Redstone wire no long trys to "snap" into a block with a redstone torch ontop of it.
Option -> Particle change (Void).
Mining Obsidian takes about 3 seconds. Bug?
ALL doors require redstone - BUG - Confirmed.
Stairs drop stairs when mined.
Iron bars mine faster.
Infinite lava has been removed.
Baby sheep can now be "colored". If parents are of different colors, then you have a 50-50 shot of the color. White counts as a color.
The "F" key commands have been removed.
Redstone unplaceable on glowstone. Bug?
New Sounds! Doors, bow, and explosion.
The Enderdragon's health is now shown at the top of the screen in a purple health bar when you are in the End.The Enderdragon now spawns a platform with an End portal and a pillar with an Enderdragon egg on it in its center.Entering the portal causes the end game text/credits to roll(and then respawns the player in the overworld as if they died). Thanks to Forever A Troll post #2323.
Minecraft Credits upon ending of the game
Posts start on #1968. Offical change log here.[/color]
Squids swim up. Passive squid animation is now vertical.
Slimes no longer have a 'depth y0-16' restriction.
Pigmen no longer accumulate fall damage while swimming in lava.
Now take damages by player.
Glows purple when killed, disintegrates and floats upwards - new animation effect.
Drops loads of XP and one obsidian block.
Have the same eye shining thin Enderman has.
Dragon makes "a player gettin hit sound" when damaged.
Mobs 'neutral' in creative mode. Except for spiders, ghasts, and silverfish.. Note: Enemies from spawners are still hostile.
Dragon Eggs. - Not in game, recently tweeted by Notch.
Baby animals in SMP.
Items retain their enchantments if chest is destroyed.
Fences no longer connect to leaves.
Lily pads are no longer gray in inventory, have a tool tip.
Melons breaking into more than one piece again.
Fixed fence "hitboxes".
Balancing of enchantments.
Find 'iron' gear in strongholds.
Silk touch does not work on spawners.
Game Crashing piston glitch fixed.
Eye of Ender now points directly to the Ender Portal.
I, J, K, L, N, and M control where your looking (I,J,K,L are up down left & right, N and M are rotations)
F9 Adds a fixed camera angle. ( You can move this with I, J, K, and L)
M+N resets the view. *Important*
H and Y are the zoom controls
H + Y together resets the zoom
F9 locks your view
Tweet from Jeb_ (As you know I always forget at least one thing when upload a release... The "camera controls" (F6 etc) are not supposed to be there =/) So..don't get your hopes up. Though these features are really nice for everyone..except the flying in survival mode.
Toggle fly with F6. Survival mode.
You receive a warning when changing render distance to far only if you're not running Java x64.
Option to turn off clouds in the video menu.
Textures/Liquid Movement Mechanics
New Water Physics for vertical movement.
Water is back the way it was before pre4, plus:
Whenever a water source is surrounded on all sides by blocks or water (not necessarily source blocks) and it has an air block or (non source) water block below, then that air/water block turns into a water source. From Darquan (I think it is intentional. It eliminates the underwater currents when you place and remove a block. The behaviour seems to be carefully chosen such that it cannot automatically flood entire caves, nor does it seem to break typical ways of using water for automatic harvesting.) Bug.
Water can be placed in water again.
"End Stone" (from The End) and "Mycelium" from the Mushroom biome!
Lava can be made infinite by digging 1 square down, and making a "plus" sign - 5 squares total. Fill the outsides with lava.
Thanks to Arbitror for the gif.
Lighting is different. Colors are now better matched with the color of the light source.
Longer reach for fighting mobs.
Creative mode - logging back in will no longer make you 'fall' from falling.
Player bow draw-back animation improved.
Range of attack distance in creative has Reports of better FPS.
Balancing of enchantments.
DIAMONDS! - Acquire diamonds with your iron tools.
Enchanter - Use a book, obsidian and diamonds to cunstruct an enchantment table.
Librarian - Build some bookshelves to improve your enchantment table.
Overkill - Deal eight hearts of damage in a single hit.
We Need to Go Deeper - Going through a portal to the Nether.
