The Meaning of Life, the Universe, and Everything.
123 Address Street
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.
Before the Halloween update, Minecraft was biomeless, with all foliage being an almost radioactive lime green. There was no nether, making fast-travel limited to boats and elaborate minecart systems propelled by boosters. Redstone contraptions were limited in their practicality; while certain users had made amazing things with redstone in-game, it was limited in functionality to opening doors, turning lights on and off, and crafting compasses. The terrain was insane - gentle rolling hills would jump up to towering mountains with insane, protruding overhangs that would produce safe havens for hostile mobs, or the player once they were suitable illuminated. Wide oceans, expansive but not obnoxious, separated the enormous landmasses, and gentle sloping beaches of sand and gravel would line the shores.
There were other changes made in the Halloween update - SMP became playable in survival for the first time. Before this, damage was non-functional and hostile mobs were disabled by default. It was impossible to die or kill mobs, restricting most servers at the time to building with either a limited pool of blocks or infinite cheated-in items that could not be naturally obtained due to the bugginess of the server.
This is where the Not So Seecret Saturday mod, or NSSS, steps in. I've been playing Alpha 1.1.2_01 as my main singleplayer version for nearly two years now. I have gotten fully accustomed to the aforementioned features of the game at that time, but there is something to be said about playing a game that still receives constant updates. Could I play modern minecraft instead? Yes, I could, and I do, but Alpha has such a different feel that I am constantly drawn back to it, even though I wish it weren't stagnant. So, one day, when I found out that MCP had a version old enough to support 1.1.2_01, I knew exactly what to do.
But not how to do it! I knew java fairly well but the decompiled code that MCP gave me was still largely an obfuscated mess. So, I got my friend andreja6, who had previously made "minecraft classic revived" to achieve a similar goal with classic, and the assistance of Artsicle, to make my vision.
Well, "my" vision turned to "our" vision pretty fast, and it's safe to say that their influence also shaped this mod for the better.
Features (vague enough to be seecret!)
•Something under the sea!
•Something from the trees!
•Multiplayer works a lot better now!
•Many, many small quality of life improvements
•Blade + Blocks = ?
•Improved networking, multiplayer should work much better
•Fixed some crashes
•A new reward for defeating enemies
•Some new stuff when creating a world
•A silent liquid given a noise
•Fixed a crash bug
•Mobs are smarter on higher difficulties!
•Sponges made slightly more useful
•Zombies have a more useful drop
•Rebalanced notch apples
•The sky looks a little prettier
•Fixed a crash bug involving fog
•Fixed a problem with particles and pause screens
•Optimizations and bug fixes
•Two new world types
•Some minor changes to spiders
•Fixed big trees
•Server now supports world types
•No longer crashes when creating a world
A few bug fixes.
A few more bug fixes, and some small tweaks
•A new world type!
•A new way to move!
•Fixed issues with rendering optimization
•Gold tools are now useful
•Water looks a bit nicer
•New source of protein
•Food has been rebalanced
•Buff for fungi
•Third mouse button does something now
•Bug fixes and other tweaks
For the party-poopers among you who want in-depth patch notes:
•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
•Saddled pigs now drop their saddles when killed
•Numerous SMP-related fixes
•Disabled fastrender due to errors where chunks would not render at all
•Fences now connect to adjacent blocks •Ice and Glass can be picked up with a gold pickaxe •Water rendering improved •Fluid blocks now display properly in the inventory •Underwater UI overlay is now animated •Background work for audio loops and creative mode •Fixed glass rendering •Increased depth buffer (fixes clouds on AMD GPUs) •Deobfuscated debug/F3 screen •Eggs can now be cooked - these can be stacked up to 8 •Porkchops/Mushroom stew can no longer be stacked •Mushrooms now spread in darkness •Obsidian tools now have unique textures •All armor tiers have had their durability buffed •Clouds no longer render below the world in SMP •Zombies now drop flint and feathers as opposed to just dropping twice as many feathers as usual •Block picking with middle mouse button •Player animations reverted to 1.1.7 mechanics (options to toggle bobbing and flailing coming soon) •Fixed the textures of dyes to better reflect their actual color
•Punching a lit TNT entity will now defuse it and drop it as a block
•unzip a1.1.3.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 "a1.1.3.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 a1.1.3" 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
Just run the jar as you would an exe. Can only be connected to by another client running Alpha 1.1.3!
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 add stackable food? And why only up to 8?
A: The main problem with stacking food most people seem to have is that it might seem that it would make the game too easy. In reality, spam-stuffing your face with food to regain health quickly (assuming you are using cooked porkchops), will only consume 3 porkchops at most before you are back at full health. Given that, being able to stack 8 porkchops or apples or loaves of bread in one space is just fine. The number 8 was chosen because A - it's a nice power of 2, like all other stack sizes in this game, and B - it means that one lump of coal will cook exactly 8 porkchops. No more having to watch the furnace like a hawk, switching out each porkchop the moment it is finished cooking!
•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
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!