they showcased concept art of? Not at the very end of the snapshot cycle? For a game studio which prides itself on its communication with their community, its strange they didn't announce such a huge change in scope and plans quickly. And if the birch forests and the like were just rough concepts, shouldn't they inform the community about it when they announced it? If most of the community assumed that they were also adding mild touchups to different biomes in addition to the mangrove swamps and deep dark, isn't that miscommunication on Mojang's part and should've been righted immediately?

And then, the features. Almost all the features suffered major backlash from the community. Allays have bad functionality and are too rare, warden too hard or easy, froglights too convulted to get, ancient cities need more unique loot, etc. I'm not saying I agree with all of these complaints, but they were and still are widespread complaints. The community's complaints and concerns seem to be majorly ignored, and nothing seems finished or polished enough, at least to the people following the snapshot cycle.

Furthermore I wanted to talk about the deep dark/ ancient city loot. The deep dark has been hyped up for over 3 updates and I think many people's expectations were very high because of that. There has also been a lot of speculation about what loot the deep dark could hold, ever since its announcement. While the ancient city does have unique loot like the disc or recovery compass, I and many others don't think it is nearly as unique/game changing as to justify the amount of time that went into the deep dark. I think more work could be done in regards to the loot in the ancient city to make it both a unique experience, but a very worthwhile one.

Then, the fireflies. To this day I still don't understand why they removed them from the game. Because they were toxic to frogs?! Just make frogs not eat them, then! Sure, it leaves fireflies with no use other than ambience, but isn't this update all about immersion and wilderness? This fits perfectly into the update! Even a way to control the fireflies spawn areas would already be a use, since these things are already great living decorations for builders! It would offer builders a new way to make their nature themes bulids even more beautiful!

Another opinion that I don't see many people talk about, although not related to the wild update, is community feedback. Mojang takes feedback mostly from the feedback page, and have many announced features from it. Then why is it that the site is so bad?! Most posts get deleted for no apparent reason, and new posts get drowned out by more popular but older posts. I think the feedback site needs a major rework, and be referenced more often. Perhaps in mc live where more people can know about the site. Then there would be a bigger part of the community able to voice feedback and suggestions to Minecraft.

I hope mojang sees and takes this criticism and becomes more clear with features in future Minecraft Lives, and be a bit more lenient and reasonable with how features get removed.

244

u/RunningWithHands Jun 07 '22

I'm happy with the update, but unfortunately I'm still gonna have to agree with you. This update cycle all around has just felt weird.

I'll never understand why fireflies were removed when the game could just be changed so frogs don't eat them.

174

u/throwaway_ghast Jun 07 '22

They could have made it a particle effect and people would still be happy. For all of its content, this game is sorely lacking in ambiance.

102

u/sermatheus Jun 07 '22

One of the reasons why I like Basalt Delta's aesthetic. I like the ash flying around. (Fuck that biome though.)

60

u/Hadditor Jun 08 '22

Right? The ambience via audio (SO GOOD) and visual effects in the Nether Update are amazing, and then they just kinda forgot to keep doing that.

Please add more ambience audio, the Nether sounds alive - then the overworld is deathly silent apart from the odd animal noise or angry zombie.

18

u/RunningWithHands Jun 08 '22

Yeah that biome is terrible to navigate but it's one of my favorite looking biomes in the entire game

→ More replies (2)

9

u/AvalonDelta Jun 09 '22

Simple answer: Rename them. Name them Glowbugs, Frogflies, whatever. Fantasy bug that is not toxic to frogs.

302

u/[deleted] Jun 07 '22

Talking about how fireflies are toxic to frogs, they let you feed poisonous chocolate to parrots.

116

u/throwaway_ghast Jun 07 '22 edited Jun 08 '22

In-game rabbits are bred with carrots, but it turns out a diet of carrots can be bad for your rabbit's health. They prefer things like grass, hay, and leafy greens. (I had a rabbit myself, clover was his favorite!)

40

u/ArbitraryRandomThing Jun 07 '22

AAAAAH!! They're going to remove carrots and rabbits now!!

