The Meaning of Life, the Universe, and Everything.
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On September 18th, 2010, Notch released the final "Seecret" update - weekly updates where the features had to be figured out by the community themselves - before dedicating his attention to the forthcoming Halloween update and releasing Alpha 1.2, changing the face of Minecraft forever.
Notably, Alpha 1.2 marked a permanent change in the look and feel of minecraft - the previous aesthetic of neon-green grass and leaves was replaced by a range of foliage colors that varied based on biomes, small localized areas where the terrain was different based on temperature and humidity.
To be honest, I was never all that wild about biomes.
Not So Seecret Saturday is a project that I've been working on over the past three years to provide a sort of alternative to what we ultimately got: a minecraft from some parallel reality where Notch scrapped biomes and worked on other ideas. Due to this philosophy, NSSS (pronounced as N-Triple-S) works very differently from other mods: NSSS is essentially a fork of Minecraft Alpha 1.1.2_01, with an entirely refactored and reorganized codebase. NSSS is not compatible with other mods for 1.1.2_01, rather, there are mods made for NSSS (which you can find in our discord!).
Here's some things you can expect from this mod:
• Numerous quality of life improvements
• New features that fit within the look and feel of Alpha minecraft
• A completely reworked multiplayer that is far more functional and stable
• Performance enhancements and optimizations
• Updates whenever I have free time to work on them (usually in the summer)
All the new features that have been added are too numerous to list here individually, if you want to see what's changed, feel free to look through the per-version patch notes below.
•Re-implemented Sponges: they now remove all water within a 5 block diameter as they did in classic •New underwater dungeons made of bricks, chests can have sponges within! •Boats no longer explode on contact with any surface and drop themselves as opposed to sticks and wood planks •Water will now create new source blocks if there is another source block below (prevents whirlpooling, might break some contraptions, if so, please notify us!) •Leaves now have a 1/128 chance of dropping an apple •Fixed a bug where ore would generate less frequently outside the southwest quadrant of the map •Made clay generate much more commonly •Added support for more than 5 singleplayer worlds •Creating a new world allows you to set a name and whether or not it will be snowy (seed setting is coming soon!) •Improved leaf decay •Fixed some common crash bugs (Still not perfect, though!) •F3 debug menu shows world coordinates and world seed •Option to disable fog (not 100% complete!) •Pickaxes now correctly break workbenches and red ore, axes now correctly break workbenches, doors, and stairs •Swords now break leaves, cloth, and sponges faster than with bare hands •Food now stacks up to 8 (because one coal can cook 8 items) •Doors and Signs now stack up to 16 •Can no longer eat while at full health •Optional single player commands •Sheep now regenerate wool •Smelting logs now yields coal •Doubled durabilities of all tools •Crafting ladders now yields 4 instead of 1
•Added crafting recipes for dyed wool (classic pallete)
•Damage now works, including PvP and PvE
•Eating, drowning, dying, respawning, etc. all work
•Throwing tools on the ground no longer resets their durability
•Fixed some bugs with displaying entities
•Simple per-server login & registration system (don't use your actual mojang account password! Passwords are encoded but there is still always a risk)
•Swords now break leaves, sponges, and cloth faster than bare hands
•Fixed a bug where placing a sign on a cactus would crash the game
•In development SMP sound handling, music now plays in multiplayer and you can hear players breaking blocks
•Easier to tell when you've successfully killed an entity in SMP (it will spaz to death and turn red)
•Fixed a bug where the server crashing would cause all connected clients to crash
•Fall damage temporarily disabled in SMP until it no longer causes Players to spontaneously die
•Server commands have new permissions system
•A few new server commands
•Killing mobs now yields score points. (Currently the only way you can view your score is by dying, this will be changed)
•Generating a new world displays more specifically what it's actually generating.
•Very in-development world type toggle, has two choices: Normal and Floating.
•Skeletons now shoot purple arrows to better differentiate them from the Player's.
•Some new splashes
•Fixed a crash where loading a world with skeleton arrows on the ground when the skeletons that shot them were already dead would cause a null pointer error
•On Normal and Hard difficulty, mobs will use much better pathfinding (from Indev), Skeletons are much faster on these difficulties
•Clouds are now textured (from Infdev)
•Golden Apples are now crafted with ingots instead of blocks, but are no longer stackable
•Clouds will now appear below the terrain on floating worlds
•Sponges deactivate when a block they are on is powered by redstone
•F3 toggle is less buggy
•Press F7 to make it rain
•new /help command in singleplayer
•Zombies drop flint
•Giants drop golden apples
•Block ID 86
•Default key for opening the inventory is E
•Fixed a crash bug where fog would cycle to a broken "infinite" render distance when pressing F and Shift at the same time, causing crashes on the loading screen
•Fixed a problem where rain particles would continue to spawn while the game was paused, resulting in a massive lag spike when unpaused
•Greatly increased generation and loading time for worlds
•Leaf decay is more efficient and no longer makes big trees look ugly
•Added a new generated structure
•Two new world types: Desert and Corruption
•Spiders now climb walls on hard difficulty
•Server now supports world types
•No longer crashes when creating a world
•Fixed a bug where the "Corruption" world type would generate giant towers of floating water instead of normal overworld terrain
•Fixed a crash bug
•Fixed pyramid generation and rarity
•Fixed a big where sand and gravel would fall infinitely when one of its coordinates was over the 24-bit integer limit
•Sped up generation times for most world types
•Increased max speed of boats
•New 2D perlin generator type
•Running in peaceful/easy mode
•Fog toggle now properly disables fog
•Made pyramids and water dungeons much rarer
•Added a toggle for clouds
•Incorporated Scaevolus’ McRegion and FastRender mods (FastRender is buggy)
•Slimes are now much less difficult to split/get slimeballs from
•Players’ usernames in chat will now use a color determined based on their name
•Players look goofy walking around in third person
(Currently not recommended! The launcher has sub-optimal RAM allocation, does not auto-install the newest version, and does not support microsoft accounts! MultiMC/one of its derivatives or Betacraft are currently preferred. The launcher's best current use-case is offline play on legacy systems.)
