Minecraft Experimental Snapshot Patch Notes (June 2022)

Minecraft Experimental Snapshot Patch Notes (June 2022)

Snapshot is a special demo and an update test that Mojang periodically releases to fix and improve future releases and prepare major updates such the Cliffs and Caves Part 2 soon.

Snapshot is free for everyone, provided they have Java or Bedrock. Go to the official Minecraft postDownload it from the link at bottom of page. For help in installing it on Java, see our How-to Download post. Minecraft Experimental Snapshot

These patch notes are for the Snapshot 7, as well any future or past Minecraft Snapshots.

MINECRAFT SNAPSHOT 21W41A

CHANGES IN 21W41A

  • The main menu backdrop now shows a Caves & Cliffs: Part II scene
  • Badlands mineshafts generate higher up
  • Geodes no longer generate above 30 feet in height, and their rarity is now adjusted to 1.17 levels.
  • Increased angle of sprinting against blocks does not cause your sprint to be broken

21W41A: TECHNICAL MODIFICATIONS

  • Changed the order of prioritization in the chunk rendering process
    • While flying fast at high render distances, it is important to avoid unrendered chunkholes in the world.
  • Signed server classes are now available
  • New random number generator for Overworld generation

21W41A FIXED BUGS

  • MC-118134 Item frame texture as an item uses texture of oak planks
  • MC-137950 Signs textures does not correspond to the actual texture of their handle
  • MC-142385 Campfire texture has one pixel extending into hotbar outline
  • MC-148182 The zombie villager “profession” texture uses villager-skin-colored pixels
  • MC-152506 Wither skull projectile has faces with old texture
  • MC-160256 Texture of door items does not match the blocks
  • MC-166508 Glitchy chunk rendering since 1.15 pre-release 2
  • MC-173339 Comparators lit base texture is incorrect
  • MC-203155 Enchanting table GUI uses old lapis texture
  • MC-225949 Parity Issue: different Bedrock and Java sign items textures.
  • MC-227398 Misplaced pixel on cave vines texture
  • MC-230302 Glow Item Frame item texture is missing two pixels
  • MC-236620 Nether biomes don’t generate correctly
  • MC-236650 Minecraft in 1.18 has 2^48 seeds instead of 2^64 seeds.
  • MC-237330 Worlds created with seed “REDApRES” (0) crash when trying to load new 1.18 mountain biomes / java.lang.NullPointerException: Cannot invoke “dfw.a(double, double, double)” because “this.a” is null
  • MC-237457 Snowy Slopes biome no longer generates stone cliff feature from experimental snapshots
  • MC-238003 Stone in jagged peaks is always covered by snow blocks
  • MC-238561 Axolotls aren’t able to spawn at all in lush caves (recurrence of MC-218701)
  • MC-238661 InhabitedTime value/Local Difficulty doesn’t increase

Minecraft 1.18 Experimental Snapshot 7 – Patch Notes September 8th

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EXPERIMENTAL SSNAPSHOT 7 CHANGES COMPARED TO EXPERIMENTAL SPINSHOT 6

  • Noodle caves can be created at any height. They are not limited to y 130. This means that you may sometimes find cracks in mountain peaks and cave openings. Take care when you tread.
  • Some areas are slightly smoother (less tech talk 3D noise)
  • Elytra does not suffer durability damage while gliding. Only rockets do. You don’t have to have any mending or breaking enchantments in order to use your Elytra, especially since there are higher mountains and more cliffs from which to launch.
  • Elytra rocket boost is slightly weaker and you won’t be able to fly as fast with rockets. We are testing this because of several reasons.
    • Rocket boosting by Elytra is so fast, other modes of transport are almost obsolete. We aim to even it out.
    • Even in earlier versions of Minecraft most servers get laggy when players fly around with elytra & rockets because they fly faster than chunks can load. This will likely get worse as the world height increases.
    • You have so much more terrain to explore, why not zoom by it? 🙂
    • You should note that the speed of glide is not affected. This does not affect rocket boosting.
  • That’s it. That’s all I said. This is a very small snapshot.
  • What? You ask about the swamps? We didn’t make the swamps better, and they still have mixed feelings about it.

EXPERIMENTAL EXSNAPSHOT 6 CHANGES COMPARED WITH SNAPSHOT 5.

