This version updates to Minecraft 1.20.2 and comes with new game modes, a new skybox, and a lot of other changes.
Changelog
- Updated to 1.20
- Added Blind Mode
- Added Lockout Mode
- Added timer options
- Added terrain preview and extended skybox to give the player a spawn preview as soon as possible
- Updated lobby tutorial
- Added separate multiplayer settings room
- Removed team controls from the lobby
- Tweaked worldgen to be more balanced
- Updated item pool
- Spawn points can now only generate in a radius of 25 million blocks (down from ~30 million)
- Better multiplayer game controls
- Improved terrain pre-generation
- Removed emerald detection
- All loot sequences are now deterministic, meaning everyone playing the same seed will have the same drop rates for mob drops, or random block drops (e.g. flint)
- Slightly reduced brightness in caves compared to 5.0
- Quality of life changes
- Added new translations
- Added separate build for Minecraft Realms
- Technical changes
Blind Mode
In blind mode, you cannot see the items on the card until any team obtained the item.
When active, the Bingo card looks blank initially.
Knowing which items are mutually exclusive will help when playing this mode (see category chests)
When playing blind mode, you can give up by revealing the card (and continue getting what you missed if you want to)
Lockout Mode
In lockout mode, each item can only be unlocked by one team, locking out all other teams from obtaining the same item.
This also comes with a special goal which is announced when a team has obtained more items than any other team still can at that point. It is possible for multiple teams to have the same amount of items with no item still being available, in which case all teams which share that item amount are announced as winners.
In this mode, the Bingo card will highlight the entire square in the team color just like with a single team.
Lockout mode is not available in single player.
Timer
The timer will now pause when you pause the game. There is a setting to count paused time again enables the same behavior as previous versions.
Additionally, an option for using in-game time has been added. The default is still real time as before.
When using in game time, the counted time progresses as the in-game day progresses. This means, a Minecraft day is always assumed to last exactly 20 minutes, regardless of lag.
In a competitive scenario, players who experience lag may be at a disadvantage, as it takes longer for night time to arrive, or furnaces to smelt, and exploring might also be harder if chunks don't load properly.
When using in game time, players who experience lag might be at an advantage however, when they stay in a small area, as they can run through caves quicker with less time being counted.
Skybox
As soon as the game is ready, you will see a preview of the spawn point now. On multiplayer servers only the player who generated the card automatically joins, other players need to join.
Only players who have joined will participate.
Joining
For manually joining, the sign which was previously used for starting the game has been swapped for a "join game" sign.
When joining, players are now assigned a random team, printing a message when joining.
The relative position from the lobby compared to the big lobby card is kept.
Items marked on the lobby card by left and right click are copied to the skybox when a player enters the skybox while no other player is there yet.
Rejecting a Card / Spawnpoint
The skybox contains a "Generate Random Card" sign to reject the card and get a new seed, just like when generating from the lobby. When this is done, the old skybox is encased in black blocks until the new spawnpoint is ready, and players are teleported over.
Worldgen Changes
Worldgen has been updated for 1.20 and is based on the vanilla biome layout now.
Biome layout
In contrast to version 5.0, it is now possible to use the vanilla biome layout. This means, that biomes are placed exactly like in normal Minecraft, only their size has been reduced.
The width of beaches has been slightly increased compared to what it usually would be with tiny biomes.
Structures
Mineshafts are now included in worldgen again.
All structures generate with higher frequency compared to vanilla now, and dungeons generate less commonly compared to 5.0, with the same frequency increase as other structures.
Item Changes
Removed items
- Saddle
- Nametag
Lush cave
- Spore Blossom
- Flowering Azalea
- Moss Carpet
- Rooted Dirt
- Hanging roots
- Glow Berries
- Axolotl Bucket
- Big Dripleaf
Lush caves can be found either by finding an azalea tree, or in general in the center of a bigger moist biome (i.e. taiga, dark forest, (non-sparse) jungle; or less-commonly windswept forest or wooded badlands)
Dripstone cave
- Pointed Dripstone
- Dripstone Block
Dripstone caves can be found very in-land (far away from oceans), i.e. in the center of a land mass
Copper
- Raw Copper Block
- Copper Block
- Exposed Cut Copper
- Brush
Exposed copper needs to be placed for some time to change its state. In case it oxidizes too much, it can be turned back by one state at a time using an axe.
It is beneficial to place more blocks at once with a distance of at least 4 blocks taxicap. With a stonecutter, you get 4 cut copper blocks per 9 copper ingots.
Deepslate
- Deepslate
- Cracked Deepslate Bricks
- Deepslate Tile Wall
- Tuff
Deepslate can be found below around y 0. Mining deeplsate gives cobbled deepslate, cooking it in a furnace gives the normal deeplsate block.
Tuff can be found as blobs in the deepslate layer.
Mud
- Packed Mud
- Muddy Mangrove Roots
- Mud Bricks
Mud can be found in mangrove biomes, or gotten from regular dirt using a water bottle. Packing requires a single wheat (so the bricks require 4 wheat total). The muddy roots can only be found in a mangrove swanp directly.
Amethyst items
- Amethyst Shard
- Spyglass
- Amethyst Block
- Calcite
Amethyst needs a geode to be found. Geodes are generated with higher frequency, like structures. It is usually easier to find them in the ocean, especially when there is an aquifier.
Calcite can also be found in stoney peaks.
Glow ink
- Glow ink sac
- Glow item frame (also mutually exclusive with regular item frame)
Glow ink can be gotten from glow squids who spawn in dark water basins. The glow item frame is also mutually exclusive with other leather-related items
Cherry items
- Cherry Chest Boat
- Pink Petals
- Cherry Sapling
Cherry Blossom is a new mountain biome. These items can be found there.
Additions to existing categories
- Raw Gold Block (mutually exclusive with other gold items; and magma block)
- Raw Iron Block (mutually exclusive with basic iron items (iron block, cauldron, stonecutter and acacia hanging sign))
- Mangrove Propagule (mutually exclusive with other saplings)
- Glow Lichen (mutually exclusive with other shearables like fern, dead bush, ...)
- Blue Trimmed Leather Boots (mutually exclusive with heart of the sea and emerald)
- Hanging Acacia Sign (mutually exclusive with basic iron items (raw iron block, iron block, cauldron, stonecutter))
- Dried Kelp (mutually exclusive with dried kelp block)
Item Changes
- Enchanted book is now mutually exclusive with diamond items
- Stonecutter and dried kelp block are now no longer mutually exclusive
- Stonecutter is now mutually exclusive with other "basic iron" items (Acacia Hanging Sign, Raw Iron Block, Iron Block, Cauldron)
- Added new kelp category with dried kelp and dried kelp block
- Piston and sticky piston are no longer mutually exclusive with redstone block and repeater
- Renamed "Common Burried Treasure Loot" to "Shipwreck Loot"
Lobby Changes
- Removed team selection in favor of the team selection in the skybox.
- Players have no longer a team in the lobby by default.
- The lobby has now a special area for some multiplayer settings that is only accessible in multiplayer.
- The mocked skybox has now been updated to a miniature version of the new skybox with some miniature terrain
Multiplayer Controls
The multiplayer "strict mode" sign was split into "operator-only" and "lobby gamemode" controls for more intuitiveness. In oprator-only, only operators will be able to interact with game controls like starting a game, revealing a card in blind mode, etc. The lobby gamemode controls whether players are in adventure or survival mode.
New options for disallowing spectator mode and hiding the seed from all players until the end of the game have been added. This does not affect the existing preference setting to hide the seed until the end of the game. This can prevent some forms of cheating if you do not trust your players. The default is still spectator mode enabled and seed shown.
There is also a success message being printed now for players successfully confirming their operator status. In case the confirmation fails, just the standard Minecraft "You do not have permissions to run this command" is still shown as before.
Most multiplayer controls are in an entirely separate area now which is not accessible in single player.
Credits
- Removed "Used Tools" section
- Added "Special Thanks" section (including toolmakers)
- Moved Alpha testers to the front
- Moved translators to the back
- Removed credits for AmberW's negative space font as it is no longer used
Pre-generation Changes
Pre-generation now only generates a minimal amount of chunks by default. This means you have to wait less time to start a game.
In multiplayer, there are options now to pre-generate a certain radius of chunks for lag reduction purposes.
After pre-generation has generated the minimal area, all entities that were not present during generation are killed periodically every 3 seconds.
Pre-generation has a limit now on the amount of chunks that can be generated ahead of fully loaded chunks
Quality of Life Changes
- Added error message in place of custom HUD when resource pack is not enabled
- Added better announcement for goals and sound when enemy team completes a goal
Better Goal Announcements
Whenever any team completes a blackout, 20-No-Bingo, or wins the lockout race, a title announcement is now shown to all players, making it more obvious. This also comes with a sound effect.
Bingo is not announced that way for now and does not cause a sound effect.
Added new translations
- Chinese (simplified) -- Thanks to 雨夢 YoMon and Sora
- Spanish -- Thanks to Alvaro Orrego and HolaSoyElmo
Technical Changes
Reduced available terrain / Timer now uses global world border
The timer is implemented using the world border, since it uses real time.
In previous versions of Minecraft, there was a (buggy) world-border per dimension, which would reset when re-loading the world. While the game was running, it was still possible to use it for timing tho. In previous versions, the world border of the lobby dimension was used, which meant the complete world with radius 30 million was available in the dimension where you played the game,
Now, the world border of the game world is always something between +-25 million and 27.5 million blocks out (compared to +-30 million). Because of this, spawn points are slightly closer together now.
Switched Source License to MIT
Basically, you can do anything now as long as you provide attribution.
Misc
- Replaced area effect clouds with markers
- Changed approach to setting signs in the lobby
- Changed namespace from "bingo" to "fetchr"
- Removed periodic clearing of the tmp scoreboard
Realms Build
- Resource pack check is always skipped
- Always behaves like in multiplayer
- Uses survival mode in the lobby like singleplayer
- Doesn't include multiplayer advanced settings
Bugfixes
- Fixed a bug in how random numbers in the seeded generator where created
- Fixed strict mode sign sometimes appearing in single player
- Fixed entities right at the spawn block suffocating at the game start (#202)
- Fixed items being possible to be picked up before the game starts (and then being cleared) (#203)
- Fixed category chests not generating when first opening the world
- Fixed command block enabled check not working properly in some server environments (mainly Spigot/Paper, those are still not supported, tho it looks like 1.20 versions mostly work)