Mojang did a really great job up to Beta 1.7.3 but I'm not gon' back to that version because of lack of content. Not all of the new content is bad. Ever since then, the best update was the 1.7 biome update. Still we get flat terrain and terrain variance is strictly based off of the biome they are in, resulting in every biome looking the same.
I personally hated the 1.7 update. The temperature system took away any remaining variety in the biomes, making forests upon forests and savanna upon savanna for hundreds or thousands of blocks. Most of the new biomes sucked anyways.
That has absolutely nothing to do with this. Not like Jeb confirmed there was going to be something worthwhile in 1.9.
So true. All they do is add worthless garbage and bugs that everyone complains about. Jeb and Dinnerbone are a huge mistake in the development. Then whenever anyone complains about their obvious mistakes, that immature Grum idiot yells back and blabs and causes issues like the EULA. I hate them.
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
I don't think he ever came back, but maintaining a huge super-popular game just isn't what Notch wanted. (I'd probably sell it for 2.5 billion too if I had the chance. It's just too much stress.) When he made Minecraft, it was just for fun. He never meant it to be as popular as it is now.
/execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:grass 0 say You are standing on grass. will make everyone who is standing on grass say that they are doing so
/execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass will create a small cube of glass around all chickens
Commands run using the /execute command pass their success value back to the command block running them
oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, and outline to fill the outer layer of blocks and ignore the inner part
Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
/replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0 <dataTag> will give all the zombies iron swords
/replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 <dataTag> will put 4 clownfish in the players first hotbar slot
/replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems and QueryResult
For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
Functions the same way as /scoreboard players set or /scoreboard players add, but can only modify objectives with the trigger criteria (referred to as "triggers") and can only modify the score of the player running the command
Allows non-op players to use clickEvents as well as prevent spamming clickEvents
Can be used by non-operator players
For a player to run this command, the trigger must be enabled for that player
/scoreboard players enable <player> <trigger> will enable the specified player to use the specified trigger objective
Trigger availability is stored per player, per trigger
One trigger may be disabled for a player, but that player can use a different trigger
One player may be unable to use a trigger, but another player can use the same trigger
Disabled after the trigger has been used (must be re-enabled to use the trigger again)
Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat
randomTickSpeed [value]
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
If set to 0, random ticks never occur
reducedDebugInfo
Gamerule to enable/disable reduced information on the F3 debug screen
Op-only unlike the 'reduced debug info' toggle in multiplayer settings
Overrides 'reduced debug info' settings in clients
sendCommandFeedback
If set to false, player-run commands will not show a success message
showDeathMessages
Prevents death messages like "[player] fell out the world" from appearing in the chat
These are fake gamerules which don't actually affect your world, but can be used with /stats with the new QueryResults argument to update a scoreboard objective based on the value of that gamerule
The reset subcommand can reset all objectives for a player or reset a player's objectives one by one
Example: /scoreboard players reset @a anObjective will reset the scores of an objective named anObjective for all players in the world
The operation subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
Example: /scoreboard players operation #teamscores redScore += @a[team=red] blueKills adds every red player's count of kills on blue to the red team's score of kills
Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
The test subcommand can be used to test if a scoreboard value is between a min and a max value
Example: /scoreboard players test #global anObjective 12 19 checks whether the global score of the given objective is between 12 and 19, inclusive
The enable subcommand can be used to enable a trigger objective
Example: /scoreboard players enable aTrigger enables a trigger named aTrigger
Different teams can now have different objectives displayed in the sidebar
Example: /scoreboard objectives setdisplay sidebar.team.yellow anotherObjective (referring to team color, not team name)
Testing for scores now also works in @e entity selector
Added scoreboard team property to disable name tag visibility: /scoreboard teams option <name> nametagVisibility with options hideForOtherTeam, hideForOwnTeam, never and always (default)
Added scoreboard team property to disable death messages: /scoreboard teams option <name> deathMessageVisibility with options never, hideForOtherTeams, hideForOwnTeam and always (default)
Command /scoreboard players can now filter by NBT data
NBT Tags
BlockEntityTag
BlockItem instances can now hold a custom NBT tag that is merged into a block entity when it’s placed
Example: /give @p command_block 1 0 {BlockEntityTag:{Command:"/setblock ~ ~ ~ minecraft:diamond_block"}} will give a command block that, when placed, will automatically have the command /setblock ~ ~ ~ minecraft:diamond_block set
CanDestroy
Mostly for use in adventure mode
Items with this tag display the names of the blocks that they can destroy in the item tooltip
Example: /give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} to give a diamond shovel that can break grass and sand
Putting an invalid item name in will display as "missingno" under the "Can Break" list.
CanPlaceOn
Allows placing of certain blocks against other blocks in adventure mode
Example: /give @p minecraft:stone 16 0 {CanPlaceOn:["minecraft:diamond_block"]} to give a block of stone that can only be placed on diamond blocks
Putting an invalid item name in will display as "missingno" under the "Can be placed on" list.
The command will increase the score based on the number of items/blocks/entities/successes
For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
HideFlags
Allows hiding of certain parts of the tooltip
Bit field determining which parts of the tooltip to hide on an item. 1 for ench, 2 for AttributeModifiers, 4 for Unbreakable, 8 for CanDestroy, 16 for CanPlaceOn, and 32 for various other information (including potion effects, StoredEnchantments, written book generation and author, Explosion, and Fireworks).
Examples: Setting bit field to 3 would hide both ench and AttributeModifiers tags, and setting to 63 would hide everything.
Lock
A way to lock containers from being opened using NBT tags
Mostly useful for adventure maps in adventure mode
Containers can be unlocked by clearing their string for Lock
Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use[3][/sup]
The lock can be completely removed utilizing the command /blockdata
NoAI
Disables an entity's AI
Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
PickupDelay
The number of ticks before an item entity can be picked up.
Set to 32767 for items that can't be picked up
rewardExp
Controls villagers giving xp for trading, set to 1 or 0
SelectedItem
Contains the item data of the item currently held in the player's hand
Added to compact the process of testing if a player is holding a specific item
Previous method required nine commands in command blocks; now requires only one command
ShowParticles
Option to show or hide all particles for a potion effect, while the Ambient tag only shows fewer particles, set to 1 to show, 0 to hide
Silent
Determines whether sound is produced by an entity, such as idle and hurt sounds, setting to 1 disables sound
To use, press create new world then ‘world type: customized’ and then press the 'customize' button
There are 4 pages to customize the world
Page 1: customizes generation of structures, chance of lake generation, size of certain structures, and biome type and size, and sea level
There are 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
Page 3 & 4: Expert customization of the terrain generation
There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, Coordinate scale, Depth base size, Depth noise exponent, Depth noise scale
There are seven presets
Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
Each page has a button to randomize the various values and a button to reset to default values
Uses the 'generator-settings' string known from superflat presets for server.properties and world data
Generate structures button disappears when selected
Replaces the grassless dirt variant found in Mega Taiga, Mesa and Savanna biomes.
All worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
Allows for more contraptions, from new redstone clocks, moving devices, farming etc
Extending a piston with a slime block attached to it will propel entities (mobs, players, items, launched arrows etc) in the appropriate direction[6][/sup]
Can be worn as head gear - but only using commands
Over a quadrillion possible combinations
Crafted like a sign, just with one color of wool instead of planks
Can be stacked to 16
Most patterns are created by arranging dyes in certain ways around a banner on a crafting table
Additional patterns: creeper, skull & crossbones, brick, flower, curly border and Mojang logo - making these without dyes will result in a black pattern, use dyes to get different colors (items: creeper skull, wither skeleton skull, brick block, oxeye daisy, vines and enchanted golden apple)
Many patterns can be produced
Up to 6 layers of patterns possible
Can be placed on walls or on the ground (16 rotations possible)
Sway with the wind
Can be cloned by crafting them together with a blank banner
Armor stands are actually entities not blocks and can therefore can be summoned using /summon ArmorStand and put in minecarts
NBT tags can be used to create armor stands which are small (Small), invisible (Invisible), have arms (ShowArms), have disabled slots (DisabledSlots), have no base plate (NoBasePlate), have no gravity (NoGravity) and are in a preconfigured position (Pose)
They have many different skins similarly to horses and ocelots. They have 8 skins including: Black, White, Brown, Gold, Black & White, Salt & Pepper, Toast, and the Killer Rabbit of Caerbannog
Naming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyZenTV's girlfriend's rabbit Toast
Very low rate of spawning as "The Killer Bunny" (or the "The Killer Rabbit of Caerbannog")
1/1000 chance of spawning
This type of rabbit is hostile and will attack players within 4 blocks, deals 5 () in easy, 8 () in normal difficulty and 12 () in hard
Now displays render distance, sections being rendered currently, sections being updated currently, an aB value for unknown reasons, version id, whether the client is modded, keywords for when clouds/VBOs/VSync are enabled
Now displays which block the feet are in
When looking at a block, its coordinates, block id and properties will be displayed
The "Facing:" line now indicates in which axis-based direction you're looking ("Towards positive Z")
Now displays Java version, display resolution and vendor, graphics card model and vendor and OpenGL version
The crosshair now turns into 3 short, colored lines indicating the direction of the 3 axis: x/red, y/green, z/blue
"Light" is now the light levels at feet, not eyes
Player rotation is now displayed for the vertical angle as well as the horizontal one
Day counter added
Increases by 1 every dawn
Now displays difficulty
Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
Looking at a block in the world will show the coordinates of that block on the debug screen
F3 hotkeys
Debug tooltips now show how many NBT tags an item has - Screenshot
When debug tooltips are enabled, items will now show their name id - Screenshot
When debug tooltips are enabled, some instances of usernames and entities in the chat will now show the entity's UUID when hovered on
F3 + D can now be used to clear the chat log
F3 + S or F3 + T reloads block models
F3 + B entity hitboxes now also display entity eye level in red and which direction entities are looking at in blue
F3 + H tooltips now show how many NBT tags an item has
Block IDs
Occurences of blocks/items now need to be named ids; old ids slowly being phased out
NBT data in commands can now use block/item names in place of numerical ids
Example: id:"minecraft:stone"
In scoreboards, the format is minecraft.block.stone
Superflat presets also use the new named id format
Block ID/number of layers format changed from NumberxID to Number*ID.
Preset code version number changed to "3".
Internal block handling
Now internally use states instead of metadata
Metadata will still be used for a while
Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
Messages are now either chat, system or action bar messages
Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
Entities now have tooltips in certain chat instances when hovered over
These appear when hovered over an entity's name in chat (e.g. the success message for /kill)
Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
F3 + D clears the chat history (including previously typed commands)
UUID
All player lists will now be converted to be UUID-based automatically
Alex's model is that of Steve but with 3-pixel wide arms
A choice to select fat or thin arms on minecraft.net/profile was added shortly after the update.[8][/sup]
If you don't have a custom skin yet, you are randomly assigned Steve or Alex based on your random user ID
Right and left arms and legs are now editable independently
Uses a steve.png file with new layout and new dimensions
Dimensions for the file are now 64×64
Overlay now includes the whole body
Overlays are called hat, jacket, sleeves and pants legs
New "Skin Customization" button in the options menu
Cape visibility is now toggled from here
You can toggle the visibility of overlays, independent for each limb/body part
Old skins still work, but won't have the new features
Servers
The server list can now be reordered like resource packs - Use 'up'/'down' to reorder, 'right' to join
When editing and adding servers, you can now set how it handles resource packs: Prompt, Enabled or Disable
Servers can now customise network compression in server.properties using network-compression-threshold: 0 to compress everything, -1 to compress nothing
Servers can now optionally send a hash for clients to verify resource packs using resource-pack-hash in server.properties: Should be a 40 character hexadecimal string, will otherwise only be used as a unique id
Servers can now configure how long a tick may take before shutting down using max-tick-time in server.properties
Servers can now configure the maximum world size, which will override /worldborder, using max-world-size in server.properties
Servers can now send messages to be displayed on the action bar
Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of lapis lazuli
Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of lapis lazuli now (seen above)
The actual enchantment calculation is the same
One of the enchantments will be displayed in the tooltip
The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
Leveling up now takes longer
Level V enchantments can now appear on an item without the use of an anvil
Looting now gives an extra 1% chance of getting rare loot per level
Villagers now have a profession, which is displayed in the trading GUI: Farmer, Fisherman, Sheperd, Fletcher, Librarian, Cleric, Armorer, Weapon Smith, Tool Smith, Butcher and Leatherworker
Existing Villagers keep already unlocked trades
Villagers start out with 2-4 trades unlocked
Trading now gives experience, more with willing Villagers
The disabled trade arrow now has a descriptive tooltip
Villagers of the same profession will have the same trades except for price/item amount
Villagers can level up, offering more trades per level
Notable changes in trades: Villagers no longer buy cooked fish and no longer sell melons, steak or flint and steel. Apart from chainmail armor, iron helmets and chestplates, enchanted diamond chestplates, leather pants and enchanted leather chestplates are the only leather armor pieces that are still sold. Similarly, iron axes and enchanted iron swords, iron shovels, iron pickaxes, diamond pickaxes, diamond swords and diamond axes are the only tools still obtainable from villagers now
Notable new trades: Villagers now buy potatoes, carrots, melon blocks, pumpkins, string, leather and rotten flesh, and now sell pumpkin pies, cakes, cooked fish, enchanted fishing rods, all colors of wool, bows, name tags and lapis lazuli
In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
Players in creative mode can now damage entities even if they are flagged invulnerable
Teleporting
Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
Item tooltips
Now show the internal name for use in commands (F3+H mode)
Can now be used to clear only a specific number of items and can be restricted to certain NBT data
Example: /clear @p minecraft:spawn_egg 120 34 {display:{Name:Michael}} <item> <data> <maxCount> <dataTag> will remove up to 34 villager spawn eggs named Michael from yourself
Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
Can display entity tooltips when the action for hoverEvent is set to show_entity
Example: /tellraw @a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
Players can't pass through it and take damage when outside
If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
When you get within a certain distance of the world border, a red-aura-like warning will activate
Only visible on Fancy graphics
Outside the border, the warning is at full strength
Inside the border, the warning gradually gets stronger as the player approaches the border
If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
The /worldborder command allows one to customize various aspects of world borders like their size, center, damage and warning
When harvested with silk touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
Made creeper, skeleton and zombie heads available in survival
Creepers, skeletons, wither skeletons, and zombies drop their heads when killed by charged creepers. Wither skeletons continue to have heads as rare drops.
