This week's early-release Snapshot is out! The following changes are confirmed:
- Added new world file format called 'Anvil' (256 max height and 4096 block IDs*)
- Multi-player light calculations do no longer cause affected blocks to be transmitted to the clients, instead the clients will recalculate the light on their own
- Villagers will repopulate villages based on how many houses there are available
- Some nights in villages will be worse than others...
- Added a redstone-controlled light source
- Decreased chance for the rare mob drops
- All animals use the new AI system now
*The game can't use the full range of IDs yet because there are still some assumptions that IDs above 256 are items.
NOTE: It is absolutely imperative that players back up their maps before testing the new format, just in case!
Jeb also had the following to say about the new save format:
Quote fromNOTE: This snapshot will convert the maps you load to the new file format. If you want to revert to the old format, you need to replace the 'level.dat' file with the file called 'level.dat_mcr'. The new format will write world regions to files called '*.mca', so your original regions will remain as '*.mcr'.
UPDATE: The client/server files are now 12w07b! If you downloaded the files earlier today, and want the most up-to-date version, download the updated files from the links below:
Get the updated client here!
Get the updated server here!
Updates:
- Crash bug corrupting levels when spawning mobs above the 255th block
- Sheep animation is correct in SMP
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Would be nice if they tryed to fix the game before adding all this new stuff, allthough it`s been a long wait for the sky rise....Zombie siege, meh, care less. I kill the villagers myselfe, and dont need help with that....
The only really nice thing about the snapshot is that ravines are gone :-) I hope they stay that way, or atleast the ravine spawn are redused by 75%. The are just everywhere...
What about the terrible mob behavior in multiplayer? Why is that still an issue? Cant be to hard fixing that I imagine.
Love whats being done with the zombies and villagers too! Looking forward to 1.2!
They can pick up non-solid objects like roses :tongue.gif:
As far as I know, yes it was, or at least as of 12w06a when heading indoors became a priority for villagers. When that happened I had to push both aside for them to enter one after the other.
As for the snapshot update: One of the first things I did when 12w06a was released was make a superflat Creative world, set my difficulty to 'Hard', spawn a bunch of zombies in the first village I found, and watched the carnage. Now with village sieges it looks like this will be done by default AND the villagers can repopulate their villages afterward instead of being wiped out. I. Very. Much. Approve.
I'm definitely looking forward to seeing what other unique interactions/events are developed for villages - the 'urban' environment is a unique one so it makes sense that one should have a unique experience in them. Hopefully villager-player interactions aren't too far off!
The random air pockets in water has been around for quite some time. (It's also in 1.1)
No offense, but they look terrible.