3:53 The reason the cart didn’t go that far is the straight rail at the top of the incline. You’re redirecting the minecart to fly off directly horizontally, and thus it can only fall, and gets no more upward momentum. If you remove that last rail, it’ll fly off when tilted upward, and get way more vertical momentum before it starts falling
13:11 To anyone who doesnt know, this is actually a parity update with bedrock which already had baby dolphins, squids, and glow squids. Along with varrying sizes of fish
Yup and just like on bedrock, none of them are breedable. This is also true for polar bears and zombies in both versions. All of them have naturally spawning babies but can’t be made to breed by the player, just for the sake of variety
I just realized that players who are good with command blocks and such can now make roller coasters with dynamic max speeds. Like, you can have the initial climb with the "chain" made of the powered rails at a low speed, then right at the top of the hill, you trigger the max speed to uncap and just use physics to set up a real roller coaster instead of needing constant powered rails every 8 blocks to keep the player going every time there's a hill or a flat.
@@fire_figtheruntrue you can target multiple entities also if I'm mistaken you can use multiple sequences of c.blocks to keep multiple carts in parity
18:27 they are using backface culling to their advantage to make that redstone torch effect. Minecraft, like other games, needs to be as quick as possible to run at 60+ fps, so they cut a lot of corners. Backface culling is telling the computer, "hey, this polygon is facing away from the camera, so it is most likely not visible and there is no need to render it." Hence why in games if you somehow get outside of the map or inside a model you can see right through it, so artists sometimes use this to make visual effects like such as the new redstone torch. While most of the torch is normal and their polygons face outwards, the red cube around the top of the torch has its polygons facing into the object, so you see them from behind. This makes the polygons that would obscure the front of the torch top invisible while the back side of the red cube we would normally not see hidden behind the rest of the cube is rendered as the polygons are facing the camera 3D graphics are kinda wild
Me 2 years ago would have had no idea what this means. But the fact that I now do understand as well as understand color theory better, I can really appreciate the new look of the redstone torch. I personally like it very much
is it an actual technique that requires to be implemented? is that not just how faces work in any graphics library, where triangles are only rendered on one face? that's what I always thought
@@mb_entity that is what I was saying, clearly just badly... lmao yeah, game engine graphics by default will cull the backsides of faces, however a lot of engines don't. Fancy render engines used in Maya and Blender for example are the opposite, they by defualt render both sides since they are not going for real time performance. Well... for the most part. Most of Maya's shader's don't use the backsides by defualt so they end up black, but they are still rendered
Fun fact: the current model of the redstone torch (not the new one) has issues with backface culling - on Java Edition, the red rings around the head won't render if they aren't facing you, meaning you can only see up to two of the rings at a time. The same issue also applies to the spines of a cactus block. On Bedrock, the torches and cacti don't have this issue, but the repeaters and comparators _do._ The bug tracker lists these both as confirmed bugs, with Bedrock's redstone torches being the intended result.
Love how they're using experimental datapacks to get feedback on potential changes, the minecart speed rule is really fun to play around with and it's great that they're finally considering buffing minecarts Also the baby squids/glow squids/dolphins and small and large salmons are not a completely new feature, these were originally on Bedrock (no you can't breed squids or dolphins, it would be cool if you could so that squid farming would be easier)
Minecarts were supposed to be buffed way back in beta but they couldn't figure out how to not make them derail at higher speeds so the update got scrapped. Looks like they managed to find a solution for it because that's looking really good.
The ability to farm glow squid would be quite useful, too. Although squid are carnivorous IRL, maybe making glow squid breed with glow berries would help make glow berries more useful, and fix the complaints that glow ink does things that glow berries could’ve done instead.
Don't forget that it will also mean that stacking multiple hopper minecarts will become more tedious, definitely a nightmare for bigger sorting systems and/or farms with large item outputs
If they are going to allow you to stack them by dropping them on top of each other they may as well allow you to stack them by right clicking, otherwise you are just wasting the player’s time for no reason.
@@JJLarge Except I think I remember that TNT Minecarts go boom-bassa-boom when entity-crammed at ANY nonzero velocity, including falling from even a single block. The _only_ way to "safely" intersect them is for them to be placed stationarily on the same rail, and the moment they're disturbed and move a single subpixel, *_Exodia._*
18:35 The model/texture change for the Redstone Torch looks like what's called an inverted hull/shell. It's a pretty common trick in 3D modelling to add an outline to an object, basically they added a box surrounding the top of the torch, but they only render the inside faces of the box. It's a quick and dirty way to get that effect, with the main downside being that you often are doubling the amount of polygons in the model - something that, in Minecraft, isn't likely ever going to cause an issue. I think that the Redstone Torch has needed this kind of visual update for a while, and this look is simple, cheap, and really effective!
13:08 The bogged was actually introduced with a shearing loot table. Everything else that's shearable was hardcoded, but when they added the bogged they actually made it use a loot table for its shearing drops. It was a matter of time until they moved everything else to follow suit.
I see camman as an annoying youtuber whose content is geared towards children so I dont watch him. Its a shame this comment section will be plagued by his viewers.
2:07 Having your head follow the direction of the minecart is something I loved about the legacy console editions and I'm so happy it's making a return!
I think was also a feature in the really old versions of Java. I only know that cuz I started a beta 1.7.3 world and played in it for about 2 months a while ago, and I remember it happening there.
In my opinion, a mechanic to be able to control the speed of minecarts through how much power a power rail receives could be a good way to allow players to use certain speeds if the default they decide on is not ideal for a certain scenario.
I would love to see minecarts being able to be linked by chains. Imagine an improved furnace minecrat pulling along a chain of you and several chests of stuff
16:51 I believe this has something to do with an exploit where you can set up a village way high up in the world, start a raid by drinking an ominous bottle, and the raiders will try to spawn on the ground but couldn't detect the village since it's so high up, subsequently despawning immediately and spawning another round. This continues until the raid ends. Keep in mind that you won't get Hero of the Village since you didn't kill any raiders yourself, it's just an oversight with how the Raids work after the addition of ominous bottles.
Yes, MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
18:35 here's how they made the new Redstone torch: It's not rendering the Glow behind the torch, which is a good guess, but that would be too complicated and hard to keep track of, instead they simply made a cube and textured only the inside of each face, leaving the outside transparent If you don't know what I mean, think about how if you go into spectator mode and go through a mob, you can still see it's texture because all it's planes are textured on both sides, but if you go through a block, you can look straight through it since it's only textured on the outside, but with the glowing effect on the new Redstone torch, they reversed this to make a simple, yet cool effect.
I just tested it and the "whump whump whump" sound a minecart on a circular track makes at 1000 m/s is honestly really interesting. I can see it adding a lot of ambiance to industrial base designs.
It's all awesome, but the randomness is very surprising. How can Gnembon, the person that invented Carpet Mod, want to introduce randomness, when Carpet's freeze tick was created to debug deterministic redstone.
Yeah Randomness surprises me. I think it's probably fine here since it only happens in the specific case of same signal strength. I would be annoyed if it was added to other redstone features though. I think ideally we get this, and then block update order for normal blocks is like always set to the same thing like -Y -X +X -Z +Z +Y, everywhere
i'm fairly certain anything unpredictable isn't on gnembon's wishlist. it looks more like a parity thing, trying to force the random behaviour of bedrock redstone into java. the carpet mod features are more likely to be gnembon's wishlist.
Gnembon has less "power" over technical changes than you may think. For example, Carpet mod already has an optimization mode for redstone dust that makes it work similarly to how the experimental version does, but the Carpet implementation doesn't skimp on block updates as much, and doesn't resort to applying true randomness to non-deterministic behavior. That's kind-of important, because those missing block updates and the randomness are kind-of bad for technical contraptions.
Mojang the next day:"we have been informed that pufferfish are poisonous to Dogs so we made the choice to remove pufferfish from the Oceans. You can now instead feed them magma cubs instead, totally safer than before".
17:00 phoenix sc made a video about it. You could just stand there at a high enough level and all of the raid waves would spawn, and then despawn really fast.
@@GSBarlev It'd be a game changer if the textures themselves were also a vanilla option, adding a little bit of extra magic to caving (and making highly-visible ores an option for speedrunners, who are currently forbidden from using such accessibility features in Vanilla Tweaks because "they don't come with the base game", but if they _did_ come as an option in the base game... 👀)
I'm glad they added them to Java instead of removing them for Bedrock. If only they'll add back the other removed Bedrock exclusives. I want my buttons on stone walls back.
