THE RAIN IS NOW RAINIER THAN BEFORE. (1.21.6 Update)

Before I jump into the snapshot, this is 25W19A. You can already see some stuff happening out in the distance. The fog looks a little bit different. It’s because in this update, they changed the way that the fog looks in multiple different scenarios. Now, I want to talk about this thing. We have a new cape that was randomly thrown into my Minecraft account. I don’t know how this got here. Had no warning for it. Didn’t even get an announcement. Become the owner of the common cape by signing into Minecraft with your Microsoft account from now until May 5th. Wait, that’s Oh, that’s a whole year. Once you’ve logged in on any of your Bedrock Edition devices, you get to show off this cape. I haven’t even logged into Bedrock Edition and I have it now. This cape has people turning their heads. Let me know look. You know what? If I look like a cricket, it might not be so bad. I mean, that’s kind of what elro are meant to be. Bug wings. You can see that there are some disconnected pixels on this elletra design. So, I don’t know. It feels like it’s a little bit unfinished. So, try it out. Access it. Everyone can get it. Free cape. It’s called the common cape. All right. This snapshot can be divided into two features. Rainier rain. Oh, mountains. Snow. What’s your step? The snow is snowier than before. And projectile changes. Right. So, what do I mean by all of this? My video settings right now have a render distance of 12, which is quite far. It’s not insane, but it’s pretty average. If I fly up, you can see that there is a little bit of a fog showing up in the distance that normally doesn’t show up to this extent. So, there’s some obscuring happening over there. There’s some obscuring happening over there. There’s no reason in my mind to doubt the fact that this is because Moyang are working on vibrant visuals for Java Edition, and this is what they’re trying to do. They’re testing it out. So, I’m going to downgrade to 1215. And you can see the differences here. All right, same world. Let’s set the weather to rain. And now the sky gets a little bit darker as expected. And you can see that the game doesn’t really mask anything over the top of it. Your field of vision has not been hindered in the slightest. I can do thunder as well and nothing much changes. The sky gets a little bit darker, but the screen doesn’t get any darker. It’s just the sky. So, make a note of that. And we shall upgrade to the snapshot. Okay, here we go. And now let’s set the weather to rain. And you’ll notice immediately the contrast goes all the way down and it’s a little bit harder to see things. This is categorically a shader effect. And what’s happening here is anytime you’re in the rain and you have access to the sky, things get a little bit bleeer and foggier. Before I demonstrate why this is the case, let’s set the weather to thunder. And now the game gets really dark. I’m not sure whether this is going to be the final product, but the sky getting darker does dim the game a little bit more. It’s an atmospheric thing. Let’s give myself some night vision. And what do you know? The contrast goes even further down. Legacy console is back. Now, this is only going to show up if you are being doused in the rain, which is a very thoughtful touch. So, you can see that’s raining right now. Can’t do anything about that. Now, if you really want to get out of the rain, you can simply dig right down. This looks so different. The block cracks show up above the fog. So, the mist is sinking directly below me where I am in the hole. And so, if I block this off, the fog disappears immediately. If I break it, it comes back. Close it off, it gets darker. However, I don’t actually think it’s related to whether you are being inundated with water from the rain, which is very interesting. So, if I go inside this house and close the doors, you can see that I still have that mistiness, that foggess that’s showing up when it rains. And we tested this on stream. What’s inside this chest? Okay. And we’ve concluded that this is only the case when you have skylight. So, let’s dim this room without any skylight. So, we can close that off. Close this off. Close this off. And this. And we still have skylight. And that’s because light comes through the door. So, we Bye-bye. We’re going to shut this off like so with this final block. And we can see that the contrast is back to normal. So, we can open this up. The fog comes into the room. Close it off. It’s back. Breaking any block that shines in some skylight will reveal that foggess effect. So, I don’t know about you, but skylight and block light have always looked a little bit different to me. I don’t know if that’s true or not. It might not even be a real thing. I’ve got a torch here that’s lighting up this area. If I exit this cave, I know that this is outside light, but this to me is a rather extraordinary change. Now, I’ve noticed that people with accessibility requirements might be asking for ways to turn this off. I don’t know if there’s a way to turn it off right now. This is interesting. If you’re in a biome that doesn’t rain, the fog doesn’t really get applied to you. It’s only applied if you are inside the rain. So, I didn’t really notice that. Slice Slime, as usual, has a pretty brilliant side-by-side comparison of the previous iteration of the game with the current one. And as demonstrated, the fog is very, very prominent now, and is almost certainly affected by skylight and not whether you are inside rain or not. I do think that needs to be tweaked. Moving right along, we have some projectile logic changes. We have a creeper up close and a creeper that’s pretty far away. May have updated projectile targeting. So, if you read this passage, a lot of people have been pretty confused as to what this even means and whether it was a thing that was in the game at all. To explain this, I’ve momentarily downgraded to 1215. And what I’m going to do is I’m going to shoot this creeper, but instead of aiming directly at the creeper, I’m going to aim about half a block to its right. And you’ll notice that I’m still going to be able to hit him. And that is because there is a tolerance level that projectiles have in the game that is about.3 blocks from an entity’s hitbox. And that means if I shoot 0.3 blocks away from the hitbox of the entity that I’m targeting, I’m still going to hit it. May have sort of done away with this. All right, back on the snapshot. And I’m going to do this again. I’m going to aim a little bit away from the hitbox of the creeper. You can see this. I’m not directly at the creeper at all. I’m just a little bit off. And you see that I’ve missed. Do the same thing on this side. And I’ve missed again. A little bit closer. Still missed. A little bit closer. Still missed. And now I’m going to hit the hit box right here. and now I’ve killed the creeper. So, what’s happened here is that Moyang have decided that if you’re going to be close to the creeper or close to the entity that you’re shooting, they will no longer provide you that leeway that they used to. The leeway is only going to exist if you shoot something that’s farther away from you. And the way they calculate it is a little bit more complicated, but you can see that this creeper is farther away from me, and I can aim a little bit away like here, and you can see I’ve hit the creeper. So, the way it works is that if the arrow has traveled about half a second in the air, I think it’s about eight ticks, the 0.3 blocks tolerance will be applied. All of this to say that you can’t cheese a mob by shooting a little bit away from it. I used to take that for granted. I didn’t even realize that was an actual thing that was coded into the game. Now, you actually need to be accurate if you’re right in front of the mob that you’re hitting. So, you can’t even do this. You have to hit him. There is some speculation that this is a precursor for a PvP update. I’m not going to assume that. Although it’s funny if you have a skeleton that’s trying to kill you. This nerf does apply to skeletons, too, because as an entity, they also shoot projectiles that will have that tolerance level impacted. So, you can just dodge slightly and it will miss your hitbox. No, they’re still pretty bad. Anyway, foggy fog, rainier rain. We’ll wait and see. People are expecting a horse update this week. We didn’t get one. As expected, it all comes right back down to the fact that this guy, Buck Hayman, tweeted out something that supposedly could be a leak for horsesho shoes and horse related stuff. I am shocked that something like this from many months ago is still being believed and trusted to this date. Sorry for the bad quality. I’ll try and get better ones soon. This was January 30, my friend. We had a whole analysis going on about whether this horse over here looks identical to the one that was posted by Moyang. They both look the same to me. The desperado from the community here can very easily be explained by the fact that the happy ghast being the only real feature in this drop has led to some disappointment. Minecraft also tweeted this picture. What I mean when I say my pockets full of paper and what was is this a hint? I don’t know what this could be. We have 36 stacks of paper. People thought this was hinting at some sort of crafting recipe for name tags. Putting paper in the off hand. I really don’t know. All we know for sure is that we have a rain update. Totally didn’t expect that.

