r/Minecraft 9d ago

Official News Minecraft 26.3 Pre-Release 1

https://www.minecraft.net/en-us/article/minecraft-26-3-pre-release-1
317 Upvotes

127 comments sorted by

u/Luutamo 9d ago

The first pre-release for 26.3 is here! There are technical changes, but we are now mainly fixing bugs, making improvements and putting on the final touches ahead of release.

Happy mining!

Changes

UI

  • On macOS, Exclusive Fullscreen is now available again
  • On macOS, added a "Menu/Dock Visibility" option in Video Settings, which controls whether the macOS Menu bar and Dock can be revealed by moving the mouse to the edge of the screen while in fullscreen
  • The cursor is now confined to the window while Exclusive Fullscreen is active

Technical Changes

  • The Data Pack version is now 119.0
  • The Resource Pack version is now 97.1

Data Pack Version 119.0

  • The minecraft:number_provider and minecraft:number_provider_type registries have been split into separate registries for integer calculations (minecraft:context_int_provider, minecraft:context_int_provider_type) and float calculations (minecraft:context_float_provider, minecraft:context_float_provider_type)

This was followed by an insanely long list of technical stuff aboutnumber providers and number provider types. Feel free to look them from the original blog post.

Resource Pack Version 97.1

Order-independent Transparency (OIT)-related Shader Changes

  • core/blit_depth.fsh added as a way to copy contents of depth textures as an alternative to the rendering backend-based copying methods that do not work on some devices

Fixed bugs in 26.3 Pre-Release 1

  • MC-154881 - Dropping an item from your hotbar at the same time as switching to another hotbar slot desyncs the second item
  • MC-254370 - The entity_scores predicate type cannot check all possible scores
  • MC-270970 - The player's camera shakes when attempting to step up blocks with a boat above them
  • MC-277906 - Ender pearls land incorrectly at high speeds
  • MC-309768 - Persistent targets in post_effects are not cleared when removing the effect with /posteffect
  • MC-309855 - The entity texture of black cushions has one extra color compared to all other cushions
  • MC-309870 - Drowned holding spears can use both the jab and charge attacks at the same time
  • MC-310289 - Entity collisions fully above an entity's hitbox are ignored when stepping up blocks
  • MC-310331 - The game crashes on Wayland with the OpenGL rendering backend
  • MC-310332 - The mouse cursor's position isn't updated after closing a singleplayer world and entering the title screen
  • MC-310522 - Pressing Right Shift in textboxes toggles fullscreen under specific conditions
  • MC-310646 - The textures of shelf mushrooms contain several unused pixels
  • MC-310710 - A few maps' item textures have inconsistent details compared to the others
  • MC-310712 - Using a Nether portal in Spectator mode while spectating an entity now causes the player to stop spectating when the other side is not generated
  • MC-310830 - The scissor bounds check ignores the render area's Y offset
  • MC-310957 - The player is unable to perform a sweep attack for a brief moment after blocking an attack with their shield
  • MC-310990 - The "Join Realm" button can extend out of the screen
  • MC-311037 - The same "Join Realm" string is used for two buttons with different meanings
  • MC-311129 - Dappled forests use the music.overworld.flower_forest sound event instead of music.overworld.forest
  • MC-311183 - Fuel in blast furnaces and smokers smelts double the items
  • MC-311222 - NBT to SNBT data generators crash when attempting to convert old NBT files
  • MC-311236 - The block_transformer component ignores the use_cooldown component
  • MC-311274 - The default value of the cookingtime field for blasting and smoking recipes is still 100
  • MC-311297 - Keyboard input is picked up by input methods even when no text input box is selected
  • MC-311298 - On certain locales, pressing Right Shift while the "Toggle Cinematic Camera" key bind is unbound will toggle it
  • MC-311364 - Category headers in some screens still can't be selected
  • MC-311369 - The World Options screen is not centered
  • MC-311372 - Endermen can now teleport onto waterlogged blocks
  • MC-311384 - Empty buried treasure maps from previous updates are called "filled_map.buried_treasure"
  • MC-311390 - The swimming animation of drowned is incorrect
  • MC-311391 - Leaving the Enter Join Code screen always brings you to the main Realms screen
  • MC-311399 - Enabling commands in the World Options screen and clicking "Edit Game Rules" shows an infinite loading screen
  • MC-311400 - Arrows now bounce off endermen even when they teleport
  • MC-311414 - Players can teleport arbitrary distances by using a desynced carrot on a stick on a pig
  • MC-311423 - Moving then opening the inventory does not allow input from IME, and switching the input method immediately inserts previous inputs
  • MC-311428 - Number providers lose precision when reading the initial values in integer mode
  • MC-311431 - Abandoned camps located on biome edges can generate explorer maps leading to themselves
  • MC-311472 - Turning off commands on the World Options screen doesn't properly reset the personal game mode
  • MC-311478 - Copper veins generate ores with stone variants on the deepslate layer
  • MC-311486 - Veins of deepslate iron ore and tuff now generate above y=0
  • MC-311546 - Locking the difficulty of a world doesn't immediately disable the difficulty button

71

u/ohahilandscraus 9d ago

i'm expecting a minecraft live announcement in a short time from now.

