- Added huts for the witch in swamps
- Added superflat preset "Redstone Ready" with a 52 layers of sandstone, 3 layers of stone, and 1 layer of bedrock
- Flatworld configuration now allows you to generate trees, strongholds etc
- Now pumpkins, tall grass, flowers, trees, mineshafts, dungeons, strongholds, lakes, desert wells, ravines and ores will spawn on superflat maps
- A number of new NBT tags for items (intended for custom map makers)
- Better inventory management
- The pick block action now works on items
- Pressing the 1-9 hotkeys while hovering over an item will put that item into the inventory bar
- In creative mode, you can now shift-click items from the hotbar to the survival inventory screen
- The left-click action will no longer open doors, pull levers, push buttons or open trapdoors. Use the right mouse button!
- Firespread has been slightly nerfed again to prevent infinitely spreading fires
- Beacon Texture altered, as well as the beam.
- Slimes now spawn in Swamps at night. Bug fixes:
- Fixed the wither's starting explosion not being disabled by the mobGriefing gamerule
- Fixed a few crash bugs related to world generation, map item expansion, and other things
- Reverted previous lighting changes, which corrected such bugs as: The Nether being extremely CPU intensive.
- Fixed mob AI considering cobblestone walls as blocks of normal height
- Fixed a few texture oddities with the witch
- Fixed entities in water producing glitchy water sound
- Gaining multiple levels at a time will no longer play the leveling up sound over itself as many times as leveled.
- Fixed the "A 64 bit Java installation is recommended for 'Far' render distance (you have 32 bit)" message being covered by the bottom 2 buttons
- Fixed pets teleporting around randomly
- Fixed being unable to place paintings larger than 1x2 and them popping off if they have been placed before
- Fixed destroying blocks under you with Efficiency-enchanted gear
- Fixed potion spawners crashing the game
Map generation taking extremely long.
Snapshot Client: Download
Snapshot Server: Download
HIPOOOOOO
Swamp huts
Outside of a swamp hut
Inside of a swamp hut
http://i.imgur.com/8YVh0.png
TIME TO START CONSPIRACYING
That would be pointless, because there are features I do want. what im going to do is hardcode their trash out of the game.
(yay, no more randomly teleporting pets!...
yay, probably not so much near impossible to find slimes to kill for their slimeballs!, ...).
kind of lame about the mod-API, but it is understandable:
opening things up and putting a clean API on them and similar can be a lot of work in itself;
often, there might be lots of other more immediately important-seeming stuff going on (like bugfixes, ...);
...
so, in all, it looks like progress.
My body is ready.
procedural structure generation is harder than building things free-hand, because free-hand a person can think and act freely, and with an aesthetic sense and intuition and so on, but with procedural generation it is probably done with for() loops or while() loops or similar (dunno about MC specifically, not seen the code for this). but, yeah, if a minor aesthetic detail requires going and fiddling with the code, it will likely be given less attention than other more serious matters.
i have noticed that when you use a pickaxe you dont have to wait the full length for the block to break instead its a bit faster than normal
I'd prefer them to code & implement them to the game properly, rather than focusing on the artistic part of it. Use a texturepack to "make it less nooby" ¬¬
Picture of the ladder the way it would be if it was on a wall.
The other side of the ladder (indicated by the block outline.) Jeb, fix the ladders.