I see that a lot has changed since version 1.4.6, but not entirely sure what has, and what hasn't. Mainly focus on the redstone, and basic mechanics of the game. There's horses now?! O_o
Thanks,
~123386761
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If you need any help with any computer issues, check my website for contact information. I also do Minecraft Mods... well basic ones, I can make blocks that do specific things. I've also dabbed into making Plugins... like before, simple plugins
I see that a lot has changed since version 1.4.6, but not entirely sure what has, and what hasn't. Mainly focus on the redstone, and basic mechanics of the game. There's horses now?! O_o
If you need any help with any computer issues, check my website for contact information. I also do Minecraft Mods... well basic ones, I can make blocks that do specific things. I've also dabbed into making Plugins... like before, simple plugins
Picks up items that are either inside a container above it, or lying (as items) on the ground above it. Transports items at a rate of 2.5/sec in the direction you 'point' it when placing.
Dropper - Added 1.5:
Similar to Dispenser, but can fire items INTO containers. Does not shoot arrows, snowballs, etc as projectiles - only as items. Does not dispense liquids from buckets.
Redstone comparator - Added 1.5:
This is a little tricky to explain nicely, but here goes.
The comparator has three functions. The first is 'comparing' redstone signal strength. The comparator basically checks if the signal strength going into the back of the comparator is equal to or greater than the strength being put into the side of it. If this is true, the comparator outputs a redstone signal that is the same strength as the signal coming from the back.
The second function is activated when you right click on the comparator, and the torch at the front turns on. This is called 'subtraction mode'. The comparator compares the two redstone signals from the side and back again, but this time, 'subtracts' the signal strength at the side of the comparator from the strength at the back of the comparator. If the answer is positive, the comparator outputs the answer in the form of a redstone signal.
The third function is to determine how full a container is. A single item in a chest, for example, will generate a signal of 1. A full chest will generate a signal strength of 15. Phew, that took a while to type!
Redstone block - Added 1.5: basically a constantly on, pushable by pistons redstone power source. It's a little bit quirky in some ways. It basically behaves the same way as a block directly powered by a repeater/lever/torch - it will power redstone next to it, and will power redstone devices directly adjacent to it, but won't turn off redstone torches on a block above it or power non-redstone blocks next to it.
Weighted pressure plates: Detect entities (items, mobs) on them, and output a signal strength relative to the amount of these things. Gold is 'more sensitive' than iron (requires less items for a greater signal strength).
Daylight sensor: outputs a redstone signal relative to the time of day. Noon will have a strength of 15, and night 0.
A ton of bugfixes. Many redstone devices that relied on glitches in 1.4 and below will now be broken.
Mobs:
Horses - Added 1.6:
Can be tamed by riding them repeatedly until they 'break' - you know this has happened when you see hearts coming out of the horse. Need a saddle to be able to move under your control. Different horses have different speeds and jump heights.
Zombie changes - Added 1.6: Yes, like other posters have said, they can 'call' and spawn others when hurt by a player/not being looked at. Baby zombie (pigmen) now spawn naturally, and are as common as zombie villagers. There is a very small chance they will spawn riding a chicken.
Skeleton changes - Added 1.5:
Shoot more quickly the closer you are to them. This makes a bow even more useful.
Core game mechanics:
Regional difficulty - Added 1.6:
The longer you stay in an area (up to 50 hours), the more likely it is that mobs will spawn wearing (enchanted) armor, and spiders will spawn with positive potion effects. Some other things are affected as well.
NBT tag changes (Added multiple versions):
Basically, are more flexible now, and can be edited using commands in the future 1.8 update.
Worldgen and misc blocks:
Deserts no longer have pools of water. This was added in 1.6.
All of the stuff below was added in 1.7:
Many new biomes, such as Mega Taiga, Savanna, Ice Spike biome. There is too much to go over here. Check the Wiki.
Biomes now form 'clusters' - it is now very unusual to see a desert next to a tundra biome.
New packed ice in Ice spike biome - can be harvested with a silk touch tool. Behaves like normal ice, except is a fully solid block and does not melt at high light levels.
Podzol - In Mega Taiga. Mainly decorative. You can grow huge mushrooms on it just like Mycelium.
STAINED CLAY AND STAINED GLASS - Stained clay added 1.6, generated in Mesa 1.7, stained glass (panes) added 1.7:
Hardened clay is formed by cooking clay BLOCKS in furnaces. Can be dyed to main stained clay.
Stained glass is made by surrounding a piece of dye with glass. More opaque than regular glass. Can be crafted into panes just like normal glass.
