Ladies and gentlemen here is the fourth snapshot for Minecraft 1.18 called 21w40a with another round of tweaks to world generation, new biome names, mob spawning changes and more. My name is slicedlime as always at your service with the news on this snapshot. Let’s dive in to world generation to begin with. The biome layout has been further tweaked in this snapshot – biomes are now closer to the 1.17 state in their relative sizes to one another. This means for instance that if a swamp was generally smaller than a plains biome in 1.17, that ratio Will now be more similar in 1.18 as well. In addition, the average size of most biomes has been increased. Of course, this means that all the biomes have moved around so don’t expect snapshot worlds to look the same. Another change to biome layout is that non-cave biomes are now Laid out in 2D – so as you go up or down in elevation, the only change you will see to the biome is if you enter or leave a cave biome. This fixes a number of issues relating to things like Grass and leaf colors changing with height and has also reduced the amount of microbiomes. A bunch of biomes have been renamed! Stone Shore is now called Stony Shore. Jungle Edge is now called Sparse Jungle. Snowy Tundra is now called Snowy Plains. Giant Tree Taiga has been renamed to Old Growth Pine Taiga and in a similar vein Giant Spruce Taiga is now Old Growth Spruce Taiga and Tall Birch Forest is now Old Growth Birch Forest. The old Mountains biome is now called Windswept Hills, Wooded Mountains has Turned into Windswept Forest and Gravelly Mountains into Windswept Gravelly Hills. Shattered Savanna is now Windswept Savanna. Wooded Badlands Plateau is now simply called Wooded Badlands and finally a few of the new mountain biomes have also been renamed. Snowcapped Peaks is now Frozen Peaks and Lofty Peaks is now Jagged Peaks. In addition to all the renames, a bunch of biomes that were now the same as other biomes have been removed – this applies to many of the hills and edge type biomes that only differed in their setup with regards to terrain shape. Villages are now slightly more spread out Than before, and water lake features no longer generate. They’ve been removed since surface aquifers now provide local areas of water instead. A couple of feature-related fixes have also been done to fix the enormous amount of sweet berries generating in taigas and the far too sparse blue orchids in swamps. If we turn our attention underground there are more world generation changes to be had. The amount of dungeons have been increased, with them especially being more prevalent below height 0. Blobs of gravel now also generate below height 0. The frequency of underwater magma has been increased, and some aquifer-related issues Have been fixed. As a side effect of this, expect aquifers to have moved around compared to the previous snapshot. A few fixes to cave vines have also been done: Cave vines would generate without their tip if they generated in tight spaces, And they’d also generate down into water. Both those bugs have been fixed in this snapshot. Finally, the random pattern of the bedrock layer near the bottom of the world and top of the nether are now dependent on the world seed. That pattern used to be the same For the same position every world. This snapshot also brings even more tweaks to the ore distribution. The purpose of this round of tweaking is to make branch mining deep down in the world more rewarding. There are now more diamonds to be found From height 16 and down, the lower you go the more you’ll find. All the diamonds added in this snapshot compared to the previous one are hidden and the blob size is somewhere in between the large and small types from before. Iron in mountains can now be found lower down, Starting to generate at height 80 with more iron generating the higher you go. This distribution of iron previously started at height 112. Copper now also generates over a wider span, from -16 to 112 which used to be 0 to 95. A new, extra, uniform distribution Of gold ore can now be found in the lowest reaches of the world below height -48. And emerald ore can now generate lower in the world, down to -16. Previously emerald could only generate from height +32. More emerald also generates in total. And that’s it for the ore distribution changes. Let’s move on to Blocks and Items but stay with the topic of ores and a change to copper ore. The drop rate of raw copper from copper ore has been Increased. The default drop is now between 2 and 5 items, up from between 2 and 3. In addition to this a change has been made to all the stonecutter recipes, where cutting one block of copper in the stone cutter now yields 4 cut copper blocks. Before we move on to mob changes, let me ask you to please take a moment to give the like button a whack – it helps YouTube show this video to more viewers, so I would really appreciate that, thank you. Now let’s talk about Mob changes. To begin with, The previous snapshot introduced a bug where mobs would headbang if you held an item they liked. That bug has been fixed in this version. In addition to this there are a number of mob spawning changes in this version. Axolotls now only spawn in water and above Clay blocks in lush caves. Glowsquids now only spawn in water blocks, under height 30. Aquatic creature spawning has changed too, with Cod, Salmon, Pufferfish, Tropical Fish, Squid and Dolphins now only spawning in water between heights 50 and 64, With the exception of Tropical Fish that now also spawn at any height in lush caves. In the previous snapshot, dripstone caves were changed to no longer spawn Zombies but instead spawn Drowned. A part of this change has been removed, But not all of it – Drowned can still spawn in Aquifers in Dripstone Caves, but Zombies can once again spawn in Dripstone Caves as well. Finally, Goats no longer spawn in stony peaks. An update to an advancement in this snapshot as well: The old biomes that Didn’t generate anymore which I previously mentioned had been removed are no longer required for the “Adventuring Time” advancement For visual changes in this version, a couple of bug fixes. Banners without any patterns now once again render properly and treasure maps once again have the water outline. In performance and stability news, A number of fixes to improve stability have been done, including a fix for random chunks being re-generated when opening a world from Minecraft 1.12.2 or earlier. In addition, optimizations have been done to reduce the performance impact of having large amounts of Axolotls, Goats, Hoglins, Zoglins, Piglins, Piglin Brutes or Villagers And that’s that for 21w40a. Thank you to you top notch viewers who stayed through the entire video – I appreciate it. And if you liked this video, I encourage you try to another one of my videos – like this one. Video Information
This video, titled ‘What’s New in Minecraft Snapshot 21w40a? World Generation Tweaks! New Biome Names!’, was uploaded by slicedlime on 2021-10-07 18:49:58. It has garnered 15063 views and 2240 likes. The duration of the video is 00:07:09 or 429 seconds.
