Two curses added: the Curse of Binding (Enchantment ID 10) and the Curse of Vanishing (Enchantment ID 71).
Curse of Binding will bind the item to you, making you unable to drop it or take take it off if it is an armor item, although it will drop when you die.
Players in Creative mode are unaffected by this curse.
Curse of Vanishing will make the item disappear if you die. /gamerule keepInventory true will prevent this.
Cursed tools and armor can be found as loot in some generated structures.
Changed the title and description of "Snooper Settings"
Brings it into line with the new privacy policy[5][/sup]
Title is now "Feed us data!" instead of "Machine Specs Collection"
Description is now "We always want to improve Minecraft and, to help us do that, we'd like to collect some information. This lets us know what hardware to support and where the big problems are. It also gives us a sense of the size of our active player base, so we know if we're doing a good job. You can view all the information we collect below. If you want to opt out then you can simply toggle it off!"
Entity IDs, block entity IDs, block IDs and item IDs
Now are no longer case sensitive.
Autocomplete will put in lowercase letters.
Entity and block entity IDs
Use underscores to separate words, rather than using single words in mixed case.
Optionally, a minecraft: namespace prefix can be used, just like block and item IDs. However, it is not optional for EntityTags and spawners.[6][/sup]
Horse was split into entity IDs horse, donkey, mule, skeleton_horse and zombie_horse for their respective types.
Skeleton was split into entity IDs skeleton, stray and wither_skeleton.
Zombie was split into entity IDs zombie, zombie_villager and husk.
Guardian was split into entity IDs guardian and elder_guardian.
Donkey, mule, husk and zombie villager now each draw from their own loot tables, rather than drawing from the horse and zombie loot tables, respectively.
Potions that have missing or invalid potion-effect tags now default to the Uncraftable Potion, which now has no glint, and is now magenta in color.
This also applies to lingering potions, splash potions and tipped arrows.
Due to the water bottle without tags being changed to uncraftable potion, the brewing icon is also changed to uncraftable potion in the creative inventory.
I didn't even do anything. I just disagreed with you. This is getting rather flame-bait-y rather quickly.
Then you were wrong about what major update means.
No, it's just called major because it has new content. That's is the factual reason. And I just explained that to you. I wasn't even close to flaming you or insulting you at all. It is a major update by the definition of major update.
It isn't a major update because the second digit changes. The second digit changes because it's a major update.
And they call it a major update when there is new playable content.
Worldsshrugged, I really don't get where you think I've been rude or somehow not explained this to you. I made the reason very clear, but you act like I'm holding back from giving you a straight answer just to insult you or something.
Still, you've been updating news and updates threads for like... two years? You've done a good job. Thanks for these.
Since February 2015, so almost a year and a half. Thanks! As for a 1.11 topic, I talked with Sunperp, when 1.11 snapshots start, I'll just continue updating this topic.
Indeed. Just like we eat rotten flesh from undead humans or feed our dogs with it, we use all kind of squick ingredients in potions, we build with slime from dead monsters (slime blocks) and even with captured souls (soulsand), we use bones to let our trees and crops grow and we even use a huge, undead demonic abomination with three heads from down under, sucking all the life from living creatures to feed itself, to cut our trees automatically.
Yep, Minecraft is really a kids game...
Breaking news: Minecrafters everywhere start to question their sanity.
Jeb posted this image, saying, and I quote: "Testing some ideas from MC:PE and suggested by @argo_majorhttp://i.imgur.com/KjBqEEe.jpg Not sure yet, taiga villages often look messed up =)":
So we're possibly getting that, Jeb still seems to be deciding. We're also getting some PE features - note the wooden bridge over the water, which is a PE feature that we seem to be receiving.
I'm looking forward to these QoL changes. Added the pic to the thread.
It is an intangible block used to indicate to the structure blocks that certain air blocks can be overridden by previously existing blocks in the destination.
Intended to be a replacement for the function barrier blocks used to convey (during early development), so they can form part of the structure itself.
They are invisible and have a small hitbox.
They are only visible when they are inside a structure being saved by a save structure blocks and the toggle option "show invisible blocks" is true.