Hay bale: Mostly decorative. Is flammable. Crafted with 9 wheat. Can be fed to horses by right clicking them with this block.
Nether Portal changes - Added 1.7:
You can now make GIANT portals, up to 23x23 in size. Minimum size is still the basic 5x4.
Portals can now be lit anywhere - not just at the bottom.
Picks up items that are either inside a container above it, or lying (as items) on the ground above it. Transports items at a rate of 2.5/sec in the direction you 'point' it when placing.
Dropper - Added 1.5:
Similar to Dispenser, but can fire items INTO containers. Does not shoot arrows, snowballs, etc as projectiles - only as items. Does not dispense liquids from buckets.
Redstone comparator - Added 1.5:
This is a little tricky to explain nicely, but here goes.
The comparator has three functions. The first is 'comparing' redstone signal strength. The comparator basically checks if the signal strength going into the back of the comparator is equal to or greater than the strength being put into the side of it. If this is true, the comparator outputs a redstone signal that is the same strength as the signal coming from the back.
The second function is activated when you right click on the comparator, and the torch at the front turns on. This is called 'subtraction mode'. The comparator compares the two redstone signals from the side and back again, but this time, 'subtracts' the signal strength at the side of the comparator from the strength at the back of the comparator. If the answer is positive, the comparator outputs the answer in the form of a redstone signal.
The third function is to determine how full a container is. A single item in a chest, for example, will generate a signal of 1. A full chest will generate a signal strength of 15. Phew, that took a while to type!
Redstone block - Added 1.5: basically a constantly on, pushable by pistons redstone power source. It's a little bit quirky in some ways. It basically behaves the same way as a block directly powered by a repeater/lever/torch - it will power redstone next to it, and will power redstone devices directly adjacent to it, but won't turn off redstone torches on a block above it or power non-redstone blocks next to it.
Weighted pressure plates: Detect entities (items, mobs) on them, and output a signal strength relative to the amount of these things. Gold is 'more sensitive' than iron (requires less items for a greater signal strength).
Daylight sensor: outputs a redstone signal relative to the time of day. Noon will have a strength of 15, and night 0.
A ton of bugfixes. Many redstone devices that relied on glitches in 1.4 and below will now be broken.
Mobs:
Horses - Added 1.6:
Can be tamed by riding them repeatedly until they 'break' - you know this has happened when you see hearts coming out of the horse. Need a saddle to be able to move under your control. Different horses have different speeds and jump heights.
Zombie changes - Added 1.6: Yes, like other posters have said, they can 'call' and spawn others when hurt by a player/not being looked at. Baby zombie (pigmen) now spawn naturally, and are as common as zombie villagers. There is a very small chance they will spawn riding a chicken.
Skeleton changes - Added 1.5:
Shoot more quickly the closer you are to them. This makes a bow even more useful.
Core game mechanics:
Regional difficulty - Added 1.6:
The longer you stay in an area (up to 50 hours), the more likely it is that mobs will spawn wearing (enchanted) armor, and spiders will spawn with positive potion effects. Some other things are affected as well.
NBT tag changes (Added multiple versions):
Basically, are more flexible now, and can be edited using commands in the future 1.8 update.
Worldgen and misc blocks:
Deserts no longer have pools of water. This was added in 1.6.
All of the stuff below was added in 1.7:
Many new biomes, such as Mega Taiga, Savanna, Ice Spike biome. There is too much to go over here. Check the Wiki.
Biomes now form 'clusters' - it is now very unusual to see a desert next to a tundra biome.
New packed ice in Ice spike biome - can be harvested with a silk touch tool. Behaves like normal ice, except is a fully solid block and does not melt at high light levels.
Podzol - In Mega Taiga. Mainly decorative. You can grow huge mushrooms on it just like Mycelium.
STAINED CLAY AND STAINED GLASS - Stained clay added 1.6, generated in Mesa 1.7, stained glass (panes) added 1.7:
Hardened clay is formed by cooking clay BLOCKS in furnaces. Can be dyed to main stained clay.
Stained glass is made by surrounding a piece of dye with glass. More opaque than regular glass. Can be crafted into panes just like normal glass.
Hay bale: Mostly decorative. Is flammable. Crafted with 9 wheat. Can be fed to horses by right clicking them with this block.
Nether Portal changes - Added 1.7:
You can now make GIANT portals, up to 23x23 in size. Minimum size is still the basic 5x4.
Portals can now be lit anywhere - not just at the bottom.