18:43 I think what's happening is that only the inside of the cube is being rendered and/or the normals on the model are reversed, which is super cool!
that's most definitely it without adding a custom rendering function for just these torches, since Minecraft already culls back faces. such a cool idea to take advantage of
Okami famously used this method for the outlines around everything! A simple trick, but with the right art direction, an incredibly effective one requiring zero custom shader code 👍
yup! If you go into the model file, the top corner and the bottom corner of that cube are swapped which makes the cube have 'negative' width, height, depth which causes the normals to be flipped
If they're gonna mess with carts, might as well add a "Cart Friction" option, to change the speed at which carts slow down over time, or maybe just make a "heavy cart" or "Driver Cart", which is much slower to speed up, but can stay at speed for far longer before starting to slow down, and is given special capability for pushing OR dragging other carts along with it.
16:07 - that is a wonderful idea! Maybe not to vanila gameplay but... it could be amazing for things like skyblock??? And also that is a new type of villager breeder that has the advantage of being not capped by amount of villagers that you have in the area
@@MusicMeltsReal Or it just poisons the dog, similar to cookies and parrots. The firefly case was different since frogs were supposed to eat them without player action.
@@emperor_putenskiy Literally the only reason for them wanting to add fireflies was so frogs could eat them. It's starting to get real pathetic how people still whine about the fireflies, especially when I 100% guarantee none of you would've given a single shit about them after a week if they did get added because they do nothing in a biome no one goes to except to farm slimes.
@leetri the word "pathetic" can describe how people like you tend to summarize everyone elses experince based on their own. You don't even worth while to reply honestly
If you could right click redstone wire to make it a cross shape or something when it would otherwise be a line or corner shape would be a nice. Keeps redstone from updating unnecessary blocks while not forcing you to set your redstone back from what you wanna power to provide directional power
Yes! Im not the biggest redstone guy but i feel like the change as it is now is kinda bad. I like the rest of the redstone changes but the updating change feels like it breaks a lot of contraption. Your idea definetly would fix this. I would even be okay with having to use another redstone dust to set the direction
Hasn't some limited form of that idea already been a thing? (So the possibility is already there, they just need to expand on it.) No experience with these things personally, but in videos I've seen people toggle a unit of redstone dust between its normal mode and a "dot" mode to change its behavior. I think they did it with right click and I think the dot mode was used for dust placed on top of an observer in a compact contraption so the signal would go straight up or down without powering anything to the sides? (I don't think it had any more modes to pick from than normal and dot though. Either the dust is open to automatically making whatever connections it feels like or it's forced to be as closed off as possible.) I'd think that they ought to add more options for even more control than that. Force it to run straight in one direction or the other (no connections will be made out to the sides), force it to make a T intersection out to one side or the other of the straight line (no connection will be made to the other side), force it to make a 4 way intersection (just leaving an open connection out to all sides). Let players custom tailor their lines to connect, and to not connect, precisely where they want.
@@MuljoStpho they did the thing with the dot/cross, yes! But only for single dusts. Now they'd need to detect where on the redstone the player is clicking to determine where the opening should be. Or they'd just let it cycle through all possible options which would be way to tedious for the player. Though i see another possibility in the second part of your comment! This would actually allow us to put two redstone lines side by side without them connecting to each other! I believe this could literally change redstone forever! As people wanted 'bluestone' since forever. (Though i think mumbo did a video experimenting with a bluestone mod and deemed it as not as useful as thought but i could be remembering this wrong)
@@NekoEko the change as it stands doesnt actually change what blocks the redstone powers, just what it updates. So dust doesnt create unecessary updates that 99% of the time would not do anything
@ 18:43 - Looks like the cube has it's normals flipped inside out, so you're looking through to the *inside* of the cube as you look around it. the outside is see-through while the inside is rendered
The new redstone torch uses an ancient rendering trick to get that "glow". The redstone torch has a red cube around the inner glow, but the cube was flipped inside-out so that only the inner faces are visible. It's a very clean way to render outlines over models without needing a shader, just extra vertices and faces. It's insanely cheap on GPU horsepower, too.
I really like the changes with the bundle giving it a specific use case in storage as essentially a garbage bin. Chests are for bulk storage,shulkers are for moving large amounts of items fast,barrels are good for when you need storage but dont want the storage to mess with your design, and finally bundles are there to get rid of the random items in your chests and inventory that you dont want.
For me, I'd rather have a bundle that acts more like the ProjectE Alchemical Bag.. But I do like the bundles the way they are now then they were previously
8:29 I don’t know if we should have it on shulker boxes. Doing that would nearly completely invalidate the bundle’s existence, as shulker boxes would become strictly better bundles. Their only downside is that you need to raid the end to get them, but that’s when bundles become most useful.
Yeah but bundles are early game and shulkers are end game. Also bundles can do things that shulkers can't. Without bundles the max number of different types of items you can put in a shulkers box is 27. With the bundle it's 1728. The clumping is something the shulker box cannot do.
@@flowdotboy with bundles in shulkers you could store that many items, but only ONE of each item, so long as it IS stackable to 64. If it is non stackable, it fills the bundle instantly and if it’s stackable to 16, it will treat each one like its 4 items to maintain stack size (assuming you CAN put 16 stack size items with 64 stack size ones in the same bundle). In what universe do you want 1 of any stackable item? It’s certainly not useful for building, and adventuring not really either.
@@flowdotboy shulkers are plenty of fun to use already. They are portable chests. It’s what they were designed to be. Turning them into even bigger bundles would completely negate bundles and make yet another thing people would complain about being “useless” in the game. I’d much rather they make it so you can upgrade bundles with more leather so you can hold more items, but never enough to match a shulker box, so you have to actually strategize whether or not you should bring bundles which can hold more variety but less space, or shulkers which hold less variety but more items in general.
@@ryninja5788 Okay maybe my example was a bit of an exaggeration. But I don't think bundles will ever replace shulkers no matter how the shulkers change. (Unless they suddenly can only store like 1 stack of things or something). I'm also very much a proponent for mojang making non-stackables and 16-stackables take less weight in bundles. Cuz tools are a big space taker and being able to put your less used tools like sheers, maps, extra buckets, and such in a bundle would be really useful. The only issue I see with shulker boxes having a UI in your inventory is then bundles inside of shulker boxes probably can't have a UI, but even then that's not really a problem as you just take the bundle outside of the shulker and open it there. About your second comment, I haven't personally been able to ever obtain shulker boxes (I can never make it through the end islands without dying), but from what I've seen and how I believe I'd think is that having to place a shulker box is annoying. Why do I have to place it to access it? That's 2 extra steps. 1) open inventory, 2) move shulker box to hotbar, 3) place shulker box, 4) open shulker box. With the gui it would be 1) open inventory, 2)take item out of shulker box. How can that be a bad thing?
the bees spinning on the ground was them pollinating the flowering azalea. the note about them not getting caught on corners when pathfinding is just that. theyd get caught on corners and just hover for a while not readjusting their path finding to keep moving.
18:00 Finally, my dreams of setting up ender pearl portal chains can come true. Basic concept: Build a portal in the overworld, link it to a portal in the nether so they are barely within linking reach, place another portal right next to it, build a new portal in the overworld so it can barely link to the new portal, build another portal right next to it... and repeat. In theory, you could cross huge distances in the blink of an eye by throwing a pearl through either end. I cannot stress enough how absurdly powerful this may be. [EDIT] I have tinkered a bit with this idea. It is... finnicky to say the least, but I can comfortably cross 400 blocks in either direction in one pearl throw. Figuring out how to chain modules together without them interfering is the biggest issue right now. So far I managed four portal traversals in one throw. Once we find the perfect spacings however? Oooooh boy. Oh boy.
Yeeess! I thought about something similar too. It's automatically chunk loaded and if you go slightly down every few portals you can probably go super far!
The Redstone Torch has a 4x4 red cube around its head that has its normals flipped. This means that on a normal block for example you would only see the side that is rendered with the texture, if you were to go inside the block you could see right through it. now because of performance improvements these sides will never be seen so they are not rendered. now these sides have been flipped inside out which achieves this little effect. Games like Borderlands make extensive use of this trick, called Cel-Shading. 🤓
3:06 Camman's jaw must be through the floor right now. No, it's gone through the earth, warping time and space, done a full lap around the universe, and come back to hit him in the head knocking him out cold with minecarts replacing the stars you normally see when you get knocked out.