Return to Sender - Destroy a Ghast with a fireball.
Into Fire - Relieve a Blaze of its rod.
Local Brewery - Brew a potion.
The End? - Locate the End.
The End. - Defeat the Ender Dragon.
Villages now have small fenced off patches of dirt with either wheat or tall grass growing in them, connected to the houses.
Light glitch on stairs fixed.
Jumping makes you lose xp points. Bug for some?[/color]
Bane of Arthropods I/II/III/IV/V - Adition damage to spiders. 0.75-1.5 hearts extra damage per level.
Sharpness I/II/III/IV/V - Addition damage to mobs. 0.5-1 heart extra damage per level.
Fire Aspect I/II - Lights mobs on fire.
Smite I/II/III/IV/V - Extra damage to zombies, zombie pigmen and skeletons.
Knockback I/II - Knocks mob and players backwards upon hit.
Looting I/II/III - Mobs have a chance to drop more loot.
Sword of Featherfall I/II/III/IV - Fall-down slowly, less fall damage. (Only applies to boots.)
Aqua Affinity I - Eliminates the harvest penalty of mining blocks underwater. (Only applies to the helmet.)
Projectile Protection I/II/III/IV - Protection against projectile entities (e.g arrows)
Respiration I/II/III - Underwater breathing time +15 seconds; time between suffocation damage +1 second. (Only applies to the helmet.)
Fire Protection I/II/III/IV - Protection to fire. (Lava?)
Blast Protection I/II/III/IV - Protects from explosions. Creeps & TnT.
Protection I/II/III/IV - Converts environmental damage to armor damage.
Pickaxe of Efficiency I/II/III/IV/V - Dig faster. +10% mining speed to each lvl.
Unbreaking I/II/III - Adds chance to ignore 'usage' of tools with each use.
Sword of Looting I - Chance for more drops.
Silk Touch I - Lets you mine blocks without breaking them. You can get glass blocks back. Efficient for glowstone mining.
Pickaxe of Fortune I/II/III - Chance of multiplying the drop rate.[/color]
Enchanting techniques that have been found.
Most of my testing was done in creative with a diamond sword. I did some tests in survival and couldn't see anything that made me think it was much different to creative.
It's relatively easy to test. Go in creative make a floor of shelves and a roof of shelves only and test what enchant levels you can get. You still get 5 same as with just the table.
It seemed unlikely to me that adding shelves that did do something would suddenly make ones that did nothing do something. Unlikely but not impossible. Now my first thought was that possibly the algorithm to modify the enchantment level might be influenced by not only bookshelves but also by the shelves surrounding that bookshelf, but tests I made didn't seem to indicate that was so.
So far the only positions I've found that add to enchantment levels are
If there are any other positions of shelves that increase the enchantment level I've been unable to find them.
The shelves can be blocked by almost everything. I tested Ladders, torches, redstone torches, levers, buttons, trapdoors, wood & stone pressure plates, signs, redstone and repeaters and found they all block the shelves from increasing enchanting level. The only thing I found that did not block the shelves was pictures.
NB the 8 corner shelves are not blocked by the other shelves.
Lvl50 Enchantment - shadowskeeper21 post #1794
Lvl 50 Confirmation post #1718
Thanks aXu for the following information. Post #1739
For those who want to edit your items' enchants (with NBTEdit, for example), enchants are saved in following manner:
Data -> Player -> Inventory -> (your item here) -> tag -> ench -> (TagCompound) ->
id: Id of enchant (list of them at wiki)
lvl: Level of enchant (too big numbers won't crash MC, but it doesn't show them in roman numbers)
You can even enchant other items than those normally enchantable. For example, I tested it with wood planks It shows the glimmering animation in inventory, but not in your hand (dunno if this applies to only blocks or all items not enchantable).
[color="#000000"]Information released after Part 3[/color]
Enderdragons (Sounds really neat when you say it). Link to topic here.
Eye of Ender is the new stronghold locator where the portal to The Ender will *probably* be. Throw it up high in the air and it will fall about 5 blocks in a new direction. Go in the direction it lands. Do this too much and it may return to The Ender.
