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  • Hello, all! The purpose of this thread is simply to discuss anything and everything related to the update to 1.15.

    Just for reference, here is a list of vanilla changes between 1.7 and 1.15. It's not completely comprehensive (as it doesn't include every command, particle, NBT tag, etc.) but it hits all the high points. If you want something added to or changed in the list, just say so!

    Compatibility:
    A = Not in the mod
    B = In the mod, but identical to vanilla
    C = In the mod, but handled differently

    Addition Type MC Version Compatibility
    Diorite Block 8 A
    Andesite Block 8 A
    Granite Block 8 A
    Coarse Dirt Block 8 B
    Prismarine (and variants) Block 8 A
    Red Sandstone Block 8 B
    Iron Trapdoor Block 8 A
    Sea Lantern Block 8 A
    Wet Sponge Block 8 A
    Slime Block Block 8 A
    Banners Block 8 C
    Barriers Block 8 A
    New Fences Block 8 B
    New Gates Block 8 B
    New Doors^ Block 8 B
    Chorus Flower Block 9 A
    Chorus Plant Block 9 A
    Dragon Head Block 9 A
    End Gateway Block 9 A
    End Rod Block 9 A
    End Stone Bricks Block 9 A
    Frosted Ice Block 9 A
    Grass Path Block 9 A
    Purpur Block 9 A
    Structure Block Block 9 A
    Structure Void Block 10 A
    Magma Block Block 10 A
    Nether Wart Block Block 10 A
    Red Nether Bricks Block 10 A
    Bone Block Block 10 C
    Observer Block 11 A
    Shulker Box Block 11 A
    Concrete (and Powder) Block 12 A
    Glazed Terracotta Block 12 A
    Colored Beds Block 12 A
    Blue Ice Block 13 A
    Bubble Columns Block 13 A
    Button variants Block 13 A
    Pumpkin (uncarved) Block 13 A
    Conduit Block 13 A
    Coral Block 13 C
    Dried Kelp Block Block 13 A
    Kelp Block 13 A
    Prismarine stairs/slabs Block 13 A
    Seagrass Block 13 A
    Sea Pickles Block 13 A
    Stripped Logs/Wood Block 13 A
    Wood Blocks Block 13 C
    Turtle Eggs Block 13 A
    Smooth Stones Block 13 C
    Bamboo Block 14 A
    Barrel Block 14 C
    Bell Block 14 A
    Blast Furnace Block 14 A
    Campfire Block 14 A
    Cartography Table Block 14 A
    Composter Block 14 A
    Fletching Table Block 14 A
    Cornflower Block 14 A
    Lily of the Valley Block 14 A
    Wither Rose Block 14 A
    Grindstone Block 14 A
    Jigsaw Block Block 14 A
    Lantern Block 14 A
    Lectern Block 14 A
    Loom Block 14 A
    Scaffolding Block 14 A
    More signs/slabs/stairs/walls Block 14 A
    Smithing Table Block 14 A
    Smoker Block 14 A
    Stonecutter Block 14 A
    Berry Bush Block 14 C
    Beehive Block 15 A
    Bee Nest Block 15 A
    Honey Block Block 15 A
    Honeycomb Block Block 15 A
    Prismarine Crystals Item 8 A
    Prismarine Shards Item 8 A
    Mutton Item 8 C
    Rabbit Meat Item 8 C
    Rabbit Stew Item 8 C
    Rabbit Hide Item 8 A
    Rabbit's Foot Item 8 A
    Potion of Leaping Item 8 A
    Beetroot (and seeds) Item 9 A
    Beetroot Soup Item 9 A
    Chorus Fruit (and popped) Item 9 A
    Dragon's Breath Item 9 A
    Elytra Item 9 A
    End Crystal Item 9 A
    Lingering Potions Item 9 A
    Water splash potions Item 9 A
    Potion of Luck Item 9 A
    Shield Item 9 C