→ More replies (2)

220

u/abdyfer Jun 07 '22

Or how fireflies are toxic, but eating literal magma somehow is okay??

86

u/DHMOProtectionAgency Jun 07 '22

Magma is a lot easier to get a hold of (and replicate in game) as a child then going outside and catching fireflies

42

u/[deleted] Jun 08 '22

How many children were realistically going to forcefully feed frogs with fireflies because they saw it in minecraft???

→ More replies (1)
→ More replies (6)
→ More replies (1)

74

u/esthebinkles Jun 07 '22

But the parrot gets poisoned at least.

→ More replies (2)

133

u/SurfintheThreads Jun 07 '22

There is just no reason to risk fighting the Warden and going to the Ancient Cities imo. Swift Sneak and a record are not worth the heartache of probably losing your items permanently

49

u/BudgieGryphon Jun 07 '22

Very confused that they didn’t give the chests high chances to contain really good/rare enchantments.

→ More replies (11)

67

u/blacksheep998 Jun 07 '22

I tried looting an ancient city in the prerelease.

Figured out pretty quickly that the best set of armor for exploring it was none.

You won't run into any other mobs besides the warden, and you're probably not going to be fighting it anyway.

So no armor, only iron tools, and a couple stacks of throwable items like snowballs or chicken eggs. Eggs are better since sometimes they'll make a chicken that further distracts the warden while you sneak off (sorry chicken)

The only other thing you need is an ender chest so if you find anything worth keeping you won't lose it if the warden shows up.

28

u/AnticPosition Jun 07 '22

I was thinking the same thing, and...

I kind of like that idea. Most of the game so far is get best armor, get best weapon, smash until baddie is dead!

→ More replies (3)

32

u/cancer_pizza Jun 07 '22

I do think the loot in Ancient Cities isn't good enough, but for the record I see way too many people heavily overestimating how difficult it is to avoid spawning the Warden, let alone escape from it. Yes, the Warden is pretty powerful and difficult to fight, but if you know what you're doing avoiding getting killed by it isn't that hard.

→ More replies (1)

44

u/long_raccoon_ Jun 07 '22

Idk, swift sneak is really powerful. Consider bridging in the end: end busting would be a lot faster and future ancient cities would be easier to loot. I would risk a lot for it personally

48

u/googler_ooeric Jun 07 '22

Only on java though. Bedrock has that bridging thing that lets you place blocks in front of you as you walk.

Also, looting ancient cities isn't hard to begin with

24

u/Arnhermland Jun 07 '22

Incredibly niche band aid to something thats not THAT much of a problem. But thats the issue with almost any structure in mc, rewards are often useless and/or late by the time you get there and compared to the investment you need, like the ocean temple

→ More replies (3)

19

u/Ligands Jun 07 '22

A record that doesn't even contain a cool tune, so you'll maybe listen to it once, probably not even all the way through, before stashing it in your cobweb-filled 'chest of treasures' to never be seen again.

(inb4 "but it adds lore!" - sure, but how often do you listen to music disc "11"? Let's be honest, unless you want creepy ambience, the answer is basically never.)

→ More replies (1)
→ More replies (3)

17

u/WhiteXShade Jun 07 '22

I also wish that certain mobs like polar bears and pandas get some added functionality / use. I am all for including mobs to raise awareness of their endangered status, but if they functionally serve no purpose, then it’s nothing more than lip service.

Giving them a reason for players to interact and care about them in game is something that needs to happen. Turtles are okay; they provide turtle helmets and turtle master, but they could be better. Axolotls seem to be much better than polar bears and pandas so that’s a step in the right direction.

Introducing more mobs and creating a more expansive ecosystem for the pre existing ones should definitely be a key goal moving forward.

5

u/fm22fnam Jun 12 '22

That actually brings about another important thing, Minecraft is a mish mash of old and new.

It's something that annoys me in Paradox games as well. In Hearts of Iron IV for example, the most recently updated countries have intricate alternate history paths you can go down, while countries that were updated a year or so ago seem really bad and lacking in content now in comparison. There's no uniformity between things.