Note that a charged creeper explosions will not yield more than one mob head
Skulls worn on heads are now bigger so the 2nd skin layer no longer peaks through
Player and mob heads in inventories and held by mobs/players now display the actual head
Copying written books will now mark them as copies/copies of copies
The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
When struck by lightning, villagers turn into witches
Now have a head slot where helmets or blocks can be applied
Villagers will now only breed when willing
The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
When a baby villager is born, both parents lose their willingness
Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
Angry zombie pigmen now pathfind as a result of the update to the new AI
Now run away from creepers that are about to explode
Adult zombie pigmen will forgive after a short time (and lose the aggro speed boost), but will continue to attack until the player escapes their aggro distance
Either way, you have no idea how hard it is being "Notch".
Rollback Post to RevisionRollBack
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, and outline to fill the outer layer of blocks and ignore the inner part
Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
/replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 <dataTag> will put 4 clownfish in the players first hotbar slot
/replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems and QueryResult
For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
players add, but can only modify objectives with the trigger criteria (referred to as "triggers") and can only modify the score of the player running the command
Allows non-op players to use clickEvents as well as prevent spamming clickEvents
Can be used by non-operator players
For a player to run this command, the trigger must be enabled for that player
Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to
commandBlockOutput
, which is output into the visible chat
randomTickSpeed [value]
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
If set to 0, random ticks never occur
reducedDebugInfo
Gamerule to enable/disable reduced information on the F3
objectives setdisplay sidebar.team.yellow anotherObjective (referring to team color, not team name)
Testing for scores now also works in @e entity selector
Added scoreboard team property to disable name tag visibility: /scoreboard teams option <name> nametagVisibility with options hideForOtherTeam, hideForOwnTeam, never and always (default)
Added scoreboard team property to disable death messages: /scoreboard teams option <name> deathMessageVisibility with options never, hideForOtherTeams, hideForOwnTeam and always (default)
Command /scoreboard players can now filter by NBT data
NBT Tags
BlockEntityTag
BlockItem instances can now hold a custom NBT tag that is merged into a
Example: /give @p command_block 1 0 {BlockEntityTag:{Command:"/setblock ~ ~ ~ minecraft:diamond_block"}} will give a command block that, when placed, will automatically have the command /setblock ~ ~ ~ minecraft:diamond_block set
CanDestroy
Mostly for use in adventure mode
Items with this tag display the names of the blocks that they can destroy in the item tooltip
Example: /give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} to give a diamond shovel that can break grass and sand
Putting an invalid item name in will display as "missingno" under the "Can Break" list.
CanPlaceOn
Allows placing of certain blocks against other blocks in adventure mode
Example: /give @p minecraft:stone 16 0 {CanPlaceOn:["minecraft:diamond_block"]} to give a block of stone that can only be placed on diamond blocks
Putting an invalid item name in will display as "missingno" under the "Can be placed on" list.
The command will increase the score based on the number of items/blocks/entities/successes
For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
is an "Original" a "Copy of Original" or a "Copy of a copy"
HideFlags
Allows hiding of certain parts of the tooltip
Bit field determining which parts of the tooltip to hide on an item. 1 for ench, 2 for AttributeModifiers, 4 for Unbreakable, 8 for CanDestroy, 16 for CanPlaceOn, and 32 for various other information (including potion effects, StoredEnchantments, written book generation and author, Explosion, and Fireworks).
Examples: Setting bit field to 3 would hide both ench and AttributeModifiers tags, and setting to 63 would hide everything.
Lock
A way to lock containers from being opened using NBT tags
Mostly useful for adventure maps in adventure mode
Containers can be unlocked by clearing their string for Lock
Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use[3]
The lock can be completely removed utilizing the command /blockdata
NoAI
Disables an entity's AI
Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
PickupDelay
The number of ticks before an item entity can be picked up.
will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
Page 3 & 4: Expert customization of the terrain generation
There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, Coordinate scale, Depth base size, Depth noise exponent, Depth noise scale
There are seven presets
Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
Each page has a button to randomize the various values and a button to reset to default values
Uses the 'generator-settings' string known from superflat presets for server.properties and world data
Generate structures button disappears when selected
Replaces the grassless dirt variant found in Mega Taiga, Mesa and Savanna biomes.
All worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
Allows for more contraptions, from new redstone clocks, moving devices, farming etc
Extending a piston with a slime block attached to it will propel entities (mobs, players, items, launched arrows etc) in the appropriate direction[6]
Can be worn as head gear - but only using commands
Over a quadrillion possible combinations
Crafted like a sign, just with one color of wool instead of planks
Can be stacked to 16
Most patterns are created by arranging dyes in certain ways around a banner on a crafting table
Additional patterns: creeper, skull & crossbones, brick, flower, curly border and Mojang logo - making these without dyes will result in a black pattern, use dyes to get different colors (items: creeper skull, wither skeleton skull, brick block, oxeye daisy, vines and enchanted golden apple)
Many patterns can be produced
Up to 6 layers of patterns possible
Can be placed on walls or on the ground (16 rotations possible)
Sway with the wind
Can be cloned by crafting them together with a blank banner
Armor stands are actually entities not blocks and can therefore can be summoned using /summon ArmorStand and put in minecarts
NBT tags can be used to create armor stands which are small (Small), invisible (Invisible), have arms (ShowArms), have disabled slots (DisabledSlots), have no base plate (NoBasePlate), have no gravity (NoGravity) and are in a preconfigured position (Pose)
They have many different skins similarly to horses and ocelots. They have 8 skins including: Black, White, Brown, Gold, Black & White, Salt & Pepper, Toast, and the Killer Rabbit of Caerbannog
Now displays render distance, sections being rendered currently, sections being updated currently, an aB value for unknown reasons, version id, whether the client is modded, keywords for when clouds/VBOs/VSync are enabled
Now displays which block the feet are in
When looking at a block, its coordinates, block id and properties will be displayed
The "Facing:" line now indicates in which axis-based direction you're looking ("Towards positive Z")
Now displays Java version, display resolution and vendor, graphics card model and vendor and OpenGL version
The crosshair now turns into 3 short, colored lines indicating the direction of the 3 axis: x/red, y/green, z/blue
"Light" is now the light levels at feet, not eyes
Player rotation is now displayed for the vertical angle as well as the horizontal one
Day counter added
Increases by 1 every dawn
Now displays difficulty
Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
Looking at a block in the world will show the coordinates of that block on the debug screen
F3 hotkeys
Debug tooltips now show how many NBT tags an item has - Screenshot
When debug tooltips are enabled, items will now show their name id - Screenshot
When debug tooltips are enabled, some instances of usernames and entities in the chat will now show the entity's UUID when hovered on
F3 + D can now be used to clear the chat log
F3 + S or F3 + T reloads block models
F3 + B entity hitboxes now also display entity eye level in red and which direction entities are looking at in blue
F3 + H tooltips now show how many NBT tags an item has
Block IDs
Occurences of blocks/items now need to be named ids; old ids slowly being phased out
NBT data in commands can now use block/item names in place of numerical ids
Example: id:"minecraft:stone"
In scoreboards, the format is minecraft.block.stone
Superflat presets also use the new named id format
Block ID/number of layers format changed from NumberxID to Number*ID.
