Somebody doesn't appreciate all the HARD WORK AND SWEAT MOJANG HAS PUT INTO THIS UPDATE!!!!!!!!
How about instead of being a jerk to Mojang, you appreciate what Mojang has given you.
This is making me laugh so hard How about they stop adding stupid stuff like wood colors and add things that are actually worth a version change? Pistons anyone? I don't play vanilla because its sooooo boring. I run modded servers for a reason. They actually have content. And every new version of mc the mods have to update AGAIN. Its pathetic how fast the updates come out, i'm surprised mods are here to an extent. They haven't really given us anything this update is the thing. Besides the network and sound rewrite which was needed badly. You go try running multiple servers and mods on servers and clients, and also code a mod and then we can talk.
lol yea man. Did you not read the part of specs? The servers run on a server grade Xeon cpu that is 3.4ghz with plenty of ram. And my system is no push over, A GTX 760,8GB DDR3,FX 8320. Another of friends is rocking a 680 and he gets no better fps than me. Its honestly pathetic and not my end.
@EzerArch, I agree completely with you
What's your ISP like? Do they throttle bandwidth during peak usage? There are lots of contributions to lag.
I don't play on a server (yet) and see absolutely no lag. With vsync off, 4GB dedicated to the game environment and everything maxxed I'm seeing a minimum 120 FPS using my 8450 and a graphics card that doesn't even support DirectX 11.
Wooo! This has got to be the best update so far! Though that's what I thought of 1.6... >.<
But what about my old world? Will the new biomes make giant ugly cliffs in it when I explore new chunks? How do I make sure this doesn't happen? Any help would be very appreciated! (By the way, I don't really want to start a whole new world, I have gotten pretty far into the world I have.)
If you're not running 1.6.4 right now you want to before going to 1.7. They found a structure generation bug that will mess up any villages, strongholds, lost mines, etc. if you upgrade without going to 1.6.4 first and visiting all the structures to get them remapped to the new format.
What's your ISP like? Do they throttle bandwidth during peak usage? There are lots of contributions to lag.
I don't play on a server (yet) and see absolutely no lag. With vsync off, 4GB dedicated to the game environment and everything maxxed I'm seeing a minimum 120 FPS using my 8450 and a graphics card that doesn't even support DirectX 11.
They don't throttle anything and I can play every other game with 30-40 ping its mc netcode which is terrible which is fixed now hopefully
Also it has OpenGL not DirectX.......... And the servers do not run off my home internet they are deidcated servers that run off enterprise grade hardware with 1Gbps internet speed. And they still lag! Thats impressive to lag a Xeon E3-1245v2.
1) Minecraft doesnt use DirectX, it uses OpenGL
2) I have an internet connection that has 30MBps down and 2MBps up, the smallest bit of packet loss and my game goes to crap when playing on servers.
3) chunk loading is awful, i'm flying over the world and instead of being organised and loading the chunks closest to me, minecraft starts doing that then stops, leaves a gap and then continues about 4-5 chunks away. It's even worse on servers due to the way they are sent!
1). I know MC doesn't use Direct X. I was just too lazy to find the card model and DirectX 11 came out what... 3 years ago? That was just to show I'm not using the latest GPU.
2). Check the network path to your server. Open a command prompt and type in "tracert [servername] " where [servername] is the name of your server (without brackets). This will tell you how long it takes to get to the server and how long the packet has to wait at each router. You may find a slow route is hampering you.
One other server condition: How many others are playing on it? How many virtual machines are running on the hardware? Hardware specs don't matter if they try to run too many VM sessions on it.
3). Don't know what to say other than item 2. This may be an issue but I don't use creative or fly over my world so I've not seen it.
They don't throttle anything and I can play every other game with 30-40 ping its mc netcode which is terrible which is fixed now hopefully
Also it has OpenGL not DirectX.......... And the servers do not run off my home internet they are deidcated servers that run off enterprise grade hardware with 1Gbps internet speed. And they still lag! Thats impressive to lag a Xeon E3-1245v2.
It's not at all hard to choke a Xeon. I saw it plenty of times in the last datacenter I worked in (I work in IT). All you have to do is try to run one too many virtual machines on the hardware, and one thing managers hate to do is throw money into additional hardware when "We can always just configure another VM, right?"
1). I know MC doesn't use Direct X. I was just too lazy to find the card model and DirectX 11 came out what... 3 years ago? That was just to show I'm not using the latest GPU.
2). Check the network path to your server. Open a command prompt and type in "tracert [servername] " where [servername] is the name of your server (without brackets). This will tell you how long it takes to get to the server and how long the packet has to wait at each router. You may find a slow route is hampering you.
One other server condition: How many others are playing on it? How many virtual machines are running on the hardware? Hardware specs don't matter if they try to run too many VM sessions on it.