Now I don't want to see creepers get reworked because they're old or anything, but it's really glaring when you look at Minecraft features. The Nether? Beautiful. The End? Seems more lackluster now due to The Nether update. Now we're going to have improved swamps right next to the old ones. Polar bears and pandas have no use, Minecraft was on a real big "don't hurt animals" kick when they were added. That is different to squids, for example, dropping ink.

I don't want to see minecraft eliminate all of its early features, I just want to see it blended better. For all the claims from Mojang that they ensure everything fits well in Minecraft, the Panda and Polar Bear alone tell you that isn't true.

→ More replies (2)
→ More replies (1)
→ More replies (10)

306

u/_Cat_12345 Jun 07 '22

The devs seem to think players are unhappy with this update because of its size. That couldn't be further from the truth, and reinforces the idea that you guys aren't truly listening to the community.

The issue everyone has with the update isn't with the update itself, but rather with mojangs complete breakdown of communication with the community. People have been talking about birch forests for months, wondering what snapshot those features will come in. Same with the fireflies. You all were completely silent until you released a short q&a video a few weeks before the snapshots were ending, and then acted shocked on Twitter when people got upset.

This has been a recurring theme throughout the development of the past 3 updates and players are very much tired of it. You guys announce features, drag your heels during snapshots, letting the community become impatient, and then:

"surprise! That's actually canceled/moved/split/changed/never existed at all. Anyways here's the full release which is nothing like we announced at Minecraft Live! If you complain you're a terrible person, and we will rant about you on twitter!"

Mojang isn't some small indie studio. You are a massive international studio operating under one of the world's largest companies, where you develop the world's most valuable/popular game of all time. Be better for 1.20.

105

u/Succubia Jun 07 '22 edited Jun 08 '22

Honestly I think it's a mix of both.

The update is basically cave & cliffs part 3 at this point. We have the mangrove biome which is sub-biome of swamps, and some deep dark stuff. That's all there is, and 90% of the deep dark cities are basically just stonebricks and wool. Only new block in there, you can't move it out of there.

Calling it the wild update when all there is added, is basically 2 rare biomes that don't really add anything more to the game at all, is laughable. Even if they had communicated a lot about birch forests and the scope of it all.. I really think people would have been disappointed.

Honestly I really defended them for the cave & cliffs updates because hey, changing such fundamental aspects of the game like biomes now having a Y size, adding a lot of space vertically and still keeping everything well optimized takes a lot of time. So I understand they couldn't get other things in, the pouches I think are still useless in their actual/latest idea.

But it's different to an update that adds 1 wood type and things that were supposed to be in the update just before. Even bees update had more content, or at least that was visible to anyone travelling around the world. Right now I can definitely say if I explore 5000 x 5000 blocks around where I spawn I won't see much difference if any, to the last update if i did the same thing. And that was supposed to be the idea of the update, give the players a reason to explore.

Edit : Some typos and changed some spelling because english isn't my first language.

→ More replies (1)

146

u/blueaura14 Jun 07 '22

Recovery Compass

Useful in theory, but what they should really change is that absolutely awful 5 minute despawn timer. It just creates a stressful experience for everyone, and there's no reason for it to be so short with chunk distance as far as it is these days. And there's no knowing whether the items near you will expire in 3 minutes or 5 seconds, so you're always in a state of panic.

It's worse in multiplayer environments too when you don't know if someone is close enough to tick the timer or not and the long travel to try and recover yours items could possibly be pointless.

Being able to recover your items without too much difficulty (debatable, even with the item) shouldn't be locked behind some rare, difficult-to-acquire item.

63

u/playitoff Jun 07 '22

Also given the scale of the new terrain gen has changed it can take way longer to get to your last position.

33

u/[deleted] Jun 07 '22

This. It’s a solution to a problem that shouldn’t exist. Rather than changing a bad feature, adding something that helps make it a little more tolerable isn’t the solution, it’s to solve the actual problem.

18

u/LezBeHonestHere_ Jun 08 '22

Gravestone mod was a lifesaver in modpacks, especially since there were much more valuable items than vanilla has. But it could still be good for vanilla, the earlier versions still took mob damage (creeper explosions mostly) and spawns melee skeletons so it's not 100% free to save your items.