Preset code version number changed to "3".
Internal block handling
Now internally use states instead of metadata
Metadata will still be used for a while
Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
F3 + D clears the chat history (including previously typed commands)
UUID
All player lists will now be converted to be UUID-based automatically
Alex's model is that of Steve but with 3-pixel wide arms
A choice to select fat or thin arms on minecraft.net/profile was added shortly after the update.[8]
If you don't have a custom skin yet, you are randomly assigned Steve or Alex based on your random user ID
Right and left arms and legs are now editable independently
Uses a steve.png file with new layout and new dimensions
Dimensions for the file are now 64×64
Overlay now includes the whole body
Overlays are called
hat
,
jacket
,
sleeves
and
pants legs
New "Skin Customization" button in the options menu
Cape visibility is now toggled from here
You can toggle the visibility of overlays, independent for each limb/body part
Old skins still work, but won't have the new features
Servers
The server list can now be reordered like resource packs - Use 'up'/'down' to reorder, 'right' to join
When editing and adding servers, you can now set how it handles resource packs: Prompt, Enabled or Disable
Servers can now customise network compression in server.properties using network-compression-threshold: 0 to compress everything, -1 to compress nothing
Servers can now optionally send a hash for clients to verify resource packs using resource-pack-hash in server.properties: Should be a 40 character hexadecimal string, will otherwise only be used as a unique id
Servers can now configure how long a tick may take before shutting down using max-tick-time in server.properties
Servers can now configure the maximum world size, which will override /worldborder, using max-world-size in server.properties
Servers can now send messages to be displayed on the action bar
Villagers now have a profession, which is displayed in the trading GUI: Farmer, Fisherman, Sheperd, Fletcher, Librarian, Cleric, Armorer, Weapon Smith, Tool Smith, Butcher and Leatherworker
Existing Villagers keep already unlocked trades
Villagers start out with 2-4 trades unlocked
Trading now gives experience, more with willing Villagers
The disabled trade arrow now has a descriptive tooltip
Villagers of the same profession will have the same trades except for price/item amount
Villagers can level up, offering more trades per level
Notable changes in trades: Villagers no longer buy cooked fish and no longer sell melons, steak or flint and steel. Apart from chainmail armor, iron helmets and chestplates, enchanted diamond chestplates, leather pants and enchanted leather chestplates are the only leather armor pieces that are still sold. Similarly, iron axes and enchanted iron swords, iron shovels, iron pickaxes, diamond pickaxes, diamond swords and diamond axes are the only tools still obtainable from villagers now
Notable new trades: Villagers now buy potatoes, carrots, melon blocks, pumpkins, string, leather and rotten flesh, and now sell pumpkin pies, cakes, cooked fish, enchanted fishing rods, all colors of wool, bows, name tags and lapis lazuli
In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
Players in creative mode can now damage entities even if they are flagged invulnerable
Teleporting
Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
Item tooltips
Now show the internal name for use in commands (F3+H mode)
Can now be used to clear only a specific number of items and can be restricted to certain NBT data
Example: /clear @p minecraft:spawn_egg 120 34 {display:{Name:Michael}} <item> <data> <maxCount> <dataTag> will remove up to 34 villager spawn eggs named Michael from yourself
@a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
Players can't pass through it and take damage when outside
If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
When you get within a certain distance of the world border, a red-aura-like warning will activate
Only visible on Fancy graphics
Outside the border, the warning is at full strength
Inside the border, the warning gradually gets stronger as the player approaches the border
If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
The /worldborder command allows one to customize various aspects of world borders like their size, center, damage and warning
When harvested with silk touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
Made creeper, skeleton and zombie heads available in survival
Creepers, skeletons, wither skeletons, and zombies drop their heads when killed by charged creepers. Wither skeletons continue to have heads as rare drops.
Note that a charged creeper explosions will not yield more than one mob head
Skulls worn on heads are now bigger so the 2nd skin layer no longer peaks through
Player and mob heads in inventories and held by mobs/players now display the actual head
Copying written books will now mark them as copies/copies of copies
The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
When struck by lightning, villagers turn into witches
Now have a head slot where helmets or blocks can be applied
Villagers will now only breed when willing
The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
When a baby villager is born, both parents lose their willingness
Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
Angry zombie pigmen now pathfind as a result of the update to the new AI
Now run away from creepers that are about to explode
Adult zombie pigmen will forgive after a short time (and lose the aggro speed boost), but will continue to attack until the player escapes their aggro distance
I had to put this in a spoiler because if I didn't it would take up the entire page...
And what makes it even more worth the time spent developing is the fact that it took 7 1/2 months, if you include the occasional breaks, and 5 1/2 months without the breaks.
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Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
Either way, you have no idea how hard it is being "Notch".
It's quite easy to betray your entire community by saying you'll make the game open source and make fun of indie companies becoming non indie, then you sell your entire company to Microsoft for 2.5 billion bucks and not make the game open source.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
I don't think he ever came back, but maintaining a huge super-popular game just isn't what Notch wanted. (I'd probably sell it for 2.5 billion too if I had the chance. It's just too much stress.) When he made Minecraft, it was just for fun. He never meant it to be as popular as it is now.
Now, I don't really expect him to put his whole mind into the game and go all out to keep it super popular. I'm just upset that he just completely quit. I wouldn't mind if he only worked on the game once every few weeks or so, but him just quitting forever and not even making suggestions to the rest of the team is purely unacceptable.
Mojang purposely tried to make that list very long to make it look like they did a lot of work. You will see that they take up a lot of space just explaining the usage of the commands or such. Most of those changes are unnoticeable.
Mojang purposely tried to make that list very long to make it look like they did a lot of work. You will see that they take up a lot of space just explaining the usage of the commands or such. Most of those changes are unnoticeable.
For me they're not unnoticeable.
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Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
Vacationing to prevent mental exhaustion. Programming can fry a brain very quickly. In the computer world, needing to get your mind off a project is extremely important to keep from getting frustrated and becoming "done" with something. I experience this very often in my dealings at work. Weve been dealing with our SQL server having sporadic periods of failure for the past month. It makes me want to rip my brain right out of my skull, so taking a break from it, working on other unrelated things and getting your mind off the main task helps immensely.
I wonder if you are even old enough to truly relate to this...
Mojang purposely tried to make that list very long to make it look like they did a lot of work. You will see that they take up a lot of space just explaining the usage of the commands or such. Most of those changes are unnoticeable.
Only if you don't know what to look for. 1.8 is the game's largest single update in its history. This isn't even debatable.
It was a bunch of small things that as a whole make a lot of changes. Individually they seem insignificant, but taken as a whole, they have changed the game in many ways.