@@GSBarlevit’ll actually make those copper farms worse, as those farms were so good because when the normal zombies turned into drowned after already being attacked for a bit their reinforcement limit was reset. by making drowns only summon more drowned you lose out on some of that. tho not enough to where the farm isn’t viable i think
This will completely kill reinforcement based copper farms. Each zombie has a reinforcement limit which is inherited by the new zombies they spawn through reinforcement. The copper farm only works because converting zombies to drowned resets that limit allowing the farm to be self-sustaining. A farm that had constant input of new zombies (ex: a spawner) would still work with reinforcement, but at significantly reduced rates.
Really happy they made it trackpad friendly, even though the way they did it was a bit confusing (wasd support would be nice) Also I think you should be able to "take out" the + icon to see the next page
The only thing that really changed is the display and the scrolling to access specific things, all the other right click functionality was already there
I kind of hope they keep that minecart speed gamerule available. As for the optimal speed... Maybe they could make progressively more powerful (and expensive) versions of powered rails with increasingly fast max speeds. That way, even when people have elytras, they could still feasibly use their minecart system without losing time as long as they swap out the powered rails for better ones.
I was literally just watching Mumbo’s newest video and looking at his and Cub’s death messages as they were using the mace on eachother and I thought “this should really say “smashed by” as opposed to “slain by””
4:03 Oh come on!!! That creeper WANTED to get super accelerated and launched miles through the air!!!! It was so ready and you didn't do it. I was all ready to scream "WEEEEEE!!!" and it ended up with a slow ride instead. The creeper looked so disappointed to me.
8:24 I actually disagree on this... As convenient as it might seem at first, a shulker box is a block, that like any other block in the game, should be interacted with when it is in the world. If we extend the bundle's behaviour to shulkers, then i see no reason by that same logic we couldnt also apply it to empty barrels, or chests, or pots in our inventory too without starting to impose arbitrary restrictions - as those are also blocks that are containers you can put items into/take them out of - the main functional difference is just that the shulker box doesn't drop its contents when broken, making it a viable end-game extension of your storage capacity, like how the ender chest, or building a custom sorting system are mid-game, and the humble chest/chest boat/starter base are early-game extensions. The bundle is an item/tool and thus how it functions with regards to its interface as an item in your inventory makes perfect sense. while shulker boxes might "lack" this feature in your eyes, they are instead capable of being automatically placed, broken, filled, emptied and filtered with 0 player input. They have different niches and serve different purposes.
while i can understand balance wise not letting shulker boxes be interacted in inventory, comparing them to chests and barrels in this instance is a stretch as they dont have the prerequisite trait of storing items while inside another inventory.
@@ManMan-zk8vz bear with me, about to overexplain... the gist of what i was saying is the means of putting items inside of a chest or shulker, or taking items out them is functionally the exact same process - it needs to be a physical block in the world that you interact with. if the idea of letting the player deposit/take from the shulker box item directly in their inventory is that its just skipping the placing/breaking step, then there's logically no reason that you couldn't skip that step with other items too, like for example; depositing items into and creating a "pre-filled" chest - or taking items out of it again directly as all containers can actually retain their contents as items (via pick-block/loot functions), its specifically the behaviour of the block when it is broken that determines whether or not it retains its contents in regular gameplay - and we're supposedly skipping that part now. i can understand why it may feel like a leap (comparing something that *can* do something to something that does), but it is objectively a far bigger leap to go from the bundle; a tool that you interact with exclusively in your inventory, to what is essentially a moveable chest - and for people to somehow equate the two so much so that they believe one should also get the other's whole shtick, just because...
i like to compare shulkers and bundles to moving boxes and purses... if you want to go through the moving box; you're gonna have to find a place to set it down first to open it up, but the purse is something you can easily open and rifle through on the go without skipping a beat. one is a big container made for moving lots of things at a time from one place to another - the other is a small carry-on bag for holding a couple of convenient items you might need on-hand/an assortment of other random objects you didnt want to throw away (i had another analogy ready go - but if you already consider comparing fixed boxes to moveable boxes too big of a stretch, i won't embarrass myself by bringing beehives into this too... 😅😂)
@@TheiBunny Shulker boxes and chests aren't the same thing though. There is no inventory on a chest that's in your inventory. There IS an inventory on a shulker box. Just because they can both hold items while on the ground, doesn't mean they're comparable. If anything, I'd say a shulker box is closer to a bundle than a chest.
@@seoulpeterson432 a shulker is *literally* just a more versatile chest, dunno what to tell you. same exact storage capacity and type, only you can pick up the shulker box - specifically so you can relocate it and its contents with ease. there isn't, and hasn't been anything quite like the bundle. closest thing we've had to it in concept was the cut quiver item from pre-alpha, but even then we dont know how it would have even functioned. the next closest thing is probably the crossbow as it's an actual item/tool like the bundle (not a block) that can technically be used to store other items (since it could be loaded with 1 or 3 projectiles) without it ever needing to leave the players inventory for anything. the only similarity between bundles and shulker boxes is the fact they both store items, but how they do so is completely different - with a laundry list of reasons as to why thats the case.
the way the redstone torch outline is probably done is by creating a box around the torch and inverting the normals, so the backface culling gives the impression of an outline it's a relatively simple, but functional way to create that effect!
Yeah that's what they did, and it looks pretty good too other than the pink on the inside. Also crying obsidian does that in the Faithless texture pack
16:52 I believe the change was to fix a bug where in a certain setup you could start a raid and immediatly despawn all the raiders because you were too far away.
MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
Incredibly pedantic correction: a group of dolphins is called a "pod," not a "swarm." The experimental redstone changes are honestly a bit confusing to me design-wise, but that might be because I've been playing this game for so many years that any change to redstone feels weird.
The Raid Spawning issue was shown on PhoenixSC's channel, where you can have a "Village" so high up that the raiders spawn and immediately despawn, finishing the raid
I really like the idea of a "Transportation Update" Things to make the minecart feel more useful, more responsive, etc. There could be Upgradable carts, better ways to transport items
I think a locomotive update would be really cool. You could create long chains of chest minecarts powered with either powered rails or providing the locomotive with a fuel source like a furnace. If you add the restone contraptions unnecessary for automatic loading and unloading you could have a late game automated system for delivering items to your base from farms
@@AbsolXGuardian This would only work If Minecarts could load chunks, if they could, then we would enter a bigger automation revolution than the Auto crafter.
Thanks for covering this snapshot Xisuma! I couldn't imagine how the changes looked ingame, and didn't want to download the snapshot to test. These videos are awesome!
7:12 I’m incredibly dismayed by it not showing everything. Previously it did show every item, allowing you to keep a clock and compasses in the very bottom, have them take up 1/64th of an inventory slot each instead of a full inventory slot, and you could incredibly easily peek inside whenever you want just by opening your inventory (particularly if you put the bundle in the slot your mouse is centered over when you open your inventory). It also allows for fun pixel art using glass panes
Well, if 64 kinds of items shown in rows of 4, we'd have a tooltip whose height is twice the inventory width, which is *not* easy access at all; in rows of 8 or 9 then it's a little bit larger than a double chest worth of screen space, still not that good as a tooltip. So I think the front 8 items in two rows of 4 is a compromise. i'd like it to be 12 or 16 though (still in rows of 4 since this is not that much)
@@pihungliu35 maybe I just happened to never fill up a bundle to 64 unique items, but after playing with the previous iteration of bundles for years across multiple worlds , I never had any issue with it taking up too much UI space. After thinking about it more, I think the bigger problem is the fact that the rest of the items are just completely 100% hidden and the only way to find out what is in it is to totally (or almost totally) empty it. With the previous iteration I could always see what was in the bundle and just shuffle everything one by one to an empty bundle until I reach what I wanted, and then neatly put everything back. With this UI change, you can still shuffle things around in that same way, but now you have absolutely no idea how deep it is, or more importantly, if there’s anything in the bundle you’d want to pull out at all. Is it going to help with clutter if it means you have a billion mystery objects in every bundle and no way to see what could be put together to defragment things? I definitely agree that pretty much no matter what 8 items is unusable, the whole point is to put a bunch of different items together to declutter and I’ve always used them successfully for that, but what’s the point if everything I declutter is completely out of sight and out of mind and might as well just not exist?
@@pihungliu35 Ideally it'd be a scrollable view within the tooltip like a mini-inventory, but interactable hovers are always an awkward UI element. Mojang currently seems to be going for a "piggy bank" design of the bundles, although I don't really think they're powerful enough to justify quality-of-life nerfs like that.
MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
I think that's because the only way to get your /first/ template is from a bastion, while once you have the one, you can craft more using diamonds. So the first template is rare, but once you have it you can make as many as you can afford, making the gear using them "common" even if players tend to treat the gear as more rare.
@@MidnyteSketch but the duplicate templates are still considered uncommon…. Mojang also made it pretty clear they’re basing item rarities off of their continued rarity, not their /initial/ rarity. AND they literally made a rule about items crafted with something of a certain rarity retaining that rarity. this inconsistency breaks that rule. i don’t think there was a genuine reason for netherite being common. mojang just forgor their own rules and didn’t think it through properly
@@tststststs-we4cs It is and I agree but just wanted to point out that even *minor* changes will affect some machines and sometimes it is just inevitable
I think the max minecart speed should be unique per minecart. With new copper-powered rails that set the max speed based on power level. So you can make a super slow cart, then set it to be able to go super fast.
this is amazing !!!! i love the parity changes they re making where theyre actually adding things from bedrock to java instead of removing them - i love these so much
After seeing that TAS this snapshot is only making the two by two advancement harder to get… But then again the boat changes to the portal makes it shorter in a way.
@@arcticdino1650 idk, I was thinking copper but the problem with that is its somewhat more common than gold and iron which are used for rail tracks too, so it either it can't use copper or would have to use copper in combination with a material thats rarer than iron or gold but still renewable
I wonder with the addition of baby dolphins if they'll end up fixing the fact that dolphins drown if you move too far away from them. That would be nice. Also I think it'd be cool if they added a really rare variant of the salmon that's extra big. Just for fun. I'm excited to see them potentially making some changes to redstone and minecarts. One of the reasons I'm too intimidated to get into redstone is because there's so many finicky things it does that don't make sense that you kind of just have to know. Like quasi powering. And minecarts have always been kind of a pain in the butt to do stuff with and have needed updated for ages.
I love how theyre doing these updates. With the main udpate, they can focus on what they had previously planned for a long time while in these mini updates, they can work on some stuff that needs updating
16:54 PheonixSC played with this and i guess they caught it and fixed it, they spawned in the air i believe or in another case they'd spawn and despawn creating an automatic win for the player
MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
Minecart improvements would be nice. The speed rule sounds good for doing fun, silly things like rollercoasters, especially if you have the rotate with minecart on. Now only if they had linkable carts that you could chain together similarly to llama caravans, multiplayer worlds could be very fun. Just imagine the amusement park builds a server could have if your entire party was linked together on the same ride, using both the minecart speed increased and the better jumps.
Wish they would allow us to dye the bundles in the same way as leather armor, would make organising them in the inventory easier.
And it makes sense.
Ooh I would love that so much!
rad idea
Wish they would make leather backpacks in Minecraft, and be able to dye them the same like leather armor
@@dylanjohnston4388 it's called shulker box
3:53 The reason the cart didn’t go that far is the straight rail at the top of the incline. You’re redirecting the minecart to fly off directly horizontally, and thus it can only fall, and gets no more upward momentum. If you remove that last rail, it’ll fly off when tilted upward, and get way more vertical momentum before it starts falling
I'm glad I'm not the only one to notice
Won't the second-to last rail just get corrected to be flat then?
@@arthurhellstrom5515 nope, as long as you only break the horizontal rail and not the block underneath it stays diagonal
isn't it distance rather than momentum?
@@spacetextadventure5619 Both, the higher vertical distance it'll get is an impact of the higher upward momentum.
13:11 To anyone who doesnt know, this is actually a parity update with bedrock which already had baby dolphins, squids, and glow squids. Along with varrying sizes of fish
Yup and just like on bedrock, none of them are breedable. This is also true for polar bears and zombies in both versions. All of them have naturally spawning babies but can’t be made to breed by the player, just for the sake of variety
i think everyone knows that bedrock is famous for their baby squids and dolphins no need to call it out
I wish they were breedable. Especially squids.
Big salmon
@@Sany_Tarn 🤨
I just realized that players who are good with command blocks and such can now make roller coasters with dynamic max speeds. Like, you can have the initial climb with the "chain" made of the powered rails at a low speed, then right at the top of the hill, you trigger the max speed to uncap and just use physics to set up a real roller coaster instead of needing constant powered rails every 8 blocks to keep the player going every time there's a hill or a flat.
Would only work for 1 cart max though.
Very clever!
@@fire_figtheruntrue you can target multiple entities also if I'm mistaken you can use multiple sequences of c.blocks to keep multiple carts in parity
@@borttorbbq2556 it's a gamerule, meaning it applies globally to the whole world at a time
For anyone wondering: 1000 blocks per second is equivalent to nearly 3x the speed of sound, which is 343 meters per second.
seems like a perfetly reasonable max speed for Vanilla
1000 blocks/meters per second really is overkill
KSP-ahh vehicle lol
18:27 they are using backface culling to their advantage to make that redstone torch effect. Minecraft, like other games, needs to be as quick as possible to run at 60+ fps, so they cut a lot of corners. Backface culling is telling the computer, "hey, this polygon is facing away from the camera, so it is most likely not visible and there is no need to render it." Hence why in games if you somehow get outside of the map or inside a model you can see right through it, so artists sometimes use this to make visual effects like such as the new redstone torch. While most of the torch is normal and their polygons face outwards, the red cube around the top of the torch has its polygons facing into the object, so you see them from behind. This makes the polygons that would obscure the front of the torch top invisible while the back side of the red cube we would normally not see hidden behind the rest of the cube is rendered as the polygons are facing the camera
3D graphics are kinda wild
Me 2 years ago would have had no idea what this means. But the fact that I now do understand as well as understand color theory better, I can really appreciate the new look of the redstone torch. I personally like it very much
This is a good explanation
is it an actual technique that requires to be implemented? is that not just how faces work in any graphics library, where triangles are only rendered on one face? that's what I always thought
@@mb_entity that is what I was saying, clearly just badly... lmao
yeah, game engine graphics by default will cull the backsides of faces, however a lot of engines don't. Fancy render engines used in Maya and Blender for example are the opposite, they by defualt render both sides since they are not going for real time performance. Well... for the most part. Most of Maya's shader's don't use the backsides by defualt so they end up black, but they are still rendered
Fun fact: the current model of the redstone torch (not the new one) has issues with backface culling - on Java Edition, the red rings around the head won't render if they aren't facing you, meaning you can only see up to two of the rings at a time. The same issue also applies to the spines of a cactus block.
On Bedrock, the torches and cacti don't have this issue, but the repeaters and comparators _do._ The bug tracker lists these both as confirmed bugs, with Bedrock's redstone torches being the intended result.
Love how they're using experimental datapacks to get feedback on potential changes, the minecart speed rule is really fun to play around with and it's great that they're finally considering buffing minecarts
Also the baby squids/glow squids/dolphins and small and large salmons are not a completely new feature, these were originally on Bedrock (no you can't breed squids or dolphins, it would be cool if you could so that squid farming would be easier)
Now bedrock isn’t big salmon version 🥲😢😭😭😭😭
they buffed minecarts in a 1.8 snapshot too, it was just terribly done and scrapped
Canman18 finally can rest
Minecarts were supposed to be buffed way back in beta but they couldn't figure out how to not make them derail at higher speeds so the update got scrapped. Looks like they managed to find a solution for it because that's looking really good.
The ability to farm glow squid would be quite useful, too.
Although squid are carnivorous IRL, maybe making glow squid breed with glow berries would help make glow berries more useful, and fix the complaints that glow ink does things that glow berries could’ve done instead.
2:32 Removing stackable minecarts gonna nerd TNT Minecart Traps pretty badly.
Rip to the Life Series’ favorite toy
I really hope they revert that, minecarts even with all the buffs on the horizon don't need nerfs
They can just drop the Minecarts onto the same block
Don't forget that it will also mean that stacking multiple hopper minecarts will become more tedious, definitely a nightmare for bigger sorting systems and/or farms with large item outputs
If they are going to allow you to stack them by dropping them on top of each other they may as well allow you to stack them by right clicking, otherwise you are just wasting the player’s time for no reason.