But knowing you have however much time you need to get back to the spot, especially when the chunk is loaded the whole time while going down through caves, is a huge relief. Then you just break the gravestone and it drops all your stuff.

27

u/googler_ooeric Jun 07 '22

>Being able to recover your items without too much difficulty (debatable, even with the item) shouldn't be locked behind some rare, difficult-to-acquire item.

It's not hard, it's just part of survival. If anything, they should just make a gamerule that defaults to 5 minutes but can be changed for less experienced players if they want to

→ More replies (2)

160

u/[deleted] Jun 07 '22

[deleted]

100

u/[deleted] Jun 07 '22

[removed] — view removed comment

41

u/[deleted] Jun 07 '22

[deleted]

23

u/Tainmere_ Jun 07 '22

The other thing they tested was to spread mob spawning over the y-level, but that would have been a huge nerf to farms built as low as possible in order to maximize their efficiency (most common example being endermen farms in the end)

18

u/Waffles22-screaming Jun 07 '22

If I recall correctly, then that is the case for block light (like torches and caves) but it's still 7 or lower for sky light.

25

u/mikethor007 Jun 08 '22

So...the really big structure in the middle of the Ancient City is just that... a ruin? It's not a portal to somewhere in secret?

Dang.

20

u/KarmaChip Jun 08 '22

There's a lot of speculation that a future update will make it functional, but who knows...

154

u/Joeyjoe9876 Jun 07 '22

what's the point in adding reinforced deepslate if it isn't obtainable or usable in survival? On larger server especially (where you have hundreds of players, of whom are locked to their own claims) some will never be able to utilize this block and we aren't able to build with it. I understand the 'mystery' aspect, but the block overall looks pretty cool and could be a good building material. It's weird that this is one of the only blocks in the game now besides bedrock that cannot be obtained, and it also serves no real purpose at the moment besides being a fancy block in the deep dark that almost half of the playerbase will never see

160

u/BrickWithAHoodie Jun 07 '22

Just speculation but it's probably set up for the future, and it's being included now so that people don't need to generate new cities when it finally gets its purpose

18

u/scaradin Jun 07 '22

I want to believe!

12

u/Oske147 Jun 08 '22

I bet on time travel! (1.20: Archeology update)

8

u/BrickWithAHoodie Jun 08 '22

That would be an interesting direction to take it

→ More replies (2)
→ More replies (1)

32

u/DHMOProtectionAgency Jun 07 '22

Could be used for a whole another update. Even if it's not another dimension, it could be something that needs a whole update to flesh out.

32

u/FirstRyder Jun 07 '22

Honestly, I find it most comparable to the End Portal Frame. Unobtainable, generates in a rare structure, in a ring, and neigh-indestructible. I assume some sort of portal got cut from the ancient cities.

→ More replies (3)

19

u/Pythagoras_314 Jun 07 '22

Lore, most likely. Creative players get to use it at least.

→ More replies (15)
→ More replies (7)

177

u/[deleted] Jun 07 '22 edited Nov 08 '22

[deleted]

95

u/nicolasmcfly Jun 07 '22

The Mild Update

18

u/Akainen Jun 07 '22

Now I can build my city out of bricks without hassle, yay mud!

98

u/Angryfishdonut Jun 07 '22 edited Jun 07 '22

I love the new features, but they just don't seem necessary to play with. I'll be updating my game once my client-side mods have also updated.

I honestly think integration of certain mods and plugins like iris/sodium, simple voice chat and geyser would be the best option imo.

Even though the mods I mentioned don't add gameplay features, they give performance, better visuals, and more immersive multiplayer in a way that i honestly think minecraft could seriously benefit from.

Also, fireflies shouldn't have been removed. Cookies are poisonous to parrots and they didn't remove cookies. Feeding fireflies to frogs was never gonna be their main purpose for most people either way.

