Hello everyone and welcome back to another minecraft update video this is snapshot 21w44a and if the world behind me looks familiar at all to you it’s because we used the same world in the last update to upgrade to the latest snapshot i’ve done that process again and so the Terrain we see in front of us over here has been generated in 21w44a and this train over here was made in 1.17 so what i’ve been doing is flying around to make some side by side comparisons i’ve been playing a game of spot the difference trying to see how The world has generated in the newer version which is on the left side and it would seem that i haven’t found any major differences in generation between the two of them the only big thing i’ve noticed is occasionally there’ll be a tree on one version that wasn’t there on The other or vice versa so it doesn’t appear there’s been any major changes but even minor ones can have big consequences as this village has not generated in the latest snapshot and if you’re clueless as to what i’m talking about it is the biome blending feature For new and old terrain you can see the shape of the landscape will match up but there are other problems that don’t seem to have been addressed in this snapshot and something rather important that needs to be communicated is that seed numbers are now permanent until release this means it’s safe for You to start searching for a siege you want to play in in the next update as some of the previous snapshots have changed how the seed number system works so not much has changed above ground but in this snapshot the focus is below as caves are now going to generate in the Expanded terrain below bedrock if you watched the last video you might remember this cave down here where we came up against a deep slate wall well obviously the cave has generated into the old terrain but a big glaring problem here is that it’s just stone so I don’t know what happened here how the devs did not notice this uh but there are a few other issues as well for example that layer of deep slate is basically the very last layer of bedrock at the very bottom of the world so it’s not been removed in the transition into The new terrain down below which is kind of odd especially with all of these glow berries hanging off the top of it if we go lower down in the world to see the very bottom where one layer of bedrock generated last time you’ll see now that it doesn’t generate any we’ve actually Got stone and gravel and even diamond ore generating down here at the bottom of the world so it’s good to see that they’ve now got the cave generation working in the new extended bottom part of the world for old chunks because remember everything we’re looking at here was generated in 1.17 but it’s Still got some issues and kinks that need to be worked out and this i guess is a perfect reminder to make backups of your world if you want to play on these snapshots they are not yet suitable for playing in a long-term world so be sure to make your backups when checking these Out there are other new features and changes in this snapshot too for example in the options menu we have a new option called online when you go in here you’ll see the realms notification option for on or off is now in this space and we’ve got allow server listings if we read This it says servers may list online players as part of their public status with this option off your name will not show up in such lists and you can turn this on or off and if you’re wondering what this refers to some websites can show you who’s on the server when you Visit it and i believe this is what it’s referring to now if you’re actually logged into a server as i am right now and you go into the options you’ll see the online button is here you got the same options it also tells you what the Server difficulty is set to and i also have a feeling that you might be able to use that button if you’re op on a server but since i don’t have access to a snapshot server i guess i can’t tell you for now it also says here on the website That part of this feature is actually a property that can be configured called hide online players so if this was set to false that feature might not work at all it’s a little unclear but if set to true it will allow players to hide their online status now this snapshot brings With it a change i have seen claim to be fixed time and time again over the years and i know about this bug quite well because we’ve run a data pack on vanilla tweaks for the longest time that fixes this issue it relates to sleeping in a bed and the weather cycle So this is the issue when you go and sleep in a bed regardless of what the weather cycle is currently doing it will be reset which means it is very likely it’s going to start raining or thundering in about 10 minutes and the classic thing is that it always seems to Rain on multiplayer servers well the reason is there’s lots of people playing and someone’s probably always going to be sleeping in the bed and that resets the weather cycle meaning that you get rain and thunder quite often so now in this snapshot if i were to sleep in this Bed it would not actually touch the weather cycle at all so if it were going to rain in 10 seconds then that would happen in 10 seconds when i get out of the bed the change now is that it’s going to reset the weather cycle if it’s raining or thundering so Now when you sleep in a bed it will get reset this possibly means though that it could just start raining again in about 10 minutes so i’m not entirely sure this is a solution that’s going to work you see if it gets reset in a way where it means It’s just going to start raining again in 10 minutes and then someone goes and sleeps then it’s just gonna repeat the process i guess though if you let the rain pass and then sleep it might not be an issue we’ll have to wait and see what Happens in the next update with this one so another change in this snapshot is related to the simulation distance this is a feature introduced a couple of snapshots back the simulation distance has always existed but it’s been tied to the render distance so this allows you to lower the Simulation distance and possibly free up more resources to have a higher render distance now initially this only applied to entities so if you did something like shoot an arrow off into a chunk that wasn’t being simulated then it would just simply freeze on that chunk border that’s why none of these animals over Here are moving from one spot to another because we’re not stimulating that area and the change this time is that blocks and fluids will now be affected by this simulation distance although i’m not entirely sure what it means so i’ve done some testing and you can see here these entities are actually Being pushed around by the water which is a fluid and over here you can see that lava is being dispensed from the dispenser behaving like normal and this block over here is being pushed so my suspicion is that this probably relates to things like sugar cane and plants Being able to grow they’re probably not going to be affected outside of that simulation distance also there’s a whole bunch of foxes in the water here and it just kind of occurred to me how i could actually test this we got bamboo growing here and all the way off into The distance but somewhere there should be a chunk border where it stops growing if this theory is true no that’s well over five chunks away and you know what i just got a feeling this might not be implemented properly yet kind of like the generation of caves and Old terrain earlier in the video where there was stone that didn’t work properly maybe this hasn’t either there is also a note that entity collisions has been optimized now one of the big lag creators in this game is when you have a whole bunch of things next to Each other and it has to do a whole bunch of calculations for how they bump into one another so any optimizations there is usually a good thing now there is an advancement in this game known as adventuring time we have to discover every biome this will now include all of The new mountain biomes this will also include the underground biomes drip stone caves and lush caves as well as some of the newly renamed wind swept biomes and the old growth biomes and for some reason the deep ocean and the regular ocean were left out of this list So hopefully now it’s a complete list of all the biomes in the game now this snapshot has quite a few bug fixes in it which to me suggests there may be a shift in focus here as we get closer to the release of 1.18 and most of these Are just issues introduced in the more recent snapshots however there are a few that are interesting the inability for foxes to naturally spawn on podzol or on course has been resolved and in last week’s snapshot there was this comical removal of the bev rock on the ceiling Of the neva replacing it with terrain generation features which is just so bizarre and i’ll wrap up this video by mentioning that there was a new minecraft launcher for bedrock and java edition brought onto the minecraft store as part of the game pass update whatever you want to call it i Have had some serious issues with this launcher and you might run into some too when it comes to migrating your profiles from the old launcher to the new one so if you want to know how to do that pain-free then check out this video on my second channel it’ll be linked on the Screen and in the description box below that’s it from me this snapshot video and i’ll see you next week with another one bye Video Information
xisumavoid on 2021-11-03 20:00:14. It has garnered 316722 views and 16513 likes. The duration of the video is 00:09:28 or 568 seconds.
Minecraft 1.18 The Caves & Cliffs Part 2 Update Playlist ► https://www.youtube.com/playlist?list=PL7VmhWGNRxKixIX8tWEQn-BnYKE9AaAXk Minecraft 1.18 snapshot 21w44a continues work on updating old worlds and generating terrain below Y=0.
Minecraft News: Game Pass Launcher Issues – How To Import Your Profiles https://www.youtube.com/watch?v=IldPFwnB9cY
https://www.minecraft.net/en-us/article/minecraft-snapshot-21w44a
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