Allows for empty spaces in a structure.
Unlike air, it will not overwrite blocks where it is loaded.
Example: If you load a 2 block high structure with air at the top and a structure void at the bottom into a 2 block high area of stone, the top block will become air but the bottom will stay stone.
If the player is sneaking, wearing Frost Walker-enchanted armor, or under the
Fire Resistance effect, it does not take damage.
If the player dies by standing on it, a new death message will appear: "[Player] discovered floor was lava."
If the player dies by the block, but after being damaged by a mob or player, the death message will be: "[Player] walked into danger zone due to [Mob or Player]."
It emits as much light as it receives from other sources.
e.g. A magma block next to a torch will emit light at level 13, as that was the light level it received from the torch.
If the torch were to be removed then it will search for the next brightest source of light; if no source is found then it will continue to emit the same amount of light as the torch.
It can emit daylight if it was exposed to the sun.
Savanna villages are now made with acacia wood instead of oak.
In savannas, acacia logs replace cobblestone in all structures except churches, blacksmiths and the ground around wells.
Blacksmiths in desert villages now generate with cobblestone rather than sandstone near the lava.
Now generates grass under stairs instead of a dirt path.
Cobblestone now spawn around wells instead of gravel.
Paths now only replace grass blocks (with air above), water, lava, sand, sandstone, and red sandstone, and no longer replace blocks below sea level. All other blocks will be ignored, with blocks below (down to sea level) considered for replacement instead.
This allows paths to generate properly under trees.
Paths are made with different material depending on the existing terrain.
If replacing grass blocks, the path is made from grass path blocks.
If replacing water or lava, the path is made from planks.
If replacing sand, sandstone, or red sandstone the path is gravel on top of cobblestone.
In desert villages, sandstone is used instead of gravel and cobblestone.
In savanna villages, acacia logs are used instead of cobblestone.
They have a 2% chance of being a zombie village, determined by Zombie NBT tag in Village.dat.
All generated villagers are instead zombie villagers. These zombie villagers don't despawn (i.e. they have the PersistenceRequired flag set), but still burn in sunlight.
It is to allow the player to save and load different created structures in game, and offer a way to bundle such structures with the world.
Are now available in item form; can be given or summoned.
Similarly to command blocks, its placement, destruction and modification are restricted to opped players in creative.
Now comes with an integrated GUI and new textures.
The block still has four modes, but each has a completely different texture than the original.
Save, S - build structure in world, tell the block where it is and it saves it to file. Load, L - loads saved structure files, replacing blocks with saved blocks except for structure void blocks. Corner, C - for automatic size calculation. Data, D - for chest markers and other blocks that require data (default).
Structures can be stored, bundled and loaded per world, in the "structures" folder
Structures are limited to a size of 32 blocks in each direction.
The coordinates used by the blocks are relative to themselves.
When in use, it shows the outline of the structure it relates to in white
Can rotate and mirror structures before they are placed on the three axis.
L and S structure blocks can be activated by redstone.
Display a name tag above them indicating their mode and structure name.
By toggling the option to show invisible blocks in save blocks, air blocks and structure void blocks will be made visible.
Small blue cubes correspond to air blocks, red cubes correspond to structure void blocks (they are even smaller than the blue cubes).
The game protects against maps saving arbitrary amounts of data to disk.
Will drink a potion of fire resistance if they don't already have the effect and the most recent damage taken (within the past 2 seconds) was fire damage.
I find it funny people are still attacking/defending the combat system. There is no point in arguing about it, it's really pointless. I highly doubt Mojang would remove it at this point. I know they have removed things in the past, but this system I doubt they would. In my opinion, combat is in a good state, although some tweaking could be done to improve it (automatically toggle the 'ready' bar, or actually add a tutorial for combat.).
EDIT: Also, check out 1.9.1pre3. They modified it a bit and it's improved a bit more.
Regardless of what people say, in my opinion, the combat overhaul has made survival more fun. I have to be cautious in what I do, caves are dangerous to venture into, etc. It brings back memories of when survival was hard for me when I first started playing Minecraft. Sleeping is super useful now, and prevents the onslaught night can bring. The danger of mobs also gives you an incentive to find better gear (or strip mine for ores).