From the looks of the following image, you have to fill it with "Ender Eyes" in order for it to activate.
Posts about Part 3 start with post number #892 for those who want to read them.
Baby Animals! Parents seem to 'follow' babies after birth. Do not drop loot for XP. Faster animation and they eventually grow up. Baby sheep can be sheared. Grow up time seems to be 1 day.
Animals have a Cool down after breeding.
You can saddle baby pigs and ride them
Wheat bug is fixed.
FPS is better? Unconfirmed.
Number above XP bar. Level?
Silverfish Spawners in dungeons.
Snow fall breaks torches.
Breaking book shelves give you 3 books.
Mini mine spiders are 1x1 and not poisonous. Unconfirmed.
Eye of Ender. Ender Pearl + Blaze Powder. Use unknown.
Able to "eat" milk and water.
Pie chart in the F3 screen is in! (And its a circle..in minecraft! wtf..) XD
Navigate through some of the features by using the number keys, or 0 to go back.
Fishing Rods can be enchanted.
Color of the label of highlighted object is now purple. Inventory for example.
Swords and bows have been weakened.
Endermen do more damage. Unconfirmed.
Notch's Take on the new baby animals:
The idea with the baby animals is to alter the original models to make them act as new ones. This scales well. Say we want to do old animals or robot animals or whatever in the future. By having it be mutators to the original models, we can add a new animal by just adding a single new model instead of adding four (or whatever) new ones. And even better, to introduce a brand new variant of animals, we don't need to go through them all and add that variant. Source.
It's called an Air Portal in the code and you can fix it with Ender Eyes.
Doesn't seem to work as of now.
Also, disregard the obsidian, I tried flooding it with water.
Also, someone mentioned that the server now loads a third "level" so that would kind of confirm skylands. Though they have existed before and you can get to them by hacking but I don't know if Notch has changed the skylands for this update.
The sky dimension actually works like it used to work (it's been in the code for quiiite a while) but it gets overwritten by the real world terrain if you visit the real world first. The chunks are in the same folder so they get mixed up.
currently the skylands is just the normal world with different colored sky and clouds are way lower (underground with the normal terrain). The sun is always in the middle of the sky.
[color="#000000"]The letters come from the Standard Galactic Alphabet.
Well played internets, you are good. (3)
These names will be random and confusing. (7)
Each spell costs experience levels. (15)[/color]
The Standard Galactic Alphabet or SGA is used in the Commander Keen series of computer games. It was created by Tom Hall, who originally just wanted to make the writing on signs in the games look futuristic or alien. Then he realised that he could create a whole alternative alphabet and add cryptic messages throughout the games.
Animal Breeding! Use wheat to breed. Hold wheat in your hand and they all 'should' follow you. Reports of this being a bit buggy. If you hit an animal in heat, it will stop being in heat.
Snow Golems attack each other when you try to breed them. And User. Use wheat to make friendly towards you.
Endermen now take FOUR standard (non-critical) hits with a diamond sword. Zombies & Zombie pigmen 3.
Endermen now instantly teleport away from water. Agro seems to reset after this. They also dodge all arrows and do not die in the sunlight anymore. New sound effect likely to come in the official release of 1.9
Zombie Pigmen now randomly drop rotten flesh or gold bits instead of everytime.
Chickens avoid lava.
Golden apples have a sparkly animation.
Golden apple also grants you Regeneration buff for 30 seconds.
Golden nuggets are officially called "Gold nuggets" now.
New Items: glass bottles, several new music discs, blaze powder, spider eyes, fermented spider eyes and magma cream. *Items uses unknown - bottles obviously for 'potions' as mentioned on twitter and not implemented yet. Possibly with official release.
Ender pearls teleports you with the cost of damage when thrown.
Ender perls do not work in MP.
Items can be repaired now, just as Notch specified - combine two damaged items to make one with more uses.
Can't get glass panes back when you break them anymore .
Wood fences now connect to walls. Fences now only take up the space they appear to, as well as attaching to any solid block adjacent to them. This makes walking through diagonal-oriented fences possible.