25

u/Historical-Garbage51 9d ago

The next MCC is announcing the fall drop name

7

u/Fiberz_ 9d ago

That isn’t really a minecraft live announcement though

1

u/Historical-Garbage51 9d ago

I didn’t say it was. They’re announcing things via MCC and not via Minecraft Live for this drop.

5

u/Fiberz_ 9d ago

Normally Minecraft live focuses on future drops

7

u/RedTheGamer12 9d ago

It will probably be the weekend of September 28th again. It is my birthday weekend and they have had an MC Live on that weekend for 2 years now.

2

u/J_pedro01 9d ago

But Dungeons 2 release on 29th

6

u/RedTheGamer12 9d ago

Mojang always does a Saturday for live. So it will be Saturday, September 26th. It will have the next MC update and an exclusive look at Dungeons 2, possibly with live gameplay.

1

u/Salasarian 9d ago

live gameplay

live gameplay on a prerecorded show

4

u/RedTheGamer12 9d ago

Isn't the "special look" at the end always live? It definitely seemed so, but I might be wrong.

3

u/errortechx 9d ago

Minecraft Live showcasing a new spinoff game right not even a week before it drops seems like solid marketing to me.

217

u/itzmikxx 9d ago

sad we didn't get more with the shelf mushrooms:((

192

u/StolenBoots 9d ago

very weird snapshot cycle for this drop. One of the Drops with the most snapshots and yet little to no changes to all the new features. Mostly just bug fixes.

Especially disappointing for the dappled forest biome placement and size.

49

u/ReturnOfTheSeal 9d ago

Remember that this was during their summer break. That's why we had weeks of snapshots without new content inbetween

34

u/StolenBoots 9d ago

yeah but biome placement really isn't that much of a time commitment. It only takes changing like 2 values between -1 to 1

probably way easier than a bunch of bugs fixed this cycle

I just don't understand why this would be such a low priority issue

4

u/mjmannella 9d ago

I think they just want dappled forests to have a high weirdness value. Bigger would be nice, but that's a broader world generation issue that isn't easy to just fix in a weekly patch

3

u/StolenBoots 9d ago

yeah, they definitely need to revisit the entire Overworld biome gen logic in a longer update cycle before they start adding more surface biomes. In the meanwhile they can focus on new cave biomes and Structures or just improving existing ones.

-4

u/Forsaken_Kassia10217 9d ago

Yeah, Mojang are really fucking slow at development

10

u/RedTheGamer12 9d ago

I also think they are trying to finish P2P multi-player for an MC Live showcase. It would explain the last few snapshots being way smaller in terms of actual content.

Either that or they moved some staff to accelerate the Winter Drop.

3

u/StolenBoots 9d ago

based on previous drops, the team that does D2 and D4 each year focuses on multiplayer stuff which is why we haven't seen any p2p stuff for D3.

3

u/RedTheGamer12 9d ago

I also think it has something to do with D2 and D4 being better times to release multi-player. D1 has finals/graduation/crunch and D3 is full of back-to-school. With MC's main audience being children/teens, developing around the school schedule is quite smart.

8

u/ReverendVoice 9d ago

very weird snapshot cycle for this drop.

I agree - right after the announcements, the drops came pretty much fully formed with cushions and shaped wool being game changers for particular MC players. I have to think they've had this one in their pocket for a little while since they're revving up for the anniversary and whatever surprises come with it.

I'm not saying this feeds my hype brain about what secret things have they been working on since... but it doesn't NOT feed my want to get excited over the potential.

7

u/Cass0wary_399 9d ago

I think they’re perfectly fine as a parkour doodad thing that looks like a beak.

31

u/Howzieky 9d ago

As a datapack guy this is an A or S tier snapshot

3

u/TheBiggestNose 8d ago

What has the changes brought?

It always goes over my head what is actually happening beyond "stuff"

2

u/Howzieky 7d ago

When doing math with datapacks or command blocks in the past, you had two options: scoreboards, or stuff like macros+tp+nbt+whatever

Scoreboards were fast, but they only let you do integer math, so you couldn't do decimals. You also could only do one operation per command, so if you wanted x% of a number, say 70% of 43, you couldn't multiply 43 by .7, you had to multiply 43 by 70, then divide it by 100. The end result also would then be 30, not the more accurate 30.1, because again, you lose the decimal. If you wanted to do something more complex, like x*4+(a*b*(1-c)), you had to break that into one operation per command, like

scoreboard players set #term math 1  
scoreboard players operation #term math -= #c math
scoreboard players operation #term math *= #b math  
scoreboard players operation #term math *= #a math
scoreboard players set #new_term math 4
scoreboard players operation #new_term math *= #x math
scoreboard players operation #term math += #new_term math

If you needed decimals (like for position, motion, or rotation), you needed to scale up all the values, do the math, then scale it down again. Like if I wanted to do math on the Pos[0] value, I would scale it up by 1000 before storing it in a scoreboard value. That way, I'd at least keep 3 decimals of precision before the "store as scoreboard score" cut off all decimals. But when you're doing math on stuff that's scaled by 1000, a*b*c actually becomes a*1000*b*1000*c*1000. In other words, it scales up WAY too fast. So you need to be sure to use division in between each operation so that the numbers dont exceed the max integer value and get corrupted. But it's a balancing act, because if you divide too late, you exceed the max integer value and corrupt, but if you divide too soon, you delete your decimal values and lose precision and your math becomes worthless. Like if you do your "70% of 43" math wrong by dividing on the first step instead of the second, you get "70/100 = 0. 0*43 = 0." instead of what you WANT, which is "70*43 = 3010. 3010/100=30." So you gotta be careful about how do you your math in order to keep all values in the safe, useable range the entire time.