You may not think it should have taken as long as it did, but the fact of the matter, it did take that long, and for very good reason. Literally rebuilding a game from essentially scratch is one of the hardest things you can do, and the fact that they rebuilt the game in the time they did is an amazing feat. They redid 3 years worth of work, in about 7-8 months.
Vacationing to prevent mental exhaustion. Programming can fry a brain very quickly. In the computer world, needing to get your mind off a project is extremely important to keep from getting frustrated and becoming "done" with something. I experience this very often in my dealings at work. Weve been dealing with our SQL server having sporadic periods of failure for the past month. It makes me want to rip my brain right out of my skull, so taking a break from it, working on other unrelated things and getting your mind off the main task helps immensely.
I wonder if you are even old enough to truly relate to this...
Only if you don't know what to look for. 1.8 is the game's largest single update in its history. This isn't even debatable.
It was a bunch of small things that as a whole make a lot of changes. Individually they seem insignificant, but taken as a whole, they have changed the game in many ways.
You may not think it should have taken as long as it did, but the fact of the matter, it did take that long, and for very good reason. Literally rebuilding a game from essentially scratch is one of the hardest things you can do, and the fact that they rebuilt the game in the time they did is an amazing feat. They redid 3 years worth of work, in about 7-8 months.
trollsack expects Mojang to cater his every need. Mojangistas have lives too!
trollsack expects Mojang to cater his every need. Mojangistas have lives too!
No, he expects Mojang to cater needs that should be catered to. Like mentioned before, if you look at the recent development of the game, he is right, there isn't very much that's actually useful. Notice about how many people who previously loved the game are complaining? Then Mojang just adds a new feature to the summon command or something stupid, leaving all the other serious bugs, lag, and lack of features, and other issues behind. They may have rebuilt a portion of the game (not the whole game), but for the fact that it caused more issues than it fixed, it wasn't a good use of time.
I feel recently, Mojang has gotten out of touch with many of the older survival players, and only focusing on the latest hype. Remember how they used to actually add survival features we wanted? Not everyone sits around and plays with summon commands and command blocks, and experiences bugs with those, and not everyone is a decoration person. Yes, Minecraft was made for your imagination, but the lack of good features in the game and the amount of bugs, and their incompetence to add features that we all like is ruining the scene here.
No, he expects Mojang to cater needs that should be catered to. Like mentioned before, if you look at the recent development of the game, he is right, there isn't very much that's actually useful. Notice about how many people who previously loved the game are complaining? Then Mojang just adds a new feature to the summon command or something stupid, leaving all the other serious bugs, lag, and lack of features, and other issues behind. They may have rebuilt a portion of the game (not the whole game), but for the fact that it caused more issues than it fixed, it wasn't a good use of time.
I feel recently, Mojang has gotten out of touch with many of the older survival players, and only focusing on the latest hype. Remember how they used to actually add survival features we wanted? Not everyone sits around and plays with summon commands and command blocks, and experiences bugs with those, and not everyone is a decoration person. Yes, Minecraft was made for your imagination, but the lack of good features in the game and the amount of bugs, and their incompetence to add features that we all like is ruining the scene here.
could have not said that any better
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Only if you don't know what to look for. 1.8 is the game's largest single update in its history. This isn't even debatable.
Misleading argument.
1.8 took a year to make. Most updates have taken only a few weeks, or a month.
Take all of the new content added to Minecraft any other year and I can guarantee you Mojang added more content than they did this past year while making 1.8. Mojang got lazy and slacked while making 1.8. Very little content for a whole lot of time.
I personally hated the 1.7 update. The temperature system took away any remaining variety in the biomes, making forests upon forests and savanna upon savanna for hundreds or thousands of blocks. Most of the new biomes sucked anyways.
So true. All they do is add worthless garbage and bugs that everyone complains about. Jeb and Dinnerbone are a huge mistake in the development. Then whenever anyone complains about their obvious mistakes, that immature Grum idiot yells back and blabs and causes issues like the EULA. I hate them.
If you had the option to receive 2.5 billion dollars, would you take it?
Also, he tweeted this after the EULA incident.
I posted something on page 67 a week ago, and it seems like you either didn't read it, or forgot about it. It's a long post.
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2375662-tame-able-rats-in-minecraft-pets-that-spawn-in?page=1http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2304689-hitches-45-supporters
Ye, I'd take dat.
Someone posted something on that a while ago:
I don't think he ever came back, but maintaining a huge super-popular game just isn't what Notch wanted. (I'd probably sell it for 2.5 billion too if I had the chance. It's just too much stress.) When he made Minecraft, it was just for fun. He never meant it to be as popular as it is now.
General
SplashesNo more global difficulty option
- Prevents accidentally changing the difficulty when joining the world
Prevents the temptation to change to an easier difficulty in difficult situations
- Locking can not be undone without external editors
However, using the /difficulty command will still work
Can toggle cape and skin layers from here
'Reduced debug info' toggle to enable/disable reduced information on the F3 debug screen
Alternative Block toggle
- Use VBOs toggle
- Anisotropic filtering has been removed
- Render distance slider now goes up to 32 when using 64-bit Java
- Removed Advanced OpenGL
Can disable/enable (weighted) alternative block models
When turned off, the least complex highest priority model will always be used for each block
Can enable/disable vertex buffer objects
- May offer a ~10% performance increase when set to ON
Requires 2 GB of allocated RAM
Is applied when spectating from the perspective of a creeper
- Can also be applied using Super Secret Settings
Is applied when spectating from the perspective of a spider
- Can also be applied using Super Secret Settings
Gameplay
StatisticsDetects how many cm the player has moved while crouching
Detects how many cm the player has moved while sprinting
Detects how much time has passed (in ticks) since the player's last death
Detects how many times the player has talked to villagers
Detects how many times the player has traded with villagers
Obtained by crafting an enchanted golden apple
- Requires first obtaining Getting an Upgrade
Landing is not possible – the player can fly through the ground
- The mouse scroll wheel, the sprint key, and the slowness and swiftness effects all affect the flying speed
Certain mobs have different vision
- Pressing the dismount key (shift by default) returns the player to flying mode
Spectators can see other spectators
- Invisible players and mobs appear visible, but translucent
- An optional hotkey to show outlines on players whilst spectating
Can be color coded to teams
- Outline seen when key is held down (like sneaking when shift is held down)
Teleportation works across dimensions
Shows up at the location of barrier blocks for players holding a barrier item in their hand
Are created when a sponge soaks up water
Shows up on one's screen when near an elder guardian
Allows the player to move faster in water
- Can be applied only to boots
- Can go up to level III
Commands & NBT Tags
Target selectorsTargets entities
- Can specify type of entity by entity ID to either include or exclude with [type=Chicken] or [type=!Skeleton]
- Example: /kill @e[r=50,type=Chicken] - kills all chickens within a radius of 50 blocks
- Example: /tp @e[r=5] ~ ~5 ~ - any entity within a radius of 5 blocks will be teleported five blocks in the air
Modifies NBT data at a specific coordinate, the <dataTag> merges with the block at that position
- Can be used to change the contents of a chest
- Usage: /blockdata <x> <y> <z> <dataTag>
Clones all the blocks (not entities) from a given area to a different given area
- Up to 32768 (32[sup]3[/sup]) blocks can be copied
- The clone can be replace , masked, or filtered
- It can additionally be move , force, or normal
- Usage: /clone <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]
- Example: /clone 1001 3 1002 1011 3 992 1001 5 992 masked
replace will copy every block (the default behavior)
- masked will copy only non-air blocks
- filtered will remove unnecessary blocks
move will move the selection from the first location to the second location, which may overlap
- force will force the cloning operation, even if the areas overlap
- normal only needs to be specified if using filtered
Works similarly to /blockdata, but for entities
- Usage: /entitydata <entity> <dataTag>
- Example: /entitydata @e[type=Sheep,r=20] {Color:14} will color all the sheep within a radius of 20 red
Does not work on players
Allows commands to be run from the position of specified entities
- A detect argument allows the /execute command to run only if a block is detected at a specific location relative to the target
- Usage:
- Example:
- Commands run using the /execute command pass their success value back to the command block running them
/execute <entity> <x> <y> <z> <command…>
- /execute <entity> <x> <y> <z> detect <x2> <y2> <z2> <block> <data> <command…>
/execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:grass 0 say You are standing on grass. will make everyone who is standing on grass say that they are doing so
- /execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass will create a small cube of glass around all chickens
Fills a given volume with a specified block
- Up to 32768 blocks can be filled
- oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, and outline to fill the outer layer of blocks and ignore the inner part
- Works similarly to /setblock
- Usage: /fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> [dataValue] [oldBlockHandling] [dataTag]
- Example: /fill 1001 3 1002 1011 5 992 wool 6 replace [<dataTag>|<replaceTileName>] will fill the given area with pink wool
- Can filter certain blocks
Only if it’s used to fill in replace mode with “normal” blocks.
