New Lightning Rods, FPS Meter & Golems | Snapshot 25W31A
Hello everyone and welcome back to another Minecraft update video. This is 25W31A, the first snapshot of the third drop of the year, currently known as the full drop. We’ve already seen many of the features added in this snapshot because of the preview edition of the game for Bedrock, where we’ve seen the copper golem, copper armor and tools, as well as chests and golem statues. And last week, we got to see the shelves and the new die textures. If you watched those videos already, then you’ll know a lot about what’s what with these new features coming over from preview to Java Edition. So, I’m going to give you a brief overview of them in this one. I’m going to point out what’s the same, what’s different, and hopefully look a little deeper into some of these new features, too. But don’t get it wrong, this is a big snapshot. There’s lots of areas of the game that have been worked on. And this includes some big performance optimizations. First, let’s start with something that is actually new or maybe not new. the lightning rod. This block now has the four oxidization stages, which is mostly going to be wonderful for builders as this is a unique block shape you can use in your builds. Like the other copper blocks, it ages over time. This means we can prevent that by waxing the block and of course, we can remove wax from the block with an axe. This one will be a popular addition, no doubt. Let’s now talk about the FPS counter in the top corner of the stream that is 100% vanilla. Yes, there have been big changes to the debug screen. If I press F3, you’ll notice there’s a lot less information than usual on here. Now, this is because it can be customized by pressing F3 and F5. We now have this fancy looking menu. What you’ll see here are three options. Off, in F3, and always. So, off, it’s not going to appear anywhere. In F3 is inside the debug screen, and always will put it on your screen at all times. So now we got the biome up there in the top left. And if I click a few more always buttons, you’ll see that more information pops up. So with the FPS counter, all you do is set it to always. And then you’ll have that in the top left corner of your screen. There is a second category of options down at the bottom. Debug renders. When I click these on, you’ll see that the game will start to render all sorts of additional stuff. Uh it’s all very technical. Wow. The the chunks now have numbers in them. Okay, this is all rather curious. It also seems to tank my FPS, but let’s not get too distracted here. At the bottom, you would have noticed two buttons for default profile and performance profile. The performance profile is essentially a reduced profile. So that looking at the F3 screen will have a reduced impact on your game. And for my testing, switching between these profiles eliminates any changes that you’ve made. So if you go in here and do a bunch of settings and you ever click one of these again, you’re going to lose all of those settings. So, one thing this change might need is like a player profile where they can save the customizations they want. The Free screen can also be accessed at any time. You can open it in the game menu here and keep it open as you go through the controls and the options. And this means if you’re using chat to talk to someone on a server, you can press F3 and open the screen up while you still got your chat open. All of this stuff seems like really smart changes to me. Like this next one, which is the monster spawnex. If you take a hostile mob, but you’re in peaceful mode, you’ll see that it is disabled. What used to happen is the entity would spawn for a tick and then disappear, and now it doesn’t appear even for a tick. This is a pretty smart optimization, and it applies to summoning hostile mobs when you’re in peaceful using a command as well. Quick question. Are you Okay, what’s next? Well, I wanted a visual for the spawn chunks in the game, so I figured I’d use one of my own thumbnails. The last time these received a change, I believe they got reduced down to a 3×3 grid, where they actually used to be much larger. And I’ve done my very best to make sure I’m not misunderstanding this. I believe with this snapshot, the spawn chunks are now being removed. But don’t be alarmed. Moyang have done this in stages and they’re being removed in a way where I don’t think they’re going to cause an issue for players that want to keep them. That is because we have this command force load which you can use to act like your new spawn chunks. So now in our game rules, spawn chunk radius has been removed because there isn’t spawn chunks anymore. So, here in the develop notes, they acknowledge that these spawn chunks incur a memory and performance cost, but they’ve also outlived their initial purpose of loading the spawn area ready for players to join into. They also acknowledge that spawn chunks have enabled lots of clever contraptions and farms over the years, and so they’re not going to remove them without building in the alternative. As it says here, there are now alternative methods for chunk loading, such as using portals or ender pearls. So, in this snapshot, instead of spawn chunks before the game loads, it’s now going to ensure that the following types of chunks are actually loaded before you go into the game. This includes chunks from the force load