3). Don't know what to say other than item 2. This may be an issue but I don't use creative or fly over my world so I've not seen it.
Its not the network at all because other servers run without a hitch. My players are normally low. And the pingtime for my dedi is like 20. And no its not hard to choke a Xeon but minecraft is the only thing I have run on it yet that manages to. And i have run more intensive apps before its just that mc is terribly coded.
In update 1.3.1 they almost didn't add anything, only bug fixing. It also took 3 months to release it.
In update 1.7 they added tons of new stuff and fixed tons of bugs, and it took less than 2 months.
I was really disappointing to see that the time-lapse feature was taken out from 1.7
Few snapshots ago, when you paused minecraft (single player only) the game will pause but when you un-paused, it would show a time-lapse of what happened during the time paused. I remember it saying that the feature was really a bug/glitch but it was so cool. I wonder if they would put an option to turn that on or not. Anyways, I'm doing my first survival session and it feels like I'm playing minecraft with mods on! Feels great
I was really disappointing to see that the time-lapse feature was taken out from 1.7
Wouldn't that make it so if you paused while being chased by zombies you'd see a time-lapse of your death when you un-paused? Not my idea of a good time.
Rollback Post to RevisionRollBack
Every time you post a question without first consulting the wiki, I die a little inside.
Well lets see, where to start. Now keep in mind I am taking all this in as a server owner of a modded server and a vanilla server owner.
Amplified: well MC runs terribly right now so lets make a mode that requires a super-computer! Pretty bad when your PC gets better FPS in BF3 than it does a voxel based game.
Less ocean: hardly ever found any anyway.
New wood colors,stained glass,and new flowers!: Seriously? New flowers? How about a quarry? stained glass and new wood types, totally not a ripoff of BOP and galacticraft or anything.
Fishing: really just really............ Try adding some actual features........ Anybody remember the days of when they added things like pistons? Yea well now they add flowers and wood colors.
Maps less lag: meaning the same or more right? last time I heard that it got worse.
Server-wide achievements: words can't even........ I really don't care about those and I know no one who actually does. So now the servers get to be spammed with them!
Resource packs: for the love of god. just do the "plugin api" already. you know the one thats been promised since 1.0? that a lighting rewrite so the game might actually run well without a 150$ dedicated card and a 4 core cpu,8gb ram.
Built in shaders: No. not just no but HELL NO. I mean you need a 250$ video card, a monster cpu and at least 8gb of ram to run the game with 10 mods............ gg mojang. Lets make it run worse now!
I am looking forward to the rewrote sound and networking because they were terrible.
Full 1.7 changelog:
World Generation
Additions
Biomes[2]
Mesa
Composed of multiple colored hardened clay that are layered in a way that resembles sedementary rock
There are seven colours including normal, orange, red, yellow, white, light grey and brown.
Has a floor similar to a desert biome, but made of Red Sand instead of Sand
Dead bushes spawn in this biome
Occasional dying forests spawn on top of the clay mountains
There is no rain in this biome
Savanna
Acacia trees
New wood, sapling, and leaf type
Horses can spawn in this biome
NPC Villages may generate in savanna biomes
There is no rain in this biome
Very flat with plateaus and the occasional giant mountain
Sunflower Plains
Exactly the same as Plains, but can spawn Sunflowers
Roofed Forest
Has dark grass and giant mushrooms
Has Dark Oak trees; dark and dangerous under the canopy even during the day
New wood, sapling, and leaf type
Monsters will most likely be able to spawn during the day and the night
Monsters that spawned at night can survive during the day
This is the first biome aside from Mushroom Island that naturally spawns with giant mushrooms
Birch Forest
A forest made entirely of birch trees
Flower Forest
Forest variant with several of the new flowers, including peonies, orange tulips, white tulips, oxeye daisies, rose bush and allium
Very densely packed with the various new flowers
Taiga
Now generates without snow
The previous taiga biomes are now Cold Taiga biomes
Mega Taiga
This is a very rare biome
Contains 2x2 Spruce trees
Has a dirt block variant known as Podzol.
Currently obtained only by the silk touch enchantment.
Contains dirt blocks that do not allow grass to grow.
They have a data value of 1.
Only obtainable with /give because there is no visual difference.
Moss Stone "boulders" are scattered around in this biome.
Dead Bushes, Mushrooms, and Ferns spawn in this biome.
Extreme Hills+
Contains spruce trees
Goes considerably higher than the normal Extreme Hills
Ice Plains Spikes
Contains giant ice spires similar to upside down icicles made of Packed Ice
These ice spikes can reach y=120 from normal ground
Lakes of packed ice are dotted around the biome
Deep Ocean
Is about ten blocks deeper than normal oceans, the maximum depth is in the low 30s
Biome Variants/Technical Biomes
Over 20 variants for the biomes.