- It does not work when filling with block entities.
- Usage: /fill [x] [y] [z] [x] [y] [z] [BlockName] [Data] replace [filterBlockName] [filterData]
Spawns particles in a given area
- Usage: /particle <name> <x> <y> <z> <xd> <yd> <zd> <speed> [count] [force]
- Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
- The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
- List of particles: hugeexplosion, largeexplode, fireworksSpark, bubble, suspended, depthsuspend, townaura, crit, magicCrit, smoke, mobSpell, mobSpellAmbient, spell, instantSpell, witchMagic, note, portal, enchantmenttable, explode, flame, lava, footstep, splash, wake, largesmoke, cloud, reddust, snowballpoof, dripWater, dripLava, snowshovel, slime, heart, angryVillager, happyVillager, barrier, iconcrack_(ID), blockcrack_(ID), blockdust_(ID)_(DATA), droplet, take, mobappearance
Can replace items in any inventory, including the inventories of mobs such as zombies
- Usage:
- Example:
/replaceitem entity <entity> <slot> <item> [amount] [data value]
- /replaceitem block <x> <y> <z> <slot> <item> [amount] [data value]
/replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0 <dataTag> will give all the zombies iron swords
- /replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 <dataTag> will put 4 clownfish in the players first hotbar slot
- /replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
Usage:
/stats entity <selector> <mode> <stat>
- /stats block [x] [y] [z] <mode> <objective>
- Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
- After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems and QueryResult
- For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
Compares two areas of a world
- The mode can be set to all or masked, all is the default while masked will ignore air
- Usage: /testforblocks <x1> <y1> <z1> <x2> <y2> <z2> [mode]
- Example: /testforblocks 100 64 100 107 69 107 0 64 0 masked
Can make text display on a players screen in the form of a title and/or subtitle using JSON
- /title @a times <fadeIn> <stay> <fadeOut>
- /title @a title <raw json message>
- /title @a subtitle <raw json message>
- /title @a clear
- /title @a reset
Set the fade in time, the stay on screen time and the fade out time for the title. This is in game ticks (1/20th of a second).
Set and start showing the title and subtitle
Set the subtitle (optional)
Clear titles immediately
Reset all title parameters to defaults (fade times)
Functions the same way as /scoreboard players set or /scoreboard players add, but can only modify objectives with the trigger criteria (referred to as "triggers") and can only modify the score of the player running the command
- Allows non-op players to use clickEvents as well as prevent spamming clickEvents
- Can be used by non-operator players
- For a player to run this command, the trigger must be enabled for that player
- Mostly for use with /tellraw
- Usage: /trigger <objective> <add:set> <value>
/scoreboard players enable <player> <trigger> will enable the specified player to use the specified trigger objective
- Trigger availability is stored per player, per trigger
- Disabled after the trigger has been used (must be re-enabled to use the trigger again)
One trigger may be disabled for a player, but that player can use a different trigger
- One player may be unable to use a trigger, but another player can use the same trigger
/worldborder <set,add,center,damage,warning,get>
/worldborder set <sizeInBlocks> <timeInSeconds>
- /worldborder add <sizeInBlocks> <timeInSeconds>
- /worldborder center <x> <z>
- /worldborder damage <buffer|amount>
- /worldborder warning <time|distance>
- /worldborder get
Used to set size of border. The first argument sets the size of the border and the second sets the speed of the border to expand or shrink
Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border
Sets the center of where the border will be placed.
Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
Allows you to customise how far you have to be or the time for how long it takes to activate the world border warning
Tells the player running the command the current width of the world border
Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
- If set to 0, random ticks never occur
Gamerule to enable/disable reduced information on the F3 debug screen
- Op-only unlike the 'reduced debug info' toggle in multiplayer settings
- Overrides 'reduced debug info' settings in clients
If set to false, player-run commands will not show a success message
Prevents death messages like "[player] fell out the world" from appearing in the chat
These are fake gamerules which don't actually affect your world, but can be used with /stats with the new QueryResults argument to update a scoreboard objective based on the value of that gamerule
- Declare using /gamerule <newRuleName> <value>
- Access using /gamerule <newRuleName>
Acts like the dummy criteria
- Can be interacted with using the /trigger command
- Mostly for use with /tellraw
This will also affect people who have not yet joined the world
The reset subcommand can reset all objectives for a player or reset a player's objectives one by one
- The operation subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
- The test subcommand can be used to test if a scoreboard value is between a min and a max value
- The enable subcommand can be used to enable a trigger objective
Example: /scoreboard players reset @a anObjective will reset the scores of an objective named anObjective for all players in the world
Example: /scoreboard players operation #teamscores redScore += @a[team=red] blueKills adds every red player's count of kills on blue to the red team's score of kills
- Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
Example: /scoreboard players test #global anObjective 12 19 checks whether the global score of the given objective is between 12 and 19, inclusive
Example: /scoreboard players enable aTrigger enables a trigger named aTrigger
Example: /scoreboard objectives setdisplay sidebar.team.yellow anotherObjective (referring to team color, not team name)
BlockItem instances can now hold a custom NBT tag that is merged into a block entity when it’s placed
- Example: /give @p command_block 1 0 {BlockEntityTag:{Command:"/setblock ~ ~ ~ minecraft:diamond_block"}} will give a command block that, when placed, will automatically have the command /setblock ~ ~ ~ minecraft:diamond_block set
Mostly for use in adventure mode
- Items with this tag display the names of the blocks that they can destroy in the item tooltip
- Example: /give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} to give a diamond shovel that can break grass and sand
- Putting an invalid item name in will display as "missingno" under the "Can Break" list.
