Hello and welcome back to Minecraft! Over the years this channel has showcased
all kinds of tips and tricks from every weird corner of the game. Minecraft 1.13 has brought so many new things,
that we’ll need to do something special. During the long snapshot season, I’ve been
stockpiling some of my favourite new tricks, quirks and mechanics, all for one big bonanza! So, sit back, relax, (subscribe if you like
what you see), I’m SimplySarc and let’s look at some
brand spanking new tricks for Minecraft 1.13! Let’s begin with a sneaky little trap. Sail around the oceans for long enough and
you’re bound to run into a few shipwrecks. Everyone’s on the lookout for these, because
they contain and lead to some pretty nice loot. Seems like a great opportunity for some mischief. This trick is simple, but if you do it right,
no one will suspect a thing! We’re gonna rig the buried treasure. Now you can set up any kind of trap you like
here, something mean, something funny, maybe just a stern warning not to trust pirates
in the future. What’s vital is the setup. It’s a catch 22. You need to know where the treasures buried
to rig it, but if you look at the map it’ll be obvious someone’s already been here. So what do we do? Well, we thank Mojang for being resourceful
when it comes to re-using code. See treasure maps are almost identical to
regular maps and share practically all their features. It’s these features that are gonna let us
erase our fingerprints as if we were never there to begin with. The first step is to clone the map, but make
sure not to look at the original. Now this might seem like enough, but the issue
is that cloned maps are all linked together. Even if you don’t look at the original,
the cloned map will still fill it out nonetheless. So let’s be even more conniving. Instead of looking at your newly cloned map,
we’ll use another map feature that allows you to zoom them out. The kicker here, is that when you create a
zoomed out map it actually generates a brand new map id; the bond between the original
is severed, so you can finally take a gander at where X marks the spot. Our next trick is ultra handy in those early
days of a new world. In fact, let’s just keep this between you
and me, otherwise I might get in trouble. So this trick is for fishing and getting the
most for your money… it’s actually pretty much a 5 finger discount. I discovered this when experimenting with
dual-wielding, I was trying to see if you could cast two lines at once. Short answer; you can’t. But I did notice some unusual behavior. It seems like when you juggle between two
rods, the line maintains its connection. If you’re in fishing mode, the session isn’t
interrupted when you swap a fishing rod for another fishing rod. This is cool, because fishing mechanics and
durability mechanics are two seperate things. When you cast a line, the instant the bobber
is created, the game has already determined what enchantments, timings, chances and rewards
you’re going to get. On the other hand, tool durability is only
applied when it succeeds. A pickaxe doesn’t take damage until the
block is actually mined and a fishing rod doesn’t until an item has been caught. To put this simply, you can have enchantments
applied without actually using your enchanted rod. As long as you cast the line using the enchanted
fishing rod, it doesn’t actually matter what rod physically fishes the item up. Clearly, this is very useful early game, because
fishing rods only have 64 durability. If you have luck of the sea and lure, but
don’t yet have mending and unbreaking, you can use a dud rod to take the damage while
your enchanted rod remains pristine. I know for a fact, that this trick is going
to be used extensively by everyone going forward because it’s not only crazy useful, but
one of the funnest things ever too. Now we can’t actually ride dolphins, because
of reasons, but they did instead add a feature that more than makes up for it. ‘Dolphins Grace’ is a brand new status
effect that is essentially the swimming equivalent of a speed potion. It’s activated when you ‘sprint’ underwater
in the vicinity of dolphins and you get a nice little increase in speed. The fun part? This effect actually stacks with ‘Depth
Strider’, allowing you to cover absurd distance. The speed rivals elytra, but unlike elytra,
nothing here is particularly end-game. Given how accessible and useful this mechanic
is, I have no doubt that ‘Dolphin Boosters’ are going to become a big thing. I tried to work out the best approach to designing
these; at first leads seemed like a good idea, where the dolphin is dragged along with you
to re-apply the status effect indefinitely. But the sheer speed snaps the leash instantly,
rendering it ineffective. Instead, it’s better to plan a pre-prepared
route, with ‘Booster Stations’ to recharge along the way. One simple design is to construct rings along
the ocean bed, these are easy to build and, let’s face it, really satisfying to shoot
through. A problem you’ll encounter is that dolphins
interchangeably need both air and water to survive, keep them in one for too long and
they’ll suffocate. To solve this, tie them to a lead near the
surface so they can occasionally get some air. For a more reliable ‘Dolphin Booster’,
you’ll probably want to build a dedicated pipe network deep underground to get around
your world. These can just be 1 block tall tunnels with
a dolphin stationed every so often to replenish the status effect. If you’ve been playing Minecraft recently,
you’ve probably bumped into one of these guys. The pufferfish is a funny little mob… that
is until you get close to it and get yourself poisoned. You may have seen a few traps based around
this mechanic and you might be thinking that’s what this trick is about; but it’s not. Yes, these guys can poison you, but they do
something else that nearly no other mob can do. See pufferfish have 3 different states; shrunken,
partially inflated and fully inflated. The really cool thing though is that the hitbox
adapts to their current size. The fish inflates and deflates based on proximity,
which means there’s a level of control over its state. Now if you cram the fish into this little
contraption, when fully inflated, he’ll trigger the pressure plate, putting out a
signal. This could be used to make an invisible trigger
for players, but there’s actually another element to all of this that makes them even
more interesting. Pufferfish are the biggest cowards going. They’re afraid of nearly all mobs in the
game and will puff up if any of them come close. What this means is you can setup security
systems that activate when certain mobs are destroyed or disturbed. Perhaps you own a rare animal or want to display
your wealth on an armor stand. You can prime a pufferfish behind the scenes,
so in the event the mob is stolen or killed, the fish will deflate, output a redstone signal
which can do whatever you deem necessary for such a crime. Next up, how about not just a prank, but a
genuine, bonafide illusion? Something pretty neat you can now do is place
item frames on every face of a block, above and below. Cool for decoration, but can also be used
for some trickery. For this illusion, you’re gonna need a flat
colored map. If you want a specific color, you can fill
out a 128×128 block space with a specific block or if you want something quick, you
can go to an ocean or the end void to get a blue or grey map respectively. This trick is straightforward, but pretty
trippy. The idea is that you place item frames on
every face of a room and then insert the maps. For the proper effect, you’ll need each
frame to be completely illuminated, so use glowstone or sea lanterns to achieve an even
tone. So welcome to a place that deprives you of
your senses. You could just drop someone in here and let
them go crazy. Maybe they’re in a 3×3 room, maybe the room
stretches to the ends of the universe, they’d honestly both look identical. If you really want to be mean, you could throw
in some stuff to mess with their perception, like blocks and entities that look close,
but are totally off scale. How about another trap? Turtle eggs are weird little blocks that are
surprisingly handy for quite a few things. You can of course incubate them if you want…
lots and lots of turtles. Or you can use them to lure zombies, for some
reason zombies absolutely detest turtles, they’ll chase them as soon as they hatch
and if they see an egg they’ll literally stomp on it. And I was told Minecraft was a family friendly
video game. But it’s this behavior that makes this trick
possible. See, turtle eggs shatter when stuff jumps
on them, though interestingly this isn’t limited to jumping, but also just plain old
innocent standing. If you stand on an egg for too long, it’ll
still break. This behavior reminded me of the classic super
mario ‘collapsing platforms’ where you’re not allowed to stand on certain tiles for
very long. After investigating, I learned that turtle
eggs can float in mid-air, but also, when carpet is placed on top, the timer is still
set off. Naturally this can be turned into a really
simple ‘collapsing floor’ mechanic. What’s cool is that the timings are somewhat
customizable, each blockspace can hold up to 4 eggs, where each of these need to break
before the actual block decays. You can make some platforms that are really
unstable and others that are a bit more forgiving. Our next trick isn’t technically exclusive
to 1.13, but it’s pretty sweet and I’ve wanted an excuse to show it for a while. When horses were introduced, they needed something