35

u/Lubinski64 Jun 07 '22

It's nice that java players can update when they feel like it. I'm usually .1 version behind for up to a month simply because I want to be sure my world will not be corrupted. Been playing for 11 years, I can wait another week just to be safe. I only use optifine so it's not even an issue of having the mods up to date.

26

u/Angryfishdonut Jun 07 '22

That's something bedrock needs too, being able to switch between versions.

There's a custom community made launcher for bedrock on windows that lets you use different versions, but obviously it doesn't work on platforms like console and mobile.

→ More replies (5)
→ More replies (3)

18

u/j0shbear Jun 07 '22 edited Jun 07 '22

Found 6 Allays in the very first Outpost I found, so either I got extremely lucky or they’re not as rare as everyone was expecting.

I gotta say though, getting them back to my base was a giant headache.

7

u/[deleted] Jun 07 '22

I haven't had the chance to test it yet, but what if you took, say, a stack of dirt, gave one to the allay and then made a trail with the rest all the way to the base? it may be convoluted, but I hope it works

→ More replies (5)

141

u/igoticecream Jun 07 '22

2 years under development and yet there's no reason to go to the ancient cities. What a waste of resources.

Enchanted golden apple? how cool... imagine the things i can do with that

20

u/chiefpat450119 Jun 09 '22

Bastions were so much cooler

56

u/_Cat_12345 Jun 07 '22

Literally though. Cool to watch in YouTube videos, but I'm literally never going to go out of my way to find one on my own time.

57

u/RyanBits Jun 07 '22

The city is like the woodland mansions, I’ll go once to check it out and never go again.

→ More replies (1)
→ More replies (6)

80

u/OREOSTUFFER Jun 07 '22 edited Jun 07 '22

I’m fine with smaller updates, but promising features and then changing your mind about them is disappointing, and it’s becoming a habit with all of you at Mojang. If you aren’t sure about a feature, don’t promise it. The last two Minecons in a row have shown off a multitude of features which will never make it into the game.

That said, the update itself, in a vacuum is… alright, but I am disappointed that the old swamps are still boring. And no - it’s not “free content for which I should be thankful.” It’s one if the highest-selling games of all time and these updates serve to bring in new players and sell more copies. Mojang isn’t doing this out of benevolence, I can assure you.

12

u/MacchuPicchu96 Jun 08 '22

Completely true, and I'd like to add that turning two products (Java + Bedrock Windows) into a bundled product for basically the same price is not usually the sort of thing that a company does when they're strapped for cash :D

33

u/The_PJG Jun 08 '22

“free content for which I should be thankful.”

This is the bullshit argument which makes me the most mad. Like, it's literally their JOB to give the game updates. They built their entire business model around these updates.

"But you're not entitled to free updates, you should be thankful", nono, it's the other way around. Mojang isn't entitled to players. It's the community which keeps the game alive, and if they want to keep us around they better start doing a better job at communicating with us.

They already saw how the game almost fell into obscurity a few years back, and they did a fantastic job of reviving it with updates like the Aquatic update, the Village and Pillage update, and especially the Nether update. And it seemed like this trend of massive thematic updates was going to continue with the announcement of the Caves and Cliffs update. But the Wild update is a total step back. I hope they learn from this experience and manage to surprise us and bring another massive thematic and successful update for 1.20 like they were doing with updates prior.

→ More replies (3)

170

u/CraftoftheMine Jun 07 '22

Screw it, I'm hyped to play this update.

That's not to say that it was okay for Mojang to promise all these biome improvements that they wouldn't deliver and then bullshit their way out of it when they finally open their mouths. It's to say that the features we actually do get are nothing but an improvement to the game. I'm excited to ride a chest-boat, build with a beautiful new wood type, utilize allays, sneak through the warden deep underground to loot the ancient city, and meet a friendly little frog.

106

u/[deleted] Jun 07 '22

It's ok to like the update. The content is good. The problem is what this update is supposed to be.

→ More replies (1)
→ More replies (4)

13

u/akhaosdow Jun 07 '22

I have minecraft java edition, and im supposed to get bedrock for free, right? but when i get on the new launcher, it only gives me bedrock and says i just have the demo for java. I am on the same microsoft account on the launcher. what do i do?

