- Boats, when broken, now drop boats
- Re-added debug graph on F3 menu
- Signs are stackable now: Crafting them now gives 3 signs instead of 1, stack up to 16
- Added /debug command to enable and disable profiling
- Changed a few things around pistons - Most contraptions still work fine, but some require changes to repeater delays and similar. Overall, pistons should have fewer bugs, but will appear to update slightly slower.
- Improved performance on MP and SP, including reduced CPU, RAM & bandwidth requirements
- When opening SP worlds, users are now given their local IP address & port instead of hostname & port to avoid OS conflicts
- Creative mode inventory now shows potion effects
- Fixed some bugs
- Fixed /kill not working
- Fixed powering specific glitched pistons crashing the game
- Fixed a visual bug causing pistons to be partially invisible or in the wrong location momentarily
- Fixed being able to place portals in the nether in locations where they would end up in illegal locations in the overworld
- Fixed the game crashing when publishing SP worlds with certain language settings
- Fixed players on minecarts, boats or pigs and spider jockeys not being displayed in the correct location
- Fixed a bug with dispensers
- Fixed /say not accepting some strings form the console, often triggering the help dialogue
- Fixed being able to transmute blocks to certain data values using an orientation-dependant tripwire bug
- Fixed drinking potions in creative not consuming the potions, but still giving empty bottles
- Fixed signs sometimes not saving the text when placing them
You can download this week's Snapshot below:
Client: Download
Server: Download
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But...What About 1.3?
The 1.3 update has now officially received a target release date of August 1st, 2012! A week prior to releasing, Mojang plans to post a “release candidate” that is likely to be identical to the actual release. This version is intended to give server admins and modders a little more time to prepare for the new Minecraft version - of course, there is the benefit of players being able to test the client as well.
Minecraft 1.3 consists of a huge number of changes, and some of them are changes to the fundamental game engine. The most dramatic change is that they have kicked out single-player, and made it a shell on top of multi-player. There are two major benefits to this: first, it’s required for the modding api if we don’t want to have multiple implementations of every mod, and second, if bugs are fixed in single-player, the bug is definitively fixed in multi-player, too. Previously, bugs had to be fixed in both Single- and Multi-player.
Jens "Jeb" Bergensten had the following to say about the upcoming update:
Quote fromMinecraft 1.3: The Good
Lots and lots of bug fixes and new features. Players who mainly play in multi-player on servers should enjoy a smoother and more stable experience, as this has been our focus of the development. We’ve looked over the network packets and added encryption to prevent session stealing. Dinnerbone has updated the chatting screen, to allow for easier editing and clickable links.
The single/multi-player merge has added the possibility to share your single-player worlds with friends who are on the same local network. It has also enabled players to use multi-player-like commands in single-player (such as /gamemode and /give), but only if cheats are enabled.
We’ve added emeralds, emerald ore and a trading system that makes it possible to buy items from villagers. Villagers will add and remove items depending on what you buy.
We’ve added the possibility write in books and leave stories for other people.
We’ve added new terrain features, and you can choose to begin the game with a “bonus chest,” to get you started quicker.
We’ve added tripwire, so you can create new traps and contraptions.
We’ve also added new stairs, new half-slabs, cocoa plants and tweaked dispensers, leaves, cauldrons, levers, gravel, pressure plates, cookies, buckets, boats, minecarts, ice, furnaces… Plus you get magic orbs from mining and smelting (and not just killing monsters)!
Minecraft 1.3: The Bad
Since single-player has been turned into a shell on top of a background server, the game’s resource requirements have increased. When playing single-player, the game needs to be able to both simulate and emulate the world, which take many more CPU cycles. We’re working on optimizing rendering, but those improvements will not be included until Minecraft 1.4.
Minecraft 1.3: The Ugly
A couple of problems and expected features have been pushed to Minecraft 1.4. The most notable problem is the lighting issues causing black regions in the terrain. We’re looking into ways to solve this, but lighting is a very expensive calculation and we are struggling with finding a solution that doesn’t hurt framerate.