M - Biomes with an M variant are much rarer than any other variant.
Extreme Hills M, Taiga M, Roofed Forest M, JungleEdge M, Birch Forest Hills M, Cold Taiga M, Extreme Hills+ M, Savanna M, Savanna Plateau M, Swampland M, Jungle M, Mesa Plateau M and Mesa Plateau F M are more mountainous versions of their normal biome counterpart.
Desert M has patches of water unlike normal deserts
Birch Forest M has taller birch trees than usual
Savanna M has grassless dirt and mountains that can generate above the clouds and up to Y: 220 on rare occasions
Plateau - Biomes with a Plateau variant are like the hills technical biome, but flattened at the top
Savanna Plateau and Mesa Plateau are both plateaus
These are landforms which are raised by up to about 30 blocks and have flat tops
Mesa (Bryce) - A rare variant of the Mesa biome which works similar to ice spikes with tall clay spikes generating from the sandy mesa floor.
Hills - More technical hills biomes have been added to fit with the new biomes.
Birch Forest Hills, Cold Taiga Hills, and Mega Taiga Hills can now be generated.
Beach - New beaches separate certain biomes from oceans and rivers.
Stone Beach is composed mainly of Stone and often generates between an Extreme Hills biome and a body of water.
Cold Beach is composed of Sand with a layer of Snow on top.
Usually generates between a cold biome, such as Ice Plains, and a body of water.
World type
AMPLIFIED
Amplifies the terrain hugely, using the entire world height
Almost all biomes can generate huge mountains that can reach well above Y: 200
Extreme Hills biomes frequently reach the world height limit at Y: 256
Swampland and ocean biomes unaffected by this world type
Extremely resource intensive and requires powerful computer to run
Ravines here can reach down to bedrock
Contains numerous various landforms that are very rare or non-existent in default generation
Some examples include floating islands, overhangs, large water and lava falls and huge indents
Taiga biomes reach such altitudes that snow starts generating (about Y: 130)
This world type was created by accident whilst Jeb was messing around with the terrain and Notch convinced Jeb to keep it as a world type
Improvements & Changes
Biomes
Jungle
Melons can now be found in Jungle Biomes in patches similar to Pumpkins
Jungle biomes have been made much rarer
Has a Jungle Edge which has less foliage, but slowly leads into the main jungle
Jungle trees now have branches
Swampland
Grass is greener and fluctuates more in color, depending on biome temperature
In shallower parts, the coast is covered in staggered dirt block with lilypads between them
Plains
Now spawns with three of the new flowers - azure bluets, oxeye daisies and sometimes tulips
Double tall grass also generates here
Extreme Hills
Snow at high elevations of over y=95
Contain Stone and large dirt patches
Gravel can replace ground cover
Flat valleys near sea level
Can generate up to y=150, slightly above the clouds (previously y=124)
Has much more height variation and has flat parts as well, as opposed to the previous extreme hills which forced endless high peaks to generate
Ocean[3][4][5]
Oceans are smaller and take up much less of the map[2]
Contain only gravel on the floor instead of sand, dirt, and gravel
Gravel Beaches
Appear more often
Desert NPC Village wells are now made of cobblestone and have gravel bases like in plains Villages
Categorisation of Biomes
Four main categories based on temperature[2]
Snow-covered, cold, medium, dry/warm
Placement of Biomes
Biomes will attempt to avoid getting placed next to a biome that is too different to itself[2]
Elevation of Biomes
Much greater variation of elevation in general
Most biomes can generate to y=100
Hills technical biomes have been made taller
Modified the temperature system
Each biome has a base temperature that determines whether the biome is snow-covered, whether it rains or snows, or whether it rains at all
Biomes with a base temperature of 0.15 or less snow instead of rain
Biomes with a base temperature of 1.5 or greater don't rain[citation needed]
Biomes are grouped according to their temperature and attempt to generate next to biomes with similar temperatures
Temperature decreases by 0.05 every 30 blocks increase in altitude
Extreme Hills generate snow because of this at about y=95 as their ground base temperature is 0.2
Gameplay
Additions
Commands
/setidletimeout
Automatically kick idle players after some time
Multiplayer-only command, can be used only by server operators
Usage: /setidletimeout <Minutes until kick>
/tellraw
Is written in json to create "buttons" in chat.
Usage: /tellraw <player> <raw json message>.
/summon
Can be used to summon any entity in the game to the player, including Giants, Ender Crystals, Ender Dragons, and primed TNT.
Usage: /summon <EntityName> [x] [y] [z] [dataTag].
/achievement
Can be used to give a player achievements or statistics.
Usage: /achievement give <stat_name> [player].