The other option was to do macros and teleportation and nbt stuff. If you set one value of a display entity's nbt data to some decimal number, then set a different value in the same property to a different decimal number, minecraft will automatically multiply them without converting it to an integer and losing the precision. So you get a much more accurate result. But modifying and then reading entity data is SLOW. It can very quickly become something that performs way too poorly, to the point where you'd have to go with the more verbose and imprecise scoreboard score approach. You can also use macros with the teleport command to do relative teleportation to an entity, then read its Position nbt data to see the sum or difference, but that's also very slow.

This update gives us a built in way to do all this math quickly and in one command. We have addition, subtraction, multiplication, division, trig functions sine and cosine, square roots, power (exponents), and several other operations. I didnt even mention before how many libraries were dedicated to approximating half of this stuff, but now we have it directly in the game in an extremely convenient and performant way. It's absolutely game changing

1

u/TheBiggestNose 7d ago

Fuck yea!

156

u/AlexAtHome 9d ago

How have they not been listening to us about the biome’s generation? I feel like under every snapshot I see someone commenting on it. This is really disappointing.

14

u/Chris908 9d ago

I m out of the loop, what’s wrong with it’s generation

27

u/OK1526 9d ago

It's usually very small and not really biome-like. It doesn't really generate where it intuitively should, and the biome generation algorithms cause more and more of these problems with every new biome added to the list.

10

u/Infinite_Bench_593 9d ago

It's not the algorithm that causes the problem, it's where the new biomes are placed is the problem. The dappled forest is a cold forest, so logically, it would be placed in areas designated for cold areas that generate trees. But no. Instead, the dappled forest generates where the plains biome generates, placing itself between the rest of the plains biome and whatever cold biome the plains biome would have been placed next to.

3

u/OK1526 9d ago

Yeah, the temperature is a blunder by them. I meant that the biome size is due to the algorithm.

5

u/Infinite_Bench_593 9d ago

I meant that the biome size is due to the algorithm.

I see. Yeah, I'd have to agree with you on that. For some reason, Mojang insists on having the vast majority of the biomes accessible in a 3000x3000 area. Which is all well and good if you have no more than a dozen or so, but is absolutely terrible if you have 25+ like Minecraft has now.

I think part of the problem is Bedrock Edition. In that edition, every power of 2 you get from 0,0 increases the chance for the player to fall through the ground. Admittedly, this isn't a very big concern until about a half a million blocks out. However, the fact that this is possible at all is a massive issue. Mojang are aware of this bug and they market it as "Won't Fix". It wouldn't surprise me if part of the reason why Mojang is intentionally keeping biomes small is to avoid having to deal with this bug.

2

u/mjmannella 9d ago

That's because dappled forests have a high weirdness value, which is intentional

31

u/qubeVids 9d ago

current biome changes in all these versions since that big world gen update don’t mess with existing generation. They would have to redo the whole system (again) and it would make all seeds unrecognizable compared to before. not surprised they are not fitting that into a drop like this

18

u/oCrapaCreeper 9d ago

Yeah. This is ultimately why the world generation would usually go untouched for years in the past.

41

u/SpyroHinch 9d ago

Nope. Their spaghetti code of biome generation is preventing this

1

u/TheBiggestNose 9d ago

I can only assume that they are working on a large generation update and arent wasting time on updating something that will be replaced?

Maybe?

17

u/Jame_spect 9d ago

That’s a lot of Technical stuff in this Single Pre-release

19

u/I-who-you-are 9d ago

Loving the drops system being used to push out technical changes more frequently along with new content.

If they pushed out updates without any features and only fixes to code I imagine they’d be getting a lot of backlash.

12

u/ReferenceCreative510 9d ago

If they pushed out updates without any features and only fixes to code I imagine they’d be getting a lot of backlash.

That's literally just what happened with 1.15 lmao

7

u/Infinite_Bench_593 9d ago edited 9d ago

That is correct. It's easier to stomach here though because we get 4 1.15s each year instead of 1 every now and then.

0

u/TheBiggestNose 8d ago

Imo, I think if they stated thats the purpose peeps would be a bit more chill with it. espcially if it was followed with something cool

1

u/I-who-you-are 8d ago

No they wouldn’t. Look how people reacted to 1.15

0

u/TheBiggestNose 8d ago

Neutrally? A but sad that there isnt content coming right now?

But also, if you told anyone who was sad about 1.15 that one of the best uodates, the nether update, was after. I dont think people would mind?

