Talk:The Wild Update

Deep Dark Biome vs. City
According to various tweets and replies the Deep Dark is indeed a biome. The new Deep Dark City announced is likely a structure that is a main part of the biome. At least that's how I saw it. Given that Sculk growths were so irregular and scattered, including some Sculk Veins on the ceiling, it makes sense that it would be a biome of its own, just one that's strongly tied to a structure that will always generate. In Minecraft Live 2021 they actually refer to the cities as "one of the new things we have there". And they never refer to the Deep Dark itself as a structure, so there's nothing to conflict the knowledge that it's a biome. Wait a minute. Actually after rewatching the clip they actively CALL it as the Deep Dark BIOME. There is no debate about that; I'm editing this article to reflect that. Zegatrox (talk) 20:51, 16 October 2021 (UTC)
 * It was mentioned during Minecraft Live that the Deep Dark Cities will be added to the game in place of the deep dark biome. LucasGameszYT (talk) 22:14, 16 October 2021 (UTC)
 * Nobody ever said the "in place of" part. They said it is something new that will be ADDED TO the Deep Dark BIOME. They still call it a biome all the time. Literally go to 1:49:07. Zegatrox (talk) 22:35, 16 October 2021 (UTC)

Vandalism
https://minecraft.fandom.com/wiki/UserProfile:CrayonBoxxers This user is vandalising this page. Someone should stop this guy before he even ruin other pages. – Unsigned comment added by Slardna (talk • contribs) at 06:06, 17 October 2021 (UTC). Sign comments with

Deep Dark Cities vs Ancient City
I edited this to "Ancient City". In the livestream, they never called them "Deep Dark Cities" and also the name sounds really stupid. "Ancient City" flows better with the whole mysterie vibe in the new update. – Unsigned comment added by Jotarokuro1 (talk • contribs) at 15:40, 17 October 2021 (UTC). Sign comments with
 * Actually, both names were used by Mojang. Brandon Pierce called it an "Ancient City," while the text title called it a "Deep Dark City." I'm not confident which one will be the official name, though I do agree that the first one sounds better.PegasusDust (talk) 22:36, 18 October 2021 (UTC)

Missing Items
There is no version history window for either Java Edition or Bedrock Edition, like there is on the Caves and Cliffs update page. – Unsigned comment added by SirFox5 (talk • contribs) at 19:02, 17 October 2021 (UTC). Sign comments with

These missing items have been added, so this topic is likely no longer necessary.

Unconfirmed Features
Should other features seen in the concept art be included, similar to the Lily? I'm speaking about the Tree Mushrooms on the Birch Trees, Birch Trees generating with one log sticking out at the top, and possibly the small flowers seen on the Birch ground? MarkAbernathy (talk) at 21:08, 17 October 2021 (UTC).

I added unconfirmed entries for the Violets, Pappus Plant, and Moss-Covered Log. Someone else noticed the fallen log appeared hollow, compared to a similar log block attached to the birch tree. I made that a line entry as well. Speaking of said tree, I added an unconfirmed "Birch Variant" since nothing generates in game with a block on the side to support the Beehive. MarkAbernathy (talk) 03:50, 18 October 2021 (UTC)

Mob Heads
So it looks like there may be mob heads spawning in the Ancient Cities. According to this warden and deep dark recap, go to 0:29 on the video and stop. You will see a skeleton skull. So I added "May have mob heads" to the Ancient City part of the Wild Update Page. Link to video: I hope all of you have a good rest of your day! 😁Brenty333 (contribs) (talk) 16:41, 19 October 2021 (UTC)
 * Yeah, I had already noticed that and that's why I put "Contains Candles and Skeleton Skulls" (may be these should be two bullet points). I think saying "mob heads" is too general. Since you've ellaborated perhaps the bullet point you made should be deleted since it is already covered. Thanks for your help regardless :) Zegatrox (talk) 19:33, 19 October 2021 (UTC)