25w19a: https://www.minecraft.net/en-us/article/minecraft-snapshot-25w19a

Slicedlime’s video: https://youtu.be/Ml6Yvjmaf44

Merch: https://phoenixsc.store/
Cape: https://store.badlion.net/shop/PhoenixSC

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47 Comments

  1. Fucking Horrible change.
    Looks disgusting, Invasive, annoying, and completely unwanted. Can't even make a Home now, without having Vision issues.

    Talk about a Terrible Development team. They've been making multiple snapshots that have done nothing but piss people off.

  2. i actually love the atmosphere from the rain, but i can already tell those players who have a nightvision resourcepack on 24/7 aren't going to be happy

  3. the fog should look more intense the further away you are from whatever your seeing, but it looks like they just applied a gray filter to the whole screen, which looks pretty bad. When it rains, in theory, the fog might not even be fog, it's more likely the visual effect of all the rain drops that are far away from you, which is why it doesnt make sense to have fog indoors. I love fog but this implementation is awful

  4. Oh man, imagine working at mojand as designer, all you do entire month is designing 50 pixels in ms paint and then get paid normal wage, not even concerned if the texture is fuctioning alright. What a dream job.

  5. That fog should definitely be volumetric, rather than a flat filter, like it looks like now. Or at liest effect should be "denser" when further away from you. I feel sick when I look at this

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