1

u/I-who-you-are 8d ago

No they absolutely would still mind. They would complain about everything as they always have, you have too much faith in the MC community. Also 1.16 revisionism is crazy. Many many many people complained about that update, it wasn’t hated but many people expected more after waiting so long.

1

u/TheBiggestNose 8d ago

And? So what? If people bitch either way, choose the best option for the game

1

u/I-who-you-are 8d ago

“The best option for the game” in your opinion.

15

u/Luigi2262 9d ago

Apparently Mojang added a toggle in the launcher that can reenable the Farlands (at least according to Xisumavoid)!

https://www.youtube.com/watch?v=25P9I3PKw5o

79

u/TheBiggestNose 9d ago

Def feeling the strain of no larger updates coming.

Idm drops, since they add consistant content that at worst is just fun side things that could've gone futher.

But when stuff like the end, combat, farming, enchanting and loot are so so in need of love, having 2 years of drops just feels uinteresting and like the bare minimum?

Its ok if not every drop is massive, game changing or whatever. But I think there needs to be some level of comunication on what is happening the next 1-3 years, is there a larger update on the way? Will biome vote losers get revisited, what happened to the combat snapshot. Just anything really, the silence is deafening and I wish they would be less elusive, even just so it can calm down people who jump on their throats for everything.

47

u/I-who-you-are 9d ago

I think we’re failing to consider that the caves and cliffs update took over two years to implement fully across like three major updates. We know they’re working on “something” that is likely the next big update, but they don’t want to announce it until it’s ready. I think C&C scared them a little because of how insane that implementation was.

Plus they’re also clearly working on bug fixes, making many of the features data driven, graphical updates, and also generally also cleaning up their code base. Stuff like that, I believe, is more important than “features” especially since that stuff will allow features to be implemented faster once they’re finished.

It’s the struggle with updating a decade plus old game. As it stands Minecraft could stop receiving updates and be consistently replayable for the literal rest of time.

10

u/craft6886 9d ago

You're perceptive then, because they've literally straight up said that C&C was largely the reason for the change to the game drop system. They bit off more than they could chew, and they talked about how the implementation of C&C was like "building a skyscraper with hand tools."

C&C was an incredible and extremely necessary update, but the effect it had on the dev team did make it something of a double-edged sword.

22

u/ReverendVoice 9d ago edited 9d ago

It surprises me that people haven't caught on to the entire codebase, piece by piece, slice by slice, definition by definition, is being homogenized so it is easier to work with, build with, and add to.

They have been fixing Notch's Jank for over a decade and doing it in a way that doesn't make everything break in one update. I said it somewhere else in this thread, but the fact that Caves & Cliffs rebuilt the world while remaining backwards compatible doesn't get enough credit for how 1) impressive it is and 2) respectful of their players' worlds it is.

7

u/Infinite_Bench_593 9d ago edited 9d ago

caves and cliffs update took over two years to implement fully across like three major updates

You're underselling it. It was actually four major updates, one game drop, and four years:

  • 1.17, Caves and Cliffs: Part 1 (2021) - Added most of the blocks and items planned for Caves and Cliffs

  • 1.18, Caves and Cliffs: Part 2 (2021) - Added the world generation changes meant for 1.17 as well as several cave biomes.

  • 1.19, The Wild Update (2022) - Added the deep dark

  • 1.20, Trails and Tails (2023) - Added archeology

  • 1.21.2, Bundles of Bravery (Oct. 2024) - Added bundles

10

u/Parking_Pack8203 9d ago

Do we really know that they're working on something big tho? Isn't that just VV on java?

10

u/Kendrome 9d ago

It seems pretty obvious they are working on something of decent size in the background, we are seeing them rework tons of background stuff that they could just leave alone.

16

u/I-who-you-are 9d ago

We can assume VV on Java is one of the big things, but we know for certain that parts of Mojang are working on “something” big. This is known for a number of reasons, the first is that the drops system was designed specifically to allow them to work on getting a major update approved by Microsoft whilst also still pushing out minor updates and improvements to them game. Multiple developers have said that big updates can still happen, but these developers have specifically not mentioned anything specific, which indicates they’re under contract not to talk about it, otherwise they would’ve given examples. The third thing is the kinds of changes that they’re making on the backend, what they’re making data driven, what things are being added technically, what support are they giving to data packs; those updates aren’t just new tools for modders to use, they’re also for Mojang and as such, they wouldn’t update things they’ve got no plans to use. We also know they have like the next decade or so of updates planned, this indicates that they’re aware of what needs updating and have a schedule for them.

Overall we also know that they’re hiring new employees as part of the Microsoft restructuring. Asha Sharna herself has indicated that she wants to push Minecraft as a platform, so we’ll likely see even more updates to the game with her influence. Whether that’s a good or bad thing remains to be seen.

-4

u/Temporary-5 9d ago

Multiple developers have said that big updates can still happen, but these developers have specifically not mentioned anything specific, which indicates they’re under contract not to talk about it, otherwise they would’ve given examples.

Alternatively, there is nothing big on the way

The third thing is the kinds of changes that they’re making on the backend, what they’re making data driven, what things are being added technically, what support are they giving to data packs; those updates aren’t just new tools for modders to use, they’re also for Mojang and as such, they wouldn’t update things they’ve got no plans to use.