Deep Dark Cities
Will there be maps leading to deep dark cities? – Unsigned comment added by Zachbarbo (talk • contribs) at 14:23, 4 November 2021 (UTC). Sign comments with
 * Maybe, since they would be nice to have. However, as it is just speculation at the moment, that isn't something that should be added to the main page. PegasusDust (talk) 16:43, 4 November 2021 (UTC)

Warden mind control?
In this tweet kingbdogz mentions the warden having some kind of mind-control or mind-altering ability. here is the tweet: https://twitter.com/kingbdogz/status/1320771734321000448 (you might have to scroll down a bit)--172.3.6.113 19:19, 4 November 2021 (UTC)
 * Yeah I've seen it before. The tweet is very obscure so we can't really say that the Warden will use any form of mind control on this wiki just based on that tweet. But it is a possibility. Not really much to be done with this on the page since the thread is already linked. Zegatrox (talk) 22:34, 5 November 2021 (UTC)

Warden
Will the warden be defeated by using fully enchanted netherite weapons?
 * I'm pretty sure that kingbdogs said that it would be very hard to kill it with fullly enchanted netherite.--172.3.6.113 19:27, 4 November 2021 (UTC)
 * What we know is that it's not designed to be fought against and would be incredibly hard to kill, to the extent were most people wouldn't bother. That's how it's meant to be; avoided rather than tackled. Zegatrox (talk) 22:31, 5 November 2021 (UTC)

Unconfirmed Features
Previously there have been unconfirmed features from concept art such as shelf fungi, the birch tree branch, pappus plants, and violets mentioned on this page. These have been removed due to the fact that just because something is in concept art does not mean it will be added. I beleive that at least some of these (especially the birch tree branch because its there for a reason) should be re-added.

Additionally, goat horns and archaeology have been removed from the unconfirmed features category. Should these be added back?
 * There is definitely a possibility that those things will be added, but it is still speculation. The other updates, like the Nether Update and even Caves & Cliffs, have concept art with features that were not added. At this point, they are just guesses, and even if they are accurate guesses, probably shouldn't be added to unconfirmed features.


 * It sounded like a developer confirmed that bundles and goat horns would not be added in the Wild Update, but goat horns are behind the Wild Update experimental toggle in Bedrock Edition. I'm honestly unsure how to react to that. However, archeology has been stated by multiple developers to be coming in a different update, so that should not be added back. PegasusDust (talk) 18:08, 3 December 2021 (UTC)
 * Pretty sure goat horns are still under the Vanilla Experiments toggle, not The Wild Update... --MetalManiacMc at your service fellow human! (talk) 20:45, 3 December 2021 (UTC)
 * I just checked, and you are correct. That makes much more sense! PegasusDust (talk) 18:43, 4 December 2021 (UTC)

(pre-release)
Are the new Sculk Shrieker texture and the bucket of tadpole from internal texture files? I know that these features haven't been added in Java Edition yet, but I wondered if they might have been added as textures, like in the caves & cliffs bedrock betas. However, if these textures actually haven't been confimed by Mojang, they should be removed. PegasusDust (talk) 19:02, 8 December 2021 (UTC)
 * The sculk texture have been in Bedrock for a long time, but the bucket of tadpoles haven't been added anywhere yet, only Tweeted by LadyAgnes... --MetalManiacMc at your service fellow human! (talk) 06:48, 9 December 2021 (UTC)
 * I actually only use Bedrock, so I was aware of that. The texture for the sculk shrieker seems like it might be from Minecraft Live, since it doesn't match the one in Bedrock. The tweet about the bucket of tadpole was new information for me. It should probably have a source added. Sorry about the confusion, it was just the "pre-release" in the file names that threw me off. I'm guessing that whoever named it wanted to note that they weren't out in snapshots yet, but the way they did it made me think that they came out in pre-releases, which didn't seem right to me. PegasusDust (talk) 18:50, 9 December 2021 (UTC)

