- [Skip the Tutorial] This is everything you might have missed in 1.20. And hey, the YouTube God bets me that it's impossible to
subscribe to the channel before this warden hits the ground. So to prove them wrong, let's push the warden off the top and start the timer now. (warden whooshing)
(warden thuds) And even who can subscribed after, thank you, now's out of time.
(audio chimes) "Minecraft's" music is iconic, and I'm not just talking about the discs that'll be find in the game, but also the background
ambient tracks will play while you're exploring your world. But because of how iconic
certain tracks are, especially the ones that have
been in since C418 did them. It could be easy to miss some of the newer ones
that we now get to see. And so I wouldn't blame
you if you didn't notice the four new music tracks that we got added into the game in 1.20. Those being "A Familiar Room," "Bromeliad," "Crescent Dunes," and "Echo in the Wind," which you can find in the Cherry Groves, the Desert, the Jungle, Badlands, and Flower Forest biomes respectively. And honestly, speaking of someone who usually turns off the music in games so that we don't have
it recorded for videos, I know I for one almost missed these, so I'd count myself on this list too. (bell dings)
In 1.20, we got a new kind of woodblock to use for the addition of bamboo blocks, or at least, most of those bamboo blocks we're able to use as wood. So then strangely enough, the Mosaic Bamboo is the only wood that cannot be used in other recipes. And instead, all they're good for is fuel. I mean, I guess they're
good for decorating too. I like using it in
spaghetti like this one, that was showed in a build
hack video in the past. But if you wanted to craft
with it, it was useless, which that's pretty rough
even the Nether stems, you're able to use this way. But those also aren't
able to be used as fuel, so maybe that's the trade off. While the Amethyst item does
have a use through spy glasses and calibrated sculk sensors, it was in 1.20 that our blocks of amethyst actually got a new behavior. And that would be that if you
placed a block of amethyst next to a sculk sensor, then when the sculk
sensor received vibration, that block of amethyst
would remit the frequency as a separate vibration at this location. And this is a technical feature that was called Vibration Resonance. And the reason this was added in is so that players would have a way to move vibration frequencies
across long distances without having to recreate it naturally. And so if you're using vibrations in your notification system, then you don't always
have to have it explode to give off the explosion level sound. Seems a lot safer for all of us. Now the only bigger problem is, how do you know what
vibration frequencies are without looking up a Wiki? I mean, I do my grip for a
job, and I still don't know. And maybe that's why only technical players notice this at all. It wasn't just our background music that got different sounds in 1.20, but also our step sounds. Since now whenever you walk on a block, it would play a step sound in all cases, which seems like it would make sense, but in the past, you wouldn't hear any
sounds from your footsteps if you're walking along
the edge of a block with air fluid that was next to it. And so just tiptoeing
like this, no sounds. But it's not just that we get sounds while walking next to fluids, but we also have the
ability to hear sounds while we're inside of fluids. Since walking on the
ocean floor in this update would also produce a step sound for the block that you're stepping on at a lower volume and pitch, making it sound like it's underwater. (water burbling) And for an update that added in the warden all these different sound frequencies, I think it makes sense that
they also paid close attention to other sounds in the game. And when you notice it, it's
hard not to appreciate it. (audio tinkles)
All right, pop quiz. Which potion effect is this particle? Now, if you couldn't guess,
don't worry. I can't either. And apparently Mojang knew that too because that's why they differentiated between which one was the
Wither effect particle and which one was the
Potion of Slow Falling. Since prior to 1.20, they
just look way too similar. Man, it was in this update that they finally gave them
both a much more distinct color. Although, I will say
that distinguishing it with particle effects is not the best way to find out what someone has as a potion. I mean, especially considering
that particle effects can start to get muddied in
color before the 1.21 update. And at that point, who
cares if you're able to tell the difference? If you have both of them, it
just blends in color anyway. When we talk about a
new "Minecraft" update, we usually like to talk about
all that they've added in or if the very least changed. So it's usually a lot less fun when we talk about
stuff that they removed. Although, this one
might've been for the best. Like all other "Minecraft" changed logs. This one referred to that
Mojang removed Herobrine, which I know is a cheesy ongoing joke, but I honestly just have to say that I love that it's been
going on for this long. In 1.20.2, Mojang revamped
how lucky we were gonna be when trying to get certain enchanted books and certain structures. And so it turns out if you're