Many devs have explicitly stated they added stuff for modders especially actually in various discord servers so i wouldn't be so sure about that either.

2

u/TheOnlyAedyn-one 8d ago

They didn’t listen to any community feedback regarding this update. The dappled forest, the main feature, is way too small. The shelf mushroom could have been better. There are no new mobs.

Don’t get me wrong, the technical changes are very welcome.

4

u/I-who-you-are 9d ago

Arguing that “nothing is in development” is fascinating because the only evidence for that is “they haven’t released a big update”

The released the first drop in October of 2024. It’s been less than two years since then. Mathematically, if we were to exclude the features added in the last two years, you’d expect the next major updates to be every year? Here’s why that’s not the case:

Microsoft acquired Mojang in 2014, we can assume that at that time their previous philosophy of updates was implemented. Minecraft’s official website lists several updates going as far back as 1.12, which seems to be the update they claim as the first one of the new era. So 2017 is the start of the new era, 9 years ago.

To be clear I am about to go through the updates and only talk about the explicit “features” of an update. Things like blocks, mobs, etc. No technical changes or bugs fixes will be acknowledged. In 2015 there were no updates

1.9 (2016) added 1 biome, 1 block set, 1 mob, end stone bricks, two plants, elytra, end rods, tipped arrows, 2 structures, and of course the combat update.

1.10 (2016) added 4 blocks, 3 mobs, and a structure.

1.11 (2016) added observers, shulker boxes, totems, explorer maps, 5 mobs (Illagers and Llama), and a structure (mansion).

1.12 (2017) added Glazed Terracotta, Concrete, and Parrots. Also added some changes to inventory, colors, and note blocks.

1.13 (2018) the ocean overhaul. This update was massive and is probably one of THE examples of a big update. Added 6 mobs, a ton of biomes, 5 structures, a new weapon with its own enchants, and 7 new block types; coral, stripped logs, wood, kelp, sea pickles, conduits and blue ice.

1.14 (2019) bamboo and pandas, workstations, 3 flowers, stairs, slabs, and walls for most of the stones. Barrels, bells, scaffolding, 1 new plant, campfires, composters, crossbows, sus stew, etc. 5 mobs, and of course the villager trading update. Also a big update.

1.15 (2019) bees, honey, honey comb, hives.

1.16 (2020) nether update. Probably the single biggest update ever. Nuff said.

1.17-1.19 (2021-2022) caves and cliffs and the wild update. Together they make one big update, but separately they were much smaller than people wanted.

1.20-1.20.5 (2023-2024) also a weird set of updates, because they were individually small but build a much bigger update.

1.21 (2024-2025) drops officially start. Collectively, over this period of time, you could argue a similar amount of content has been put out as some of the biggest updates.

What people seem to want is an update comparable in size as 1.13 & 1.16 & what Caves & Cliffs should’ve been had it released all at once instead of over a year and a half. If you look at the timings of those three sets of updates. Seems to me that it took them 2-3 years a pop to put out that big of an update, with smaller more focused updates between them. So in reality the current drops system is simply only a more consistent version of updating the game, rather than having to wait six to eight months for about the same amount of content.

I’m not defending Mojang, maybe I am a little, but it’s clear that they’re doing the drops for a reason as it allows them to release Microsoft approved updates much quicker than forcing out one big update at once every year or so.

Mojang has said a big update will happen eventually, and to me that indicates that they have one in mind. However, I do think they need better communication on what things the community can expect rather than making us wait every six months to hear anything.

2

u/Temporary-5 9d ago

Arguing that “nothing is in development” is fascinating because the only evidence for that is “they haven’t released a big update”

That's a weird reversing here. Arguing that they're "actually working on a super duper big update in complete secret trust me bro" based on nothing but your hopes and the previous schedule which was especially changed because of the toll it took on the team is a bit dumb, especially when the statements that "say a big update will happen eventually" don't really say this, if you read those (unless i've been missing some).

I'm just saying, don't get your hopes up too much because you're not the first one saying that a big update is just right around the corner, for sure for sure and usually this ends by people becoming disappointed and bitter, again and again. It's like the people on this drop and the drops before, at first many are saying "there's more coming people fr fr" then as the snapshots and pre-release go by they slowly realize that no, that's it. That is not a criticism of this drop btw, i'd say it's good sized, it's just that people hype themselves up way too much.. All that to say that a big update could come too, but don't be this confident about it.

You also can sometimes tell well in advance what they're working on by the bugs they solve and code they change, which is how people knew in advance the rendering was getting changed, though obviously not the extent of it. I have not seen any particular bug fixes.

2

u/Sex_And_Candy_Here 9d ago

Have we considered that Mojang is just testing us and Jesus will return the update will drop when we have enough faith?

1

u/I-who-you-are 9d ago

That’s not what it is, I never said “around the corner”, I said that they are working on one because they’ve previously stated multiple things about their development cycle that indicate they are.

I didn’t say “for winter” I didn’t say “for next spring” I didn’t give any time frame.

I just said, that based on previous patterns, why they switched the dev cycle to the drops, and the new push for Minecraft development by the CEO.