Tadpole Spawn Egg
Why is there a tadpole spawn egg when it grows into a frog?
 * Maybe they are different enough that the developers decided they should have seperate spawn eggs? Anyways, there is a spawn egg in the refrence that looks subtly different from the frog spawn egg. We don't know for sure that it is a tadpole spawn egg, but it seems like the most likely possibility. PegasusDust (talk) 18:44, 14 December 2021 (UTC)

New bata
Where are the new Bedrock bata featurs?--152.157.92.1 19:33, 15 December 2021 (UTC)

Shrieker and warden
If you watch Minecraft live again, in the Wild Update section, you might notice that once thw warden spawned, vibrations no longer activated sculk shriekers. Blu Gy (talk) 18:16, 23 December 2021 (UTC)

Clay Bricks
Concerning this recent revert I made - I didn't get to make a summary because I accidentally mispressed the enter key, but if I had the chance, I'd state that it's just their social media manager getting the mud brick's name wrong. arisaaaaa (talk) 01:41, 7 January 2022 (UTC)

Move the Warden History window
I think the Warden history window should be removed from this page and added to the "Warden" page whenever it is created. None of the other mobs have one and the warden section is already really long SirFox5 (talk) 17:08, 24 January 2022 (UTC)SirFox
 * That will eventually happen, though only after the warden appears in development versions. I am unsure what the rules are for history sections on update pages. I'm not sure they have a precedent, but either way this one will eventually be removed.PegasusDust (talk) 01:21, 25 January 2022 (UTC)

Mobs
When will the Warden, Fireflies, and the Allay be released in Bedrock Edition?

"Sculk Bubbles"
I don't know what they are actually called, but a particle was added in the Java Experimental Snapshot that is not on this page. I believe it appears wherever sculk spreads after a sculk catalyst activates. Can someone confirm this and add this? PegasusDust (talk) 02:00, 5 March 2022 (UTC)

Not just new toys/gimmicks - nature growing-back at last?
Although it is easy to imagine programming going badly if badly-done, to do new programming for plants and some but-not-all  mobs populating and in the case of plants, occupying surface space & taking-light on biome-matching soils near other plants of the same species,

it would actually add something important missing from minecraft, that in real life, actually happens when humans stop managing land,

of-which, in-different-places X at-different-times , there are pros & cons arguments for both in different AMOUNTS, to not lead to things like not-only soil-degredation from too-much exposure to the sun,

but also more mud-slides from land not-being flat enough for water to run-off quickly, and instead builds up, the uneven surface soil then softens as the water pools, and then some time later, at sometimes almost a single simulteneous moment, multiple pools-lips' break, and many small pools collapsing releases a lot of water and mud still-during heavy rain,

or things like, weeds of course,

but also more subtle things, like habitat space for non-domesticated or wild animals,

---

In minecraft, there's no doubt only so much complexity the team's willing to program in,

BUT, there being absolutely no (large) plant-growth of it's own, trees, especially, has been a major drawback in terms of players needing to maintain their grasslands, if insisting on them, and then not-ever having to ever DO anything, to actually maintain one, back in reality, farmers have to get out or re-locate, trees that come up out of nowhere, ALL THE TIME,

and of course in terms of the wild vs.  human-controlled/managed roles / gameplay, there is less ACTIVE work having to be done, if wanting to 'stop the march of the forests', or anything similar.

( personally, i light up my forests, and would happily make nature-corridors (teach how to make them in schools / story-mode? ), breed non-hostile web-making spiders unlike the nasty ones we get, dig-out dens for predators IF rabbits were a constant problem for tree-roots, irrigate/(water-redirect) temporarily, etc, etc)

grass grows, and OK, that's not absolutely-nothing, on the grows-back scale,

but sigh...

we were sick of only-that,.. only-grass(excluding mushrooms),.. in the very first published version of MC, and probably even before that in the early days of alpha/beta testing guys,

when's it going to get a bit more complex / realistic?