/setblock
Can be used to create, delete, or replace a block without the use of FallingSand
Usage: /setblock [x] [y] [z] <BlockID> [data] [method] [dataTag].
/testforblock
Checks for blocks in specific locations
Usage: /testforblock <x> <y> <z> <TileName> [dataValue] [dataTag]
/setworldspawn
Sets the world spawn point
Usage: /setworldspawn [x] [y] [z]
Particle effects
Fishing now has particle effects.
Bubbles will show up moving towards your bobber just before you have something on your hook. This has the appearance of a fish swimming towards the hook.
Falling now has particle effects.
Particle size depends on distance fallen.
New achievements
Repopulation
Breed two cows with Wheat
Requires the "Cow Tipper" achievement
Diamonds to you!
Throw Diamonds at another player or to a zombie that has the CanPickUpLoot NBT tag
Requires the "DIAMONDS!" achievement
Adventuring Time
Discover all Biomes
Requires the "The End?" achievement
The Beginning?
Spawn the Wither
Requires the "The End." achievement
The Beginning.
Kill the Wither
Requires the "The Beginning?" achievement
Beaconator
Craft a Beacon
Requires the "The Beginning." achievement
New statistics
Distance by Horse
Junk Fished
Treasure Fished
Mobs statistics
Improvements & Changes
Fishing
Changes to fishing mechanics
Items other than fish can be obtained by fishing.
Fish: 4 items total, including Raw Fish, Raw Salmon, Clownfish, and Pufferfish.
Treasure: 7 items total, including enchanted fishing rods, enchanted bow, enchanted books, name tags, tripwire hook, lilypads, and saddles.
Junk: 11 items total, including damaged fishing rods, water bottles, rotten flesh, string, leather, bowls, sticks, boots or damaged boots.
New enchantments for Fishing Rods that can change your luck when fishing.
Lure - reduces wait time to catch an item.
Luck of the Sea - increases chance of getting treasure and decreases chance of getting junk.
Achievements and statistics[6]
Now ties in with the scoreboard system - added 744 new objective criteria that were previously tracked with statistics and achievements
Are now per world/server[7]
Achievements screen can now be zoomed in and out using the mouse wheel.
Achievements don't appear on the achievements screen if more than five achievements need to be achieved first (i.e. "DIAMONDS!" doesn't appear until "Getting Wood" is achieved).
Data for blocks, items, and mobs don't appear in their respective tab in the Statistics screen unless the player has crafted/placed/mined that block, crafted/used/depleted that item, or killed/was killed by that mob.
When a player earns an achievement, it is now announced in chat; This can be turned off
Can be hovered over to show an achievement tooltip
Scoreboard
Can now use statistics to create objectives; anything that statistics can track can be used as an objective (can also track achievements)
This is the reason why statistics/achievements were changed to be stored per world/server
Commands
/give
Can now give items to players with custom names, lore and enchantments [8]
Can give items with other custom NBT tags, such as SkullOwner to obtain the Head of a specific player, or even custom mob spawner traits, which removes the necessity to use an NBT editing program to obtain these items.
Will now print renamed items' name in chat and show tooltips when hovered over
Usage: /give <player> <ID> [quantity] [damage value] [tag]
/time set day
Now sets the time to 1000 instead of 0
/time set night
Now sets the time to 13000 instead of 12000
Custom NBT data can now be added via commands
Works with /give and /summon
Syntax examples:
/give @p 1 1 0 {display:{Lore:["Hi,","How are you?"],Name:"Nice Stone Block"},ench:[{id:1,lvl:10}]}
/summon Pig ~ ~ ~ {Saddle:1, CustomName:"Babe", CustomNameVisible:1}
/give @p 397 1 3 {SkullOwner:MHF_Pig}
NBT format
List tags no longer need to be named
No longer crashes when given the wrong type (integer/short)
Chat system
"Useful to map makers, modders, players and server admins"
Added a way to do things when clicking things in chat, like executing a command
Other actions include opening a URL and showing an item tooltip when hovered on
"Saved screenshot as" messages can now be clicked to open the screenshot, takes you to the .minecraft folder
Names can now be clicked to PM people
Added /tellraw <player> <raw json message> to send chat messages with custom functionality to players - sender will not appear
Syntax example: /tellraw @p {text:"Daytime? ",color:"green",extra:[{text:"Click here!",color:"blue",clickEvent:{action:"run_command",value:"/time set day"}},{text:" Nighttime? "},{text:"Click here!",color:"blue",clickEvent:{action:"run_command",value:"/time set night"}},{text:" Have fun!"}]}
Fog
Removed the thin fog around the player
Fog is only at the edge of the visible chunks now
Death Screen
If you die and you select the 'Title screen' button, a prompt will ask if you are sure you want to quit and give you the options to go to the title screen or respawn and continue playing
Edge of the World
All blocks beyond X/Z 30 million (±30,000,000) from origin now act as solid blocks.
