Villagers, from what I have seen, are now divided into subgroups.
For example the Farmer villiager is now 3 different types. The traditional Farmer (buys wheat), the Fletcher (buys string) and the Shepherd(buys wool).
Every other type of villager has gone through these changes as well it seems. The Black Smith has been split into Armorer and Weapon Smith.
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I found a rendering bug with Slime Blocks while in third-person view:
Only problem is I can't post it on the issue tracker since it apparently requires me to put in my full name as part of a registration process, and I don't want to do that.
what will happen to old villagers before the 1.8 update ?
I just tested this. Created a world in 1.7.4 and reached a village. Initiated trades with a few of them. Then I logged out and logged in on the snapshot.
The villagers that you have spoke with(opened their menu) will still be the same as the old ones. But any villager you have not spoken with will become the new ones. Meaning babies and cured villagers will be the new ones in an older world.
Overall I think this is one of the best snapshot releases so far.
That aimbot thing turned out to be a hoax, as I expected.
The enchanting system is actually good, and less grinding is required to get the enchantments you want.
Bouncy block is fun.
Hopefully this update focuses mostly on bug fixes, though. I'm tired of new content, I just want a bugfix and optimization update for once.
You don't get fall damage on slime blocks: awesome but kinda OP
and they break instantly in survival
I can imagine many FUNNY builds with trampolines jumping bridges and circus stuff and things like that. This opens possibilities, at a reasonable cost.
Outside of marshes, slimeballs are a relatively rare item, way less ocmmon than a couple wood blocks, a little iron, and water. hus, a much "costlier" way -yet lengthier- to avoid fall damage. The only way it may seem "low cost" is that there currently are WAY TOO MANY slimes spawning in marses. Look in ANY direction in a marsh, and odds are you will constantly be able to see and hear slimes all around you. Making slimes less rare in marsh is ok, but more common by a factor over 100+? That's ridiculous.
Let's compare:
Typical Water-based drop-chute:
Build: 1x1 vertical drop shaft, water-above-sign-above-air-above-groun at the bottom.
Base Materials: 6 planks, 1 stick, 3 iron ingots, acces to water.
Effect: zero fall damage from any height, instant sto at end of fall.
And you can already drop from say an extreme hill high elevation straight into a natural pond or lake WITHOUT having to go down place the water first.
vs
Bouncy Block drop chute
Build: 1x1 vertical drop shaft, bouncy-block ground.
Base Materials: 9 slimballs.
Effect: zero fall damage from any height, may take a while before the bouncing fully stops.
For those who haven't seen the new layout for enchanting tables.
You obviously see the changes, the numbers 1 2 3 with the experience orb getting bigger. If you hover over the tiles you will get like a preview of the enchantment you get. As you can see, I hovered over the most expensive tile and it showed Unbreaking III with a question mark indicating that there is more. I like this a lot, it gives you a glimpse of what you'll get but still keeping that hidden surprise with the question mark.
I can imagine many FUNNY builds with trampolines jumping bridges and circus stuff and things like that. This opens possibilities, at a reasonable cost.
Outside of marshes, slimeballs are a relatively rare item, way less ocmmon than a couple wood blocks, a little iron, and water. hus, a much "costlier" way -yet lengthier- to avoid fall damage. The only way it may seem "low cost" is that there currently are WAY TOO MANY slimes spawning in marses. Look in ANY direction in a marsh, and odds are you will constantly be able to see and hear slimes all around you. Making slimes less rare in marsh is ok, but more common by a factor over 100+? That's ridiculous.
Let's compare:
Typical Water-based drop-chute:
Build: 1x1 vertical drop shaft, water-above-sign-above-air-above-groun at the bottom.
Base Materials: 6 planks, 1 stick, 3 iron ingots, acces to water.
Effect: zero fall damage from any height, instant sto at end of fall.
And you can already drop from say an extreme hill high elevation straight into a natural pond or lake WITHOUT having to go down place the water first.
vs
Bouncy Block drop chute
Build: 1x1 vertical drop shaft, bouncy-block ground.
Base Materials: 9 slimballs.
Effect: zero fall damage from any height, may take a while before the bouncing fully stops.
How is that in any way overpowered, already?
I'm picturing a tripwire-based bouncy block chute, where a piston extends over the player's head to prevent bouncing.
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Villagers, from what I have seen, are now divided into subgroups.
For example the Farmer villiager is now 3 different types. The traditional Farmer (buys wheat), the Fletcher (buys string) and the Shepherd(buys wool).
Every other type of villager has gone through these changes as well it seems. The Black Smith has been split into Armorer and Weapon Smith.
There is a Priest subtype that buys rotten flesh.
so confused right now.
and about the new stone blocks, do you need a new terrarin to find them or what?
edit:
love the new trading system, give the player more ways to earn emerald.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
The future is now, screw time travel and cures for all diseases, Minecraft has now stackable doors!
Only problem is I can't post it on the issue tracker since it apparently requires me to put in my full name as part of a registration process, and I don't want to do that.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
I just tested this. Created a world in 1.7.4 and reached a village. Initiated trades with a few of them. Then I logged out and logged in on the snapshot.
The villagers that you have spoke with(opened their menu) will still be the same as the old ones. But any villager you have not spoken with will become the new ones. Meaning babies and cured villagers will be the new ones in an older world.
They're variants of smooth stone, not cobblestone, so no, you can't create tools with them.
However, you can make stone slabs with them. Also, crafting a 2x2 square of granite or diorite will create their respective polished versions.
v
That aimbot thing turned out to be a hoax, as I expected.
The enchanting system is actually good, and less grinding is required to get the enchantments you want.
Bouncy block is fun.
Hopefully this update focuses mostly on bug fixes, though. I'm tired of new content, I just want a bugfix and optimization update for once.
everything should be stackable!
I can imagine many FUNNY builds with trampolines jumping bridges and circus stuff and things like that. This opens possibilities, at a reasonable cost.
Outside of marshes, slimeballs are a relatively rare item, way less ocmmon than a couple wood blocks, a little iron, and water. hus, a much "costlier" way -yet lengthier- to avoid fall damage. The only way it may seem "low cost" is that there currently are WAY TOO MANY slimes spawning in marses. Look in ANY direction in a marsh, and odds are you will constantly be able to see and hear slimes all around you. Making slimes less rare in marsh is ok, but more common by a factor over 100+? That's ridiculous.
Let's compare:
Typical Water-based drop-chute:
Build: 1x1 vertical drop shaft, water-above-sign-above-air-above-groun at the bottom.
Base Materials: 6 planks, 1 stick, 3 iron ingots, acces to water.
Effect: zero fall damage from any height, instant sto at end of fall.
And you can already drop from say an extreme hill high elevation straight into a natural pond or lake WITHOUT having to go down place the water first.
vs
Bouncy Block drop chute
Build: 1x1 vertical drop shaft, bouncy-block ground.
Base Materials: 9 slimballs.
Effect: zero fall damage from any height, may take a while before the bouncing fully stops.
How is that in any way overpowered, already?
You obviously see the changes, the numbers 1 2 3 with the experience orb getting bigger. If you hover over the tiles you will get like a preview of the enchantment you get. As you can see, I hovered over the most expensive tile and it showed Unbreaking III with a question mark indicating that there is more. I like this a lot, it gives you a glimpse of what you'll get but still keeping that hidden surprise with the question mark.
I'm picturing a tripwire-based bouncy block chute, where a piston extends over the player's head to prevent bouncing.
v