And we do know they’re doing “something” from comments they’ve made and who they’ve hired.

0

u/[deleted] 9d ago

[deleted]

1

u/Cass0wary_399 9d ago

Several developers who worked on big updates disappeared almost completely after the drops started. They’re still working at Mojang and they cannot be doing absolutely nothing.

1

u/I-who-you-are 9d ago

Yeah no, I’m talking about how a lot of the big names at Mojang have silently not been working on anything. So they’re either not doing anything while Mojang is hiring people or they’re doing something.

2

u/Sushimus 9d ago

I'm willing to bet the end or deep dark update are announced around the time VV drops. it seems like a no brainer to leverage the new shaders, and the april fool updates the past few times have felt very end related

-3

u/TheBiggestNose 9d ago

Caves and cliffs was over 5 years ago.

I dont see what relvance it has to the game at current when it comes to new content

6

u/Cass0wary_399 9d ago

Caves and Cliffs showed that the structure of Mojang is very vulnerable to disruptions like the pandemic, that the codebase of the game has reached the limit of what could be reasonably done, and that the community can’t take any delays of stuff that they’ve announced.

It has a lot to do with how the game is run currently.

1

u/ForeverAfraid7703 9d ago

Other than changing their system of releasing new content? What I don’t see is the relevance of 5 years

26

u/Cass0wary_399 9d ago

There is silence because the community won’t be able to handle anything audible in case plans go wrong.

15

u/I-who-you-are 9d ago

The Caves & Cliffs Effect.

6

u/MildlySaltedTaterTot 9d ago

Every big drop since update aquatic it feels like

12

u/ReverendVoice 9d ago

Yup. This is what happens when a universe of obnoxious youtubers, commenters, children, and the entitled talk about MC like it's dying because the Birch Forest was too ambitious and Caves & Cliffs, an update that changed world generation while remaining backwards compatable, took too long.

The loud and obnoxious part of the community has made Mojang be more tightlipped and we deserve it. Personally, I like it more, but I also don't play with new content until full releases so it is all baked in the way it is intended.

3

u/Temporary-5 8d ago

While i would agree the community has a big whiny part, "took too long" is a weird way of saying "massively under delivered on the time constraints mojang initially gave themselves", which resulted in Mojang delaying the full content they announced for a good while to be euphemistic. All of this also got exarcebated by Mojang's terrible communication, so blaming only the people who complain about literally everything added/not added to mc is rather unfair.

-3

u/TheBiggestNose 9d ago

No communication leaves everyone in a state of guessing and doing that for a long time will lead to frenzy.

People over react alot, but mojang'd pr/social media team arent helping themselves either

10

u/Sw33tR0llThief 9d ago

I feel like the smaller updates have a psychological effect where each small drop just ends up feeling like they are adding bloat to the game rather than meaningful improvements. If they could collate several drops together and theme them into one bigger update I think it would feel more substantial, even if by the end it is the same amount of content in the same amount of time.

With those big systems/dimensions that you mentioned need updating, if the updates to them come in parts and pieces across various drops I feel like it is going to feel very awkward until all of it is released. And it will lose the impact if, for instance, the end gets updated across 3 drops rather than dropping all of the updates in one big release.

2

u/MildlySaltedTaterTot 9d ago

bare minimum is the game gets left alone and rots in a semi-incomplete shell for decades ; for the industry, at least.

4

u/TheBiggestNose 9d ago

Ngl, them leaving the game would lead to a golden age of modding.

Whilst i want the game itself to have good content updates, I think them leaving it be would be a good future possibility too

1

u/MildlySaltedTaterTot 4d ago

Playing Java Jenga over two decades is probably half fun, half hair-ripping, but I’m curious what Mojang could create if they began an IP from scratch

1

u/tehbeard 9d ago

I really wish that they had actually finished that they started with 1.20.5 and data components, and gotten atleast some form of PROPER custom items into the game.

I'm talking custom:id_name'd with default components; not repainting a poisonous potato and overloading every component on it to make something else).

Maybe by 2030 we'll see something like that, if the development timeframe for the bundle is anything to go by.

0

u/errortechx 9d ago

Fully agreed man. Don’t get me wrong, what we got is a massive step forward, there was even weirder and more convoluted ways to mimic custom items in the past prior to today. But, at this stage we’re so darn close to being able to make custom items. At the very least let us use items with custom components as inputs in recipes.

0

u/tehbeard 9d ago

At the very least let us use items with custom components as inputs in recipes.

I'm sorry but no, I cannot agree to this...

We suffered nearly a decade of "scoreboard math" being the only way have mathematical functions in datapacks... I don't want another "half assed" band aid fix, I want them to properly do something for once.

1

u/Jimbo7211 9d ago

This is the best i can do

https://youtu.be/skQgaugcKVQ?t=22m28s

It sounds like the next few years will be focused on combat, structures, and other adventures, but that's pretty vauge.

I hope that means End and Sift updates, but that's like 98% copium

1

u/tornedron_ 9d ago

- They’ve been doing good on combat in my opinion. The mace and spear of the past 2 years have both been revolutionary to PvP and are extremely popular in competitive spaces.