Pressure plates on top of fence posts now make sound when you walk on them or next to them. Cannot place pressure plates on top of nether fence.
Fences can be placed like normal blocks.
Normal fences and nether fences don't connect.
Thanks Mouzi for the following information
And a list of descriptions and IDs for them. Excuse the code tag (I couldn't find a
tag). EDIT: All possible potion potency levels seem to have I, II, III and IV but not anything over that. After that it will just say potion.potency.5 and 6 and so on.
ID Code name In-game name Description
1 moveSpeed Speed Movement speed increases, known levels: I, II and III
2 moveSlowdown Slowness Movement speed decreases, plausible levels: I, II and III
3 digSpeed Haste Mining speed increases, known levels: I, II and III
4 digSlowDown Mining Fatigue Mining speed decreases, plausible levels: I, II and III
5 damageBoost Strength Damage dealt increases, known levels: I, II and III
6 heal Instant Health Constantly heals you at a fast rate. EDIT: This actually is not meant to have a duration or has a duration of 0. Will do instant damage when you drink the potion. Known levels: I, II and III
7 harm Instant Damage Constantly damages you at a fast rate. EDIT: This actually is not meant to have a duration or has a duration of 0. Will heal instantly when you drink the potion. Known levels: I, II and III
8 jump Jump Boost Increases jump height, level I to around 1.75 blocks and level II to 2.5 blocks, known levels: I and II EDIT: Level III jumps to around 3.25 blocks and you will take a bit of fall damage and level IV to around 4 blocks.
9 confusion Nausea Screen goes wavy, makes walking difficult
10 regeneration Regeneration Regenerates health (faster) EDIT: Apparently an old effect too, this has been since 1.8
11 resistance Resistance Probably raises your armor class temporarily
12 fireResistance Fire Resistance No fire damage, you will still catch fire, you can also dive in lava (you can not drown in it either).
13 waterBreathing Water Breathing Infinite breath, bubbles still appear but will not decrease.
14 invisibility Invisibility Does not seem to do anything as of now, mobs still attack and no visual change.
15 blindness Blindness Similar to the bedrock fog, you only see black after a few blocks.
16 nightVision Night Vision Night becomes a lot brighter, does not seem to affect caves (unconfirmed).
17 hunger Hunger Old effect, known as food poisoning or disease. Decreases food bar faster.
18 weakness Weakness Opposite of strength? Damage dealt decreases.
19 poison Poison Old effect. Look up poison on minecraft wiki. Known levels: I and II
Giving an animal wheat will generate love hearts above its head for a short period of time.
Bring two similar animals together after they've been given food, and a few seconds later a third animal will spawn (of the same type). There aren't any baby animals though, sadly.
Slimes also drip through the block they are above.
Fire from lava doesn't burn you for nearly as long.
Auto-jumping has been placed back in.
New ID's for Items and CDs at the bottom of this post.
F5 is back! (Hit twice to see in first person).
Tooltips have purple edges.
Name tag "TESTIFICATE" over the villagers is gone.
I decompiled the minecraft.jar files to have a look at the modified health and damage of mobs:
Endermen take 20 hearts of damage and deal 3.5 hearts of damage on normal(was 2.5).
Spiders take 8 hearts of damage.
Zombies take 12 hearts of damage and deal 2 hearts of damage on normal(was 2.5).
Cave spiders take 6 hearts of damage.
Blocks under water/lava "drip" into cave/cavern below.
Trees on higher altitudes have less leaves.
Grass drops more seeds.
Lava flows faster.
Do not jump infinitely when holding down space bar.
Dried up river-beds in plains biome.
Animal do not breed.
Pumpking seeds are back in the chests in the dungeons!
Lots of reports of mega-oceans.
Armor values are now determined differently.
Roses are back.
Saplings drop less.
Mushroom biomes ARE islands.
"Infected" cows via shrooms
Shearing Mushroom Cows nets you around 2-5 (need verification on precise range) red mushrooms, and also gets you a normal cow.
According to the picture, new grass?