    Spectral Arrows Item 9 A
    Tipped Arrows Item 9 C
    Uncraftable Potion Item 9 A
    Shulker Shell Item 11 A
    Totem of Undying Item 11 A
    Explorer Maps Item 11 A
    Iron Nugget Item 11 A
    Dried Kelp Item 13 A
    Fish Buckets Item 13 A
    Heart of the Sea Item 13 A
    Phantom Membrane Item 13 A
    Slow Falling Potion Item 13 A
    Turtle Master Potion Item 13 A
    Scutes Item 13 A
    Trident Item 13 C
    Turtle Shell Item 13 A
    Nautilus Shell Item 13 A
    Crossbow Item 14 C
    Dyes Item 14 C
    Leather Horse Armor Item 14 A
    Suspicious Stew Item 14 A
    Sweet Berries Item 14 C
    Honey Bottle Item 15 A
    Honeycomb Item 15 A
    Endermite Entity 8 A
    Guardian (and Elder) Entity 8 A
    Rabbit Entity 8 C
    Armor Stand Entity 8 C
    Shulker Entity 9 A
    Area effect clouds Entity 9 A
    Boat types Entity 9 A
    Polar Bear Entity 10 A
    Stray and Husk Entity 10 A
    Illagers Entity 11 A
    Vex Entity 11 A
    Llama Entity 11 A
    Evocation Fang Entity 11 A
    Illusioner Entity 12 A
    Parrot Entity 12 A
    Dolphin Entity 13 A
    Drowned Entity 13 A
    Fish Entity 13 C
    Phantom Entity 13 A
    Turtle Entity 13 A
    Cats Entity 14 A
    Foxes Entity 15 A
    Panda Entity 15 A
    Pillager Entity 15 A
    Ravager Entity 15 A
    Wandering Trader Entity 15 A
    Bee Entity 15 A
    Ocean Monument Gameplay 8 A
    Customized World Gameplay 8 A
    Depth Strider enchantment Gameplay 8 A
    Spectator Mode Gameplay 8 A
    End changes, various Gameplay 9 A
    Igloos Gameplay 9 A
    Combat changes Gameplay 9 C
    Dual Wielding Gameplay 9 A
    Frost Walker enchantment Gameplay 9 A
    Mending enchantment Gameplay 9 A
    Glowing status effect Gameplay 9 A
    Levitation status effect Gameplay 9 A
    Luck status effect (and Bad) Gameplay 9 A
    Dominant Hand option Gameplay 9 A
    Cauldrons fill buckets Gameplay 9 A
    Trapdoors don't require support Gameplay 9 A
    Swords can't block Gameplay 9 A
    Boat changes Gameplay 9 A
    Fossils Gameplay 10 C
    Woodland Mansion Gameplay 11 A
    Curse enchantments Gameplay 11 A
    Sweeping Edge enchantment Gameplay 11 A
    Unsmelting Gameplay 11 C
    Fireworks damage entities Gameplay 11 A
    Fireworks propel elytra Gameplay 11 A
    Advancements Gameplay 12 A
    Recipe Book Gameplay 12 A
    Note Block additions Gameplay 12/14 A
    Buried Treasure Gameplay 13 A
    Iceberg Gameplay 13 A
    Coral Reef Gameplay 13 A
    Shipwreck Gameplay 13 A
    Ocean Ruins Gameplay 13 C
    Trident enchantments Gameplay 13 A
    Banners mark maps Gameplay 13 A
    Better Swimming Gameplay 13 A
    Conduit Power status effect Gameplay 13 A
    Dolphin's Grace effect Gameplay 13 A
    Slow Falling status effect Gameplay 13 A
    Waterlogging Gameplay 13 A
    Bamboo Forest Gameplay 14 A
    Pillager Outpost Gameplay 14 A
    Village changes Gameplay 14 A
    Illager Raids Gameplay 14 A
    Bad Omen and Hero of the Village effects Gameplay 14 A
    Better book writing Gameplay 14 A
    Villager changes Gameplay 14 A
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    • If Mevan's decides to get rid of the Mods rabbits, maybe instead he could remain them to Hares?

