The Spawn Chunks 175: Hopping Into The Froglight
Jonny and Joel discuss Minecraft weather, what makes a new game mechanic great, and croak about the new froglight featured in the Bedrock beta for The Wild Update.
Joel Duggan
Pixlriffs
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- Joel
- The Citadel
- Started planning and building on the upper level of Westhill, near the keep.
- Built a unique, angled house, with a look out tower nestled in the curve of a winding road.
- The Citadel – Second Level Planning – Part 1 (Twitch.tv/JoelDuggan)
- The Citadel – Second Level Planning – Part 2 (Twitch.tv/JoelDuggan)
- The Citadel – Second Level Planning – Part 3 (Twitch.tv/JoelDuggan)
- Finally decided on a scenic new 1.18 zone on the server where everyone can explore the new content.
- The Citadel
- Jonny
- The Minecraft Survival Guide, Season 2
- A redstone focused week starting early resource farms, including a triple caves spider spawner, and a cobblestone generator.
- Located the first village in a savanna and began working with the first villagers of Season 2.
- Stonemasons may be in greater demand with clay being more abundant in lush caves.
- The Minecraft Survival Guide, Season 2
Minecraft News
- Bedrock Edition Beta 1.18.10.26 (feedback.Minecraft.net)
- @wChiwi suggested player controlled foglight orientation (Twitter.com/wchiwi)
- Minecraft Dungeons Dev Diaries: What loot is the Tower hiding? (YouTube.com/Minecraft)
Chunk Mail
FROM: Ironcladislaus
DISCORD MEMBER: Landscape Artist
SUBJECT: Cross Edition Parity
Hello Jonny & Joel!
As Bedrock player (originally coming to Minecraft via the Xbox 360 branch of the game’s family tree), I’m always a bit taken aback by parity differences between the Bedrock and Java editions of the game–especially since many Minecraft content creators (not all though) are Java Edition ‘crafters. More recently, Mojang has (thankfully!) been trying to add parity enhancements to the more closely align the two editions of the game. A well-received, recent example being game seed parity between the two editions (…and, yes, while they’re still not identical, they are much, much more closely aligned). A+ for that effort on Mojang’s part. They’re also continuing to add more parity enhancements, in both minor version updates as well as major ones, which are great to see.
What parity-related enhancements would you like to see added to Java (from Bedrock) or to Bedrock (from Java) that would improve & further consolidate the game for the Minecraft community in upcoming versions (for example, in the coming The Wild Update)? Personally, adding the ‘nearby sound’ subtitles (aka. captions) to Bedrock Edition as well as off-hand torches would be truly welcome enhancements to the game. It’d be great to hear both of your thoughts on this.
Because the volume was turned down, Ironcladislaus suffocated after his windowless dirt house collapsed during a thunderstorm.
Happy New Year,
Ironcladislaus
FROM: Gajah314
SUBJECT: Stormy Weather
Hello Jonny and Joel,
Having recently been on a beach holiday, I was thinking about how Minecraft oceans aren’t affected by the weather at all. This got me thinking- what if there was a chance for water to become “stormy” during rain and a higher chance in thunderstorms?
This might lead to various impacts on gameplay, such as boat and swimming speed being reduced (at least on the surface), and boats breaking more easily. Potentially there could also be benefits, such as hostile mobs having a shorter aggro distance. Of course, there should also be a way to indicate this- maybe the water texture would become more animated- and possibly a way for players to predict this, such as with a barometer, or something a bit more low-tech and “Minecraft-y”.
With the Wild Update trying to add more immersion, this could be helpful in that regard- or it might just be seen as a hindrance! What do you think?
Apologies for the long email,
Gajah314 didn’t drown in a storm because he was wearing a life jacket.
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What makes a game mechanic “good” in Minecraft?
Froglights were an unexpected development for frogs in the upcoming Wild Update. What makes new mechanics like this feel good or worthwhile in Minecraft? Should players hope for a specific level of depth from every new feature? Or can simpler features still have as much value? Jonny and Joel talk about what they think makes a good new game mechanic, and the balance that needs to be struck when introducing them into Minecraft.