I think the problem with my critical hits, which worked in 1.0.0 and every version that had criticals, is my texture pack because the heart animation when animals mate isn't working either.
Yep, Texture packs should always be disabled, Mods removed, and a fresh install done from scratch before reporting bugs. Helps alleviate any variables like that. :tongue.gif:
I had no animation back in 1.8 area. Sometimes it showed, sometimes it didn't, not sure what triggered it... I'd look around for more info.
Hunger wasn't lost in creative since 1.7 or 1.8 (whichever) in one of the secondary release (1.8.1, etc) if I recall. :tongue.gif:
There was no creative in 1.7...
Rollback Post to RevisionRollBack
Users lack the mental capacity to have intelligent discussion, and mods lack the mental capacity to make intellegent decisions... I give up trying to share my intelligence with the world.
Yep, Texture packs should always be disabled, Mods removed, and a fresh install done from scratch before reporting bugs. Helps alleviate any variables like that. :tongue.gif:
I think I may have found a couple of changes (or glitches. Could someone confirm these?)
* Stair blocks can now be harvested.
* Hostile mobs seem to have a longer detection range. I've been out in the desert hunting, and I've noticed that monsters seem to come towards me from a longer ways off. Also the method of striking a Creeper, then backing away to let them cool down doesn't work anymore.
This might have been around for a couple updates but was probably considered a glitch at first:
When dogs are wet they turn a darker shade then after they shake off they look normal again.
I think I may have found a couple of changes (or glitches. Could someone confirm these?)
* Stair blocks can now be harvested.
* Hostile mobs seem to have a longer detection range. I've been out in the desert hunting, and I've noticed that monsters seem to come towards me from a longer ways off. Also the method of striking a Creeper, then backing away to let them cool down doesn't work anymore.
The creeper thing still works on ssp because there's no lag but in smp it's nearly impossible.
I think I may have found a couple of changes (or glitches. Could someone confirm these?)
* Stair blocks can now be harvested.
* Hostile mobs seem to have a longer detection range. I've been out in the desert hunting, and I've noticed that monsters seem to come towards me from a longer ways off. Also the method of striking a Creeper, then backing away to let them cool down doesn't work anymore.
1. Stairs were salvagable in 1.0 last I recall, lest they removed that change? Need clarification from others. x.x
2. Speculation. AI has been confirmed to be being worked on, but really, without Jeb and the new guy coming out and telling us wtf they are changing/have changed, we really can't say 'This is changed, etc' as everyone's perception is just that, unique to themselves and without any solid evidence we can use to prove it. Not doubting you mind you, but really, we need something concrete to even mention as it's such a 'spectral' change, where sheep regrowing wool can be seen, these changes can't be physically seen in a comparable sense.
This might have been around for a couple updates but was probably considered a glitch at first:
When dogs are wet they turn a darker shade then after they shake off they look normal again.
The creeper thing still works on ssp because there's no lag but in smp it's nearly impossible.
- ...Wolves? I have no idea, never heard of that change listed anywhere or even commented on anywhere over my years on the game, nor in game before x.x;
- Yeah, judging 'not back awayable' on SMP is bad. Too many variables. I know lag made mobs SUPER slow on one server, to the point I could punch a creeper to death and it wouldn't explode, but when fixed, they became hyper-fast and would out run me, and blow me up before I would even swing twice, while running away from it! x.X
1. Stairs were salvagable in 1.0 last I recall, lest they removed that change? Need clarification from others. x.x
The stairs thing started 1.0, that was the same addition that made 2 stacked half-slabs salvageable, also made stone brick etc. easier to mine.
Also: since 1.0 creepers don't stop the ignition sequence until you're like 5 to 6 blocks away, that's not new either. Enemies realizing your existence from fairly far away was a 1.0 feature to boot.
I said 1.7 OR 1.8. I can't recall every addition over the last year off the top of my head on a whim. I wish I could.
That will do it lol. it's fairly flashy. :tongue.gif:
1. Stairs were salvagable in 1.0 last I recall, lest they removed that change? Need clarification from others. x.x
Yep, they have been since 1.0, they haven't changed that in the update.
2. Speculation. AI has been confirmed to be being worked on, but really, without Jeb and the new guy coming out and telling us wtf they are changing/have changed, we really can't say 'This is changed, etc' as everyone's perception is just that, unique to themselves and without any solid evidence we can use to prove it. Not doubting you mind you, but really, we need something concrete to even mention as it's such a 'spectral' change, where sheep regrowing wool can be seen, these changes can't be physically seen in a comparable sense.