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    • That could work. Personally, I really hope he will keep his rabbits. The vanilla ones are too cartoony, imo. It's not like everything needs to be realistic, but I think the mod's rabbits are a good level of realistic. (Rabbits near my house always walk/run around. They don't have the frantic hopping that you see with vanilla rabbits.) Being able to farm/breed them would be nice, though.

      I also hope Mevans keeps both the 1.14 barrels and his barrels, (maybe renamed "kegs") but makes the 1.14 barrels able to float like the mod ones. Without villagers, vanilla barrels are pretty much pointless, but if they can float AND hold stuff it would be awesome! (Once I get Eclipse set up again, I want to test a formula for river currents. If it works, that would be even better . . . MUHAHAHAHAHA*coughgaspwheeze*)

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    • Agreed ^^^

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    • hey i know dragons may not happen, but i hear that ice and fire is going to do a 1.15 update to and it woul be really cool if the two mods could work together :)

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    • There's also the topic of fish.....What do you guys think? I'm drawing blanks.

      Personally, I think Mevan's should just keep all his stuff. Doubles are fine.

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    • I mostly play on 1.7 and 1.12, so I don't know a ton,but I think I would have to agree with you there.  The mod fish models are extremely simple, but it works.  The vanilla ones look almost like they tried too hard - I'm totally willing to be swayed, but they don't really look like fish to me, even accounting for the fact that it's Minecraft.  (I can't really put my finger on what's wrong, though.)  One point for vanilla - I really like the little tropical fish mobs.  They are pretty much perfect, in my opinion.

      Speaking of models, if Mevans adds modified Middle-earth Horses again, I really want the original models back - I think the 1.13 ones look really clunky.  Having a cow, pig, or sheep that is nothing more than 5 rectangular prisms works.  Riding majestically into the sunset on a clump of 7 prisms doesn't.

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    • I kinda like the 1.13 fish. They're big enough for me to hit, allowing for much better fishing.  I hated it when they down-graded the horses, so I completely agree with you there. 

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    • I mean, actual swimming fishes should be just as difficult to catch as normal fish in my opinion...

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    • Yeah, but that just makes the game more tedious and hard with no real pay-off.  Who wants to spend an hour trying to get a stack of fish in a video-game? 

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      • raises hand sheepishly*

      I actually enjoy fishing in Minecraft.  It might just be me, but fishing is relaxing, even if it's virtual.  The Legend of Zelda: Twilight Princess and Minecraft both capture that fairly well imo.  Besides, in what instance would you need a stack of fish?  Also, you wouldn't fish with a sword or an axe - you would use a spear, which would be easier and will probably be in the mod.



      Something else that occurred to me - the mod has bears, 1.15 has honey . . . . . I wonder how that will work.

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    • Probably will be expanded upon more in the Woodmen/Beornings update. 

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    • As long as smaller bees are added as well. The big bees Vanilla Minecraft adds are perfectly cannon, but I think they're on found where Beorn lives.

      So smaller bees should be added for other places, and big bees should stay in the Beorning Biome.

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    • S'moregoth wrote:
      *raises hand sheepishly*

      I actually enjoy fishing in Minecraft.  It might just be me, but fishing is relaxing, even if it's virtual.  The Legend of Zelda: Twilight Princess and Minecraft both capture that fairly well imo.  Besides, in what instance would you need a stack of fish?  Also, you wouldn't fish with a sword or an axe - you would use a spear, which would be easier and will probably be in the mod.



      Something else that occurred to me - the mod has bears, 1.15 has honey . . . . . I wonder how that will work.

      I agree about the fish. I don't have to worry that much about mobs killing me and it is fun to wait and listen to the water, whle you look for a fish's wake to appear.

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    • Aragost02 wrote: As long as smaller bees are added as well. The big bees Vanilla Minecraft adds are perfectly cannon, but I think they're on found where Beorn lives.