We’ve got a new snapshot: 21w40a with new tweaks to world generation, new names for biomes, new ore distribution tweaks and much more. Check out all the details right here! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive guide possible. Official announcement: https://www.minecraft.net/en-us/article/minecraft-snapshot-21w40a
Technical News: https://youtu.be/RQWVvTnxIco
How to get a Snapshot: https://youtu.be/-gWUURjTaL0
Timestamps: Introduction: 0:00 World Generation Changes: 0:17 Ores: 3:19 Blocks and Items: 4:24 Mobs: 4:55 Advancements: 5:52 Visuals: 6:04 Performance & Stability Changes: 6:14 Thank You: 6:35
Changes in 21w40a: World Generation: – Increased the average size of most biomes. This means biomes aren’t in the same place as before – Tweaked the relative size of some biomes to match 1.17 a bit closer – Non-cave biomes no longer change with height. So no more savannas in the sky and things like that – Increased the amount of dungeons, especially below height 0 – Gravel now generates below height 0 – Slightly increased the frequency of underwater magma – Fixed some aquifer issues. A side effect of this is that aquifers are in different places now compared to last snapshot – Villages are slightly more spread out – Removed water lake features, Aquifers provide local water levels – Bedrock layers generate dependent on the world seed now – Fixed MC-237933: Sweet Berries generate much too often – Fixed MC-237950: Cave vines can generate without tip because prioritize_tip option is negated – Fixed MC-237951: Cave vines can generate into water – Fixed MC-238104: Blue Orchid generation has decreased
Biomes: – Biomes have been renamed! – Biomes that were now the same as other biomes have been removed.
Ore Distribution: – Updated ore distribution to make branch mining deep down more rewarding – There are now more diamonds to be found from height 16 and down, more the lower you go. All the diamonds added in this snapshot are hidden and the blob size is somewhere in between the large and small types from before – Iron ore now generates above 80, with more iron ore as you go higher – was previously 112 – Extra gold generates below height -48 – Emerald can now generate lower in the world, down to -16. More emerald also generates in total – Copper now generates over a wider span, from -16 to 112.
Blocks & Items: – Copper Ore now drops 2-5 (from 2-3) Raw Copper items – In the Stonecutter, a Block of Copper can be converted to 4 Cut Copper
Mobs: – Fixed MC-237962: Entities bob their head up and down when targeting towards the player – Axolotls now only spawn in water, above clay blocks, in lush caves – Cod, Salmon, Pufferfish, Tropical Fish, Squid and Dolphins now only spawn in water from height 50 to height 64 – Toripical Fish now also spawn in lush caves at any height – Glowsquids now only spawn in water blocks, under height 30 – Zombies once again spawn in dripstone caves – drowned can also spawn there however – Goats no longer spawn in stony peaks
Advancements: – The old biomes that didn’t generate anymore are no longer required for the “Adventuring Time” advancement
Visuals: – Fixed MC-236632: Banners without patterns do not render properly – Fixed MC-236736: No relief on treasure map or explorer maps
Performance & Stability: – Fixed MC-237925: Opening world from 1.12.2 (or older) in latest snapshot regenerates random chunks – Fixed MC-217906: Large amounts of axolotls cause performance issues – Fixed MC-229365: Large amounts of goats causes performance issues – Fixed MC-238265: version.json contains internal revision ID instead of game version ID
Thanks to JochCool & Octojen for the assistance!
Some camera sequences rendered using the ReplayMod: https://replaymod.com
Music: “Stop (Instrumental)” by Approaching Nirvana (https://youtube.com/user/approachingnirvana) – listen on Spotify: https://spoti.fi/3BlWPJj Outro music: “Threes is the Bees Knees” by Big Giant Circles (https://biggiantcircles.bandcamp.com/)
Licenses: – CC-BY 3.0: http://creativecommons.org/licenses/by/3.0/ – CC-BY 4.0: http://creativecommons.org/licenses/by/4.0/
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#cavesandcliffs #21w40a