This includes air blocks.
This creates essentially an invisible wall at the boundary.
As all blocks function as solid, if the player is moved outside the boundary via external tools, they will be unable to move outside the block space they are within.
Despite the above, the camera can still move normally. This reveals that ghost chunks still generate, as the camera can pass through normally solid blocks beyond the boundary.
Block/Item IDs
Can now be referred to by their names instead of numbers.
Will be the only option in the future.
Necessary for the Mod API.
The Sky
Now darkens when inside.
Boats
Can now be controlled with the movement keys like in 1.5 and below
Players can "sprint" in it
Blocks & Items
Additions
Wood Planks
Acacia Wood Planks
Dark Oak Wood Planks
Acacia and Dark Oak Wood Slabs
Acacia and Dark Oak Wood Stairs
Saplings
Acacia Sapling
Dark Oak Sapling
Requires 2x2 saplings to grow
2x2 Spruce Tree
Requires four saplings to grow
Fish
Pufferfish
Restores Half Hunger.svg
If eaten, you will be given Poison IV for 1 minute, Hunger III and Nausea II for 15 seconds.
Used to brew a water breathing potion
Salmon
Can be cooked and eaten
Uncooked: Restores Hunger.svg
Cooked: Restores Hunger.svgHunger.svgHunger.svg
Clownfish
Usage still unknown besides being eaten and used to tame Ocelots
Restores Half Hunger.svg
Packed Ice
When broken, does not turn to water like normal ice blocks do
Does not melt
Opaque, rather than translucent like normal ice
Podzol
New dirt variation
Only found in Mega Taiga Biomes
Grassless Dirt
Grass can not grow on it
Only obtainable through /give
Red Sand
Generated in the Mesa biome
Behaves like normal sand (can be smelted into Glass and crafted into TNT)
Trees[2]
Curved jungle trees with oak leaves. Found in savannas.
Thick Spruce Trees (2x2)
Flowers
Red, Orange, White and Pink Tulips.
Can be crafted to Red, Orange, Light Gray, and Pink Dyes, respectively
Blue Orchid
Can be crafted to Light Blue Dye
Allium
Can be crafted to Magenta Dye
Azure Bluet
Can be crafted to Light Gray Dye
Oxeye Daisy
Can be crafted to Light Gray Dye
Poppy
Replacement for the rose - roses no longer exist
All flowers can burn
Two blocks tall Flowers
Applying bonemeal to them causes them to dispense a flower item that can be collected. Therefore, all two blocks tall flowers are renewable.
Sunflowers
Typically face East
Can be grown, unlike Roses and Dandelions.
Can be crafted into 2 Yellow Dye
Peonies.
Can be crafted into 2 Pink Dye
Rose bush
Can be crafted into 2 Red Dye
Lilac
Can be crafted into 2 Magenta Dye
Two block tall grass
Double Tallgrass
Can be made by applying Bonemeal to Tallgrass.
Large Fern
Can be made by applying Bonemeal to Fern.
New variants of Monster Egg
Includes Mossy Stone Brick Monster Egg, Cracked Stone Brick Monster Egg and Chiseled Stone Brick Monster Egg.
Minecart with Command Block
Can only be obtained using /give item id, 422 or minecraft:hopper_command_block, or using /summon
Activate using activator rails
Run their command every so often as long as they are powered - Running a command block minecart across a single powered activator rail at full speed will run its command thrice
New Potions
Potion of Water Breathing
Can be brewed with a pufferfish
Enables you to breathe underwater for 3 minutes without oxygen bar depleting
The potion is dark blue in appearance
Stained Glass
Glass can now be dyed into all 16 colours
This is done by putting a coloured dye in the centre of a crafting table and surrounding it with 8 pieces of normal glass, yielding 8 stained glass
Stained glass can be crafted into stained glass panes using the same recipe as normal glass panes
Doing this yields 16 stained glass planes, like normal glass
Water, nether portals, and other stained glass blocks remain visible when looked at through a stained glass block
The colour of blocks they are placed on are tinted towards the colour of the glass
This includes glass of two different colours behind one another
Improvements & Changes
Wood
Changed top textures to match the color of Wood Planks
Written Books
Can now be cloned the same way maps can, but by using Book and Quills instead of Empty Maps.
Can clone multiple copies of the same Written Book by putting more Book and Quills in the crafting grid.
Can now be stacked (up to 16 per stack)
Item Frames
Now drop the item inside them when punched, then drop themselves if they are punched when empty. [9]
Will display the name of the item they hold (if it is custom named) when looked at up close.