@@JJLarge Except I think I remember that TNT Minecarts go boom-bassa-boom when entity-crammed at ANY nonzero velocity, including falling from even a single block. The _only_ way to "safely" intersect them is for them to be placed stationarily on the same rail, and the moment they're disturbed and move a single subpixel, *_Exodia._*
18:35 The model/texture change for the Redstone Torch looks like what's called an inverted hull/shell. It's a pretty common trick in 3D modelling to add an outline to an object, basically they added a box surrounding the top of the torch, but they only render the inside faces of the box. It's a quick and dirty way to get that effect, with the main downside being that you often are doubling the amount of polygons in the model - something that, in Minecraft, isn't likely ever going to cause an issue.
I think that the Redstone Torch has needed this kind of visual update for a while, and this look is simple, cheap, and really effective!
13:08 The bogged was actually introduced with a shearing loot table. Everything else that's shearable was hardcoded, but when they added the bogged they actually made it use a loot table for its shearing drops. It was a matter of time until they moved everything else to follow suit.
I can think of a certain RUclips Shorts creator who is definitely going to be a fan of the minecart changes!
Immediately thought of camman18 as soon as xisuma said minecarts
You can? Man!
(Yes I know its not canman)
I see camman as an annoying youtuber whose content is geared towards children so I dont watch him. Its a shame this comment section will be plagued by his viewers.
Came here to say that lmao, didnt have to scroll for long.
@@TheGargantuanLeviathanwhy is it bad to make entertainment for kids?
2:07 Having your head follow the direction of the minecart is something I loved about the legacy console editions and I'm so happy it's making a return!
I forgot about this honestly.
I think was also a feature in the really old versions of Java. I only know that cuz I started a beta 1.7.3 world and played in it for about 2 months a while ago, and I remember it happening there.
"Only three Epic Items." *shows the Elytra, Dragon Head, and Silence Armor Trim.* *immediately shows the Heavy Core's Epic rarity.*
Where's the Dragon Egg? The original and only "Epic" item for nearly a DECADE... >_>
the video shows which items have changed rarity, not every item in the category
@@SnyperMK2000JclLstill epic rarity
And thus also the Mace...
@@SnyperMK2000JclLNot even half a decade. The Dragon Egg was added in 2011, Elytra 2015.
In my opinion, a mechanic to be able to control the speed of minecarts through how much power a power rail receives could be a good way to allow players to use certain speeds if the default they decide on is not ideal for a certain scenario.
I would love to see minecarts being able to be linked by chains. Imagine an improved furnace minecrat pulling along a chain of you and several chests of stuff
16:51 I believe this has something to do with an exploit where you can set up a village way high up in the world, start a raid by drinking an ominous bottle, and the raiders will try to spawn on the ground but couldn't detect the village since it's so high up, subsequently despawning immediately and spawning another round. This continues until the raid ends. Keep in mind that you won't get Hero of the Village since you didn't kill any raiders yourself, it's just an oversight with how the Raids work after the addition of ominous bottles.
Yes, MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
The reason they despawned was because they moved away from the player.
PhoenixSC misunderstood the MC-274911 report. This was a report of the stacking raid farm mechanic and PhoenixSC misunderstood it as a new bug
No it has been there since version 1.14 when raids were added
Mojang completely destroyed stacking raid farms
To have the glowing ores without using full on shaders is such a welcome addition. It's pretty much a feature I always use when using shaders.
When put in the offhand, the bundles interface should be expanded next to the main inventory, so that items can be easily browsed and dragged in/out.
Being able to use Control + Q on crafted items is actually so great and I will probably get more use of that than anything else in the video
18:35 here's how they made the new Redstone torch:
It's not rendering the Glow behind the torch, which is a good guess, but that would be too complicated and hard to keep track of, instead they simply made a cube and textured only the inside of each face, leaving the outside transparent
If you don't know what I mean, think about how if you go into spectator mode and go through a mob, you can still see it's texture because all it's planes are textured on both sides, but if you go through a block, you can look straight through it since it's only textured on the outside, but with the glowing effect on the new Redstone torch, they reversed this to make a simple, yet cool effect.
You can do this with display blocks when you give them a negative size
I just tested it and the "whump whump whump" sound a minecart on a circular track makes at 1000 m/s is honestly really interesting. I can see it adding a lot of ambiance to industrial base designs.
A fair amount of this snapshot feels like Gnembon crossing off some of his wish list
It's all awesome, but the randomness is very surprising. How can Gnembon, the person that invented Carpet Mod, want to introduce randomness, when Carpet's freeze tick was created to debug deterministic redstone.
Yeah Randomness surprises me. I think it's probably fine here since it only happens in the specific case of same signal strength. I would be annoyed if it was added to other redstone features though.
I think ideally we get this, and then block update order for normal blocks is like always set to the same thing like -Y -X +X -Z +Z +Y, everywhere
i'm fairly certain anything unpredictable isn't on gnembon's wishlist.
it looks more like a parity thing, trying to force the random behaviour of bedrock redstone into java.
the carpet mod features are more likely to be gnembon's wishlist.
i want to help you but RUclips does not allow me to
Gnembon has less "power" over technical changes than you may think. For example, Carpet mod already has an optimization mode for redstone dust that makes it work similarly to how the experimental version does, but the Carpet implementation doesn't skimp on block updates as much, and doesn't resort to applying true randomness to non-deterministic behavior. That's kind-of important, because those missing block updates and the randomness are kind-of bad for technical contraptions.
id like having vertical momentum preserved with minecarts, imagine making ramps!
You can make ramps! They failed to mention it in the changelog but slopes will have the Minecraft go that direction
It does work, xisuma had a flat horizontal piece of rail at the end of his ramp, that's what made it fly horizontally
@@Bunkiiiiiihe derped
Minecraft space program
12:45 i feel like theyd need to remove pufferfish from that list o.o i dont recall pets being okayd to eat pufferfish
Mojang the next day:"we have been informed that pufferfish are poisonous to Dogs so we made the choice to remove pufferfish from the Oceans.
You can now instead feed them magma cubs instead, totally safer than before".
@@Gigi4u XD sad but true thats funny
17:00 phoenix sc made a video about it. You could just stand there at a high enough level and all of the raid waves would spawn, and then despawn really fast.
OMG emissive textures in vanilla is BIGGG
also the redstone torches look amazing i love that effect
I saw them in the game before I got to that part of the video, and at first I thought my glasses were dirty. Seriously, though, they look epic.
@@GSBarlev It'd be a game changer if the textures themselves were also a vanilla option, adding a little bit of extra magic to caving (and making highly-visible ores an option for speedrunners, who are currently forbidden from using such accessibility features in Vanilla Tweaks because "they don't come with the base game", but if they _did_ come as an option in the base game... 👀)
Tbh I don't like new torches
Its a shite update.
14:41 Small, Medium and Large fish have actually been in bedrock edition for quite a while now, since the 1.13 aquatic update.
Big salmon for java finally
So have the baby dolphins, squid and glow squid.
I'm glad they added them to Java instead of removing them for Bedrock. If only they'll add back the other removed Bedrock exclusives. I want my buttons on stone walls back.
a little pedantic, but the update aquatic was split across versions 1.4.0 to 1.6.0 on bedrock.
1.13.0 was part of village and pillage.
@@REALMARCHINADERMe I want the old grass variation and the cool jungle hills grass color again
18:43 I think what's happening is that only the inside of the cube is being rendered and/or the normals on the model are reversed, which is super cool!
that's most definitely it without adding a custom rendering function for just these torches, since Minecraft already culls back faces. such a cool idea to take advantage of
Yes, the term is "inverse culling" for anyone wanting to look it up!
Okami famously used this method for the outlines around everything! A simple trick, but with the right art direction, an incredibly effective one requiring zero custom shader code 👍
yup! If you go into the model file, the top corner and the bottom corner of that cube are swapped which makes the cube have 'negative' width, height, depth which causes the normals to be flipped
They will use an inverted winding order (probably CW) I imagine.
If they're gonna mess with carts, might as well add a "Cart Friction" option, to change the speed at which carts slow down over time, or maybe just make a "heavy cart" or "Driver Cart", which is much slower to speed up, but can stay at speed for far longer before starting to slow down, and is given special capability for pushing OR dragging other carts along with it.
16:07 - that is a wonderful idea! Maybe not to vanila gameplay but... it could be amazing for things like skyblock??? And also that is a new type of villager breeder that has the advantage of being not capped by amount of villagers that you have in the area
Yeah idk about feeding wolves pufferfish 😂
Next snapshot: pufferfish get removed because they're poisonous to dogs
@@MusicMeltsReal Or it just poisons the dog, similar to cookies and parrots. The firefly case was different since frogs were supposed to eat them without player action.