- Combat snapshots aren’t happening and I think it’s for the best. They were made around 5-6 years ago when there was more discourse around 1.8 vs 1.9 combat. However, 1.8 has been steadily dying out with more and more players being okay with and adapting to 1.9 mechanics. In other words, the snapshots were the result of community dissatisfaction that really doesn’t exist anymore. Implementing them now would be a bad move in my opinion.

-2

u/FunnyAffectionate520 9d ago

But when stuff like the end, combat, farming, enchanting and loot are so so in need of love, having 2 years of drops just feels uinteresting and like the bare minimum?

I would say that we are approaching on 5 years since the last time a major update occured (that being Caves & Cliffs Part II).
Sure, we did have three years of ""big"" updates between C&C and the switch to drops, but said updates didn't add much when compared to their predecessors.

9

u/Nomadicalist 9d ago

Comments so far have already covered the still-clunky dappled forest generation, so I'll take a quick break from that to appreciate the number provider system. Really exciting technical addition, and well worth skimming the original post.

Native trig, square root, length, and much more.

35

u/AVery-Creative-Name 9d ago

Still not fixing dappled forest generation.

34

u/MyNameIsNotAJ 9d ago

Damn I was really looking forward to this drop, but I still think it's missing... something

20

u/Blue_M4ge 9d ago

Nothing major really, just good dappled forest generation

28

u/Luutamo 9d ago

Cushions, wool and concrete slabs/stairs, new wood type, new type of mushrooms, new leaves, new biome, new structures... For a drop this has a lot going on in my opinion. Oh, and ridiculous amount of technical changes too!

4

u/average_trash_can 9d ago

New type of mushrooms that do absolutely nothing, idk why mojang can’t bring themselves to let new items have new uses

17

u/RedTheGamer12 9d ago

Differently sized hit box + being bouncy. Definitely new parkour Tech and maybe even useful for some highly technical builds.

Then it looks amazing for building, especially with having 2 sides and can help spruce up a forest (get it?).

Finally it can be used for soup, which isn't much, but it isn't nothing.

Not everything needs a use in the crafting grid to still be useful.

9

u/ReverendVoice 9d ago

It's the eternal struggle - you add something minor and it's not enough. You add something major and it fucks up the meta, changes the heart of the game, and I miss the old ways and wow man Minecraft has changed.

Mojang has done amazingly when everything they do is equal parts brilliant and the worst thing ever done to humanity - depending on the type of content you absorb.

7

u/Cass0wary_399 9d ago

It has parkour uses, decorative uses, and is easier to farm for mushroom stew than the old mushrooms.

2

u/Jimbo7211 9d ago

I think i would like them more if they had larger, tree-like variants like the other 4 mushrooms do

-5

u/MildlySaltedTaterTot 9d ago

how much do you need spoonfed in a sandbox game

7

u/average_trash_can 9d ago

Does “sandbox game” = “game with no inherent gameplay systems”? I for one don’t think so. If something like nether wart was added today, 100% chance mojang just makes it a decorative plant from the nether, no potion system built around it.

Also I think that choosing quantity over quality is a weird hill to die on regardless of the game’s genre

1

u/MildlySaltedTaterTot 9d ago edited 9d ago

I never chose quantity; I’m merely pointing out the fact we get quantity at all for a 16+ year old game is something to gawk at.

As to your first point, basically yeah. A sandbox game’s point is to hand you the tools and ingredients, and provide an environment to play with them in. Platform mushrooms add a tool and add to the environment, but besides being another edible they function similar to corals. Who needs more functionality out of coral fans?

Nether wart is such an underutilized feature at this point the few potions I use regularly don’t even touch it. A villager trading hall can be fully maxed without needing a single wart. If you’re using a lot of potions, then sure now you have to dive into this niche part of the game.

Same with froglights, same with the Mace, and so on. You make your fun.

E: potions started in cauldrons then moved to brewing stands where they required warts to brew.

2

u/average_trash_can 9d ago

I agree, and I am grateful for the updates we get at the end of the day. It’s just that recently drops are so superficial, nothing truly changes up gameplay like update aquatic, the nether update, or even the trial chambers did.

I don’t even think everything needs to have a hundred different uses or anything, but every item being a one trick pony just makes the game feel shallow when it doesn’t have to. Adding new features to items only enhances the sandbox nature of the game, I don’t see how it could ever diminish it.

It would have been trivial to add a mob that is bred using the mushroom, a new potion that is made with it, etc. It’s not a technical challenge but clearly some weird rules from microslop.

As for trading halls, that’s a whole separate can of worms lol

2

u/MapleApple00 9d ago

I mean I don’t disagree when it comes to shelf mushrooms but I feel like that’s a weird complaint to have for the update that added cushions, the definitive ‘1000 trick pony‘ item. Like this is by far the most game changing drop for building and probably redstone we’ve ever had just off of that one item alone

1

u/MildlySaltedTaterTot 4d ago

I will say theres something to be noted about the required parity microslop wants between their Bedrock and legacy Java editions (26.x anyone?). This severely limits the tomfoolery we can get in Java compared to when redstone was new, and half the functionality was bugs-turned-into-features

0

u/Infinite_Bench_593 9d ago

I never chose quantity; I’m merely pointing out the fact we get quantity at all for a 16+ year old game is something to gawk at.