Weighted Pressure Plates
Now output a signal relative to the amount of entities on them, always starting at 1 signal strength if any entities are present
For Light Weighted Pressure Plates, every entity adds 1 strength to the signal
For Heavy Weighted Pressure Plates, starting at 1, every 10 entities adds 1 strength to the signal (Example: 11 entities increases signal strength to 2)
Sugar Cane
Color/shade is now affected by the biome color (similar to leaves, grass, vines, etc.)
Flint and Steel
Is now a shapeless crafting recipe.
Can now be used to ignite Creepers
Dead Bushes
Can now be placed on Hardened Clay, Stained Clay, and Dirt.
Command Blocks
Now show what command it ran recently.
Lifted 256 character command limit
Armor, Bows, Fishing Rods & Swords
Can now get the Unbreaking enchant from enchantment tables
Technical Blocks
All technical block items removed, including Locked chest
Maps
Maps in item frames can now be placed on blocks
Default maps cover 2x2 blocks, expanded maps cover 4x4, and so on
Now show colors for Colored Wool and Stained Clay
Ice, Portals & Water
Now visible through each other
Iron Bars & Glass Panes
Now connect to each other
Mobs
Improvements & Changes
Iron Golems
Now drop poppies instead of roses
Creepers
Now explode after igniting it with flint and steel
Zombies
Reduced the lag that zombies create
Witches
Can drop potions of water breathing upon death as a rare drop
Have been added to the mix of low light-level hostile mobs, now spawning anywhere where the light level is below 7, including at night in every biome and in caverns
They usually spawn in pairs
They have roughly the same spawn rate as the Enderman
Swamp Huts now generate with a Witch inside.
They formerly generated empty with Witches spawning inside later.
General
Improvements & Changes
Sound Packs
You can now add your own sounds for various actions into the json file instead of modifying already existing sounds
AWAITING MORE INFO
Resource packs
Complete menu overhaul
The ability to select multiple resource packs at once.
Resource packs at the top take precedence over those below if files appear more than once
Allows for non-manual merging of textures from multiple packs, a sound pack and a different texture pack, etc.
Servers can now offer resource packs again
Max size increased to 50 MB
Network Code
The Network Code has been completely rewritten
Uses Netty now
Most packets won't change, handshake and ping procedure is being redone
There is a packet length header
Lighting
Several lighting issues fixed.
A lot fewer "black spots" in the terrain generator.[10]
Torch bugs in strongholds and abandoned mineshafts have been fixed.[11][12]
The light level actually falls to 7 during thunderstorms now (before it stayed at 12 like normal rain but hostile mobs could spawn as if the light level was 7).
The clouds go black and the sky goes much darker.
Video Settings
Render Distance is now a slider ranging from 2 to 16 chunks
The sky is now visible on Short (4 chunks) render distance
Max Framerate is now a slider ranging from 10 to 250 fps, then Unlimited
Added mipmapping, anisotropic filtering and FSAA (as a shader)
Mipmap levels can be set to Off and 1 through 4
Anisotropic filtering can be be disabled or set to 2, 4, 8 or 16
Post-Processing (shaders) can be toggled[13]
Options
A completely new main options menu.
Rewrote some of them
New "Super Secret Settings" ingame.
When clicked, changes between shaders
Rewrote scroll list GUI component
Rewrote key configuration menu.
Added separate keybinds for every hotbar slot
Moved 'Invert Mouse', 'Sensitivity' & 'Touchscreen Mode' there
Function keys can be changed.
Cinematic camera is no longer assigned a key by default, and can be rebinded along with screenshot and camera keys
Added 'Sprint' key which can be changed
By default, sprinting can be activated by pressing the left control key
The original sprinting controls still function.
Doesn't allow sprinting while sneaking
Can be held down continuously to always sprint when moving
The volume of in game music, Jukebox and Note Block music, hostile mobs, passive mobs, players, weather, blocks/environment, and the master volume can now all be modified separately.
Added 'Force Unicode Font' option in the Language menu
Creative mode inventory
Changed the display item for the Decoration Blocks tab from the Rose to the new Peony flower.
Server list
Can now be refreshed using F5
Added server icons
Lists the current players on a server when you hover over the player number
Added Support for multi-line MOTD comments
Removed support for MOTD comments going offscreen
Nether Portal
Planned to have odd width to allow for design variations, and, if the one in the Nether is big enough, ghasts can go through them.
Portals can now be activated from any block within the portal, not just the bottom (when any fire block appears inside the frame)
New nether portal building rules: Any size from 4x5 to 23x23, but rectangular
Logging
Logging is now done using Log4j 2
Default logging location is now in logs/latest.logs, older logs are archived in logs/2013-09-23-1.lg.gz, with the number at the end increasing each startup
Thanks to Log4j 2, the way logs are saved can be changed, examples: html page, database, errors only, no logging at all
Bug Fixes
Fixed 76 Bugs:
MC-673 - Sky/lighting doesn't get darker during a thunderstorm
MC-715 - V-Sync in Window mode, settings not activated between sessions.