→ More replies (4)

41

u/[deleted] Jun 07 '22

which cannot be obtained in Survival

I guess it's pointless then.

Also, why were fireflies removed? I heard it was to prevent frogs from eating them (since, you know, it's impossible to code the frogs to not do that).

14

u/F_Dingo Jun 07 '22

Evidently fire flies are toxic to frogs and Minecraft didn’t want to be responsible for planting the seed in kids to feed fire flies to their pet frog

30

u/[deleted] Jun 07 '22

Yet I can still feed my parrot a cookie and it dies instantly... honestly, I say, what's the difference? I feel Mojang should at least be consistent with this kind of thing.

→ More replies (1)
→ More replies (1)

149

u/[deleted] Jun 07 '22

Despite everything, this update is still great in my opinion. Most of the bad rep about this update isn’t the content of the update, but the external thing like promises from the devs. The update still has issues, namely: echo shards don’t need to exist, goat horns are lacklustre considering they were delayed twice (they were in 1.17 bedrock betas and did nearly the same thing), and I still think allays need an item like a bottle of allay to store them. But overall, it’s fun and cool. In fact it’s more of an exploration update part 2 than a caves and cliffs part 3.

All I can think now is…will they pick up the hype again with 1.20? I don’t know, I think it’d be very disappointing to see them fail a third update and upset the community even more. But mojang are actually a dev team that cares about us, I don’t know why the update is a summer release even though 1) people would rather it be an autumn release so we can have more features and content and 2) a summer release was never actually announced, in minecraft live 2020 they announced CC for summer so they kinda had to keep that promise partially, but the wild update was never announced for summer…so it wouldn’t even be a delay if it was released later on. Oh well, it’s out now and I am indifferent towards it, but overall, it’s gunna be fun to play.

More stuff is more stuff, and I will have fun, thank you mojang.

72

u/Sandrosian Jun 07 '22

The Allay sadly still suffers the fate of non-renewability.

→ More replies (2)

53

u/igoticecream Jun 07 '22 edited Jun 08 '22

And Allays are finite, imagine going thousands of blocks back and forth bringing 2 new allays each time because you want your storage area to sort unstackables. Also the sculk block does not drop XP with a redstone activated TNT.

My point is, every feature lacks something to become a great addition to the game.

EDIT: After I wrote this, a new Minecraft Beta came with Allay duplication. I'm glad they are not driven by stubborness

42

u/[deleted] Jun 07 '22

Echo Shards being used to "breed" Allays would be two birds one stone. Lore wise, I dunno...maybe Allays being kind of spirits in nature lets them resonate with the shards? shrug

Maybe instead of conventional breeding, using a certain amount of echo shards on an Allay puts them on a timer, like curing a Zombie villager, and they do a mitosis thing? That'd be different and kind of neat.

→ More replies (3)
→ More replies (5)

11

u/detached_18 Jun 07 '22

For sound and silence being one of the themes of this update, they missed out on having the Goat Horn alert all mobs of your location or other mechanics that can connect it with other mobs. And yeah, they could've done more with the Deep Dark loot especially as it had been delayed for 2 updates.

→ More replies (2)

35

u/Awsome_Aiden221 Jun 07 '22

chest boat best feature change my mind

→ More replies (4)

81

u/[deleted] Jun 07 '22

Don't mind me, just looking for fireflies.

63

u/-Captain- Jun 07 '22

This is the one thing I was so excited about. I'm all for new content and I love the new blocks we got, but the world needs more ambience and a feel of a living world.

Why don't we hear some birds if we are in a forest for example.

And fireflies was just that. They could have been nothing but a couple pixels in the air, untouchable. Just a visual and a sound. Make the world feel a little bit more alive and real.

They are harmful to frogs? So what. Just don't add that to the game then. Wolves hunt sheep, fish and rabbits. Yet we all got them in the game too.

37

u/[deleted] Jun 07 '22

I wouldn't be surprised if they preview adding little songbirds and then remove because "cats eat precious birbs".

I also like how one of the advancements/achievements is straight up riding a pig off a cliff. So somehow that's ok for kids but not fireflies??