Allows placing of certain blocks against other blocks in adventure mode
- Example: /give @p minecraft:stone 16 0 {CanPlaceOn:["minecraft:diamond_block"]} to give a block of stone that can only be placed on diamond blocks
- Putting an invalid item name in will display as "missingno" under the "Can be placed on" list.
Allows a command block or sign to increase a certain score in the scoreboard when it runs successfully
- Usage: {CommandStats:{AffectedItemsName:"playername", AffectedItemsObjective:"objective", AffectedBlocksName:"playername", AffectedBlocksObjective:"objective", AffectedEntitiesName:"playername", AffectedEntitiesObjective:"objective", SuccessCountName:"playername", SuccessCountObjective:"objective"}}
The command will increase the score based on the number of items/blocks/entities/successes
- For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
Allows hiding of certain parts of the tooltip
- Bit field determining which parts of the tooltip to hide on an item. 1 for ench, 2 for AttributeModifiers, 4 for Unbreakable, 8 for CanDestroy, 16 for CanPlaceOn, and 32 for various other information (including potion effects, StoredEnchantments, written book generation and author, Explosion, and Fireworks).
- Examples: Setting bit field to 3 would hide both ench and AttributeModifiers tags, and setting to 63 would hide everything.
A way to lock containers from being opened using NBT tags
- Mostly useful for adventure maps in adventure mode
- Containers can be unlocked by clearing their string for Lock
- Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use[3][/sup]
- The lock can be completely removed utilizing the command /blockdata
Disables an entity's AI
- Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
The number of ticks before an item entity can be picked up.
- Set to 32767 for items that can't be picked up
Controls villagers giving xp for trading, set to 1 or 0
Contains the item data of the item currently held in the player's hand
- Added to compact the process of testing if a player is holding a specific item
Previous method required nine commands in command blocks; now requires only one command
Option to show or hide all particles for a potion effect, while the Ambient tag only shows fewer particles, set to 1 to show, 0 to hide
Determines whether sound is produced by an entity, such as idle and hurt sounds, setting to 1 disables sound
World Generation
UndergroundSlightly larger size and abundance than gravel
- Pockets don't reduce ore frequency, since ores can generate inside these pockets
To use, press create new world then ‘world type: customized’ and then press the 'customize' button
- There are 4 pages to customize the world
- Page 1: customizes generation of structures, chance of lake generation, size of certain structures, and biome type and size, and sea level
- Page 2: customizes the ore distribution for dirt, gravel, granite, diorite, andesite, coal, iron, gold, redstone, diamond and lapis
- Page 3 & 4: Expert customization of the terrain generation
There are 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
Rarity, height range and vein size
There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, Coordinate scale, Depth base size, Depth noise exponent, Depth noise scale
Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
Other world options are not available
- Only Spectator mode can be enabled
This includes all possible states of redstone wire, fire, tripwire, stairs, etc.
- They are arranged in a grid across height y=70, with a barrier floor at y=60
- Every block state generates only once
Blocks and items
DioriteAll worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
Chiseled variant has a wither pattern to complement the creeper pattern found in chiseled sandstone.
- Slabs have a smooth variant, similar to stone and sandstone
- Comes as a smooth double slab - minecraft:double_stone_slab2:8
When smelted, they will fill empty buckets in the 'fuel' slot with water if possible
Bounce rebound velocity is scaled by impact velocity, can reach up to 60%
- Currently does not affect item entities
Can be crafted back into 9 slime balls
Connected to normal pistons, slime blocks will only push blocks, but not pull them
- Coded by KaboPC and Panda4994[4][/sup][5][/sup]
- Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
- Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
- Allows for more contraptions, from new redstone clocks, moving devices, farming etc
Different types can connect to each other
- Original fence renamed to oak fence
Different types can connect to each other
- Original fence gate renamed to oak fence gate
Different types of doors have different textures, with some types having no windows
- Door recipes now require all 6 wood to be the same type
Armor can be right-clicked to be applied to the armor stand and can be applied by dispensers
- Armor can be applied by dispensers aimed at any part of the Stand
- Armor can be removed by right-clicking on the piece of armor you want to remove
- Can render enchanted and dyed armor
- Can use pick-block on armor stands (will give the stand not the armor equipped)
This makes it the best food in the game other than golden carrots
Can transfer redstone signals and allows blocks to be placed on it
Appears to be rendered as particles; always facing the player
Mobs
EndermitesNaming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyZenTV's girlfriend's rabbit Toast
- Very low rate of spawning as "The Killer Bunny" (or the "The Killer Rabbit of Caerbannog")
1/1000 chance of spawning
- This type of rabbit is hostile and will attack players within 4 blocks, deals 5 () in easy, 8 () in normal difficulty and 12 () in hard
- A reference to the movie Monty Python and the Holy Grail
- It is white with bloodshot eyes, and blood on its legs and mouth
- Automatically spawns with a name tag titled 'The Killer Rabbit'
- It can be directly spawned in with the command /summon Rabbit ~ ~ ~ {RabbitType:99}
Changes
General
SplashesPlayer rotation is now displayed for the vertical angle as well as the horizontal one
Increases by 1 every dawn
Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
Example: id:"minecraft:stone"
- In scoreboards, the format is minecraft.block.stone
These appear when hovered over an entity's name in chat (e.g. the success message for /kill)
- Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
- Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
Several blocks in the game are rendered differently using the new block models.
The cauldron's feet are cubes instead of faces.
- Grass blocks, dirt, sand, red sand, stone, Netherrack, bedrock and TNT all have their top texture randomly rotated
Many items's model is rotated 90 degrees in the inventory and in hand.
Example: .minecraft/saves/TheMapWithTheThing/resources.zip
Alex's model is that of Steve but with 3-pixel wide arms
- A choice to select fat or thin arms on minecraft.net/profile was added shortly after the update.[8][/sup]
- If you don't have a custom skin yet, you are randomly assigned Steve or Alex based on your random user ID
Dimensions for the file are now 64×64
Overlays are called hat, jacket, sleeves and pants legs
Cape visibility is now toggled from here
- You can toggle the visibility of overlays, independent for each limb/body part
F11 fullscreen toggle now affects fullscreen option
Gameplay
EnchantingFor example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of lapis lazuli
Example: /enchant @a minecraft:looting 3
- Example: /effect @a minecraft:speed 10 10 <hideParticles>
Commands & NBT Tags
CommandsCan now be used to clear only a specific number of items and can be restricted to certain NBT data
- Example: /clear @p minecraft:spawn_egg 120 34 {display:{Name:Michael}} <item> <data> <maxCount> <dataTag> will remove up to 34 villager spawn eggs named Michael from yourself
- Can now test for partial matches of NBT lists
Can now be run in single player
- New arguments for debug /debug debug <start stop chunk> [<x> <y> <z>]
- x/y/z are required and valid only for chunk mode
- May be removed, as the command was supposed to be dev only[11][/sup]
Can now also specify whether particles are to be shown:
- Usage: /effect <player> <effect> [seconds] [amplifier] [hideParticles]
Use 'true' to hide particles and 'false' to show; if value is not given, defaults to false
Can now be followed by a target selector
- Example: /kill @e[type=!Player]
Now lists all entity using @e.