@@nisseheim4996do you defend mojang here or am I mistaken? How about adding fireflies and NOT program a behavior for frogs to eat them?
@@emperor_putenskiy Literally the only reason for them wanting to add fireflies was so frogs could eat them. It's starting to get real pathetic how people still whine about the fireflies, especially when I 100% guarantee none of you would've given a single shit about them after a week if they did get added because they do nothing in a biome no one goes to except to farm slimes.
@leetri the word "pathetic" can describe how people like you tend to summarize everyone elses experince based on their own. You don't even worth while to reply honestly
If you could right click redstone wire to make it a cross shape or something when it would otherwise be a line or corner shape would be a nice. Keeps redstone from updating unnecessary blocks while not forcing you to set your redstone back from what you wanna power to provide directional power
Yes!
Im not the biggest redstone guy but i feel like the change as it is now is kinda bad.
I like the rest of the redstone changes but the updating change feels like it breaks a lot of contraption.
Your idea definetly would fix this. I would even be okay with having to use another redstone dust to set the direction
Hasn't some limited form of that idea already been a thing? (So the possibility is already there, they just need to expand on it.) No experience with these things personally, but in videos I've seen people toggle a unit of redstone dust between its normal mode and a "dot" mode to change its behavior. I think they did it with right click and I think the dot mode was used for dust placed on top of an observer in a compact contraption so the signal would go straight up or down without powering anything to the sides? (I don't think it had any more modes to pick from than normal and dot though. Either the dust is open to automatically making whatever connections it feels like or it's forced to be as closed off as possible.)
I'd think that they ought to add more options for even more control than that. Force it to run straight in one direction or the other (no connections will be made out to the sides), force it to make a T intersection out to one side or the other of the straight line (no connection will be made to the other side), force it to make a 4 way intersection (just leaving an open connection out to all sides). Let players custom tailor their lines to connect, and to not connect, precisely where they want.
@@MuljoStpho they did the thing with the dot/cross, yes! But only for single dusts.
Now they'd need to detect where on the redstone the player is clicking to determine where the opening should be. Or they'd just let it cycle through all possible options which would be way to tedious for the player.
Though i see another possibility in the second part of your comment!
This would actually allow us to put two redstone lines side by side without them connecting to each other! I believe this could literally change redstone forever! As people wanted 'bluestone' since forever. (Though i think mumbo did a video experimenting with a bluestone mod and deemed it as not as useful as thought but i could be remembering this wrong)
@@NekoEko the change as it stands doesnt actually change what blocks the redstone powers, just what it updates. So dust doesnt create unecessary updates that 99% of the time would not do anything
19:20 the ores having a sort of glow to them is such a cool idea, letting you seeing them clearly in pitch black caves
This isn’t a default feature, u need to use a resource pack. Previously it could only be done with shader packs.
@@mattyicee damn, still a cool resource pack though
@@T.Gonz1216 Yeah I agree. Definitely a cool change.
@@mattyicee oh I was wondering that, cause I thought that was already a thing that could be done. Nice to know its now possible without shaders.
@ 18:43 - Looks like the cube has it's normals flipped inside out, so you're looking through to the *inside* of the cube as you look around it. the outside is see-through while the inside is rendered
9:16 that death message NEEDS to be changed lol
I was looking for someone else who sees the same problem 😂
All the players are going to be smashable finally 👁️🗨️
death by snu snu
9:18 oh dear
My words exactly, brother
Damn
The new redstone torch uses an ancient rendering trick to get that "glow". The redstone torch has a red cube around the inner glow, but the cube was flipped inside-out so that only the inner faces are visible. It's a very clean way to render outlines over models without needing a shader, just extra vertices and faces. It's insanely cheap on GPU horsepower, too.
I really like the changes with the bundle giving it a specific use case in storage as essentially a garbage bin. Chests are for bulk storage,shulkers are for moving large amounts of items fast,barrels are good for when you need storage but dont want the storage to mess with your design, and finally bundles are there to get rid of the random items in your chests and inventory that you dont want.
Bundles are also there for when you’re exploring and want to get multiple unique items, but don’t have the space to fit it all.
For me, I'd rather have a bundle that acts more like the ProjectE Alchemical Bag.. But I do like the bundles the way they are now then they were previously
Bundles are compactors.
That is SUCH an improvement to the bundle recipe, omigosh!
8:29 I don’t know if we should have it on shulker boxes. Doing that would nearly completely invalidate the bundle’s existence, as shulker boxes would become strictly better bundles. Their only downside is that you need to raid the end to get them, but that’s when bundles become most useful.
Yeah but bundles are early game and shulkers are end game. Also bundles can do things that shulkers can't. Without bundles the max number of different types of items you can put in a shulkers box is 27. With the bundle it's 1728. The clumping is something the shulker box cannot do.
Also I personally hate making things worse so that something else is better. If it's not fun, make it fun. Shulkers are currently unfun to use.
@@flowdotboy with bundles in shulkers you could store that many items, but only ONE of each item, so long as it IS stackable to 64. If it is non stackable, it fills the bundle instantly and if it’s stackable to 16, it will treat each one like its 4 items to maintain stack size (assuming you CAN put 16 stack size items with 64 stack size ones in the same bundle). In what universe do you want 1 of any stackable item? It’s certainly not useful for building, and adventuring not really either.
@@flowdotboy shulkers are plenty of fun to use already. They are portable chests. It’s what they were designed to be. Turning them into even bigger bundles would completely negate bundles and make yet another thing people would complain about being “useless” in the game. I’d much rather they make it so you can upgrade bundles with more leather so you can hold more items, but never enough to match a shulker box, so you have to actually strategize whether or not you should bring bundles which can hold more variety but less space, or shulkers which hold less variety but more items in general.
@@ryninja5788 Okay maybe my example was a bit of an exaggeration. But I don't think bundles will ever replace shulkers no matter how the shulkers change. (Unless they suddenly can only store like 1 stack of things or something). I'm also very much a proponent for mojang making non-stackables and 16-stackables take less weight in bundles. Cuz tools are a big space taker and being able to put your less used tools like sheers, maps, extra buckets, and such in a bundle would be really useful. The only issue I see with shulker boxes having a UI in your inventory is then bundles inside of shulker boxes probably can't have a UI, but even then that's not really a problem as you just take the bundle outside of the shulker and open it there.
About your second comment, I haven't personally been able to ever obtain shulker boxes (I can never make it through the end islands without dying), but from what I've seen and how I believe I'd think is that having to place a shulker box is annoying. Why do I have to place it to access it? That's 2 extra steps. 1) open inventory, 2) move shulker box to hotbar, 3) place shulker box, 4) open shulker box. With the gui it would be 1) open inventory, 2)take item out of shulker box. How can that be a bad thing?
The CTRL Q for the crafting table will be so nice
the bees spinning on the ground was them pollinating the flowering azalea.
the note about them not getting caught on corners when pathfinding is just that. theyd get caught on corners and just hover for a while not readjusting their path finding to keep moving.
Yea i know but it was the same sort of look as them getting stuck :-)
18:00 Finally, my dreams of setting up ender pearl portal chains can come true. Basic concept: Build a portal in the overworld, link it to a portal in the nether so they are barely within linking reach, place another portal right next to it, build a new portal in the overworld so it can barely link to the new portal, build another portal right next to it... and repeat. In theory, you could cross huge distances in the blink of an eye by throwing a pearl through either end.
I cannot stress enough how absurdly powerful this may be.
[EDIT] I have tinkered a bit with this idea. It is... finnicky to say the least, but I can comfortably cross 400 blocks in either direction in one pearl throw. Figuring out how to chain modules together without them interfering is the biggest issue right now. So far I managed four portal traversals in one throw.
Once we find the perfect spacings however? Oooooh boy. Oh boy.
Yeeess! I thought about something similar too. It's automatically chunk loaded and if you go slightly down every few portals you can probably go super far!
you forgot about gravity
@@knyt0 Haven't tested it, but maybe setting up a 1 block wide bubble column to give the pearl a bit of a vertical lift as it passes through.
The Redstone Torch has a 4x4 red cube around its head that has its normals flipped.
This means that on a normal block for example you would only see the side that is rendered with the texture, if you were to go inside the block you could see right through it. now because of performance improvements these sides will never be seen so they are not rendered. now these sides have been flipped inside out which achieves this little effect.