      So smaller bees should be added for other places, and big bees should stay in the Beorning Biome.

      The mod team mentioned in the Q&A that they would be reducing the size of the bees.

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    • And what for shipwrecks ? It's one of new gameplays I enjoy the most in recent versions of minecraft vanilla. Do you think Mevans will implement an elven, numenorean, umbarian, corsair and/or haradric version of shipwrecks when he'll add the sea biome in renewed ?

      It could work exactly vanilla shipwrecks but with a different design to match with the elven, gondorian, umbarian, haradric factions. And the loot in the chest would match equally. Said like this it looks like a suggest but as we talk about things who are not there yet, I say this here.

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    • He would have to use some pretty generalised ships if he didn't want to create multiple ocean biomes. Wouldn't be able to stop elven ships from generating off the East Coast of Hard otherwise for an example of why faction specific ships might be harder to implement.

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    • Well, elven underwater ruins only spawn at west of Lindon. I suppose if Mevans succed this, he could do the same thing for shipwrecks without create variations for the sea.

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    • That would be pretty awesome!

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    • OK, I know it's off topic, but this is hilarious: in a creative LotR world, make two 1 block deep 1x2 troughs running parallel to each other, 4-5 blocks apart.  Then fill them with water, and use a ton (10+) of fish spawn eggs in one of them.

      If it works like it did in my world, the fish will continuously run from one pond to the other, and back again.  I have no idea why they do it, but it is extremely comedic.  (If people want pictures, I can post them when I get to another computer.)



      Back on topic, I'm kinda wondering what will happen with shields.  Some people have said that the faction shields should just be reskins of vanilla shields, but only usable if you have 1000+ alignment.  That would work, but it would be kinda weird now that they have a use.  Most units have shields, even if they are just grunt troops, so it seems weird for players to have to wait that long.  I can see faction-skinned shields being crafted on faction tables, but I have no idea what you would use for the 1000+ alignment reward, or for the special loremaster/ogre/adventurer/etc shields.

      EDIT:  Just started reading the Q&A, so part of my second blurb is pointless.  Also, fish:

      Fish Migration 1
      Fish Traffic 1
      Fish Traffic 2
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    • Thanks S'moregoth, this is a helpful reference. I'll explain what our current ideas are for all of these (besides the self-explanatory things like button variants).



      Diorite / Andesite / Granite - As in vanilla, but maybe with generation less random and more regionalised.

      Coarse Dirt - As in vanilla. (It's exactly the same block as "Barren Dirt", which I'm glad you picked up on)

      Prismarine - Will probably not appear in Middle-earth.

      Iron Trapdoor - We may add variants for other metals.

      Sea Lantern - Will probably not appear in Middle-earth.

      Slime Block - Craftable from troll slime.

      Banners - Mod banners will probably be renamed to Standards, both types will be retained as-is.

      Chorus / Dragon / Purpur / Shulker / End things - Will not appear in Middle-earth.

      Frosted Ice - Will probably not be available through the mod, at least until ring forging.

      Grass Path - At the moment we are unsure - because prefer the look of the vanilla block, but since it doesn't work well mixed in with full height blocks, it would be unsuitable for roads.

      Structure blocks - Ideally the mod's structures would be rewritten to use this system, but that is a distant priority if even an aim at all because actually porting the content across is much more important than rewriting great volumes of internal code to produce the same result. Note that even older vanilla structures do not use this new system.

      Magma Block - Will appear in Middle-earth as it does in the Overworld. Perhaps it will also appear in other places, like Mordor or Utumno.

      Nether things - Will not appear in Middle-earth.

      Bone Block - We will probably use the vanilla block instead of porting the mod's one across.

      Observer - Will still be craftable, but the ingredients don't appear in Middle-earth.

      Concrete and Glazed Terracotta - Will be craftable without much trouble in Middle-earth, but we will probably not include them in generated structures because they don't suit the aesthetics. Although, there might be a niche for some kinds in the fancier cultures like Elves, Harad, or Rhun.

      Coloured Beds - Will appear in some mod generated structures. Of course, all the mod's bed variants will be retained too.

      Blue Ice - Will appear / be craftable in Middle-earth.

      Bubble column / Kelp / Seagrass / Sea Pickles - Will appear in Middle-earth.

      Coral - We will probably have both, and rename the mod's to "Coral Reef" or something else. Coral will appear in southerly latitudes.

      Stripped Logs - Will be used in structures, as well as all mod woods having a stripped block (as is evident).

      Turtles / Eggs / Scutes - Will appear in Middle-earth.

      Smooth Stones - They work the same way as the mod's implementation, so we'll just add the ones for mod stones.

      Bamboo - Will appear in Middle-earth. (Harad or Rhun)

      Barrel - Will be retained as-is, and the mod's barrel will be renamed to either "Brewing Barrel" or "Keg". Both will be floatable / rideable.

      Bell - Will be obtainable from smiths etc. and will affect NPCs in some way, though not as omnipotently as villagers.

      Stonecutter - We're considering making this able to cut faction block recipes, but only if placed next to the faction crafting table and used by someone with the correct alignment. Something like that.

      Other villager workstations - Will of course be craftable in Middle-earth, and will be added into some structures.

      New flowers - Will appear in Middle-earth (and do) except for Wither Rose.

      Lantern - Will be included in mod structures, and mod variants will be added.

      More signs/slabs/stairs/walls - a very good, very long-needed addition! Although they still forgot the cracked stone brick ones... Obviously, the mod will not port its replacements.

      Berry Bush - Mod bushes will probably be reworked so they render and function in the same way. (Probably without the pain.)

      Bees etc. - Appear in Middle-earth. Mead at last can be brewed correctly.

      Mutton, Rabbit items - Will replace the mod versions.

      Beetroot - Will appear in Middle-earth.

      Elytra - Will not appear in Middle-earth, and I anticipate some servers will choose to ban them. The mod may facilitate this option, though it won't be default.

      Lingering Potions - Some Middle-earth items will probably make use of this area effect cloud functionality.

      Shield - Mod shields will be reworked to be craftable and function like this. Some will remain exclusive, perhaps enabled as cosmetic overrides for any shield.

      Totem of Undying - Will probably not appear in Middle-earth.

      Explorer Maps - Might appear in Middle-earth, although currently there are very few structures I can imagine it fitting for, with only pyramids coming to mind.

      Iron Nugget - Other metals probably won't get nuggets, because they're not needed.

      Conduit / Heart of the Sea / Nautilus Shell - Will not appear in Middle-earth.

      Phantom / their Membrane - Will not appear in Middle-earth.

      Crossbow - Mod crossbows will be reworked to function like the vanilla one. But all crossbows may be edited so that they use crossbow bolts. We're not sure on that yet.

      Suspicious Stew - Mod flowers work for it already.

      Endermite / Guardian - Will not appear in Middle-earth.

      Rabbit - The feeling I get from the community is that people want us to keep the mod's rabbits. If so, we won't remove or alter the vanilla bunny, but we will only add the mod rabbit to Middle-earth.

      Armor Stand - Vanilla will be used.

      Boat types - Mod woods will get their boats; they haven't been added yet because adding new boats is non-trivial (though still possible) compared to just adding new blocks. The vanilla boat is not coded with expandability in mind.

      Polar Bear - Will appear in Middle-earth. However, mod bears will keep their models.

      Stray / Husk / Drowned / Illager / Vex / Illusioner / Ravager etc. - Will not appear in Middle-earth.

      Llamas - Will appear in Middle-earth, probably in the Harad mountains.

      Dolphin / Parrot / Panda / Fox - Will appear in Middle-earth.

      Fish - The mod fish will be added in altered form, as variants of the vanilla fish.

      Cats - Will appear in Middle-earth, probably in villages and towns.

      Bee - In the mod, but the suggestion to scale them down has been met with widespread support, so we'll probably just do that for all bees.

      Ocean Monument - Will not appear in Middle-earth.

      Customised World - I don't know how this works yet, but I've talked about options to customise the mod's systems elsewhere. The actual world generation is not likely to be heavily customisable.

      Igloos - Lossoth structures will be even better!

      Combat changes - Despite some people disliking vanilla combat, we have no plans at the moment to change the system beyond re-implementing weapons with different reach (and the few various small changes in the mod, like having your bow draw cancelled when hit by melee).

      Various new enchantments and potion effects - May be added as modifiers or other items, if appropriate.

      Trapdoors don't require support - Is also going to be changed in Update 36.

      Swords can't block - see above.

      Fossils - Mumak skeletons will be kept, but these other fossils might appear too.

      Woodland Mansion - Will not appear in Middle-earth.

      Unsmelting - We will likely retain both the vanilla smelt-in-furnace thing (for only iron or gold nuggets) and the mod's Unsmeltery as-is.

      Advancements - Mod achievements will be kept in their current form.

      Recipe Book - I want to make it work with faction tables, but that's not currently possible without heavy coremodding. The issue is that the vanilla recipe book code that concerns which categories appear in which GUIs is not designed with extensibility in mind.

      Buried Treasure - Will probably appear in Middle-earth, maybe in the Corsair coasts?

      Iceberg - Will appear in the north.

      Shipwreck - May appear in some areas (Tolfalas?)

      Ocean Ruins - The vanilla ones will not appear in Middle-earth, as they include sea lanterns (see above).

      Trident - Will not appear in Middle-earth, but the Dunlending trident will probably be altered to match.

      Waterlogging - I will ensure all appropriate mod blocks are waterloggable, beginning with the Dripstones.

      Villager mechanics - Mod NPCs may incorporate some aspects of these, but traders will remain separate from ordinary townsfolk.

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    • Oh, wow.  I guess this kind of makes the thread obsolete, but I am honored nonetheless!

      Thank you for all the information, and I look forward to seeing what you guys do with all this stuff!

      Thanks for all your work!  Good luck!

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    • I think stuff like bambus or pandas definitely should be in some regions of far rhun, also llamas could be part of mountains of the wind for example (to make these mountais special in some way)

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    • I just need a moment to process what I just read.

      Cats are finally entering Middle-earth? Which essentially means ocelots are being added right? Tameable cats?

      My mind is blown. I can't wait!

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    • Aragost02 wrote:
       Which essentially means ocelots are being added right? Tameable cats?


      You can't tame ocelots in 1.14+ I believe

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    • What?

      Then how do you get kitties?

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    • They spawn in villages as stray cats

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    • Yes cats spawn in villages. 

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    • I just noticed this in the Q&A:

      Q: I noticed lavender had been added to the first snapshot, is there any reason in particular for that?

      A: Yes, but you will have to wait a few weeks and see 🤔

      I don't know what you do with lavender, but I'm guessing it's not gonna be scented hand soap.

      1.15 has campfires and 1.7.2 is about to have Bree, a very leisurely culture . . .

      Anyone for tea?

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    • I'm for tea! I love tea!

      It breaks my heart its not in the mod yet :(

      I was also curious about the lavender.....maybe lavender oil?

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    • And what for new regeneration mechanic ? The regeneration by saturation is faster in 1.15 than in 1.7.10. I gonna put at side I don't like this new mechanic but... it wouldn't drastically change the gameplay of combat in Middle-Earth ?

      I speak of it because S'moregoth forgot it in his log.

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    • I was thinking with Mevan's saying that mead can now be accurately brewed the mod can now have beer! And the hobbits now have the drink that gives them Happy Hour at the local tavern! He he!

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    • I'm sure Mevan's can change the regen mechanic :/

      What is beer actually made from?

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    • Beer ? But we have already ale.

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    • They are different though. And to answer Aragost's question it is made of grains that have been fermented for ages. And ale is different, and mead is made of honey and sugar and grain. All similar but not the same.

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    • I kind of like the vanilla combat, and I like the small changes suggested.

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    • I was going around in a boat in vanilla and then I wondered about the ocean around Forodwaith. It would be cool to have it like the Frozen Ocean biome.

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    • Ritegaming wrote:
      I was going around in a boat in vanilla and then I wondered about the ocean around Forodwaith. It would be cool to have it like the Frozen Ocean biome.

      When I went to the ocean around Forodwaith it was frozen or that might be because I went to far

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    • TheRealThr33Way wrote:
      Ritegaming wrote:
      I was going around in a boat in vanilla and then I wondered about the ocean around Forodwaith. It would be cool to have it like the Frozen Ocean biome.
      When I went to the ocean around Forodwaith it was frozen or that might be because I went to far

      Yup. Take a look on the sea page.

      Btw, I'm very concerned about crossbows. Mevans said the crossbows of the mod will perform exactly like vanilla crossbows. Does it mean they will be nerfed, since vanilla crossbow is not more effective than the vanilla bow ? And how their crafting recipe would be changed ? It'll look like the vanilla crossbow recipe ?

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    • I would like to see, something like proportions changer, that coud make you have dwarf proportions or get you elven ears.

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    • Zhiira wrote:
      I would like to see, something like proportions changer, that coud make you have dwarf proportions or get you elven ears.

      FAQ, 1.11; Isn't going to happen. 

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    • So I was just looking at tridents in 1.15, and I noticed there's a throwing animation. Which brings me to my question:

      Will this throwing animation be implemented with spears, pebbles, throwing-axes, etc?

      Also. Off-topic, but I looked at a few snapshots of the Bree Update, and now I'm wondering - will Bree have its own blocks?

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    • Aragost02 wrote:
      Also. Off-topic, but I looked at a few snapshots of the Bree Update, and now I'm wondering - will Bree have its own blocks?

      What snapshots?

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    • Updates; I believe he means the teaser images. 

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    • I mean, snapshots is correct isn't it?

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    • Oh screenshots

      Snapshots is what Minecraft use for an early version of and update before it's fully released

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    • Aragost02 wrote:
      So I was just looking at tridents in 1.15, and I noticed there's a throwing animation. Which brings me to my question:

      Will this throwing animation be implemented with spears, pebbles, throwing-axes, etc?

      Also. Off-topic, but I looked at a few snapshots of the Bree Update, and now I'm wondering - will Bree have its own blocks?

      That would be really cool.  I do see different blocks in the picture, but I wanna say I heard something about continuous textures for something, so they might not be Bree blocks.  I have no idea though.

      Also, as much as I love stone bricks, I hope that Bree has its own wood blocks instead, like Rohan.  It would differentiate them a bit, and would make more sense, imo.

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    • TheStudyOfTheUnknown wrote:
      He would have to use some pretty generalised ships if he didn't want to create multiple ocean biomes. Wouldn't be able to stop elven ships from generating off the East Coast of Hard otherwise for an example of why faction specific ships might be harder to implement.

      Actually, there are three ocean biomes: one is "tropical" and Haradlike, which surrounds Harad and where Númenor used to be and Meneltarma still is - this one is home to underwater Númenórean ruins as well. At a certain point this tropical sea stops and turns into what I can only define as a "Beleriand" sea, which holds Elven ruins and also Tol Fuin and Tol Morwen and so on. North of that, there's the Forodwaith sea, which is just frozen over. So, while, you make a good point, it actually wouldn't be impossible to differentiate shipwrecks.

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    • I dont know if I can say it now, but I personally think that making the orc and uruk hai patrols work similarly to Pillager patrols would be better than make them spawn at  night.

      If you want an underground  mob you can always just use some spiders, but imo the current system makes  bed too important and gameplay a bit less fun.

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    • Im actually crying, RIP 1.7.10 you have served honourably in life and death. No father should have to bury their own child. :.(

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    • A FANDOM user
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