MC-881 - Boat inflicts fall damage if it runs aground in some fashion (Slabs, Mobs, Soul Sand)
MC-944 - Armor with Protection on it seems to reduce against hunger damage
MC-1018 - Black Lighting under overhangs
MC-1105 - Villagers act like it is Raining when they are in the Desert, and it Rains elsewhere.
MC-1379 - Transparent texture makes transparent texture behind invisible
MC-2638 - Once hit old AI mobs and Wolves don't turn back to passive in Creative until they die or despawn
MC-2915 - Attempting to tp to an invalid coordinate returns "commands.generic.double.invalid"
MC-3305 - Cyrillic font not displaying on signs and in chat (Russian language)
MC-3871 - Cauldron water does not put out fire / damage blaze
MC-3973 - Silk Touch, pre-lit Redstone Lamps
MC-4150 - Baby Zombies do not drop any loot / xp
MC-4482 - Saplings placed on Farmland are not affected by Bonemeal
MC-4592 - When mobs start to attack you in survival and you switch to creative mobs keep attacking you
MC-4732 - Tools and weapons lose durability without doing damage
MC-4921 - Sounds (eg. Mobs / Portals / Water) Don't Immediately Fade
MC-4973 - Zombie Pigman from Nether Portal still spawns even if doMobSpawning is false
MC-5238 - 10 MB server texture pack limit too small
MC-5305 - Arrows from a flame bow aren't extinguished from rain but are extinguished from other water.
MC-5550 - Night Time Doesn't Immediately Allow Sleep
MC-6820 - The generation of terrain surface layer produces local straight glitches (fix included)
MC-7449 - Silverfish enter Chiseled Stone Brick, and the Chiseled Stone Brick appears as normal stone brick.
MC-8331 - Command block text disappears if too long
MC-9271 - Opening a singleplayer world is counted as a multiplayer join in the statistics
MC-9547 - Incorrect usage string for `/scoreboard teams empty`
MC-10077 - Adjacent Obsidian Blocks prevent Nether portal appearing
MC-10257 - When a pig gets struck by lightning it spawns without a sword
MC-10984 - GS4 query listener fails to send player list when len(players) > 127
MC-11027 - Axes accelarate the speed at which Slabs are broken
MC-11280 - Sometimes Water flows out of newly generated Village Farms
MC-11518 - RCON and Scoreboard Command Output Formatting
MC-12450 - Missing usage string commands.scoreboard.players.list.usage
MC-12452 - Scoreboard team join command fails on invalid team name
MC-12454 - Scoreboard option seeFriendlyInvisibles not listed in usage
MC-12541 - The letters for the 'off' setting on smooth lighting aren't capitalised
MC-12731 - Minecraft crashes if you click edit or delete on a LAN game
MC-12769 - when typing /help with a number higher than 4, it produces the wrong message
MC-12984 - getting a locked chest pushed into your head crashes the game
MC-13565 - Fireworks sometimes don't stack when they should
MC-13661 - When re-sizing window before game loads internal view doesn't resize
MC-14865 - Carpets Are Not Flammable
MC-15688 - Axe breaks all slabs in adventure mode. No drops for stone.
MC-16324 - Massive Amount of "[SEVERE] Reached end of stream" messages in Minecraft server terminal when client pings the server
MC-16435 - Boats Still Break on Lily's
MC-16849 - Crash near pyramid
MC-16910 - Packet250CustomPayload(dk)
MC-17090 - Invalid teamcolors throw an NPE in the console rather than an error message "invalid color"
MC-18569 - Server resourcepacks not implemented yet
MC-18672 - Textures disappearing after setting player walkSpeed to 0
MC-19483 - sounds playing after leaving world
MC-19604 - Cannot /playsound records
MC-21870 - Screen goes blank when modifying walk speed
MC-22927 - Animals running forever after being hit
MC-26151 - Minecraft has advice on an error report that should be deleted.
MC-26608 - /spreadplayers confirmation text is wrong
MC-26660 - Constant minecart sound
MC-27284 - /scoreboard teams option color: Tab doesnt list all options.
MC-27904 - The Hindi, Malay and Norsk (Bokmål) language appear 2 times
MC-28400 - Breeding animals gives xp even if doMobLoot gamerule is false
MC-28405 - The saddle equip sound effect does not play when equipping a pig with a saddle.