And the most notable missing feature is the modding API. Throwing out single-player was the first step in order to make the API possible, and that’s done now. We decided to release 1.3 without the API, because otherwise it would be an even longer wait for a Minecraft update.
We’ve also added an extremely basic version of “adventure mode.” We’ll work more on this in future updates.
To Summarize
The time between Minecraft 1.2.5 and 1.3 has been the longest update interval yet, and that was because we changed so much in the game engine. I (jeb_) was a little scared to push it to the public, but waiting even longer is not a solution.
If you want to get the whole Minecraft 1.3 change log, I suggest you read redstonehelper’s great summary here.
1.8pre1 is almost same as 1.8. They fixed few crashes and removed awesome time control with F6 and F7. Oh, and changed scary endermen to gay endermen.
Notch hasn't worked on Minecraft for 6 months or more.
They still could pickup anything in 1.8, it was changed in 1.9pre2 or something.
and nether portal, endermen particles are actually from it.
Anyway, it's offtopic. What is not offtopic is that with one little mod tripwires will be in 1.2.5 after 1.3 release.
Though some are really pain to make. The most obvious example is restoring SSP in 1.3. Less obvious example are finite maps. (Not what I have in NBXlite, but really finite maps, with all that smoothness Indev had)
Actually, it's probably simpler than that. The cost of trying to refactor out the changes from the separation is probably half of the cost already put into the changes.
So it would be 50% more work for no actual net gain. Faster/easier at this point to finish.
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Wait, Wait, signs are now stackable? How will we get our battle signs?! What Will Vechs Do?
(WWVD -- the new bumper sticker :-)
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Having a definite release date is not a good thing. I'd much rather have "It will be released when ready", and not "we had to make a ship date, enjoy the remaining flaws".
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Re: Increased requirements to play:
I have G4 PPC/7450's, at 1.42 GHz, with NVidia cards (9200 desktop, 9550 mobility laptop), and I'm kinda ... well, I'm testing a LAN party later today, and maybe the 9200 will work better if it's not doing the server, and Optifine might ... MIGHT be enough to make it all work.
And disadvantages — lags. In singleplayer. And stuttering mobs and lighting glitches, of course.
They are the the reasons I try to avoid SMP, and the fact they are in SSP... Well, you saw my first post here.
Edit: And also no progress bar when generating world (I can't play without it! It's necessary) and long world creating. In 1.2.5 it takes about 7 seconds to generate world. In 1.3 it takes 25-30 seconds. :/
Yep folks, if your computer cost less than $5000 and wasn't built in 2012, it's your fault. No way you can blame the designers for your horrible hardware. (sic)
Like when chunks load so slow that you can fall to the void, and only then chunk loads. (It's not on first generation, just in game, and it was on my desktop with hardware I already posted here) And I still hate FORGE!!! But nobody cares...
And, of course, classical lags: I break blocks, and then wait, and only then I get it! I drop block, and I need to wait before I can pick it up again.
Actually, I've read the whole topic and everyone's posts.. So please, ask me before you make assumptions about me. I know that the Modding API was pushed back to 1.4, and I know that they say they "Threw" out SSP. When they say they threw out Single Player, they meant that they're throwing away the way Single Player worked. All they're doing is moving it to a single base where the local server (Which won't let anyone else play unless you publish the world, so Local SMP = SSP, you're still going to be alone in your world, in my book, that's single player) does what the client used to do.
not sure what reason you still have to doubt it, this was posted over a year ago, with up to date news months ago. once the mac client was out, a linux version is naturally around the corner. the associated binaries in their own source games are already done, and hlds has been running on linux since the beginning. think what that could do for server ops in this game as well, running things would be an order of magnitude easier for everyone, no matter what type of host you're on.
whoever did the actual work for the xbla version is also irrelevant, either way they must devote resources to it that could have gone to something else.
Yeah, I won't be updating.