Just a few things I've noticed:
Smooth Lighting causes a crash when changed on main page via options.
Multiple different lighting failures in the game.
Mountain range is notable bigger than other biomes, a bit overpowering.
Some NPC villages have a stone house that spawns 1 block too low, causing the door to be 1 block high (Confirm this is a bug?)
Friendly mob generator a bit too high? (I saw 16 pigs on my screen 20 blocks from my spawn)
F3 is no longer debug mode, so you can't see mob IDs. (Good call Mojang)
Cloud height raised (No longer floats through buildings, another great change)
So far it's a nice update, still working on reviewing it. Can't wait to Youtube this.
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How are you moving animals? I find by minecart is easy as hell, you can move them so far away.
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Just something I thought I'd share.
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The general thinking about that is the spawning algorithm checks neighboring chunks to see how many mobs there are, and then tries to make up for lost animals by overspawning. Hasn't been proven though.
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You have to make it an archive (.rar or .zip) before you upload it. The world will just be a folder with the world name.
Also, NBTEdit to change the worldtype. The poster above had the link, you can learn more there.
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2) Yes.
EDIT: Whoops, didn't read the entire question. My bad. You can edit the worldtype by using NBTEdit. Link in below post.
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Haha, creative mode is for people like me. Like to explore different things and build huge castles :tongue.gif:
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Also, mobs don't respawn under normal circumstances. They "do" respawn, but you have to have literally the perfect chunk (We're talking from layer 1 to 128, grass platforms every 3 levels, ect ect) to get animals to spawn. Under normal circumstances, the chance of you getting a mob spawn is horribly.. horrible.
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How is it annoying? Instead of hitting one button, you hit two. Not that much harder.
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Animals are persistent. So if you move a cow from it's spawn location in a, persay, mixed forest to a desert (Where no passive mobs respawn), it will stay there. Even when the chunk is unloaded and loaded again, as long as it's trapped and can't walk away, it will stay. Cows do swim though, so be sure you have it trapped in (I don't recommend fences though, I've seen animals glitching through them).
Yes. As long as it doesn't die or some other glitch causing an animal to die, it will stay there.
And yes. Broken eggs creates an entity, that entity being a chicken, and chickens are also persistent. Just be sure it can't get away, same for the cow.
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Wrong, wrong, wrong. Reread the thread.
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Nah, it's new. 1.7 and before used to check to be sure animals were spawning on grass/dirt, now it doesn't.
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