I saw a video a while ago about new zombie AI in snapshot 12w01a, but they seemed to have removed the behavior in the 1.1 release.
- ...Wolves? I have no idea, never heard of that change listed anywhere or even commented on anywhere over my years on the game, nor in game before x.x;
Wolves turning dark when they enter the water is a bug that has been there for a while
Or he may be referring to something else, when wolves are in water, and don't glitch to black, they tend to change color slightly while swimming as if they are flashing between colors. This is not a recent change so you don't have to worry about that either.
- Yeah, judging 'not back awayable' on SMP is bad. Too many variables. I know lag made mobs SUPER slow on one server, to the point I could punch a creeper to death and it wouldn't explode, but when fixed, they became hyper-fast and would out run me, and blow me up before I would even swing twice, while running away from it! x.X
For someone wondering about colors, it has been for a while (used it in previous patch).
But actual changes:
- flaming arrows won't burn trees (at least I haven't been able to)
- only regular (oak) trees should drop apples
- you really can't throw spawner eggs, only "place" them in front of you (also dispensers wont trigger them)
Thanks for confirming the arrow issue, and I revised my Apple statement to make it clear, only Oak trees drop it.
Also this color-code thing, I don't think is intended for addition. That code (the double S) is not a regular key you use, so it seems like a debug test left in accidentally. Too inconvenient.
Q: Why is it snowing in my desert?!
A: With 1.1, the biome code was changed, meaning the 'Seed' changed. Seed is what tells the game, what biome is where. But since the game can't change your world (example, your desert) since it already exists, it's a rather unsettling mess. Your Desert may get snow, because it's now a taiga/Tundra biome in the Seed. Weather is controlled by the Seed, not by the blocks on the ground!
That info isn't entirely accurate, Sabby. Seeds didn't change in 1.1, and no biomes were moved. Only their features were changed, such as beaches, minor elevation levels, and for Taiga, snowfall.
If it's snowing in anyone's desert, it's because their world is from 1.8.1 or earlier. The major biome changes occurred between 1.7-1.8, and 1.8-1.9.
If the biomes had moved around, seeds would appear completely different, which they thankfully don't. 1.0.0 worlds (and 1.9 worlds) have exactly the same biome layout as their 1.1 counterparts, but with the above-mentioned changes.
That info isn't entirely accurate, Sabby. Seeds didn't change in 1.1, and no biomes were moved. Only their features were changed, such as beaches, minor elevation levels, and for Taiga, snowfall.
If it's snowing in anyone's desert, it's because their world is from 1.8.1 or earlier. The major biome changes occurred between 1.7-1.8, and 1.8-1.9.
If the biomes had moved around, seeds would appear completely different, which they thankfully don't. 1.0.0 worlds (and 1.9 worlds) have exactly the same biome layout as their 1.1 counterparts, but with the above-mentioned changes.
Please enter your seed. from 1.0. Please enter the same seed in 1.1. Both are totally different, aka, they have changed. :smile.gif:
If your world is pre-generated already, it can't change the existing landscape/biomes.
if you're saying it keeps the biomes intact in order as they were prior, but simply modifies their features (Taiga gaining snow and hills, and whatever tweaks Jeb did), then please get me some evidence. Not doubting you! Just easier if you have comparable proof to show :smile.gif:
You're right, of course proof is always helpful in researchy threads like these.
Here's the seed for everyone's pasting convenience:
-6597979242398900661
As you can see from the images below, little details here and there change, but the overall shape and biome layout remains the same. It's like this throughout every world I've seen. Even structures appear in exactly the same places, though villages can change shape if the ground under them changed at all. Strongholds, ravines, mines, all exactly where they should be.
1.0 Terrain
1.1 Terrain
Right down to the same hole in the ground, the general form is familiar. The swamp got reformed a bit, and so did the mountains in the background.
1.0 Terrain
These are the mountains in the background of the last pics.
1.1 Terrain
Again, very familiar, yet little differences everywhere. Even the pumpkins are in the same place.
If I find a Tiaga biome in the next couple minutes, I'l post pics of that change, but I'm about to head out to dinner, so it might have to wait until later.
You're right, of course proof is always helpful in researchy threads like these.