Quote of OgreSean
Mushroom Island: Warm biome. Frequent Rain. Somewhat Mountainous. Land base level near sea level.
Mushroom Island Shore: Warm biome. Frequent Rain. Flat land. Land base far below sea level (same as ocean.
Thus, Mushroom Island biomes actually spawn in the middle of Mushroom Island Shore biomes. However, the land for Shore biomes is underwater, which makes them appear like Oceans.
The top block for these biomes is the "mycel" block I mentioned earlier (which is not town related after all, but does play some kind of melody). No monsters, animals, or squids spawn in these biomes EXCEPT for mushroom cows.
"Snow" biomes more rare.
Snowman! - Built by Two snow block then pumpkin PLACES not crafted. Not sure how to make a snowman without a pumpkin head. They fight other "bad" mobs. They drop snowballs.
Snowmen work in the Nether. (Bug? Unconfirmed.)
Snow now settles on ice.
Quote of OgreSean
Frozen Ocean: Cold biome. Occasional Rain. Somewhat Mountainous. Land base level far below sea level. No animals spawn in this biome.
Frozen River: Cold biome. Occasional Rain. Flat land. Land base level somewhat below sea level. No animals spawn in this biome.
Ice Plains: Same as Plains, except cold temperature.
Ice Mountains: Same as Extreme Hills, except cold temperature.
Have fun with the hilarity of the snowmen attacking other mobs! Images for Part 1
Lilly Pads - Picked up by "Punching". Place by putting next to another lilly or surface block. Lilly Pads turn grey when picked up - bug?
Darker grass - new grass texture for swamps
Darker water around the swamp area
Village Monks - 1 Priest is dressed in white
A few other skins reported - aprons and pink?
Reported that the mobs folder have 6 different textures for the villagers. (Butcher, Farmer, Librarian, priest, smith & villager).
Nether Stronghold - Netherholds!
Nether Dungeons (Same a netherholds?)
Netherwart - nether plant (A nether mushroom? Need more clarification.)
After decompiling the 1.9 Pre-Release minecraft.jar, here is everything I've found so far:
ID 110 - "mycel" - Apparently related to Villages, and has appearance of either grass or snow. If we had updated sounds, it would apparently play some kind of town melody when the player is nearby or when it is stepped on.
ID 111 - Water Lily
ID 112 - Nether Brick
ID 113 - Nether Fence
ID 114 - Nether Brick Stairs
ID 115 - Nether Stalk (some kind of plant that grows over soulsand and appears in nether strongholds)
ID 369 - Blaze Rod
ID 370 - Ghast Tear
ID 371 - "Gold Nugget"
ID 372 - Nether Stalk Seeds
ID 10 - Frozen Ocean
ID 11 - Frozen River
ID 12 - Ice Plains
ID 13 - Ice Mountains
ID 14 - Mushroom Island
ID 15 - Mushroom Island Shore
Enderman had their spawning frequency cut in half.
ID 13 - Small Fireball
ID 61 - Lava Slime
ID 62 - Blaze
ID 96 - Mushroom Cow
ID 97 - Snow Man
ID 120 - Villager
[color="#000000"]Click the Plus if I helped you! ---->[/color]
[color="#FF0000"]Feel free to PM me if I missed your report. Do not abuse this. I will not respond to requests for 'help' that pertain to 1.9 pre-releases.[/color]
The first one is similar to slimes, although reddish-black instead of green, and emits fire particles. It can jump pretty high, and has a springy animation for it. I think they spawn in new rooms found inside the nether brick bridges. Like slimes, big ones split into 4 smaller ones when killed. These slime-like mobs are immune to fire.
I don't think these drop anything unless you have to use a specific weapon to kill them (I tried killing them both unarmed and with a diamond sword).
The second one is a flying swirling yellow creature-like thing. Whenever it sees you, it sets itself on fire, swirls fast and flies up quickly. While doing so, it shoots fireballs at you continuously until it sort of has to recharge and does the same thing after a short while. There are natural spawner blocks for this mob.
They drop blaze rods when killed (similar to sticks but yellow). I don't know what these items do yet
(Click the spoiler tag below to see more pictures)