in place in the event a player logged off while riding. The solution was to save the horse with the
player, so the entity completely vanishes from existence when you exit the world. This was pretty handy, because you could protect
your horse from being stolen while you were away. But since boats were overhauled and introduced
2 seats, you can now bring nearly any mob along with you into limbo. This is great if you own a really precious
mob that you want to 100% make sure is safe. Of course, you can also use it for some nastier
ideas. Now I’m not giving you instructions here,
this is all for theoretical learning purposes. But, were you to insert, say, a creeper into
the boat, log out at a pre-planned location and later bring along a victim; it sure would
be quite the sight to see a creeper materialize out of literal thin air and explode. But you know… That’s just a crazy idea. Secret codes are always fun, so let’s look
at just that. An interesting new mechanic is turtle’s
migratory behavior. They spawn on beaches, then head to the oceans
to explore the world. But strangely, in order to lay eggs, they
need to return to the specific block where they initially spawned. Additionally, they won’t lay eggs on anything
but regular sand. What’s interesting about this is you can
control the mob to pathfind pretty much anywhere you like. Just place a turtle egg down somewhere, wait
for it to hatch and the turtle will be forever bound to that coordinate. You can try a few things with this mechanic,
for example you could use your turtles as minions to carry out your evil agenda… though
of course, very, very slowly. Maybe you forgot to lock your front door,
well the turtle can run back and check. Another thing to try is sending scrambled
messages. Each turtle is assigned a letter, where the
message is unreadable until all the turtles line up to reveal whatever it says. What immediately caught my eye was tridents. I thought the enchantments were neat, so started
toying around with them. That’s when I noticed something special
about the Loyalty enchantment. This thing has a few weird things about it,
like when the trident is returning, it can phase through absolutely everything as if
it were air. What’s more is it has a hitbox that can
collide with things like tripwire, even being able to cause redstone signals. Loyal tridents appear to return to you no
matter the distance, granted the chunks are loaded. With a level 1 enchantment, running in circles,
causes the trident to orbit you almost like a flail; it can’t damage anything, but it
can trigger redstone inputs. I found this all quite intriguing, so looked
into what else the trident could do. I lobbed it into a bubble column and was surprised
to see it was actually being pushed. Through testing, it seems like a column of
around 30 blocks tall and 4×4 in width creates a fairly stable stasis pool, where the trident
will vibrate indefinitely. There’s lots this mechanic could do, but
I thought a notification system would be pretty neat. In order to make the trident return to its
owner, the stasis pool must be disrupted to force the trident to land. By surrounding the ring with dispensers and
buckets, you can throw the trident off balance when powered. Because the trident is an item, you can rename
it to give the notification additional context. A whacky new status effect added is the aptly
named ‘slow falling’ effect. This causes a player or mob to float down
like a feather and disables fall damage. This is more than enough fun in it’s own
right, but if you combine it with an elytra, you get something even better. The combo makes you as light as an atom, you
can practically hover on the spot with very little descent. As great as elytra are, normally you have
to remain at high speeds to stay airborne, which doesn’t give you a chance to really
idly look around. This effect is excellent for viewing builds
at angles you don’t normally see, but is also great for scouting out an area. At such a snail crawl, you actually have time
to aim a bow without accidentally divebombing. But this trick also allows you to overcome
one of the most aggravating part of this game; transporting animals. Under normal circumstances, you can’t transport
animals by air because the speed instantly snaps the lead plummeting the cargo to it’s
doom. But with such mild speeds you can actually
drag animals through the sky without much fuss. If it does snap, throwing a potion on the
animal ensures its survival. You can even snatch mobs off the ground without
ever touching down! So for now that’s it. I really hope you enjoyed, if you had a favorite
trick, lemme know and if you’re interested in more 1.13 stuff, check out this video where
I go over tweaks and small changes I’d have made in the update. Cheers very much for tuning in, I’ve been
SimplySarc and I’ll see you next time.