  • We have modified the placement of the new mountain biomes to match the mountain terrain better and the temperature better. Mountain peaks are less likely to be populated by groves and snowy slopes. In cold climates, grove and snowy slopes tend lower down while they start higher up in warm and temperate climates.
  • We have tweaked biome placement to decrease the risk from cold microbiomes. For example, a small patch of snowy tundra at the center of a forest (birdpoopmicrobiomes). However, it is less common.
  • A mistake in the previous snapshot caused lush caves to become smaller and more fragmented. They should be back to the same level as in snapshot 4.
  • Biome placement perspectives no longer consider giant tree taiga or giant spruce, taiga as cold climates. These biomes are less likely than snowy biomes to mix in. This resulted in a minor reshuffle among other biomes to preserve the overall balance.
  • The number of water springs has been slightly reduced.
  • Increased underwater magma to increase chances of finding air while diving in aquifers.
  • Cavier ocean floors! It is more common for aquifers to connect to the underground under oceans/rivers. This means that you will find more cave openings on ocean floors which actually lead somewhere, rather than being cut off. Caves located below oceans, at y0-40, are more likely be flooded. It is possible to end up in an underground lake, and then fall into a flooded cave.
  • The return of underwater ravines is encouraging. Cave carvers can now carve through gravel and sand on ocean floors. So underwater ravines or caves will not be hidden under gravel or sand. As with MC 1.17 we no longer need a carver to create underwater ravines. Instead, we use normal noise carvers and caves on ocean floors. The underwater ravines will not look exactly like in 1.17 but they will show more natural variations. Like all flooded caves they may still be populated by magma.
  • Donkeys, horses, and mules now follow golden carrots, golden apples and enchanted gold apples as their guide. It’s easier to transport your horse across a deep river. Similarly, llamas follow hay bales.
  • That’s all.
  • Wait, there’s more. The swamps were almost forgotten. Swamps can also be formed in areas that are dry. In the last photo, they couldn’t. This seemed to make sense. However, it was discovered that sometimes, a small area can be dryer than the surrounding area. This causes microbiome problems like deserted areas in the middle of a swamp. Swamps are now less fragmented and they understand that.
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EXPERIMENTAL SSNAPSHOT 5 CHANGES COMPARED TO 4

  • Peakier peaks! Some mountains are jagged, as in the famous bedrock beta mountains.
  • On average, made mountain areas and peak biomes are slightly larger than the rest.
  • Increased the average mountain height to fix an unintentional shift from snapshot 4, which made mountains smoother and lower. We had to reduce the mountain height to accommodate the higher peaks. Because we want players to be able to build cool stuff on the mountains, we have deliberately avoided having any peaks or mountains above y260. Any peaks that attempt to sneak up too high into the sky will be mercilessly cut down into a plateau.
  • Fossils containing diamonds are no longer able to produce fossils above deepslate.
  • The ocean was flooded by the contaminated swamp water. They were moved a little further inland. The oceans love this, but swamps can be a little grumpy. Swamp trees can also grow in deeper water than they did before. This means that swamp lakes are less barren.
  • Cave carvers can cut through red sand or calcite to create blocks that aren’t left hanging.
  • The banks of rivers have been lowered in depth. They are less likely not to get clogged up in flat areas or be extremely deep. Rivers integrate with swamps better, as they tend to merge with the swamp rather than cutting through. This makes swamps less disruptive.
  • The placement of small lakes features in hot and dry biomes (deserts, savannas, badlands) is no longer permitted. Reduction in the number of lake features placed in other biomes.
  • Flat areas are more likely to be populated by small hills or overhangs (techno speak: 3d noise). Inadvertently, this was removed in snapshot 4, making flat areas a bit too flat.
  • Reduction of the amount of shattered terrain, savanna biome and replaced some of it with flat beaches.
  • Water springs can produce more blocks, such as dirt or snow, which increases the chances of small streams and waterfalls. There are also springs that can be used to create lush caves.
  • An indentation was made in the code. It doesn’t really matter so I don’t know why I mention it here.
  • Averagely, the size of made badlands is slightly smaller. They are just a tiny bit smaller. However, they are often quite large.
  • Added (well re-added?) jungle edge biome. We’ll likely rename it if we keep it, as it’s not really an edge biome anymore.
  • Tweaked mushroom field biome to match the shape of the islands.
  • Dripstone caves have a stone surface that catches water from cave entrances instead of grass. Dripstone cave entrances should be less grassy.
  • Snapshot 3.: Removed height-based spawning change. We are grateful for the discussions in the community. We have decided to reverse the changes for now, and will return to it when we have more time.

