Marvellous mountains and colossal caves, this snapshot has it all! Today we're bringing the Overworld revamp to regular snapshots. If you've been playing or checking out the experimental snapshots that we've been releasing, you should be familiar with what you're seeing. If not, you're in for a treat!
Since we're extending the world height, and there are quite a few under-the-hood changes, we've been keeping an eye on how the game is running, and there are still improvements to be made. However, we would still appreciate it if you would be able to take this survey so that we can understand how you perceive the performance of this snapshot.
It should also be noted that there is currently no upgrade path for existing worlds in this snapshot. This means that you can only create new worlds in this snapshot, and not play on any of your existing worlds. We're working on this and you should be able to play on your existing worlds in an upcoming snapshot not too far in the future.
All of this said, we hope that you have a great time checking out these new additions. Watch your feet so that you don't fall into a very deep hole, and make sure you don't get punted off a mountain by a goat that's just minding its own business.
Happy mining!
New Features in 21w37a
Added noise caves and aquifers
Added Dripstone Caves underground biome
Added Grove biome
Added Lofty peaks biome
Added Lush Caves underground biome
Added Meadow biome
Added Snowcapped peaks biome
Added Snowy slopes biome
Added Stony peaks biome
New ore distribution and large ore veins
Overworld build and generation limits have been expanded
Blocks
Enchanting Tables now emit a low amount of light
Using shears on the tip of a Cave Vine, Twisting Vine, Weeping Wine or Kelp now causes it to stop growing
Dripstone Caves biome
Contains plenty of Pointed Dripstone and Dripstone Block on the floors and ceilings, and small pools of water
In some places you'll find larger stalagmites, stalactites, and columns built from Dripstone Blocks
Contains extra copper ore
Grove
Snowy terrain with big spruce trees and powder snow traps. Might want to wear leather boots!
Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops.
Spawns wolfs, rabbits, and foxes.
Large ore veins
Ore veins are large, rare, snake-like underground ore formations
Copper veins form between y 0 and y 50 and are mixed with Granite
Iron veins form below y -60 and y -8 and are mixed with Tuff
Lofty peaks
Dramatic jagged mountain peaks with snow and stone
Spawns goats
Lush Caves biome
Moss covers the floors and ceilings
Spore Blossoms grow from the ceiling and drip particles
Contains Clay pools with Dripleaf plants growing out of them
Contains Azalea Bushes and Flowering Azalea Bushes
The Azalea Tree loves to have its roots in Lush Caves, so if you find an Azalea Tree (either overground or in a cave) you know there is a Lush Cave beneath you
Cave Vines with Glow Berries grow from the ceiling and light up the caves
Meadow biome
Large grassy and flowery biome that tends to generate high up on plateaus or next to large mountain ranges.
Sometimes contains a lone tall oak or birch tree, often with a bee nest.
Think Sound of Music!
Spawns donkeys, rabbits, and sheep.
Mob Spawning
Monsters now only spawn in places where the light from blocks is 0 (sky light still prevents spawning like before)
Fixed an issue where players in multiplayer can face more or far fewer enemies than intended, particularly when other players are flying
New ore distribution
Changed ore generation to match the new world height, and to add more strategy to mining.
There is no longer a single y level that is best for all ores, you need to make tradeoffs.
Iron ore generates below y 72, with a strong bias towards y 16.
Iron ore also generates above 112, with more iron ore as you go higher.
Copper ore generates between y 0 and y 96, with a strong bias towards y 48.
Copper ore generates in larger amounts in dripstone caves biome.
Lapis lazuli generates below y 64, with a strong bias towards y 0. However, Lapis below y -32 or above y 32 cannot generate exposed to air. It will either be buried or inside water.
Coal generates above y 0, with a strong bias towards y 96 and above.
Coal has reduced air exposure, so you will find more coal buried or underwater than exposed to air.
Gold generates below y 32, with a strong bias towards y -16.
Extra gold can (still) be found in badlands biomes.
Redstone ore generates below y 16. Redstone ore generation gradually increases as you go below y -32 and further down.
Diamond generates below y 16, with more diamond the lower you go.
Diamonds have reduced air exposure, so you will find more diamond buried or underwater than exposed to air.
Noise caves and Aquifers
Noise caves are a new way of generating caves, providing more natural variety. They can get really huge sometimes!
Noise caves come in three flavors:
Cheese caves. Like the holes in swiss cheese. These often form caverns of various size
Spaghetti caves. Long squiggly tunnels, sometimes wide like tagliatelle
Noodle caves. Thinner, squigglier, and more claustrophobic variant of spaghetti caves
No, they aren't loud. The "noise" part of noise caves is a technical term and has nothing to do with sound
The old cave carvers and canyons still generate, combining with the noise caves to form interesting cave systems
As with carvers, when noise caves intersect the surface they form cave entrances
An aquifer is an area with local water level, independent of sea level.
Aquifers are used during world generation to generate bodies of water inside noise caves.
This sometimes results in large underground lakes! They can also form inside mountains and on the surface.