command and portal activity, as well as any chunks that are needed at the beginning of the world when it’s first created. Now, the next two here are single player. It says ender pearls, so I’m not sure what’s up with ender pearls in multiplayer, but also a small area of chunks around where the player logs in. And so with these changes, the loading screen now actually shows the chunks that are around the player. And a progress bar has been added, too. So I’m not quite sure what’s happening with Ender Pearls in multiplayer, but basically we’ve been given all the tools. This has been done in the right way so that people’s contraptions and cool things that they built using this technology won’t be broken. So this change and other ones should lead to big performance improvements. One of those being the order at which entities are rendered. And this supposedly improves performance around things like mob farms. But they’ve noted it is a big change and you might encounter some issues. So if you do, be sure to report it in the bug tracker. Okay, while we’re in the change logs, some changes to sounds. You can hear the happy gas from further away. It’s now 64 blocks. Chest now play sounds at a lower volume and voice to speech has been rephraseed to narrative/voice. Next up, some interesting accessibility changes with controls. This means that inside of accessibility, there is now a controls button. In here, you’ll see that auto jump, sneak, and sprint have been moved into this menu. But a new option for attack and destroy, and use item and place block to be either a hold or a toggle. I’ve set these to toggle so you can see exactly what it is. I’m going to right click once, and I’m continuously placing blocks. I’m going to right click again to stop. Now, let’s do that with left click. As you’ll see, it just continuously breaks blocks. And then I left click again, and I can stop that. We also have a sprint window here where you control how much time you have to activate sprint via double tap. So if you want it in hard mode, you can set it to one. If you want a lot of wiggle room, you can set it to 10. In mouse settings, there is a new option to invert the Xaxis. I Oh my god, I thought it was up down. X is left, right? What the heck? Oh, this might be a mistake. Oh, I’m an idiot. Y already existed. That makes sense. Okay, last thing from the settings menu today. Close captions. This used to be called show subtitles has now just been changed. All right, technical changes. If you are a resource pack maker, you should definitely come and read pack formats as this system has been changed. And quite a few hard-coded events have been changed with loot tables. This includes killed by charged creeper events and also other events like when a pumpkin is carved using shears or when an armadillo is brushed. And when it comes to bug fixes, there’s actually only one I think you really need to know about, and that is that the thunder volume is finally affected by the weather volume setting. This has been around since Minecraft 1.7.4. I’m so not surprised. So, finally, we don’t have ridiculously loud lightning sounds in the game. So, that’s all of the big Java snapshot stuff out of the way. Now, we’re going to focus more on the things we’ve already seen in preview. Is that a lighthouse? No, that’s just a very small Badlands biome, huh? Dyes, dies, dyes. Let’s talk about the dyes. These new textures haven’t changed. I think my criticism stays the same. They now kind of look a little too similar in shape to one another. I’m really hoping we see a change to this in a future snapshot or preview. All right, shelves. We saw these last week as well. The crafting recipe hasn’t changed. They also function the same way as in preview. Let’s go ahead and connect them all together, then rightclick and swap out our hot bar. I commented on the logic of this thing working from left to right. And y’all in the comments gave me a really good answer. Let’s just talk about that for a second, though, cuz you can actually unhook one of these and only change the right six at a time or the right three on your hot bar if you click in the right place. Okay, the logic here is that most players keep these kind of tools on the left hand side. So, I’m not alone there, but it makes a lot of sense because these are located near WD on your keyboard. So, now the whole left to right thing makes tons of sense to me. Now, after I made my last video on these, I did a little poking around with this block to find out how it interacted with redstone. And uh it turns out it’s different on Java Edition. So, you can actually interact with this block with pistons on the preview edition, but not in Java. How shelves work with comparators will need a closer look cuz it’s not quite what I expected. You would think that putting in three swords would give you a full signal strength, but it actually gives you seven. So, this one is done kind of different than other storage containers. And a non-stackable item gives you one signal strength and then it jumps up to two when I put in one more item. There is probably some method to this madness, but I haven’t got all day to figure it out right now. Wow, talk about things being flipped. So, pistons work on preview, but hoppers don’t. However, I just placed some down here and they started sucking out the items. So, you can take items out. Let’s see if we can put them in. Okay, that is absurd because on preview edition, these don’t interact with hoppers. Now, which one do you prefer? I think I prefer hoppers, but I’d love it if we could have both. The reason I like hoppers is because I can’t help but feel we’re going to put useful items in here, and having them restocked automatically as we switch them in and out of our inventory, that would be pretty cool. All right, last thing. Let’s make a mess. Can it be water logged? It can. Look at that. Okay. Shelves can be water logged. Nice. Okay. Okay. All things copper. We have the copper nugget. This is obtained from smelting copper armor. And just like on preview, the same balance for the copper armor’s durability and enchantability applies. And it is the same thing for the copper tools and weapons that have been added. And like before, you can both craft these items and repair them with copper ingots. But wait, they added something new. Did you spot it when I was looking through all the new copper blocks? There it is right there. Copper horse armor. All right. There’s no way we’re not checking this out right now. That’s That’s pretty fancy looking. I like it. Look at that. That’s pretty cool. All right. Has the same loot table chance as iron horse armor. And it has an armor toughness of four. Okay. Copper golem statues. This thing has four different poses. They are the same as on preview. And we get that redstone signal for the different pose. They come in their different stages of oxidization. They will oxidize naturally, meaning that we can use honey on them like this. And then we can scrape it off and deage them as well. We can also mine these blocks, pick them up, and put them into our inventory. But if we go too far with the axe, we will turn them into actual copper golems. How do we get the copper golem? Well, we need a block and a jacko’lantern or a carved pumpkin. This also creates the copper chest. As you probably already know, you can de oxidize these. And then you can preserve the level with honey as well. If it is waxed, it will not fully age and turn into a statue, which this guy here is probably going to do very soon. If a mob has been renamed, it’ll actually keep that name when it’s turned into a statue, and even if it’s picked up and put into the player’s inventory. For those of you that don’t know, Dinner Bone is an Easter egg, which will flip an entity upside down. So, we saw how to make the copper chest a moment ago. Like all the copper stuff, it can be waxed and you can remove that with your axe. Unwaxed ones will age over time and you can also make double chests. Another way to get them is by crafting. This is the recipe right here. So, next up is the copper golem item sorting. Let’s go ahead and put emeralds and diamonds into this chest. The golem is going to fish some of those items out and then put them into a nearby chest. It is the emeralds and this is the empty chest, so they can go inside. And as you can see, only 16 items can be moved at a time. When this guy picks out the diamonds, he’s not going to be able to put them in the chest because it isn’t empty. If there are already diamonds in the chest, then he’ll be able to finish the job. And so, this guy has put in 16. But notice how they don’t stack with the pre-existing stack. This is going to be very handy when making filters for this stuff. Now, it can also pick up non-stackable items, which you could consider being the same as 64, a full stack. And I’ve already put an axe inside of this chest, so it has no problem dropping in that other one. And some technical details here that might be a little different from preview. The golem is going to visit at most 10 chests at a time when trying to place an item. If it doesn’t find a chest, it will idle for 7 seconds before it tries again. And it search is 32 blocks across in each direction and eight blocks vertically. Now, if it’s holding an item that you want it to drop, you can just right click on it and it gets dropped on the ground. And last of all, this thing can interact with trapped chests. If you wanted to create some sort of timerbased contraption using the copper golem for a little bit of randomness, this might be useful to you. Okay, that was everything. But if you’re brand new to the copper golem and the new features, you might want to go check out those previous preview videos that I made as I kind of glossed over that stuff rather quickly as uh we’d already covered it before. But anyway, uh thanks for watching the video. Leave a like if you enjoyed it and I’ll see you soon or another. Take care. Bye-bye.
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Snapshot overview video on Minecraft 25W31A for The Fall Drop of 2025
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00:00 25W31A Big Snapshot!
00:53 New Lightning Rods
01:26 New F3 Menu
02:25 Profiles
03:11 Spawning In Peaceful
03:47 Spawn Chunks Removed
04:56 Whats Changed
05:41 Performance Improvements
06:11 Accessibility & Controls
07:19 Hardcoded Events
07:58 The New Stuff
08:25 Shelves
09:08 Different To Preview
10:31 Copper Horse Armor
11:14 Copper Golems
12:29 Item Sorting
13:39 Trapped Chests
Featured In This Video
https://www.minecraft.net/en-us/article/minecraft-snapshot-25w31a
#minecraft #minecraftnews #snapshot
25 Comments
Nice thumbnail…
10:09 I prefer hoppers, but it would be literally game-changing if they made them pushable.
This is because containers (which I assume they are classified as) are not pushable in Java overall. Ex: chests. If they make shelves pushable, they'll likely make ALL containers pushable
do the lightning rod's oxidization stages give off different redstone signal strengths when struck by lightning? if not, that'd be cool.
Hey so you know how you made s9 and s8 on bedrock I was wondering if you could upload all the hermits skins into a skin pack for bedrock marketplace
Prefacing this comment by saying I AM AN ABSOLUTE MINECRAFT/MOJANG FANBOY. That being said I have quite a few things to say. The updates that have been being pushed out give me a mixture of feelings and I don't think I'm alone here. Almost 90-95% of updates that have happened in the past 2-4 years have given me 2 BIG feelings. 1: Aw YEAH! I love this. I love this SO much. and 2: man… this feels like it should have been in the game a million years ago…
Don't get me wrong I'm glad the new additions to things are here. I'd rather have them VERY late than not have them at all but I can't help but show concern where I think it needs it. Things like the redstone rework, the camels, the wolf rework, bundle, the copper golems, the copper tools, even these new setting updates, and many MANY more updates are absolutely 100% exciting and very VERY welcome. I was so excited for the updates before and I'm SO excited for the new stuff now. I can't, however, look over the fact that I'm probably thinking what so many other people are thinking. This should have been in the game so very long ago. Where have they BEEN?
This is not me saying that Mojang has dropped the ball. The Sniffer, the ocean ruins, the caves and cliffs lowering the world, the TRIALS DUNGEON. OMG some of the BEST updates I've seen since I started Minecraft back when it was considered an underground game. I have major respect for what they've achieved and will always go back to playing Minecraft after seeing what else they have in store. They've earned my money and then some.
I may just be getting old and thats okay. I just HAD to get it off my chest because I guarantee I'm not the only one who thinks these things about the current state of the game. These updates are massive. THANK YOU, MOJANG… but also… what the heck is taking so long? I know creating a video game is absolutely out of my league of knowledge but like I said, 90% of these updates should have been prioritized an age ago.
I'm just humbly stating my opinion here as I'm sure there are plenty who disagree. Thank you for listening! Cheers!
Another banger update. Mojang‘s been cooking hard. Very good!
_-)
OH MY GOD THEY HEARD HER
LUXINTRUS WAS HEARD
Mojang BSing about parity again with these Shelves huh?
it’s the debug drop now
Strempmf
Now I want the horse armor to oxidize too 😆
The orange and turquoise on the horse armor kinda reminds me of the guardian
X, the reason you can't push shelves in Java is because we can't push block entities. In Bedrock, you can. I'm still holding out hope that we get this feature one day!
the way the Shelves output redstone is actually 3-bit encoding: the leftmost slot outputs 1 if there's an item in it, or 0 if there isn't. the middle slot outputs 2 or 0. the rightmost slot outputs 4 or 0. you can combine them to create all redstone outputs from 0 to 7. item counts or types or stack sizes don't matter, it's anything or nothing. this is… very niche, but also it opens up for some amazing possibilities with certain redstone contraptions
wait, imagine that someone makes a fall trap and when you right click, it steals your whole inventory xd
I kinda want to see the copper chest have a state where it’s so oxidized that it can’t be opened.
if the new lighting rods deoxidize when struck by lighting, like other copper blocks do, gonna be more than a lil bit disappointed so hopefully waxing em helps a lot, kinda wish we had more sources of beeswax or an alternate form of wax with how much it’s utilized with copper and signs
I rlly hope they bring the debug menu to bedrock, cuz that just seems cool as heck to be able to customize it. Or at least give us an option to see chunk borders or hit-boxes in bedrock would be nice
9:22 i assume that’s because bedrock allows you to move storage blocks while java does not
Cant WAIT for the FPS metre! I've been using mods for that for AGES great for a vanilla version.
This is HUGGEE! The toggle attack/break/place is basically a vanilla auto clicker so that's very useful and being able to have certain things from the debug screen permanently shown is amazing. I wonder if bedrock would ever get the toggle attack/place/break
I hope removing spawn chunks from Java means they'll add chunk loaders to Bedrock.
the toggle is actually amazing for builders
9:30 the redstone is BINARY! 111 in binary is 7! og my gooosh!
It's infuriating that they still haven't added netherite horse armor
Hopefully they'll add oxidized states of copper armour