Games like Borderlands make extensive use of this trick, called Cel-Shading. 🤓
3:06
Camman's jaw must be through the floor right now. No, it's gone through the earth, warping time and space, done a full lap around the universe, and come back to hit him in the head knocking him out cold with minecarts replacing the stars you normally see when you get knocked out.
The reinforcement change may be quite big for Gold Farms, considering how strong reinforcement-based Copper Farms are
It'll also streamline copper farms as you won't need the conversion chamber turning zombies into drowneds.
@@GSBarlevit’ll actually make those copper farms worse, as those farms were so good because when the normal zombies turned into drowned after already being attacked for a bit their reinforcement limit was reset. by making drowns only summon more drowned you lose out on some of that. tho not enough to where the farm isn’t viable i think
@@gostlyplays Ooh. Though that might be a boon in some ways, as X and Tango both showed how quickly those farms can lag out an entire server rn.
@@gostlyplays Not necessarily You could just have both drowned and zombies spawning as reinforcements, but only turn zombies into drowned
This will completely kill reinforcement based copper farms.
Each zombie has a reinforcement limit which is inherited by the new zombies they spawn through reinforcement. The copper farm only works because converting zombies to drowned resets that limit allowing the farm to be self-sustaining.
A farm that had constant input of new zombies (ex: a spawner) would still work with reinforcement, but at significantly reduced rates.
7:20 Oh my god, that bundle access interface is revolutionary. And the right clicking in inventory is super intuitive
Really happy they made it trackpad friendly, even though the way they did it was a bit confusing (wasd support would be nice)
Also I think you should be able to "take out" the + icon to see the next page
The only thing that really changed is the display and the scrolling to access specific things, all the other right click functionality was already there
@@IDKisReal2401 I'm sorry to all those poor souls who are playing on a trackpad
To be honest I liked the light gray interface more (but the capacity bar is nice) and it could've still be used cuz it functions the same
The scrolling is a great addition, not a fan of the new ui though, I prefer the old one as it fits more with the rest of the ui.
14:40 vintagebeef actually gets to meet big salmon now!
I kind of hope they keep that minecart speed gamerule available. As for the optimal speed... Maybe they could make progressively more powerful (and expensive) versions of powered rails with increasingly fast max speeds. That way, even when people have elytras, they could still feasibly use their minecart system without losing time as long as they swap out the powered rails for better ones.
That would prevent people from finding minecarts too op for early game or too useless for late game, and it would add more vertical progression
I was literally just watching Mumbo’s newest video and looking at his and Cub’s death messages as they were using the mace on eachother and I thought “this should really say “smashed by” as opposed to “slain by””
4:03 Oh come on!!! That creeper WANTED to get super accelerated and launched miles through the air!!!! It was so ready and you didn't do it. I was all ready to scream "WEEEEEE!!!" and it ended up with a slow ride instead. The creeper looked so disappointed to me.
Mojang finally pushing updates to game performance(both in java and bedrock, finally) in the last few months is really nice
fr
Lol. I don’t care about it. Please don’t give us bedrock redstone, it’s shite.
Finally ?????????
Havent seen baby squids in years, I remember them towards the end of my pocket edition days. I am sad however that they did not make baby parrots.
I really appreciate these videos because updates like this have my head spinning and you really are great at simplifying them.
Upgrading mine carts is so sick. Hope we could possibly get some more things for them too.
8:24 I actually disagree on this...
As convenient as it might seem at first, a shulker box is a block, that like any other block in the game, should be interacted with when it is in the world.
If we extend the bundle's behaviour to shulkers, then i see no reason by that same logic we couldnt also apply it to empty barrels, or chests, or pots in our inventory too without starting to impose arbitrary restrictions - as those are also blocks that are containers you can put items into/take them out of - the main functional difference is just that the shulker box doesn't drop its contents when broken, making it a viable end-game extension of your storage capacity, like how the ender chest, or building a custom sorting system are mid-game, and the humble chest/chest boat/starter base are early-game extensions.
The bundle is an item/tool and thus how it functions with regards to its interface as an item in your inventory makes perfect sense.
while shulker boxes might "lack" this feature in your eyes, they are instead capable of being automatically placed, broken, filled, emptied and filtered with 0 player input.
They have different niches and serve different purposes.
while i can understand balance wise not letting shulker boxes be interacted in inventory, comparing them to chests and barrels in this instance is a stretch as they dont have the prerequisite trait of storing items while inside another inventory.
@@ManMan-zk8vz
bear with me, about to overexplain...
the gist of what i was saying is the means of putting items inside of a chest or shulker, or taking items out them is functionally the exact same process - it needs to be a physical block in the world that you interact with.
if the idea of letting the player deposit/take from the shulker box item directly in their inventory is that its just skipping the placing/breaking step, then there's logically no reason that you couldn't skip that step with other items too, like for example; depositing items into and creating a "pre-filled" chest - or taking items out of it again directly as all containers can actually retain their contents as items (via pick-block/loot functions), its specifically the behaviour of the block when it is broken that determines whether or not it retains its contents in regular gameplay - and we're supposedly skipping that part now.
i can understand why it may feel like a leap (comparing something that *can* do something to something that does), but it is objectively a far bigger leap to go from the bundle; a tool that you interact with exclusively in your inventory, to what is essentially a moveable chest - and for people to somehow equate the two so much so that they believe one should also get the other's whole shtick, just because...
i like to compare shulkers and bundles to moving boxes and purses...
if you want to go through the moving box; you're gonna have to find a place to set it down first to open it up, but the purse is something you can easily open and rifle through on the go without skipping a beat.
one is a big container made for moving lots of things at a time from one place to another - the other is a small carry-on bag for holding a couple of convenient items you might need on-hand/an assortment of other random objects you didnt want to throw away
(i had another analogy ready go - but if you already consider comparing fixed boxes to moveable boxes too big of a stretch, i won't embarrass myself by bringing beehives into this too... 😅😂)
@@TheiBunny Shulker boxes and chests aren't the same thing though. There is no inventory on a chest that's in your inventory. There IS an inventory on a shulker box. Just because they can both hold items while on the ground, doesn't mean they're comparable. If anything, I'd say a shulker box is closer to a bundle than a chest.
@@seoulpeterson432 a shulker is *literally* just a more versatile chest, dunno what to tell you. same exact storage capacity and type, only you can pick up the shulker box - specifically so you can relocate it and its contents with ease.
there isn't, and hasn't been anything quite like the bundle. closest thing we've had to it in concept was the cut quiver item from pre-alpha, but even then we dont know how it would have even functioned.
the next closest thing is probably the crossbow as it's an actual item/tool like the bundle (not a block) that can technically be used to store other items (since it could be loaded with 1 or 3 projectiles) without it ever needing to leave the players inventory for anything.
the only similarity between bundles and shulker boxes is the fact they both store items, but how they do so is completely different - with a laundry list of reasons as to why thats the case.
the way the redstone torch outline is probably done is by creating a box around the torch and inverting the normals, so the backface culling gives the impression of an outline
it's a relatively simple, but functional way to create that effect!
Yeah this is done super easily in Blockbench by making the scale -1.
Yeah that's what they did, and it looks pretty good too other than the pink on the inside.
Also crying obsidian does that in the Faithless texture pack
16:52 I believe the change was to fix a bug where in a certain setup you could start a raid and immediatly despawn all the raiders because you were too far away.
MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
No, PhoenixSC misunderstood the MC-274911 report. This was a report of the stacking raid farm mechanic and PhoenixSC misunderstood it as a new bug
So in this snapshot the infinite wave raid farm has been fixed and is no longer functional.
8:59 DID SOMEBODY SAY FREEE HOPPERS
absolutely love this whole snapshop?? excited!
I love the goat horns being data driven.
I was able to make goat horn have "creeper awww man" sound effect with a datapack & resource pack.
9:05 Xisuma, the changelog said "minimum" so it now can attack you from up close
Incredibly pedantic correction: a group of dolphins is called a "pod," not a "swarm." The experimental redstone changes are honestly a bit confusing to me design-wise, but that might be because I've been playing this game for so many years that any change to redstone feels weird.
I love the thumbnail on this. I love your thumbnails in general. They're great, and have been for ten years now.
10:36 think you forgot the mace there!
That's what I was saying, so strange
12:58
I wish the sheep kept some of it's colour on the remaining wool.
The Raid Spawning issue was shown on PhoenixSC's channel, where you can have a "Village" so high up that the raiders spawn and immediately despawn, finishing the raid
No, PhoenixSC misunderstood the MC-274911 report. This was a report of the stacking raid farm mechanic and PhoenixSC misunderstood it as a new bug
So in this snapshot the infinite wave raid farm has been fixed and is no longer functional.