The new system is better than the spamfest that the old system was. The new system allows pvp and pve to be more challenging, plus with 1.9.1pre3, the amount of damage done when it's not fully charged is increased, so if you miss an attack it isn't as brutal.
Lastly, a feature that would make the whole 'ready' animation better would instead of having the weapon pop up into view, have it swing forward and up. It's a lot more obvious and makes sense (you swing the weapon forward, then back up.)
Well, TFP could easily help out with the 1.10 thread that currently exists by posting in there instead. I suppose it's not quite as good, but it's something.
To avoid confusion, we want these types of threads to be specific to a particular major version of Minecraft, especially when new and old versions might have overlapping periods of development (such as Minecraft 1.9 post-release patching and 1.10 pre-release information or snapshots). Since there is already a thread exclusively focusing on information about 1.10 (and not trying to be a 1.9 and 1.10 thread simultaneously), that thread would be a better fit as the active "official" discussion thread for 1.10.
I have no problem keeping this thread open as a continued discussion about 1.9, but having two redundant 1.10 threads would simply cause confusion and would result in the typical things we see with redundant threads: duplicate discussions copied back and forth, posts in one thread linking to posts in the other thread, people assuming that since there are multiple threads, they can go ahead and create a thread of their own discussing the same subject, people confusing one thread for the other and getting upset about not finding a particular conversation they might have been keeping track of, etc.
I really can't think of any benefit there would be to the forum in allowing multiple redundant 1.10 informational threads to exist that would outweigh the issues that we would have to deal with resulting from that.
- sunperp
Alright, fair enough. This topic is pretty old now. I can see how it is a bit redundant to have super similar topics.
There is already another thread for discussing 1.10, please use that thread for any 1.10 discussion and keep this thread as a place for discussing any further 1.9 patch updates that may occur.
- sunperp
Just wondering, why can't I update this thread for 1.10? I had plans on doing that once 1.9 came out.
0
This looks like a pretty fun update. Wish they had done more with exploring / world gen but it's always nice to see new features.
5
0
I'd really love to see some more survival things to do. More underground things, and reasons to go out and adventure.
Keep it civil guys, and lets stay on topic.
2
Since February 2015, so almost a year and a half. Thanks! As for a 1.11 topic, I talked with Sunperp, when 1.11 snapshots start, I'll just continue updating this topic.
0
And right after I update the topic, they release the new update. /sigh
0
This new snapshot is pretty cool, but there are some things that do need to be fixed. Updated the topic.
3
Breaking news: Minecrafters everywhere start to question their sanity.
2
A BUD block? Amazing, I never thought they'd do that. It'll be interesting to see how it works.
0
I'm looking forward to these QoL changes. Added the pic to the thread.
Good question. It could be they randomly pop up, I'd expect that.
17 block variants? I would love prismarine slabs!
19
Polar Bears
Could be a new skeleton variant, or a special skeleton for snowy biomes.
Endermen can now hop into the nether. INB4 they teleport into lava
Actually, the endermen will probably walk onto this brimstone or whatever it is.
New villages would be nice, but I'd like to see a special building for each biome village.
Auto jump will be added, it's going to be on by default. Toggleable.
Jens says that this block is the Structure block, the second game changing block (first was command block). More info to follow in the future.
Jens mentioned that these blocks made out of nether warts could be added.
0
Huh, interesting. Well, while tweaking is needed, this system is better than the old one (in my opinion).
1
I find it funny people are still attacking/defending the combat system. There is no point in arguing about it, it's really pointless. I highly doubt Mojang would remove it at this point. I know they have removed things in the past, but this system I doubt they would. In my opinion, combat is in a good state, although some tweaking could be done to improve it (automatically toggle the 'ready' bar, or actually add a tutorial for combat.).
1
That's what I plan on doing now.
0
Alright, fair enough. This topic is pretty old now. I can see how it is a bit redundant to have super similar topics.
0
Just wondering, why can't I update this thread for 1.10? I had plans on doing that once 1.9 came out.