looking for your best chances of getting something like Mending, then you'd have to go down
to the ancient cities. But if you wanted Efficiency Enchantments, mineshafts were your best call, which I guess makes sense and that's probably also
why we have a good luck at finding Quick Charge
instead of Pillager Outpost. I mean, they need it for the crossbows. Although, when you start looking at what generates inside of
desert and jungle temples, it seems like they were
just stuck for picking one, since both of these just
have a higher chance at giving us Unbreaking. I mean, there's traps in both of them, maybe that's the reasoning. Oh, and the potential changes
that Mojang wants to implement for villager trading for enchanted books where it would be harder
to get certain books from certain kinds of villagers, this might be handy
knowledge to have on hand. At the very least, you can
stock up on your Mending and Unbreaking before any change gets added into the game permanently. Horses have never been particularly well loved in "Minecraft." Ever since the Elytra was added in, but it seems like 1.20.2 changed that. Since ever since this update, if you're riding on a mob like a horse, you'll be protected from all
small mobs like baby zombies. And then if you're riding
something like a camel, then all standard sized mobs
will not be able to hit you. Which it's hard to say
that these are better for evading mobs than
just flying away entirely. But if you're trying to move
mobs on the ground floor, this is also particularly useful. And especially, 'cause with a camel, you're able to have your
friend on your back. If one of you happens to get low on HP, then the other one can steer while the other one fights off the mobs. But I wouldn't get too happy just yet, since along with these changes, you also got the change of the mob is able to attack you with just
the bottom of their hitbox. I'm assuming your head's in range. And what that means is
that if you have a build like a mob dropper that moves
hostile mobs down to here, then you probably had to readjust it because of this update just to stay safe. And so if you wondered
why your zombie grinder was all of a sudden hitting
you when it didn't use to, this would be why. Who knows? Maybe bring a horse down there. I never thought of
Chorus for a scaffolding. Yeah, I can't say that
I exactly have either. And apparently Mojang agrees but only now. Since it's only in recent updates where the Chorus flower can
no longer provide support for hanging or standing blocks. So if you're trying to hang lanterns from your Chorus flower, you're not gonna have any luck anymore. But I mean really just
even saying that out loud, it doesn't sound like
something I've ever wanted. I can't honestly say I think more about the Chorus flower than harvesting it, but it was changed in 1.20.2 and I doubt they'll ever go back on this. Villagers got a huge debuff in some of the later 1.20 updates. Since while it's true that
you're able to cure a villager from a zombie villager to get a discount, it's no longer possible to cure and rezombify that villager multiple times to get a bigger and bigger discount. Since now it only gives that
big discount on the first time, which makes machines like
the ones that we've shown off in the past a lot less useful. But in fairness, being able
to reify the same villager to get Mending books down
to one emerald a piece, yeah, that seems pretty broken. So as long as there's still some discount, I guess it's fine. Although, it does unfortunately
mean that this trick that we've shown off in the past to use librarian villagers
to get infinite emeralds, that's no longer gonna work, or at least it won't
work on new villagers. If you have any beforehand,
you'll probably be fine. Plenty of blocks when
they're added a "Minecraft" come along with placeholder sounds. And I get it, why would you
wanna rerecord all sounds for all the different blocks? Except now, that's no longer the case. Since both sponges and wet sponges have their own custom sounds. And to put that in perspective, this is how they used to sound. (sponge rustling) And this is how they sound now. (sponge squelching) Which I'll be honest,
wouldn't be the first thing that I would hope to fix with the sponges. I mean, there's still a lot worse for drinking an ocean monument than just dropping sand on it. But hey, at least for that brief time where you're using them, where they don't need to be dried out, they'll at least sound
unique while doing it, whatever that's worth.
(audio tinkles) One of my favorite small
changes that came in with "Minecraft 1.20," was that "Minecraft"
now stores chat history for commands across all worlds. And so what that would mean is that if you were using
commands in one world and then went over to your
test world to try it out, last 50 commands that you had set in chat, you remembered to cross
your entire game session. And you could just press
up or down in the chat and go to where that command was. Which speaking as people who
have to use a lot of commands across a lot of different
worlds to record these videos, that's a welcome change for us for sure. And if you don't just
wanna look through chat to find all your recent commands, it's even better worth noting that if you go inside your games folder, you can find 'em all stored
inside of a text file called command_history.
(audio tinkles) With the Armored Paws update of 1.20.5, armadillos were a hard feature to miss. However, what came along
with those armadillos might have just passed you by. Since while one of the main features is that spiders will
run away from armadillos when they're not rolled up, you might not have
noticed that cave spiders also have this behavior
and why is that important? Well, now you can consider
bringing an armadillo with you when you go
from the Savanna biome over into the Badlands. Since there, they'll be
able to help keep away the cave spiders that spawn
inside the Badland Mineshafts, or just Mineshafts in general. It might be a little awkward bringing an armadillo down there, but it might just help you
out if you're in a pinch. Well, an easy way to get an
automatic armadillo scute farm is just to leave the armadillos be and have a hopper underneath. And even quicker one
could be using a dispenser with a brush facing towards the armadillo to have a brush off the scute. Now granted, you are gonna need more than a few brushes to do this considering the fact that
it takes 16 durability every time you use the brush. But if you don't wanna be the one getting all your wolf armor,
you could do it this way. Much like the collars for our wolves, the wolf armor is dyeable
with 16 different dyes. However, unlike the dog collars, we're not just limited to
those 16 specific shades. And instead, this could be
dyed a lot more similarly to how we dye our leather armor. And you'll see as much if you add multiple dyes in with the wolf armor. If you want to get a different hue, this is the way to go about it. And that means that if you
technically want to get every wolf that's inside of "Minecraft," you've got a lot more combinations to get than just the nine different variants. Well, it seemed like our
wolves would last longer now because they're able to wear armor. It's also true that our tamed wolves now have double the amount of
health than they used to have. And at this point, they now
have 20 hearts of health as compared to the original 10 hearts. And it's not just their
health that got better, but also when you feed a wolf, it heals twice as many health points. Similarly in how it no
longer takes half damage from most environmental
sources like fire cacti. That way, the way that we
heal and treat these animals, as well as keep them away
from certain hazards, has basically remained unchanged. They could just now withstand more damage from players and arrows. Now that armadillos can drop scute, Mojang had to clarify a few things. And so much like how the clay
was renamed to clay balls back in this update, the scutes that are dropped from turtles are now renamed to Turtle Scutes, making them more similar to
the original name for this item when it was originally
called Turtle Shell Pieces. But yeah, I think what this means is that now that Mojang knows
the official word for scute, we'll see it everywhere as soon as we can. Watch the difference
now between when you go through another port before 1.20.5, and one now in recent updates. Now there's not really a
difference with the loading time, but rather what happens
right in the middle when it's loading. Since instead of this weird eerie frame where it shows the dirt texture and now it'll just show the
animated nether portal texture with the same text on screen. And the same goes for when you
go through the Ender portal, which I've gotta say blends so much nicer. It's honestly kind of surprising this oversight existed for so long anyway, but now that it's fixed, it's really noticeable when
you go back to the old one. Even if it's just a brief frame, it's hard to miss and I'm
glad it's now changed. And that's not the only place where Mojang got rid of
the dirt backgrounds. Since now, if we were to
open up our Options Tab, you'll see that in certain screens like Controls or Video settings, it's instead just been changed
to a blurred background that still shows the world around you, which on a multiplayer
server is way more helpful. I mean, the world isn't
gonna pause around you, so you can still be a
part of what's going on. And you can even change the amount of blurriness in the
accessibility settings, whether you want to even
blurrier than default or no blur at all. But if you're partial to the
original dirt backgrounds, don't sweat it. Just go and turn on Programmer
Art and they're still there. And on the Main Menu where the
dirt background used to show, that'll just show the Main Menu panorama that we've seen in all screens, which I do think also looks pretty nice. All in all, just a really slick feature. Spawn chunks are a debated part of the "Minecraft" community. Well, technical players love it because they're able to
have their farms running at all hours with maximum efficiency. Other players find it to be cheating. And it seems like Mojang is
more aligned with that camp than some of us who prefer farms, but now they're not necessarily making the decision for you. Since while it is true
then recent updates, we've gone from having 19x19 chunks that were spawn chunks down to 3x3 chunks. They also give you a game rule command for spawn chunk radius to
set what you want it to be. All the way from zero we're completely disabled
spawn chunks up to 32, which would be more than
three times the amount of spawn chunks that we used to have. So for those players who want to go and search this out, they're not gonna have to download a mod. But for other players who weren't using this in the first place, they're also gonna have a lot less lag from this feature going forward. Overall, pretty nice. If you've ever brought a
shulker over to the Overworld or set a base in the End, then you might be aware that shulkers are able to destroy armor stands, which I've gotta say is just annoying. But nowadays, that's
just no longer the case. Since the shulker sparks can
no longer destroy armor stands. And the same is true for Llama's spit. Though I've gotta say that's a neutral mob and it seems a lot more situational. But now you can do all the wandering, trader killing that you want to, and your armor stands won't
have to suffer for it. And with that, folks, YouTube thinks that you
might like this video, so see if they're right
and have a good one. All right.