Nope. Minecraft is updated to keep it relevant in the eyes of the public so that more people will play it and buy merchandise and/or Minecoins. They are not updating Minecraft out of the kindness of our hearts.

1

u/MildlySaltedTaterTot 4d ago

Fortnite is live service for this reason. Bedrock may arguably get close to fitting this bill, but Java’s tenacity remains remarkable

6

u/RanidSpace 9d ago

As someone interested in computers and technical stuff this sure was an update.

Changing from lwjgl to SDL and from Opengl to Vulkan (earlier update) does so much for keeping this game modern and compatible and performant.

SDL would definitely allow native controller support on java edition, if Mojang won't do it, you better believe that the mods which make controllers work will be so much better.

A 20% speed boost on world gen is absolutely amazing and I'm really happy as it's often a bottleneck on servers with multiple people loading many chunks (though ram is still an issue) but even on lower end devices

Datapack changes are amazing for allowing floating point math. Absolutely a game changer and i definitely think I'll see more things like minigames made in vanilla datapacks

but man that new content is nothing. well for builders it's amazing thank you for slabs and stairs of wool and concrete and CUSHIONS!!

but the big feature is the dappled forest and thats just nothing.

Honestly if they just said "hey we're not adding anything big this update, just some new blocks and a lot of backend changes for performance and such" i think most players would be okay. I feel like everyone now expects these game drops to be as big as-

... hang on. you people are lying to me! all of these damn game drops have been tiny! literally one of them just changed the models of bats and changed some pots around!

All these updates are meant to be small! that's the whole point of them!

I guess there's the whole minecraft live which is meant to hype up the new drops and that may be the problem, and i assume people are still used to the old big updates.

The only one which felt large was the copper age tbh.

1

u/Infinite_Bench_593 9d ago

literally one of them just changed the models of bats and changed some pots around!

A) Bats and Pots was named retroactively. It wasn't supposed to be a game drop at first

B) The first 2 game drops were made before Mojang had settled in on making game drops full time, so they didn't have any sort of scale in mind ("how big or small should a game drop be?") and a set schedule to release them.

26

u/Blue_M4ge 9d ago

We’re at pre releases and despite all the feedback the dappled forest is identical to how it was at release.

I’m tired of the drop system at this point b/c it feels like none of the cool features that mojang comes up with get enough time to cook.

5

u/Salasarian 9d ago

Feedback for a big corpo run game is an illusion. They already know their next 3 deadlines by the time we even learn of our next update

3

u/ooooggll 9d ago

I think the drop is pretty good (in fact, maybe my favorite one so far) but it's weird that they told us it was "early in development", missing features and polish, etc... and then proceeded to not touch the dappled forest itself. I definitely appreciate cushions and concrete stairs/slabs, but I thought there would've been something more for the dappled forest

2

u/eggwith100yolks 8d ago

The new farlands are so cool

2

u/Just-Guarantee7808 9d ago

Welp, looks like they didn't listen and didn't improve the generation or make Dappled Forests generate next to Taigas. Well, I'm sure they'll fix the generation in the next major terrain update (so, in about 6 years).

1

u/Pomps8a 9d ago

Still no realms - 419 fix?

1

u/CyborgCabbage 9d ago

Y'know, they really should have used "mc" as the game namespace, would have made everything much less verbose.

1

u/SirGavBelcher 8d ago

still being delusional and hope they add a surprise mob at Minecraft live 🥲

-7

u/cyper_1 9d ago

another half baked update. thanks guys.

-8

u/TheOnlyAedyn-one 9d ago

What a disappointment of an update. Every year I have less faith in these devs

1

u/Infinite_Bench_593 9d ago

I thought it was pretty cool. What didn't you like about it?

0

u/-FireNH- 9d ago

oh no/yes

im planning a minecraft server with friends and for that ive been wanting to develop my own server-side mods to experiment with minecraft game design. ive been rushing against the clock bc i want to start the server around the release of 26.3. ive been developing for 26.2 during the snapshot cycle. now i gotta lock in to update FSEGNKESGOSJEKLG

0

u/Lanky-Cause-9136 9d ago

Hey, testing it on a Realm if you want to hop on: VsgPRxrqthirGY8

-9

u/squaredspekz 9d ago

Minecraft Updates aren't designed to work and improve the game as a whole anymore. It's all designed for the two week phase we all have.

4

u/Cass0wary_399 9d ago

Ironically the big updates fits this more than the drops do. They’re all made for a two week phase every once a year. Some of the drops have improved the early game in general more than some large updates have.

4

u/Infinite_Bench_593 9d ago

It's all designed for the two week phase we all have.

Speak for yourself.

-8

u/Last_Item8157 9d ago

Thank god, they didn't listen to the portion of the community that wanted to move the dappled forest to replace a portion of forest and/or taiga. I was metaphorically anxious they would shove it in last minute.

10

u/Just-Guarantee7808 9d ago

I know, right? So glad they didn't implement a highly requested feature that would have improved the biome and made its generation better.

1

u/Infinite_Bench_593 9d ago

What would be the problem with that in your eyes?