MC-28478 - Successful hit sound effect does not match the sound in the assets sound folder
MC-28625 - The horse armor equip sound does not play when replacing it with already equipped armour
MC-28768 - Horse Breeding Doesn't Produce Markings Correctly on Foal
MC-29088 - Shearing sound does not play when shearing a mooshroom
MC-29279 - Bug: the command block can be damaged by the explosion of Blue Wither Skulls
MC-29321 - Jukeboxes play at the sound volume for effects until you change the music volume
MC-29361 - Oceans are too big
MC-29424 - Players appear offset for other clients after going through nether portals
MC-31031 - Spawn eggs can be used on top of water, but not lava
MC-32250 - Typo on "Unable to Load Worlds" screen
Anyone have a workaround for MC not loading on Ubuntu since the last few updates? Do I not have something installed that I need? I'm on a Toshiba Satellite with an Intel onboard graphics card.
Why so many people say that this update is more laggy? I find it muuuuch better. In 1.6.4 I had to use all setting to lowest but render distance on normal and had mostly 20 fps. Now with everything (but anisotropic filtering that is nearly useless) I have 30-40 fps. It is much better.
Yeah, I saw that too! I thought it was just because it was a new world I was running. Riding horses seems to be less laggy too. I wonder if they've overhauled the chunk generation...
This is making me laugh so hard How about they stop adding stupid stuff like wood colors and add things that are actually worth a version change? Pistons anyone? I don't play vanilla because its sooooo boring. I run modded servers for a reason. They actually have content. And every new version of mc the mods have to update AGAIN. Its pathetic how fast the updates come out, i'm surprised mods are here to an extent. They haven't really given us anything this update is the thing. Besides the network and sound rewrite which was needed badly. You go try running multiple servers and mods on servers and clients, and also code a mod and then we can talk.
Yes, yes we can
What's your ISP like? Do they throttle bandwidth during peak usage? There are lots of contributions to lag.
I don't play on a server (yet) and see absolutely no lag. With vsync off, 4GB dedicated to the game environment and everything maxxed I'm seeing a minimum 120 FPS using my 8450 and a graphics card that doesn't even support DirectX 11.
If you're not running 1.6.4 right now you want to before going to 1.7. They found a structure generation bug that will mess up any villages, strongholds, lost mines, etc. if you upgrade without going to 1.6.4 first and visiting all the structures to get them remapped to the new format.
Portals can be bigger than the old size (2x3?) but still have to be rectangular... no circles or triangles. The largest size I think is 23x23.
You can make an oversized portal and put an odd-shaped façade in front, if you want other shapes.
They don't throttle anything and I can play every other game with 30-40 ping its mc netcode which is terrible which is fixed now hopefully
Also it has OpenGL not DirectX.......... And the servers do not run off my home internet they are deidcated servers that run off enterprise grade hardware with 1Gbps internet speed. And they still lag! Thats impressive to lag a Xeon E3-1245v2.
1). I know MC doesn't use Direct X. I was just too lazy to find the card model and DirectX 11 came out what... 3 years ago? That was just to show I'm not using the latest GPU.
2). Check the network path to your server. Open a command prompt and type in "tracert [servername] " where [servername] is the name of your server (without brackets). This will tell you how long it takes to get to the server and how long the packet has to wait at each router. You may find a slow route is hampering you.
One other server condition: How many others are playing on it? How many virtual machines are running on the hardware? Hardware specs don't matter if they try to run too many VM sessions on it.
3). Don't know what to say other than item 2. This may be an issue but I don't use creative or fly over my world so I've not seen it.
It's not at all hard to choke a Xeon. I saw it plenty of times in the last datacenter I worked in (I work in IT). All you have to do is try to run one too many virtual machines on the hardware, and one thing managers hate to do is throw money into additional hardware when "We can always just configure another VM, right?"
Its not the network at all because other servers run without a hitch. My players are normally low. And the pingtime for my dedi is like 20. And no its not hard to choke a Xeon but minecraft is the only thing I have run on it yet that manages to. And i have run more intensive apps before its just that mc is terribly coded.
In update 1.7 they added tons of new stuff and fixed tons of bugs, and it took less than 2 months.
Biomes O' Plenty is great. http://www.minecraftforge.net/forum/index.php/topic,13244.0.html
Few snapshots ago, when you paused minecraft (single player only) the game will pause but when you un-paused, it would show a time-lapse of what happened during the time paused. I remember it saying that the feature was really a bug/glitch but it was so cool. I wonder if they would put an option to turn that on or not. Anyways, I'm doing my first survival session and it feels like I'm playing minecraft with mods on! Feels great
Wouldn't that make it so if you paused while being chased by zombies you'd see a time-lapse of your death when you un-paused? Not my idea of a good time.
Hint Hint: 1.7 is coming on friday.
ref.emc.gs/boozle628
Full 1.7 changelog:
Yeah, I saw that too! I thought it was just because it was a new world I was running. Riding horses seems to be less laggy too. I wonder if they've overhauled the chunk generation...
I'd like to generate some maps to peruse of explored territory, but not sure what utility works currently (if any.)