Minecraft Update 1.18 Snapshot 21w38a Patch Notes Today – DualShockers

Minecraft’s next Snapshot is all set to release very soon and fans are eagerly waiting for its arrival.

  • MORE: Minecraft 1.18 Update Experimental Snapshot 7 Patch Notes Today

After a number of experimental snapshots consisting of pre-release candidates, we have finally started receiving normal snapshots for the upcoming Minecraft update. Here is all you need to know about the second snapshot that the game is all set to get.

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Minecraft Update 1.18 Snapshot 21w38a Patch Notes

As of now, the patch notes for Minecraft Snapshot 21w38a have not been revealed. Once the patch notes are revealed, we will update the article with the same. Until then, you can find the patch notes for last week below.

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 (skylight 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 the 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 diamonds 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, independently 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)
  • 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. A separate light update packet still exists and is sent when a 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.PacketRead | minecraft.PacketSent: network traffic
  • 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 accommodate that change, previous contents of SpawnData were moved to SpawnData.entity (making format of that field same as elements of SpawnPotentials.data)

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