- Example: /say @e[r=500] will list all the entities in your world within a 500 block radius
/summon command can now summon lightning using /summon LightningBolt
A new tag called "insertion" allows text to be inserted into the chat that, when shift-clicked, will insert more text into the players' chat input
- Can now insert values from scoreboards into messages
- Now has a selector argument
- Can display entity tooltips when the action for hoverEvent is set to show_entity
Example: /tellraw @a {text:"CLICK",insertion:"This is a test"}
Example: /tellraw @p {text:"Have ",extra:[{score:{name:"Searge",objective:"reward"}},{text:" diamonds"}]}
Allows to print player's names
- Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
Example: /tellraw @a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
Can now also check for dataTags
- Example: /testfor @p {foodLevel:20}
- No longer is exclusively usable in command blocks
- Can now check for inventory specific items
Example: /testfor @p {Inventory:[{Slot:6b,id:"minecraft:diamond_sword"}],SelectedItemSlot:6}
Can now test for partial matches of NBT lists
/time query <value> argument to check the time
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
Now supports rotation arguments
- Example: /tp @p ~ ~ ~ ~20 ~40 teleports the player so that he faces 20 degrees to the right and 40 degrees downwards
Example: @e[x=0,y=0,z=0,dx=10,dy=10,dz=10] gets all entities between 0,0,0 and 10,10,10
A radius of 0 works for exact block positions
Example: @a[rxm=-15,rx=15,rym=-45,ry=45], /say @a[rx=30], don't look down!
Can now be set to -32768 for items that never despawn
Now work on all entities
Uses the JSON text component instead of plain text.
- Capable of using the clickEvent and hoverEvent tags.
- Previously, text formatting could only be accomplished using the section symbol via Formatting codes.
Uses the JSON text component instead of plain text
- Might need some time before it can work in survival.
- Can be used to show scores towards players by using the selector and score tags
- Previously, text formatting could only be accomplished using the section symbol via Formatting codes
- Character limit is based on character width
World Generation
VillagesWells in desert villages are now made of cobblestone instead of sandstone
Only visible on Fancy graphics
- Outside the border, the warning is at full strength
- Inside the border, the warning gradually gets stronger as the player approaches the border
- If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
- If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
Blocks and Items
SpongeWater particles appear around the sponge when this happens
Making it feed into multiple stained glass blocks/panes will combine the colors
Beds did display the cracking animation previously, but not on their top and bottom
Applies to both doors and iron doors
Therefore, Wooden Doors have been renamed to Oak Doors
Note that a charged creeper explosions will not yield more than one mob head
Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
Will only place them if the body of the golem or wither is already built
Reaches full strength at the opposite time than it would when set to normal
- This can allow for a light that turns on at night rather than day without the need of a NOT gate
They will lose all velocity after a few blocks and slowly fall
- Fire arrows will be extinguished
Mobs
All mobsThe first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
- When a baby villager is born, both parents lose their willingness
- Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
- Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
Villagers will now harvest, collect and replant grown potato, carrot and wheat crops
- Villagers will craft wheat into bread
- Villagers will share food with fellow villagers
This does not affect the orientation of the spawned mob
I had to put this in a spoiler because if I didn't it would take up the entire page...
Either way, you have no idea how hard it is being "Notch".
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2375662-tame-able-rats-in-minecraft-pets-that-spawn-in?page=1http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2304689-hitches-45-supporters
And what makes it even more worth the time spent developing is the fact that it took 7 1/2 months, if you include the occasional breaks, and 5 1/2 months without the breaks.
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2375662-tame-able-rats-in-minecraft-pets-that-spawn-in?page=1http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2304689-hitches-45-supporters
It's quite easy to betray your entire community by saying you'll make the game open source and make fun of indie companies becoming non indie, then you sell your entire company to Microsoft for 2.5 billion bucks and not make the game open source.
Click on this spoiler to see mods and ideas that I support!
Now, I don't really expect him to put his whole mind into the game and go all out to keep it super popular. I'm just upset that he just completely quit. I wouldn't mind if he only worked on the game once every few weeks or so, but him just quitting forever and not even making suggestions to the rest of the team is purely unacceptable.
Mojang purposely tried to make that list very long to make it look like they did a lot of work. You will see that they take up a lot of space just explaining the usage of the commands or such. Most of those changes are unnoticeable.
For me they're not unnoticeable.
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2375662-tame-able-rats-in-minecraft-pets-that-spawn-in?page=1http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2304689-hitches-45-supporters
Vacationing to prevent mental exhaustion. Programming can fry a brain very quickly. In the computer world, needing to get your mind off a project is extremely important to keep from getting frustrated and becoming "done" with something. I experience this very often in my dealings at work. Weve been dealing with our SQL server having sporadic periods of failure for the past month. It makes me want to rip my brain right out of my skull, so taking a break from it, working on other unrelated things and getting your mind off the main task helps immensely.
I wonder if you are even old enough to truly relate to this...
Only if you don't know what to look for. 1.8 is the game's largest single update in its history. This isn't even debatable.
It was a bunch of small things that as a whole make a lot of changes. Individually they seem insignificant, but taken as a whole, they have changed the game in many ways.
You may not think it should have taken as long as it did, but the fact of the matter, it did take that long, and for very good reason. Literally rebuilding a game from essentially scratch is one of the hardest things you can do, and the fact that they rebuilt the game in the time they did is an amazing feat. They redid 3 years worth of work, in about 7-8 months.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
trollsack expects Mojang to cater his every need. Mojangistas have lives too!
Badprenup said:
"Ignore the people saying that [x] will be the end of Minecraft and that [developer] is basically Satan + Hitler."
No, he expects Mojang to cater needs that should be catered to. Like mentioned before, if you look at the recent development of the game, he is right, there isn't very much that's actually useful. Notice about how many people who previously loved the game are complaining? Then Mojang just adds a new feature to the summon command or something stupid, leaving all the other serious bugs, lag, and lack of features, and other issues behind. They may have rebuilt a portion of the game (not the whole game), but for the fact that it caused more issues than it fixed, it wasn't a good use of time.
I feel recently, Mojang has gotten out of touch with many of the older survival players, and only focusing on the latest hype. Remember how they used to actually add survival features we wanted? Not everyone sits around and plays with summon commands and command blocks, and experiences bugs with those, and not everyone is a decoration person. Yes, Minecraft was made for your imagination, but the lack of good features in the game and the amount of bugs, and their incompetence to add features that we all like is ruining the scene here.
uh so when the game is broken for a major group of people they must not cater to there needs with a broken product
could have not said that any better
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Misleading argument.
1.8 took a year to make. Most updates have taken only a few weeks, or a month.
Take all of the new content added to Minecraft any other year and I can guarantee you Mojang added more content than they did this past year while making 1.8. Mojang got lazy and slacked while making 1.8. Very little content for a whole lot of time.