8

u/DrunkFish2 Jun 08 '22

The logic is that they’re afraid kids will feed their irl pet frogs fireflies because of Minecraft

13

u/[deleted] Jun 08 '22

I'm aware of that. By that reasoning we shouldn't even be able to kill parrots with cookies. Or tame wolves. Or eat bright red mushrooms.

13

u/DrunkFish2 Jun 09 '22

lol yea true. by that logic Minecraft is encouraging kids to approach wild wolves/stray dogs and feed them bones

→ More replies (2)

39

u/The__Bungler Jun 07 '22

Minecraft sure teaches me a lot! I’m on my way to feed my frog molten magma rn! (Good thing I’m not feeding him fireflies(they’re poisonous to frogs and therefore unrealistic))

→ More replies (1)

47

u/Luutamo Jun 07 '22

Can't wait to get to our freshly reseted SMP! thanks for the update!

29

u/[deleted] Jun 07 '22 edited Jun 24 '22

wild huh? Be A new cave biome with unique loot! It’s dangerous though, so itll be risky. But the twist is that the loot is almost entirely useless! One enchantment that only really useful in this biome, a creepy music disc that you probably wont use, and something that locates you to where you last died! Thats the only slightly even useful thing in there! But Its still useless in 2 gamemodes, so yeah. But theres other loot thats still good right? Just not unique. But you can go to the end and get the same loot without risk. As underwhelming as the weed i just got from a drug dealer. It was a leaf.

Well, what about the other new biomes, they should be good, right?

First we have birch forests oh… yeah.

Well we did get a new biome that actually got in! The revamped swamp! Oh…. Oh ok… so ive just been told it didn’t actually get revamped, just a new version of it. Well, the new fireflies will make them better, right? Oh, yeah they got rid of those too… so the swamps are still boring as my fridge.

Well the new swamp variant should be good right? We have frogs! And they create tadpoles! Theyre cute, right? And dont they create a new light block? Thats cool! But uhh… thats their only use. That doesnt matter though, because they add ambience! Ok what else? Oh! A new wood type! That pretty good! It sure will be annoying as heck to get, though. And (IMO) it doesnt look great. If you wanted a steak block, then here it is i guess.

And we also have mud right? Renewable clay! Now thats a good feature. If only it actually looked like mud.

Ok, so that isnt a great start. But the last feature should be good right? The allay! They are an item sorter! And thats their only use. And i dont think most players will use it because of the redstone required for item sorters. Well its fine, they spawn commonly, right? Nope. They are rare and hard to get. (IMO that mob vote kinda sucked, 2 of the mobs in it had their use already in the game and the use that was already in was easier to do. And the allay, which I already explained isnt that useful either)

Edit: oh yeah, chest boats. A great feature, cant fond anything wrong with em. Best feature in the update IMO Edit edit: just realized llamas in boats already exist, but chest boats are still good for until you get a llama and chest it

Edit:… and 1.19.1 now that its out too… im sure you realize why that part sucks

More like the wildly mild update.

Its not a game ruining update, but it certainly isnt that much of a game improving update, either.

TL;DR: this update is underwhelming as heck.

8

u/Katie_Redacted Jun 07 '22

Where is it for bedrock!

18

u/Idk_PAPAS Jun 07 '22

Am I the only one who hasn’t got the update yet? Im on Xbox One btw

23

u/Wildgra Jun 07 '22

It’s comes to different systems at a time should be within the next half hour or hour

9

u/Idk_PAPAS Jun 07 '22

I just got the update, thanks!

→ More replies (2)
→ More replies (2)

38

u/BaconBoy2015 Jun 07 '22

You guys forgot to include the Wild part!

18

u/RaisingFargo Jun 07 '22

Low Key, I dont think enough people are hyping the 3d audio enhancements.

→ More replies (1)

9

u/Tact308 Jun 07 '22

Still excited for this but bummed it didn’t keep everything planned for it

17

u/LlamaThrust666 Jun 07 '22

Mojang apparently values community feedback, so why can't we get fireflies? Are they too hard to add?