---

IDEA FUNDAMENTALS ;

1 initial ecology-compatibility could depend on soil & rain from the existing biome-weather randoms, so for example, if you put a bunch of acacia trees in regular soil in a jungle biome's normal dirt, they'd get ROT, or FUNGUS, or something, (at-least a basic frequency check  vs.  species-type ? )

but-also, if you put an acacia in rough-soil, or cactus in sand (& high light) in jungle, they could survive at a slower rate of growth, representing struggling with the moisture, or perhaps gets rot, but does not die?

2 Putting a bit of effort into programming the random location checks for new plants locations, could reduce glitched locations, like was done for bone-powder-instant-growth  -  the special function of instant-growth, is denied if there's no room under-a-roof, with a bit of extra programming. More care with this in particular, could equate to things like ;

density-of-trees =  less-light, and less-light = SLOWER random sapling checks ( so trees grow at the forest's EDGE faster, but slower inside it where there's less light (this also happens in reality) )

3 (naturally breeding) mobs natural generation, could be based on maximum rate in ideal conditions, but slower rates in less-than-ideal, getting worse and worse until they do not breed, and human(player) breeding is neccessary to get them to at all, like with how difficult it already-is with horses.

food-FROM naturally spreading plants, would then also contribute to which animals did or did-not, and visa versa in terms of which plants end up dominating any particular area.

To counter that, predators are then attracted to vegetarian-prey, and will also potentially grow in number, but then starve once they've scattered a large herd and they're run out of prey.

These two dynamics would be tested with TIME-accelleration in special maps before being tested in the normal ones, to make sure the numbers cancel each other out. (predators could get a special boost to represent the SMELL of large herds, which in real-life, also happens, when then normally territorial predators temporarily tolerate each other's prescence more than they normally would -  in game this could just be a minor tweak based on a density-threshhold trigger causing a predator-spawn multipler)

4 long-range seed / species distribution via unSEEN birds / other mobs, could be assumed, for low-chance  out-of-their-normal-habitat species, especially in NEIGHBOURING biomes.

And yeah ... more,

similar minimal-representations of dynamics-in-nature ... just to simulate the balance. It doesn't have to be perfect. :)

( You could also have punishment for methods like arson rather than using landscaping ; walls, water, gravel , rock, lava, etc ) ...  all peaceful/passive animal mobs that die from any fire-effect, generate a little creepy para-dimensional angry-burnt-ghost-embryo  nipper-with-teeth, or something, that seeks you out no-matter where you go, and deal damage in-a-swarm if they can, by flying around you for hours (of play) before finally attacking, so that if someone thinks using fire's a laugh, their fire'll create dozens of the things and then be unable to heal-enough quickly-enough. Kind of like what's imaginable of the weird squeaky voices in the nether. or maybe hang-around in the fires burnt-out areas, 'talking' to each other, before all forming a swarm, and-THEN, seeking the player out. One would be surviveable if happening by accident - a stray fire-arrow hits a sheep in a forest, someone's cat walks into a fire-charge trap, etc.

This would encourage landscaping which is arguably a part of any survival game,

and DIS-incentivise simplifications of humans  vs. nature, with kids thinking it's hilarious to start fires as-the-way  to push-back against normal plant-growth.

At a territorial level, new options could be added to grief-protection mods, so that nature doesn't make your internal gardens a constant maintenance nightmare. That COMBINED with the landscaping incentive, should make for more of a co-operative / PROBLEM-SOLVING neccessitate -  needing-to-understand-what's-needed, in other words. If neighbours want to stop a growth of one type of mushroom, it might be as simple as a 3Xthick 1-level deep water trench, if birds keep spreading plants of an annoying type that breaks up the themed landscaping they've done, they could change the soil and re-plant, which would take time to do, but would mean their preferred species long-term, dominate over the neighbouring ones that birds keep dropping-in.

It would also make unnaturally UNsuited gardens, FAIL more frequently, or need more things to work successfully / be more demanding, which is arguably probably still too-easy, A.T.M.

There would be real-world learning / educationary benefits in there too - why's my jungle giant not growing on top of my pyramid in the desert? etc.