•unzip a1.1.#.zip into %appdata%/.minecraft/versions, so you have a folder named "a1.1.3" with the json and the "put_in_jar" folder inside it.
•Using the minecraft launcher, download a VANILLA alpha 1.1.2_01, load the client, then close it and the launcher completely.
•Copy the "a1.1.2_01.jar" from the a1.1.2_01 directory in .minecraft/versions and paste it into /a1.1.3
rename the jar to "a1.1.#.jar", without quotation marks.
•Open the jar with your archive program of choice (winzip, 7zip, winrar), delete META_INF, and drop the contents of "put_in_jar" into the jar.
•If you've done everything correctly, then close everything, open the launcher, find "old_alpha a1.1.#" in the version list, and play!
Client (1.1.8 and beyond)
•Download the launcher, log in with your Mojang account, and play!
•Login protocol is the same as used by MultiMC
Alternatively, download the MultiMC instance, unzip, and place in your instances folder.
Just run the jar as you would an exe. Can only be connected to by another client running NSSS!
Q: Right off the bat - Why is this mod so big? Isn't this practically replacing the entire jar? And why are all the names deobfuscated?
A: In the end, we did end up modifying, well, the entire game. Every class file. Though we didn't completely rewrite everything, there was a lot of minute changes (mostly removing dead code in an attempt to optimize the game) that kept spilling over into different class files. Of course, you can't just run the mod without already having a vanilla a1.1.2_01.jar, which means that you can't just use this mod to pirate minecraft. As for the deobfuscation, obfuscating the files resulted in all entities being broken 100% of the time. We can't figure out why at the moment, but it will be fixed someday. For now, every class name reflects what it actually does.
Q: Why did you re-add sponges?
A: Sponges are cool. Really cool. In classic, they were pretty much the only block beside water and lava with any form of functionality, and that functionality, we felt, was still right at home in Alpha 1.1.2_01. Anyone who has tried draining any body of water knows exactly how irritating it is to fill a basic with sand or gravel or dirt and then tediously dig it back out. Sponges make draining water, as well as constructing cool underwater bases, much easier.
Q: Why no server for 1.1.9/1.1.10? And why did it take so long?
A: Part of the reason 1.1.9 took so long aside, from generally being busy, was that the task of rewriting the entire server and protocol was... incredibly daunting. After nearly 10 months of no real progress being made on the server, I gave up and decided to push 1.1.9 as a singleplayer only update. We'll likely end up backporting the 1.7.3 server to NSSS in the near future. Of course, 1.1.9 still remains compatible with the 1.1.8 server. 1.1.10 contains new client-side netcode with no accompanying server that is stable enough to release, therefore the multiplayer option is greyed out entirely.
•Placing a sign on a cactus will crash the game.
•Swords don't break blocks correctly in multiplayer
•PvP is extremely buggy in SMP
•Dying in SMP does not reset inventory or drop items
•Boats and Minecarts do not replicate correctly in SMP
•Redstone does not update from server to client
•Player has a tendency to randomly die if occupying the same space as another entity in SMP
•Music won't play in SMP
•Blocks do not play sounds while being broken in SMP
•Loading a world with skeleton arrows on the ground when the skeleton that fired them is dead will crash the game
•Pressing shift and f at the same time will cycle to a broken infinite render distance
•Corruption world type does not generate correctly
•Other players don't bob in SMP
•Can't interact with entities in creative mode
•Underwater overlay is broken at FOVs greater than 105
•copy+pasting the subsection symbol in chat individually results in a client crash
•Dying of fall damage in SMP kicks you from the server
Hello. I have some suggestions for the mod. One of the things I was thinking about that would be great about this version is elytra. Flying around the amazing mountains would be simply stunning. I suggest maybe for them to generate only in dungeon chests. A much easier option would be crafting them with weathers but i'm not sure how balanced that would be. And the other idea I thought of was crying obsidion. A scrapped item that's being used to set the world spawn point. I'm suggesting it instead of beds because skipping the night isn't something that I would want in this version, but setting the world spawn is. There are so many worlds that had a spawn that sucked but I won't mind just exploring a lot to find a great location. I just can't do it because i'm limited to the world spawn. Thanks for reading.
This mod (or collection of mods / "updates" depending on how you want to call it) is fantastic! I've always loved alpha and it's old nuclear green grass and trees, but always wished for better SMP functionality and the obvious quality of life improvements, and this mod is exactly what I was wishing for. Amazing job! I'm looking forward to 1.1.9!