Aquifers below y0 will sometimes be lava aquifers instead of water aquifers
Magma Blocks sometimes generates at the bottom of underground bodies of water
Underwater cave carvers and underwater canyons have been removed, since aquifers are used to generate water in caves instead
Options
Added an accessibility option to stop the sky flashing during thunderstorms
Added an option to specify the audio device used by the game
Added "Toggle Sprint" and "Toggle Sneak" to the Controls settings
Moved Keybinds out to their own settings screen, accessible from Controls
Snowcapped peaks
Smooth mountain peaks with ice and snow
Spawns goats and yeti. No actually just goats.
Snowy slopes
Very snowy terrain that can hide powder snow traps. Might want to wear leather boots!
Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops.
Spawns rabbits and goats.
Stony peaks
Stony mountain peaks that may be jagged or smooth
Spawns goats
Contains strips of calcite sometimes
World generation
Generation range and build limits have been expanded by 64 blocks up and 64 blocks down, to a total range of 384 blocks
Underground features, structures, and caves generate all the way down to y-64
Exception: Diorite and Granite and Andesite and Dirt don't generate below y0
Tweaked size and positioning of Diorite, Andesite & Granite generation
Dripstone clusters can no longer be found in normal caves, only in dripstone caves biome
Starting from y0 and below deepslate gradually replaces all stone
Deepslate blobs no longer generate above y0
The terrain shape and elevation varies dramatically, indepedently from biomes. For example, forests and deserts could form up on a hill without needing a special biome just for that
Less diorite/granite/andesite generates above y 60
Strips of gravel can generate in stony shores
Swamp trees can grow in water 2 blocks deep (instead of just 1 block deep)
Changes in 21w37a
Illagers (Vindicator, Pillager, Evoker) no longer attack baby villagers
Axolotls now only spawn in lush caves
Axolotls now have their own, separate, mob cap
Raised the cloud level from 128 to 192
Technical Changes in 21w37a
Replaced the clientbound chunk update network packet with another one which additionally contains light update data. Separate light update packet still exists and is sent when light update happens without chunk update.
View distance now causes chunks to load cylindrically around players instead of in a square
Information about the world generation noise is now displayed on the debug screen
Added illageralt, rune-like font from Minecraft Dungeons (currently only usable via commands)
Added startup option --jfrProfile and command jfr to start profiling with Java FlightRecorder as well as a few custom events.
Loot table functions set_contents and set_loot_table now require type field with valid block entity type
Worlds last saved before Minecraft 1.2 ("pre-anvil") no longer can be opened directly
Data pack format has been increased to 8
New video setting "Priority updates".
Removed length limits for scoreboard, score holder and team names
Mob spawners can now override light checks for spawning
JFR Profiling
Custom events
minecraft.ServerTickTime: sampling event exposing average server tick times at one second intervals
minecraft.ChunkGeneration: time taken to generate individual chunk stages
minecraft.WorldLoadFinishedEvent: initial world loading duration
Ending a profiling run
The run will then be stopped either by:
shutting down the JVM
jfr stop in-game command
jcmd CLI tool
Overview
Java Flight Recorder (https://openjdk.java.net/jeps/328) is the internal JVM profiling tool bundled with the Java Runtime to analyze performance and runtime characteristics. It's a useful tool for exposing internal JVM performance metrics as well as custom metrics that can be monitored or analyzed using any stock Java profiler or monitoring agents.
Reports
A summary JSON report is written both to the log file and in the debug folder accompanied by a .jfr recording ready to be analyzed in i.e JMC https://github.com/openjdk/jmc or any other profiler tool supporting the format.
Starting a profiling run
A profiling run can be started using any of the following alternatives:
--jfrProfile startup flag when starting a Minecraft server or client
jfr start in-game command
Regular Java CLI tools such as jcmd
Loot tables
Changed functions
set_contents, set_loot_table
Added new mandatory field type. This type will be written into BlockEntityTag.id, to make sure this tag can be correctly migrated between versions
Old world conversion
Worlds last saved before Minecraft 1.2 ("pre-anvil") now require conversion in a previous version of a game to be able to be opened
Conversion works best in versions 1.6.4 and before - worlds opened for the first time in later versions will have incorrect biome information
Priority update setting
This setting determines which chunks sections are updated synchronously during a single frame.
The most conservative option "nearby" corresponds to the state before the update.
The new options "by player" and "none" significantly reduce stutters when placing or removing blocks (especially light sources), but can potentially cause rare visually noticeable delays in world updates.
Spawner data changes
Spawners now support the custom_spawn_rules NBT in the SpawnData field and the SpawnPotentials list
custom_spawn_rules currently may contain fields block_light_limit and sky_light_limit - both are integer ranges with fields min_inclusive and max_inclusive
To make SpawnPotentials format similar to other weighted lists, structure was changed to {weight: <int>, data: <previous contents without 'Weight', 'Entity' renamed to 'entity'>}
To accomodate that change, previous contents of SpawnData were moved to SpawnData.entity (making format of that field same as elements of SpawnPotentials.data)