EXPERIMENTAL SSNAPSHOT 4 CHANGES COMPARED TO 3

  • Temple tweaks
  • Badlands and deserts tend to be larger and are less likely to cause microbiome splotches. Terracotta bands go higher. Trees and grasses from wooded areas start higher.
  • It made biome placement smoother and more quiet (again). This should mean that there are fewer microbiomes. You can tweak biome placement to decrease the likelihood of severe collisions.
  • Surface freezing was removed for hot biomes and the altitude at where snow layers are placed has been increased. This should make it less likely that you see strange things like snow-covered jungle trees.
  • Made snowy slopes less dirty. Again. For real this time.
  • Made extreme hills terrain less unextreme. Also, I played with the placement and general appearance of extreme hills and terrain to make them fit with the terrain.
  • This reduces the chance of rivers becoming dry, steep river gorges in mountainous terrain. Instead, rivers will either create a fjord through mountain ranges or raise the terrain so that it forms a saddle between the peaks. This should make the terrain more friendly for boating and walking. I believe it makes rivers wider in general.
  • Reduced the number of diorite/andesite/granite blobs on the surface. This should decrease the look of stone shores/and such spray-painted.
  • Sometimes, stone shores can produce layers (strips), of gravel, diorite or andesite or granite. Sometimes, layers of gravel, granite, calcite or andesite can be created by stony peaks. You don’t need to demolish geodes in order to obtain calcite.🙂
  • More iron! To find iron, you’ll need to go mountain climbing or caving. However, you will find more iron once you do.
  • Swampier swamps. We modified the swamp placement to make them happier. They are less likely now to extend out to the coast, and swamp rivers tend to be smaller.
  • Dripstone caves have larger copper blobs. You can find more copper in that biome. Or, you can find large copper veins.

EXPERIMENTAL EXSNAPSHOT 3 CHANGES COMPARED WITH SNAPSHOT 2.

  • To reduce the chance of temperature clashes, biome placement has been modified (e.g. a snowy biome right in the middle of a desert). Temperature clashes are still possible, but less often.
  • We have rearranged biome placement to allow more noise and diversity, basically dialing back some changes since the last snapshot. This makes microbiomes more likely to occur again. However, they will often be of matching temperatures (e.g. a small forest within a plains biome).
  • Red sand is back! We altered badlands so that they appear on plateaus next to them, and raised the red sand’s generation higher (to compensate for the generally higher terrain).
  • This made peak biomes and meadows less likely in low-altitude areas.
  • Smoothed the cliffs of the shattered terrain a little, so that they don’t look chunky.
  • Snowy slopes, snowcapped peaks and snowcapped peaks don’t have dirt underneath the snow. Mountains are less filthy now🙂
  • A new mountain biome was added: Stony Peaks. This is a type of lofty/snowcapped mountains that uses stone or gravel in place of snow and/or ice. It’s used to avoid temperature clashes like a snowcapped peak sticking out of a jungle.
  • Some of the new mountain biomes have had structures added. All new mountain biomes have pillar outposts. Villages generate in meadows.
  • To make beaches more likely to be found on flat coasts than in hilly areas, we modified the beach. The amount of stones used on the shores has been reduced.
  • Aquifers are less likely to cause damage to coastlines or river banks. This means that local water levels are mainly used in terrain that does not border an ocean or river. Sea level is used most often for cave openings and ravines where they intersect rivers or oceans.
  • Low-elevation areas in the interior are less likely than caves flooding throughout the area.
  • Aquifers are able to go deeper and can connect with cave systems lower down. This means that air pockets can sometimes lead to cave systems if you dive down into deep lakes or mountains.
  • To reduce the possibility of huge areas filled with water, we have added more frequency variation to aquifers. It is more common for underground lakes and flooded areas to spread out than be concentrated in one area.
  • Fixed goat spawning (they were not spawning in new mountain biomes).
  • Swamps are less likely than ever to cross cold or dry biomes and no longer place hanging water. Swamps seem happier now.
  • Desert temples do not spawn at a fixed y elevation, but on the surface.
  • The floating pillars that were created by eroded badlands are no longer floating on the water surface.
  • Under water, Grass is no longer able to produce any more.
  • This reduces the chance of incorrect surface placement, such as grass patches in deserts.
  • The risk of river biome producing in dry mountain gorges has been reduced. The support we have for rivers not generating above the sea level is not available. A mountain gorge that is above the sea level will be considered dry.
  • Mob spawning is now slower in high terrain than it was in low terrain. The new spawning speed is the same as 1.17 spawning at 64. This change was made to improve consistency in spawning in the updated overworld.
  • Fixed an issue that multiplayer players could face more enemies or fewer enemies than they intended. This was especially true when players are flying. Each player now receives their fair share from mobs.
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EXPERIMENTAL EXTRA SNAPSHOT 2 CHANGES COMPARED WITH SNAPSHOT 1.

  • Placement of biomes is smoother and less chaotic. There are less microbiomes in the terrain. The biomes are generally larger and more fragmented.
  • Raised cloud level between 128 and 192
  • To avoid confusion when people use /locatebiome, they have renamed the mountains (=old mountain biome) to gravelly mountains to gravelly hill, in order to lessen the risk of getting lost.
  • Beachier beaches! The beaches are usually wider. However, there are some beaches that are not accessible at all in certain areas.
  • Meadows are where sheep spawn. There are also more donkeys than rabbits.
  • Blue orchids no longer spawn in meadows. Because this was their unique feature, the swamps were sad.
  • Swamps are now able to generate properly. They had previously generated in unusual places, and they were disappointed about this. Swamps are happier now.
  • Ice Spikes, Eroded Badlands are two of the new biomes that were added.
  • The interference of underground biomes with surface biomes is less. Sometimes they can still escape from cave entrances, but it’s cool!
  • Some peaks have seen an increase in height. They can now reach 220-260, but they are rarely that high.
  • There is a slight increase in the likelihood of finding large areas of flat terrain.
  • Sometimes, a single tree can be sown from a meadow.
  • The new mountain biomes are home to monsters
  • The new mountain biomes are populated by infested stones and emeralds
  • Made ore veins are slightly larger and more common, as very few people seem to find them in survival.
  • The right biomes are where structures can be found (mostly). The right amount of tape was found to put in the correct place in the code.
  • The megacave entrances were a bit more subtle and less likely to descend to deepslate. It was way too easy to reach the diamond zone.
  • Made cheese caves tend to be smaller than average but can still be massive!It is less likely that they will intersect with the surface.
  • This reduced the likelihood of gravel and sand being placed in a way that causes them to immediately fall off after generation. These cases were replaced with sandstone and stone. The performance and terrain were affected by the falling blocks. This still happens, but it is not as often.
  • Now, mobs spawned by Zombie, Skeleton and Spider spawners can block-light level 11. While the difficulty of vanilla-spawners was not affected by the mobs spawning under complete darkness, it was something we noticed. This change should make it more challenging to conquer a spawner. 
  • Spawners now have the “CustomSpawnRules”, a tag that allows you to override the rules for the spawned mob. You can also specify “BlockLightLimit”, which is the maximum block-light that spawners will use to spawn mobs. This modification is made to make it easier for map-makers and spawners to be used in a more flexible way that allows them to spawn mobs at whatever light level they wish.

CHANGES COMPARED TO CAVES & CLIFFS: PART I

  • New world heights and depths
  • New mountain biomes (lofty peaks, snowcapped peaks, grove, meadow, and snowy slopes)
  • New cave generation (cheese and spaghetti caves, and noodle caves).
  • Local water levels, lava levels underground
  • Natural underground and in-mountain cave biomes are created (lush caves, dripstone caverns).
  • Nature can vary in the shape and elevation of terrain, independent from biomes. For example, forests and deserts could form up on a hill without needing a special biome just for that.
  • New ore distribution (see this chart)
  • Large ore veins
  • Integrated mountains, caves and cave entrances
  • Monsters will only spawn in complete darkness

KNOWN ISSUES

  • Performance is low
  • The nether terrain is not well-organized
  • End pillars do not generate but they do when you respawn your dragon

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