You basically explained it all and I was pumped to answer.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2013
Posts:
60
Minecraft:
Comstock
Member Details
Bone meal was nerfed in the 1.5.x patch (can't remember the exact one) so you will not always get a full growth when using it. I've had to use upwards of 10 to grow a tree.
Thanks,
~123386761
Those are the big changes, probably best to look at the wiki though.
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
Redstone:
Hopper - Added 1.5:
Picks up items that are either inside a container above it, or lying (as items) on the ground above it. Transports items at a rate of 2.5/sec in the direction you 'point' it when placing.
Dropper - Added 1.5:
Similar to Dispenser, but can fire items INTO containers. Does not shoot arrows, snowballs, etc as projectiles - only as items. Does not dispense liquids from buckets.
Redstone comparator - Added 1.5:
This is a little tricky to explain nicely, but here goes.
The comparator has three functions. The first is 'comparing' redstone signal strength. The comparator basically checks if the signal strength going into the back of the comparator is equal to or greater than the strength being put into the side of it. If this is true, the comparator outputs a redstone signal that is the same strength as the signal coming from the back.
The second function is activated when you right click on the comparator, and the torch at the front turns on. This is called 'subtraction mode'. The comparator compares the two redstone signals from the side and back again, but this time, 'subtracts' the signal strength at the side of the comparator from the strength at the back of the comparator. If the answer is positive, the comparator outputs the answer in the form of a redstone signal.
The third function is to determine how full a container is. A single item in a chest, for example, will generate a signal of 1. A full chest will generate a signal strength of 15. Phew, that took a while to type!
Redstone block - Added 1.5: basically a constantly on, pushable by pistons redstone power source. It's a little bit quirky in some ways. It basically behaves the same way as a block directly powered by a repeater/lever/torch - it will power redstone next to it, and will power redstone devices directly adjacent to it, but won't turn off redstone torches on a block above it or power non-redstone blocks next to it.
Weighted pressure plates: Detect entities (items, mobs) on them, and output a signal strength relative to the amount of these things. Gold is 'more sensitive' than iron (requires less items for a greater signal strength).
Daylight sensor: outputs a redstone signal relative to the time of day. Noon will have a strength of 15, and night 0.
A ton of bugfixes. Many redstone devices that relied on glitches in 1.4 and below will now be broken.
Mobs:
Horses - Added 1.6:
Can be tamed by riding them repeatedly until they 'break' - you know this has happened when you see hearts coming out of the horse. Need a saddle to be able to move under your control. Different horses have different speeds and jump heights.
Zombie changes - Added 1.6: Yes, like other posters have said, they can 'call' and spawn others when hurt by a player/not being looked at. Baby zombie (pigmen) now spawn naturally, and are as common as zombie villagers. There is a very small chance they will spawn riding a chicken.
Skeleton changes - Added 1.5:
Shoot more quickly the closer you are to them. This makes a bow even more useful.
Core game mechanics:
Regional difficulty - Added 1.6:
The longer you stay in an area (up to 50 hours), the more likely it is that mobs will spawn wearing (enchanted) armor, and spiders will spawn with positive potion effects. Some other things are affected as well.
NBT tag changes (Added multiple versions):
Basically, are more flexible now, and can be edited using commands in the future 1.8 update.
Worldgen and misc blocks:
Deserts no longer have pools of water. This was added in 1.6.
All of the stuff below was added in 1.7:
Many new biomes, such as Mega Taiga, Savanna, Ice Spike biome. There is too much to go over here. Check the Wiki.
Biomes now form 'clusters' - it is now very unusual to see a desert next to a tundra biome.
New packed ice in Ice spike biome - can be harvested with a silk touch tool. Behaves like normal ice, except is a fully solid block and does not melt at high light levels.
Podzol - In Mega Taiga. Mainly decorative. You can grow huge mushrooms on it just like Mycelium.
STAINED CLAY AND STAINED GLASS - Stained clay added 1.6, generated in Mesa 1.7, stained glass (panes) added 1.7:
Hardened clay is formed by cooking clay BLOCKS in furnaces. Can be dyed to main stained clay.
Stained glass is made by surrounding a piece of dye with glass. More opaque than regular glass. Can be crafted into panes just like normal glass.
Hay bale: Mostly decorative. Is flammable. Crafted with 9 wheat. Can be fed to horses by right clicking them with this block.
Nether Portal changes - Added 1.7:
You can now make GIANT portals, up to 23x23 in size. Minimum size is still the basic 5x4.
Portals can now be lit anywhere - not just at the bottom.
1.5: The Redstone Update
1.6: The Horse Update
1.7: The Update the Changed the World