I really like the idea of a "Transportation Update"
Things to make the minecart feel more useful, more responsive, etc.
There could be Upgradable carts, better ways to transport items
finally, the furnace minecart buff we've been waiting for all these years
@@smolbrendan5978 Dun Dun Dunnnnn
I know right
I think a locomotive update would be really cool. You could create long chains of chest minecarts powered with either powered rails or providing the locomotive with a fuel source like a furnace. If you add the restone contraptions unnecessary for automatic loading and unloading you could have a late game automated system for delivering items to your base from farms
Also horse carts.
@@AbsolXGuardian This would only work If Minecarts could load chunks, if they could, then we would enter a bigger automation revolution than the Auto crafter.
Minecraft is taking some massive wins with these snapshots. These are some well needed changes and look brilliant!
Thanks for covering this snapshot Xisuma!
I couldn't imagine how the changes looked ingame, and didn't want to download the snapshot to test.
These videos are awesome!
7:12 I’m incredibly dismayed by it not showing everything. Previously it did show every item, allowing you to keep a clock and compasses in the very bottom, have them take up 1/64th of an inventory slot each instead of a full inventory slot, and you could incredibly easily peek inside whenever you want just by opening your inventory (particularly if you put the bundle in the slot your mouse is centered over when you open your inventory). It also allows for fun pixel art using glass panes
Well, if 64 kinds of items shown in rows of 4, we'd have a tooltip whose height is twice the inventory width, which is *not* easy access at all; in rows of 8 or 9 then it's a little bit larger than a double chest worth of screen space, still not that good as a tooltip. So I think the front 8 items in two rows of 4 is a compromise. i'd like it to be 12 or 16 though (still in rows of 4 since this is not that much)
@@pihungliu35 maybe I just happened to never fill up a bundle to 64 unique items, but after playing with the previous iteration of bundles for years across multiple worlds , I never had any issue with it taking up too much UI space. After thinking about it more, I think the bigger problem is the fact that the rest of the items are just completely 100% hidden and the only way to find out what is in it is to totally (or almost totally) empty it. With the previous iteration I could always see what was in the bundle and just shuffle everything one by one to an empty bundle until I reach what I wanted, and then neatly put everything back. With this UI change, you can still shuffle things around in that same way, but now you have absolutely no idea how deep it is, or more importantly, if there’s anything in the bundle you’d want to pull out at all. Is it going to help with clutter if it means you have a billion mystery objects in every bundle and no way to see what could be put together to defragment things? I definitely agree that pretty much no matter what 8 items is unusable, the whole point is to put a bunch of different items together to declutter and I’ve always used them successfully for that, but what’s the point if everything I declutter is completely out of sight and out of mind and might as well just not exist?
@@pihungliu35 Ideally it'd be a scrollable view within the tooltip like a mini-inventory, but interactable hovers are always an awkward UI element. Mojang currently seems to be going for a "piggy bank" design of the bundles, although I don't really think they're powerful enough to justify quality-of-life nerfs like that.
16:50 it was a fix for a really broken mechanic where raids would spawn a bunch if you went up 120 blocks
Therefore, stacking raid farms no longer work.
MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
10:28 netherite templates are uncommon but netherite gear which requires them is only common...
I think that's because the only way to get your /first/ template is from a bastion, while once you have the one, you can craft more using diamonds.
So the first template is rare, but once you have it you can make as many as you can afford, making the gear using them "common" even if players tend to treat the gear as more rare.
@@MidnyteSketch but the duplicate templates are still considered uncommon…. Mojang also made it pretty clear they’re basing item rarities off of their continued rarity, not their /initial/ rarity. AND they literally made a rule about items crafted with something of a certain rarity retaining that rarity. this inconsistency breaks that rule.
i don’t think there was a genuine reason for netherite being common. mojang just forgor their own rules and didn’t think it through properly
Hope they finally add hitchable minecarts so we can build trains! And the glowing ores look incredible
that one dolphin: "twirling, forever twirling!"
5:27 That random update order is going to be interesting for some highly-technical stuff
it will fuck up a lot of shit
@@tststststs-we4cs Basically every change will mess at least someones redstone even if the change is good or bad
@@nothingbutlemon11 yes but locationality is better than randomness
@@tststststs-we4cs It is and I agree but just wanted to point out that even *minor* changes will affect some machines and sometimes it is just inevitable
We can make coin flips in Minecraft more easily now
On the topic of cart speed i think it should be something high (possibly 32 to more directly compete with the elytra) but with slower acceleration
I think the max minecart speed should be unique per minecart. With new copper-powered rails that set the max speed based on power level. So you can make a super slow cart, then set it to be able to go super fast.
this is amazing !!!! i love the parity changes they re making where theyre actually adding things from bedrock to java instead of removing them - i love these so much
I've been using the bundles during the past couple of updates and it just keeps getting better and better
YES! Give me trains! I want to hook up minecarts to each other, and I want the ability to control the speed of the locomotive (furnace minecart)
minecraft foamer era begins today
16:40 he crafted 64 iron blocks but picked up 65... another bug?
yup, good catch!
Found it on the bug tracker, MC-275299.
If you remove that last flat piece of track/rail at the top of the slope, you get an even better minecart jump 😁
I love quality of life changes like these
After seeing that TAS this snapshot is only making the two by two advancement harder to get…
But then again the boat changes to the portal makes it shorter in a way.
3:31 particle accelerator
_Little Timmy's going to plaid!_
“My name is Barry Allen and I am the fastest man alive”
I think the minecart update would need some kind of superpowered rails that go much faster than normal powered ones
what material could they be made of?
@@majamystic256copper. Would give it a new use
@@arcticdino1650 idk, I was thinking copper but the problem with that is its somewhat more common than gold and iron which are used for rail tracks too, so it either it can't use copper or would have to use copper in combination with a material thats rarer than iron or gold but still renewable
I wonder with the addition of baby dolphins if they'll end up fixing the fact that dolphins drown if you move too far away from them. That would be nice.
Also I think it'd be cool if they added a really rare variant of the salmon that's extra big. Just for fun.
I'm excited to see them potentially making some changes to redstone and minecarts. One of the reasons I'm too intimidated to get into redstone is because there's so many finicky things it does that don't make sense that you kind of just have to know. Like quasi powering. And minecarts have always been kind of a pain in the butt to do stuff with and have needed updated for ages.
I'm not sure if that's possible in vanilla, but you can probably add a giant salmon as a nametag Easter egg, like the Jeb sheep
13:08 the Bogged already had a shearing loot table, this just moved all other shearing items into loot tables.
I love how theyre doing these updates. With the main udpate, they can focus on what they had previously planned for a long time while in these mini updates, they can work on some stuff that needs updating
He literally made a minecart particle accelerator lmao
This Snapshot is genuinely more game-changing than some previous updates!
1.20 and 1.10 defo
16:54 PheonixSC played with this and i guess they caught it and fixed it, they spawned in the air i believe or in another case they'd spawn and despawn creating an automatic win for the player
MC-274911 refers to a bug where raiders do not spawn within 112 blocks of the raid point, but rather more than 112 blocks away. So this is part of the raid farm mechanic, and raid farms can no longer do infinite waves
That's how raid farms work!
@@Alexminec-y3s ohhh sorry i wasn't sure, thank you good lad
Minecart improvements would be nice. The speed rule sounds good for doing fun, silly things like rollercoasters, especially if you have the rotate with minecart on. Now only if they had linkable carts that you could chain together similarly to llama caravans, multiplayer worlds could be very fun. Just imagine the amusement park builds a server could have if your entire party was linked together on the same ride, using both the minecart speed increased and the better jumps.
3:56 It's because you still have the flat rail at the top; if you remove that, it'll keep following the angle of the ramp.
14:25 ibxtoycat will be sad
Java is no longer the small salmon version!
7:11 I hope they plan to make the not shown items still accessible with your cursor
How?
@@sboy2044 idk maybe some next page button to show your other items
@@ShadowzClan-1 That's what I thought. Instead of showing 8 items they can show 7 plus an arrow to see other items.
@@br5312 Maybe they can use the 9 and 0 keys to switch pages, since those aren't currently used with the bundle.
Woooo bundles!
5:24 lets goooo new gambling mechanic
This is the first time I've actually been excited for an update since 1.18 holy shit