Here's the seed for everyone's pasting convenience:
-6597979242398900661
As you can see from the images below, little details here and there change, but the overall shape and biome layout remains the same. It's like this throughout every world I've seen. Even structures appear in exactly the same places, though villages can change shape if the ground under them changed at all. Strongholds, ravines, mines, all exactly where they should be.
1.0 Terrain
1.1 Terrain
Right down to the same hole in the ground, the general form is familiar. The swamp got reformed a bit, and so did the mountains in the background.
1.0 Terrain
These are the mountains in the background of the last pics.
1.1 Terrain
Again, very familiar, yet little differences everywhere. Even the pumpkins are in the same place.
If I find a Tiaga biome in the next couple minutes, I'l post pics of that change, but I'm about to head out to dinner, so it might have to wait until later.
Excellent, thanks. I was just going off what I heard - I have no pre 1.1 worlds (damn reinstall!) to compare myself, and all the threads continue to rant 'biomes are totally different! RAGEEE!!!111!' so I assumed that's what it meant, like former updates. Clarified that on the OP. :smile.gif:
One question, why does it say 1.1 at the top, if it is supposed to be 1.0?
I took all the pics in 1.1. This is my main world, and I explored that entire region in 1.0.0. I have a second copy of this seed, that I generated with 1.1, specifically so I could compare the two.
The changed explanation in the OP sounds good, Sabby, thanks for doing that. :smile.gif:
Using the same seed I also compared a 1.0 and a 1.1 map and the main changes I saw were:
In grasslands random tree groups appeared. Prior to that there weren't any trees in grassland areas.
In a few cases, towns that generated in an area where the new elevation is higher than previously, did not generate under 1.1 and instead were replaced by the terrain.
Also, I have noticed that along the edges of the 1.0 generated terrain, there are occasional sheer cliffs where the new 1.1 elevation doesn't match the existing 1.0 elevation. For the most part, this has been just a few spots as most of them seem to smooth together fairly well.
Did some quick armor experiments in 1.0 vs 1.1. This is the number of arrows shot from a dispenser it took to kill me, from full health, with my hunger bar too low to heal:
v1.0 v1.1
No Armor 5 5
Full Leather 10 7
Full Gold 16 9
Full Iron 24 12
Full Diamond inf. 25
In the v1.0 source code, there was a bug causing armor to affect the damage level twice. This would suggest that bug has been fixed. Note that with diamond armor in v1.0, the arrows did literally no damage to me, which probably means the damage was so low that it was rounded down to zero.
Did some quick armor experiments in 1.0 vs 1.1. This is the number of arrows shot from a dispenser it took to kill me, from full health, with my hunger bar too low to heal:
v1.0 v1.1
No Armor 5 5
Full Leather 10 7
Full Gold 16 9
Full Iron 24 12
Full Diamond inf. 25
In the v1.0 source code, there was a bug causing armor to affect the damage level twice. This would suggest that bug has been fixed. Note that with diamond armor in v1.0, the arrows did literally no damage to me, which probably means the damage was so low that it was rounded down to zero.
thank you, I should still list this even if it was a bug fix, to help clarify it for people. :smile.gif:
Yep, Texture packs should always be disabled, Mods removed, and a fresh install done from scratch before reporting bugs. Helps alleviate any variables like that. :tongue.gif:
There was no creative in 1.7...
* Stair blocks can now be harvested.
* Hostile mobs seem to have a longer detection range. I've been out in the desert hunting, and I've noticed that monsters seem to come towards me from a longer ways off. Also the method of striking a Creeper, then backing away to let them cool down doesn't work anymore.
When dogs are wet they turn a darker shade then after they shake off they look normal again.
The creeper thing still works on ssp because there's no lag but in smp it's nearly impossible.
I said 1.7 OR 1.8. I can't recall every addition over the last year off the top of my head on a whim. I wish I could.
That will do it lol. it's fairly flashy. :tongue.gif:
1. Stairs were salvagable in 1.0 last I recall, lest they removed that change? Need clarification from others. x.x
2. Speculation. AI has been confirmed to be being worked on, but really, without Jeb and the new guy coming out and telling us wtf they are changing/have changed, we really can't say 'This is changed, etc' as everyone's perception is just that, unique to themselves and without any solid evidence we can use to prove it. Not doubting you mind you, but really, we need something concrete to even mention as it's such a 'spectral' change, where sheep regrowing wool can be seen, these changes can't be physically seen in a comparable sense.
