5:48 Sculk sensors suffer massively from interference. When the sensor detects a sound, it stops working for a full second afterwards. This often leads to it picking up on an irrelevant sound, turning off, and then missing the sound you’re actually interested in. I think they should make it so you can send a signal strength INTO the sensor, and have it only activate when it hears a sound of that strength. The old method of filtering the signal out later on would still work, but in cases when you’re only interested in one sound, or worried about interference, the new method would come in handy! Instead of the signal strength method, they could also let you tune the sensor like a note block, or put it into a “training” mode where you make the sounds you want it to pick up on and then put it back into the normal mode. Perhaps you could use echo shards somehow?
The villagers working setting off a skulk sensor is probably the most useful of all those detections, it could be used for a redstone lamp or something to indicate when a particular villager is ready to be traded with again.
This update is definitely for creative/mapmakers and such, with also a bit of catering to survival explorers with the armour trims and new netherite crafting
The next armour set should stop you from be able to break them and use them when you are out of durability like the elytra as a extra use like the no-burn netherite.
I think it should be an enchantment. Maybe called "sparing". Then it can be applied to any armor or tool. But make it as rare as Swift Sneek, or rarer.
The odd thing about the create new word screen is that it uses space on the left and right of the center of the screen now, something that every other menu doesnt do.
for the widening of menus, i think they can be a little wider, but not the whole screen. they're centred and it looks a lot better and is more readable that way, putting everything to the side or too far out is not good. although i would say java's UI generally needs to be redone
That damage command is something that I have wanted for a long time. Makes custom attacks a lot easier to make and less awkward when it comes to what shows up on the death messages
I feel like the new world screen would be better with the top buttons being smaller, perhaps making them thin like some of those other menus, or at least putting a little blank area around them. Right now they feel a little stretched out in my opinion
I immediately thought of secret Fog walls like in Elden Ring when I saw the blockstate command. I’m creating a dungeon datapack and this literally makes it possible
I wonder if it would be possible to summon marker without actually displaying the marker so instead of packet armorstands you could send packet markers
The top buttons on the new world creation screen are way too wide and way too far away from the rest of the interface. It doesn't fit with the style of all the other UI in the game, plus it's a bit harder to read cause your eye's having to move back and forth across the whole screen way more. Besides that aesthetic thing, the other alterations to the menu are all for the better tho.
@@Nik-6675 Nah, the list paintings in the inventory just have their specific NBT applied to them. The "random" painting item is the same as the default painting item, just with a different display in the creative inventory. As for already placed paintings, as entities, they have nothing to do with how items are sorted/listed in the creative inventory.
@@wesoly1234 Is there really any point to adding pixel art so small that most players wouldn't even be able to tell what it is? It would just be a lot of time wasted and a lot of recoding for such a minute feature.
i think capes are the only in-game purchase choice I would accept for Java Edition. Thank the lord player skins and mods are still open source and free for Java Edition, but it might be nice for Mojang to allow the purchase of cape designs for Java Edition. Cape's aren't as special as they used to be with the migratory cape, and I think a lot of players would be willing to spend a few bucks on a cape design they like, and ideally with that extra income they could lower the Bedrock pricing a tad.
@@majorse000 you wrote "finally, experimental toggles in java edition" but they are not new, they've been around since the first 1.20 experimental snapshot... what interests me about the BADrock edition
@@Satwr You don't understand the difference between data packs and experimental toggles, right? Experimental toggles are these little switches that toggle new features. Previously on Java, the new features were only available using data packs, but now, as of 23w06a, they are easily accesible using experimental toggles.
so once i was just building ianaxofours guardian farm and i got trought a nether portal (a thing wich can break the farm) i broke the nether portal repared it and landen in a cave not at the guardian farm i tp to 0 0 and reloded the chunks then i locatet the ocean monument again and got to it but once i was there the hole monumet was resset an the farm was gone there where lik weird straight borders around the bottom of the monument i know that it has to do with chunks and stuf because an ocean monument always spawns on 4 chunks but the big thing is if you did this in survival you could dupe structures this would be one of the most powerfull dupes in the history of minecraft (im going to post this comment on other videos from other creators to because im sure this could be really important (this al was in 1.19.2)
They added the music note effect of jukeboxes from bedrock but they didn't add the ability to load discs using hoppers...
If the previous snapshots indicate any sort of trend, we can probably expect it soon
It’s tooooo hard to add that!!!! They need more time to think about it
@@enderspider5001 how would you know that
It would be nice to make a looping machine using that
@@dinohh64he was being sarcastic…
5:48 Sculk sensors suffer massively from interference. When the sensor detects a sound, it stops working for a full second afterwards. This often leads to it picking up on an irrelevant sound, turning off, and then missing the sound you’re actually interested in.
I think they should make it so you can send a signal strength INTO the sensor, and have it only activate when it hears a sound of that strength. The old method of filtering the signal out later on would still work, but in cases when you’re only interested in one sound, or worried about interference, the new method would come in handy!
Instead of the signal strength method, they could also let you tune the sensor like a note block, or put it into a “training” mode where you make the sounds you want it to pick up on and then put it back into the normal mode. Perhaps you could use echo shards somehow?
As a map maker myself, I can confidently say that this is one of the best snapshots ever.
As a datapacker, im also very hyped for the new item and text displays :D
The villagers working setting off a skulk sensor is probably the most useful of all those detections, it could be used for a redstone lamp or something to indicate when a particular villager is ready to be traded with again.
Those new markers and damage command are great. So much possibilities.
This update is definitely for creative/mapmakers and such, with also a bit of catering to survival explorers with the armour trims and new netherite crafting
The next armour set should stop you from be able to break them and use them when you are out of durability like the elytra as a extra use like the no-burn netherite.
I think it should be an enchantment. Maybe called "sparing". Then it can be applied to any armor or tool. But make it as rare as Swift Sneek, or rarer.
@@teslainvestah5003 wouldn't mending just make that obsolete long as you pay attention?
Curse of binding would get even more op... I would be scared to play an hardcore world multiplayer even more lol
Temporary cape are nice. Also stuff like the temporary present chest & pumpkin heads are neat.
The odd thing about the create new word screen is that it uses space on the left and right of the center of the screen now, something that every other menu doesnt do.
for the widening of menus, i think they can be a little wider, but not the whole screen. they're centred and it looks a lot better and is more readable that way, putting everything to the side or too far out is not good. although i would say java's UI generally needs to be redone
As a map maker I'm SUPER EXCITED OMGGGGGG
Thanks for always going over all the new changes for every update!
The new item display commands are gonna be used in datapacks. Im hyped now :D
That damage command is something that I have wanted for a long time. Makes custom attacks a lot easier to make and less awkward when it comes to what shows up on the death messages
showing my ray shrine at the end caught me off guard-
Bros channel is slowly becoming the technical minecraft wiki
about the new generate world menu the only thing that triggers me is the position of the 3 tabs, it is to far up in my opinion
I feel like the new world screen would be better with the top buttons being smaller, perhaps making them thin like some of those other menus, or at least putting a little blank area around them. Right now they feel a little stretched out in my opinion
I immediately thought of secret Fog walls like in Elden Ring when I saw the blockstate command. I’m creating a dungeon datapack and this literally makes it possible
I think the armor trim would be even better if we could had them to shields as well.
You can add banner patterns to shields though
HOLY SHIT THE DAMAGE COMMAND IS SO USEFULL
Pretty cool snapshots lately
Sculk now:OH NO OH NO IM DA BIGGEST BIRD IM DA BIGGEST BIRD
I don't think Mojang should space out the statistic, the closer gap makes the reading easier
Yooooo new snapshot!!
Thanks so much for your week to keep us informed for the miencraft new updates
@@RaysWorks oh i got a heart, thx so much :D
I wonder if it would be possible to summon marker without actually displaying the marker so instead of packet armorstands you could send packet markers
5:30 It does seem better, although the big ugly buttons at the top without any padding dont look very good.
5:06 speedrunners wouldnt get much use out of this i think due to how they generate worlds now adays
Currently yes, but later updates might change that. 1.8 was always considered best, untill 1.14 came out
how do i make the text displays to directly face the player?
When you said die of dehydration I was like "are they gonna add a thirst bar?"
Yesss, now I'll finally be able to sort evokers and vindicators automatically
looking forward to the damage tilt option. one more thing i dont need a mod for
Laughing at this because the first thing I did with the command was die by dehydration! XD
I didn't like the new create a world menu, but it's very much grown on me.
damn when he said parity for noteblock my first though was hopper can now insert and take out disc ... well ill just have to be patient
The top buttons on the new world creation screen are way too wide and way too far away from the rest of the interface. It doesn't fit with the style of all the other UI in the game, plus it's a bit harder to read cause your eye's having to move back and forth across the whole screen way more. Besides that aesthetic thing, the other alterations to the menu are all for the better tho.
Well what if you say have a normal painting and then upgrade to 1.20?
No change
@@EzioAuditoredaFirenze Yeah but there are now multiple types of paintings instead of 1 that's RNG so what would it convert to I wonder.
@@Nik-6675 Nah, the list paintings in the inventory just have their specific NBT applied to them. The "random" painting item is the same as the default painting item, just with a different display in the creative inventory. As for already placed paintings, as entities, they have nothing to do with how items are sorted/listed in the creative inventory.
@@EzioAuditoredaFirenze oh i see
I'd be cool if you'd have a tiny pixel art to know wich painting you are grabbing
theyre too lazy
@@wesoly1234 Is there really any point to adding pixel art so small that most players wouldn't even be able to tell what it is? It would just be a lot of time wasted and a lot of recoding for such a minute feature.
@@ThatsTypical it would be cute though
They need separate, smaller buttons for each game mode and world type
i think capes are the only in-game purchase choice I would accept for Java Edition. Thank the lord player skins and mods are still open source and free for Java Edition, but it might be nice for Mojang to allow the purchase of cape designs for Java Edition. Cape's aren't as special as they used to be with the migratory cape, and I think a lot of players would be willing to spend a few bucks on a cape design they like, and ideally with that extra income they could lower the Bedrock pricing a tad.
Notification squad!!
Ok
Looks like they won't be adding more features expect for the sniffer next
?
So no archeology yet?
No
@@majorse000 Too bad but it will come for sure.
THIS IS A GODSEND
nice, only took them what, 10 years to let us choose paintings?
bad apple with text displays when?
Banners and capes should be the same item.
Finally, experimental toggles in Java Edition
Not new
@@Satwr Yes, in Java Edition they are new, they have been around for a time in Bedrock Edition tho.
@@majorse000 you wrote "finally, experimental toggles in java edition" but they are not new, they've been around since the first 1.20 experimental snapshot... what interests me about the BADrock edition
@@Satwr You don't understand the difference between data packs and experimental toggles, right? Experimental toggles are these little switches that toggle new features. Previously on Java, the new features were only available using data packs, but now, as of 23w06a, they are easily accesible using experimental toggles.
@@Satwr Also, please don't call Bedrock Edition "Badrock" cause there are literally more people that play Bedrock than Java.
sup ray
Nice
rip hologram plugins
Hi
interesting
No hurtcam is literally gonna be useless lol
i think they will make a killing if they started selling capes
i hate the new menu so much. No UX designer in their team aparently
so once i was just building ianaxofours guardian farm and i got trought a nether portal (a thing wich can break the farm) i broke the nether portal repared it and landen in a cave not at the guardian farm i tp to 0 0 and reloded the chunks then i locatet the ocean monument again and got to it but once i was there the hole monumet was resset an the farm was gone there where lik weird straight borders around the bottom of the monument i know that it has to do with chunks and stuf because an ocean monument always spawns on 4 chunks but the big thing is if you did this in survival you could dupe structures this would be one of the most powerfull dupes in the history of minecraft (im going to post this comment on other videos from other creators to because im sure this could be really important (this al was in 1.19.2)
@@RaysWorks not it was on single player without mods
23 seconds ago nice
new world ui is bad it looks horrible
yeah buttons right on the egde of the screen look ugly
Ahh yes skulk my least favourite block type