- ...Wolves? I have no idea, never heard of that change listed anywhere or even commented on anywhere over my years on the game, nor in game before x.x;
- Yeah, judging 'not back awayable' on SMP is bad. Too many variables. I know lag made mobs SUPER slow on one server, to the point I could punch a creeper to death and it wouldn't explode, but when fixed, they became hyper-fast and would out run me, and blow me up before I would even swing twice, while running away from it! x.X
Also: since 1.0 creepers don't stop the ignition sequence until you're like 5 to 6 blocks away, that's not new either. Enemies realizing your existence from fairly far away was a 1.0 feature to boot.
Thanks for confirming the arrow issue, and I revised my Apple statement to make it clear, only Oak trees drop it.
Also this color-code thing, I don't think is intended for addition. That code (the double S) is not a regular key you use, so it seems like a debug test left in accidentally. Too inconvenient.
That info isn't entirely accurate, Sabby. Seeds didn't change in 1.1, and no biomes were moved. Only their features were changed, such as beaches, minor elevation levels, and for Taiga, snowfall.
If it's snowing in anyone's desert, it's because their world is from 1.8.1 or earlier. The major biome changes occurred between 1.7-1.8, and 1.8-1.9.
If the biomes had moved around, seeds would appear completely different, which they thankfully don't. 1.0.0 worlds (and 1.9 worlds) have exactly the same biome layout as their 1.1 counterparts, but with the above-mentioned changes.
Please enter your seed. from 1.0. Please enter the same seed in 1.1. Both are totally different, aka, they have changed. :smile.gif:
If your world is pre-generated already, it can't change the existing landscape/biomes.
if you're saying it keeps the biomes intact in order as they were prior, but simply modifies their features (Taiga gaining snow and hills, and whatever tweaks Jeb did), then please get me some evidence. Not doubting you! Just easier if you have comparable proof to show :smile.gif:
Here's the seed for everyone's pasting convenience:
-6597979242398900661
As you can see from the images below, little details here and there change, but the overall shape and biome layout remains the same. It's like this throughout every world I've seen. Even structures appear in exactly the same places, though villages can change shape if the ground under them changed at all. Strongholds, ravines, mines, all exactly where they should be.
1.0 Terrain
1.1 Terrain
Right down to the same hole in the ground, the general form is familiar. The swamp got reformed a bit, and so did the mountains in the background.
1.0 Terrain
These are the mountains in the background of the last pics.
1.1 Terrain
Again, very familiar, yet little differences everywhere. Even the pumpkins are in the same place.
If I find a Tiaga biome in the next couple minutes, I'l post pics of that change, but I'm about to head out to dinner, so it might have to wait until later.
EDIT: Also see this thread for great comparison shots. 12w01a generation is identical to 1.1's.
http://www.minecraftforum.net/topic/922708-12w01a-vs-100-screenshot-comparison/
Excellent, thanks. I was just going off what I heard - I have no pre 1.1 worlds (damn reinstall!) to compare myself, and all the threads continue to rant 'biomes are totally different! RAGEEE!!!111!' so I assumed that's what it meant, like former updates. Clarified that on the OP. :smile.gif:
One question, why does it say 1.1 at the top, if it is supposed to be 1.0?
Magma cubes drop 0-1 magmacream, but it is for all sizes, not just tiny like slimes
I took all the pics in 1.1. This is my main world, and I explored that entire region in 1.0.0. I have a second copy of this seed, that I generated with 1.1, specifically so I could compare the two.
The changed explanation in the OP sounds good, Sabby, thanks for doing that. :smile.gif:
In grasslands random tree groups appeared. Prior to that there weren't any trees in grassland areas.
In a few cases, towns that generated in an area where the new elevation is higher than previously, did not generate under 1.1 and instead were replaced by the terrain.
Also, I have noticed that along the edges of the 1.0 generated terrain, there are occasional sheer cliffs where the new 1.1 elevation doesn't match the existing 1.0 elevation. For the most part, this has been just a few spots as most of them seem to smooth together fairly well.
In the v1.0 source code, there was a bug causing armor to affect the damage level twice. This would suggest that bug has been fixed. Note that with diamond armor in v1.0, the arrows did literally no damage to me, which probably means the damage was so low that it was rounded down to zero.
thank you, I should still list this even if it was a bug fix, to help clarify it for people. :smile.gif: