• 0

    posted a message on 1.11 News and Updates - [Information from Mojang AB]

    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.

    Posted in: Recent Updates and Snapshots
  • 5

    posted a message on 1.11 News and Updates - [Information from Mojang AB]
    For the past year and a half, I've managed the 1.9 and 1.10 news topics and I'm back for more!


    Splash text

    • "Javalicious edition"
    • "Should not be played while driving"
    • "You're going too fast!"


    • New strings within the game were made available for internationalization:
      • World selection error messages.
      • Customized superflat preset names.
      • Spectator-mode-specific options and messages.
      • In the Options menu: the words "chunks" and "fps"
      • In item tooltips: the words "Color: ", "NBT: " and "Durability: "
      • The F3+Q keybindings display text, and text associated with other F3 actions.
      • Text associated with downloading resource packs from servers.
      • /save-all flush command output



    • doWeatherCycle
      • Determines whether the weather will change.
      • Defaults to true.

    • maxEntityCramming
      • Defaults to 24
      • If one entity tries to push more than 24 other entities, it starts to suffocate.
        • Gets damaged 3 hearts by tick, passes though armour
        • The death message is suffocated in a wall

      • Setting to 0 disables the rule.
      • Affects mobs and players only.

    Curse Enchantments

    • Enchantments with negative effects.
    • 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.

    /locate Command

    • Syntax: /locate <StructureType>
      • Accepts: EndCity, Fortress, Mansion, Mineshaft, Monument, Stronghold, Temple and Village.
      • Desert temples, Jungle temples, Witch huts and Igloos all go under the Temple category.

    • Pushes coordinates for the closest structure of given type in the chat for the player who executed the command.
      • Returns the message "Located [Structure] at [x] [y] [z]".
      • Will display the Y coordinates as "(y?)" for some structures



    • Being relatives to the Villagers, they look similar but have pale gray skin and wear dark clothes.
    • Two kinds of Illagers are introduced: Evokers and Vindicators.


    • Separates their arms when aggravated, and holds an Iron Axe in their main hand.
    • Hostile towards Players and Villagers.
    • If given the name Johnny they will attack any nearby mobs, with the exception of other Illagers.
    • Spawn in the Woodland Mansions upon generation. They will not respawn
    • May drop Emeralds and an Iron Axe upon death.


    • Added as an end-game challenge, or mini-boss.
    • Will always drop a Totem of Undying upon death. May drop Emeralds too.
    • In battle, they will summon Vexes and Fangs to attack.
      • Raises their arms when casting a spell.
      • Fangs always deal 6 (Heart.svgHeart.svgHeart.svg) damage, ignoring armor.

    • Aggressive towards the Player and Villagers.
    • Spawn in the two upper floors of Woodland Mansions upon generation. They will not respawn

    Two vex in a woodland mansion


    • Spawns only when summoned by an Evoker.
    • Appears similar to ghosts, in that they are small, pale, flying mobs that can phase through blocks.
    • Shows red marks when about to attack.
    • Attacks Players and Villagers.
    • Holds an Iron Sword in their main hand.

    Three llamas


    • Spawns in Extreme Hills.
    • Drops Leather.
    • Has multiple skins, like Cats and Horses.
    • Attacks by spitting.
      • If you hit them, they will spit at you once, dealing 1 (Half Heart.svg) damage.
      • If not in a caravan group, they are always aggressive toward Wolves.

    • Can be equipped with a carpet as a saddle and a chest for storage.
      • Different carpets have different textures when used as saddles.
      • Amount of storage slots available depends on the strength of the Llama.

    • If you put a leash on one, other Llamas nearby will be attracted and try to form a caravan.
      • Caravan groups are passive to all mobs.



    • Ported from the Pocket and Windows 10 editions.
      • May have slight behavior differences due to how redstone works in the Java edition compared to Pocket and Windows 10 Edition.

    • Outputs a redstone signal when it detects a block update.
      • Normal BUDS still remain.

    Shulker box

    Shulker Box

    • Crafted in a Crafting Table as a single column, with a Chest in the middle row and a Shulker Shell both above and below the chest.
    • Works similar to a chest, but keeps its content when broken.
      • If it has any content inside, it will drop itself in Creative mode as well.
      • Can not be placed inside another Shulker Box.
      • When hovered over in your inventory, it will show up to 5 slots of its content.
      • Breaks when being pushed by a piston.

    • Uses the same opening and closing animations as the Shulker.
    • Can be placed on different sides of a block to open in different directions.
      • When opening, its hitbox changes from 1 block to 1.5 blocks its opening direction.
        • Because of this, it will not open if there is a block of any kind within the closest half-block area in its opening direction.

    • Can be dyed in any of the available dye colors.
      • Dyed Shulker Boxes have a slightly darker bottom part than the normal one.

    • Dispensers will place the block on the ground.
    • Can be mined with anything, but is mined faster with a pickaxe.

    Spawn eggs

    Shulker Shell

    Totem of Undying

    • Evokers will always drop one of these upon death.
    • Holding it in either hand when you die will activate it and save your life.
      • Gives you the Absorption and Regeneration effects when activated.
      • Does not prevent death by /kill or the Void.
      • Has an animation when activated, which uses the items texture and model.

    Exploration Map leading to an ocean monument

    Exploration Map

    • Can only be obtained from Cartographer Villagers.
    • Used to locate Ocean Monuments and the new Woodland Mansions.
      • Ocean Explorer Maps are slightly blue, while Woodland Explorer Maps are slightly brown.

    • Works like a map, but shows the outlines of land and a single structure icon.
      • Fills in the map with blocks once you start exploring the area shown.

    • When resized, it will still show the structure icon, but will lose the outlines.
    • When outside the area on the map, the player icon will be smaller the further away you are.
      • When 1024 blocks away from the structure, the dot will go from a small icon to a bigger one.

    World Generation

    Return portals

    Woodland Mansion

    • Generates in Forest and Roofed Forest biomes.
    • Home to the Illagers.
    • Has three floors, where the bottom two are larger and the third is smaller.
    • Uses procedural generation and Structure Blocks for random layouts.
      • Because of this, some rooms may be completely surrounded by walls and have no entrance.

    • Consists mostly of Cobblestone and Wood blocks.
    • Can be located with a Woodlands Explorer Map.


    Resource packs

    • The required pack version number was changed to "3" in pack.mcmeta.
      • Version 3 resource packs have to use lowercase filenames for everything.


    • 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.
    • Unused savegame IDs Mob and Monster were removed.

    NBT tags

    • For all horses, HasReproduced, Type and Saddle tags are removed.
    • ChestedHorse and Items tags now apply only to mule and donkey.
    • SkeletonTrap and SkeletonTrapTime tags now apply only to skeleton_horse.
    • Elder tag is removed from guardian and elder_guardian.
    • ZombieType tag is removed from all zombie types.
    • ConversionTime and Profession tags now apply only to zombie_villager.
    • SkeletonType tag is removed from all skeleton types.
    • Pumpkin byte tag is added to snowman.

    Loot tables

    • 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.



    • Messages can now be 256 characters long instead of 100.
    • Some warnings now appear above the hotbar instead in the chat, like "Press [key] to dismount" had.
      • "You can only sleep at night"
      • "You may not rest now, there are monsters nearby"
      • "This bed is occupied"
      • "Height limit for building is 256 blocks"
      • "Unable to open. Loot not generated yet."
      • "You may not rest now, the bed is too far away"

    Exhaustion levels

    Old rate
    New rate

    per meter

    per meter

    per meter

    Breaking a block
    per block broken

    per jump

    Attacking an enemy
    per attack landed

    Taking damage that is normally protected by armor
    per distinct instance of damage being received

    Hunger status effect
    per second, per Hunger status effect level

    Jumping while sprinting
    per jump

    Regenerating health by having Hunger.svg × 9 or higher,
    and with naturalRegeneration=true
    per 1 (Half Heart.svg) healed


    • Ink sacs are now caught in stacks of 10 with a weight of 1, rather than in stacks of 1 with a weight of 10.



    • Now block 100%, as opposed to 66%, of the damage dealt in melee combat.
      • Zombies without any weapons will not deal any damage to the player, nor damage the shields durability.
      • Creeper explosions deal 0 damage to the player.
      • Wither skeletons will not inflict the wither effect when hit by them.
      • Burning zombies will not set the player on fire.


    • Some of elder guardians' and zombie villagers' subtitles are now distinct from the subtitles for guardians and zombies.


    • Now shows your hunger bar when riding a minecart or a boat.

    Command format


    • Now ignores item-specific stacking restrictions.[7][/sup]


    • Now can display text in the action bar position.

    Block states

    • Block states can now be used in the /execute, /fill, /setblock and /testforblock commands.
      • Examples:
        • /setblock ~ ~ ~ minecraft:stone variant=granite instead of /setblock ~ ~ ~ minecraft:stone 1
        • /setblock ~ ~ ~ wool color=blue instead of /setblock ~ ~ ~ minecraft:wool 11
        • /setblock ~ ~ ~ minecraft:planks variant=acacia instead of /setblock ~ ~ ~ minecraft:planks 4
        • /setblock ~ ~ ~ minecraft:birch_fence_gate facing=west,open=true

    World generation

    Desert Village wells


    Cobblestone walls and Mossy Cobblestone walls

    • Are now in the Decoration Blocks tab in the Creative inventory rather than the Building Blocks tab.



    • Using pick block will give the player farmland itself instead of dirt.


    • Now shows the land properly when used in the End.


    • 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.


    • Will now keep enchantment level and durability when crafted with banners.

    Spawn eggs

    • Are now sorted alphabetically in the creative inventory.



    • Added sound when dropped anvils break.


    • If the player clicks on the bed, but is not right beside it, it now shows a message:
      • "You may not rest now, the bed is too far away".
      • Previously the player would get no message, but would be unable to sleep.



    • Dispensers facing upwards and containing mob eggs now spawn mobs properly on top of the dispenser.


    • Their hitbox now corresponds to their exact visual location on the block (as opposed to always placed in the middle of the block).

    Flower pot

    • Can now remove the potted plant from the pot, by pressing use.


    • Particles emitted from leaves now use the corresponding color according to the biome.


    • All rail types' hitbox heights are decreased from a full block to a half block


    • Trapdoors that are placed right next to redstone sources now automatically update to an open state.




    • Now have a neck texture.


    • If a creeper is inflicted with a potion effect, its explosion will cause a lingering effect of the potion.

    Ender dragon

    • Custom named Ender dragons now show their name in their boss health bar.
    • Now shows the hitboxes where the dragon may be hit by an arrow, when hitboxes are shown using F3+B.


    Guardians and Elder Guardians

    • Their common drop of fish will now be cooked fish if they die while on fire.
      • Their rare drops from player kills, which match fishing loot and are sometimes fish, are unaffected.

    • Elder guardians now drop a wet sponge rather than a dry sponge.


    • Skeleton and zombie horses:
      • Their bone and rotten flesh drops (respectively) now yield 0–2, and are now affected by Looting.

    • Skeleton trap horses:
      • The chance of spawning with a thunderstorm lightning strike is reduced to [sup]1[/sup]⁄5 of what it was.


    • The Savegame ID for Humans were removed.


    • Now try to avoid water.

    Saddled Pigs



    • Now drops 0-1 Shulker Shells.
    • Can be spawned in with different colors using the Color data tag.
      • Colored Shulkers have a darker bottom part, making them slightly different from normal Shulkers.

    Snow golems

    • Now, when their pumpkin is sheared from their head, that is saved with the game (previously it was just an in-memory visual effect).


    • All villagers:
      • Can now be named by name tags.

    • Farmer villagers:
      • Now sell 5–7 apples, where before they sold 5
      • Now sell 6–10 cookies, where before they sold 6

    • Cartographer was added as a new Librarian career.
      • Trading with a Cartographer is the only way to obtain the new Exploration Maps.

    • Green-robed villagers (aka Nitwit):
      • Re-added this entity as Profession:5.
      • Spawns naturally in villages.
      • No trades.


    • Custom named Withers now show their name in their boss health bar.

    Zombie Villager

    • Now have their own sounds.
    • Green-robed Zombie Villager
      • Re-added this entity as Profession:5.
      • Spawns naturally anywhere zombie villager spawn.

    Non-mob entities

    Armor Stands

    • Added sound when broken in creative mode.

    From released versions before 1.11

    • MC-9 – Dropped anvil makes no sound when it breaks
    • MC-87 – When scaling a map with paper, shift-clicking on it won't apply the correct scale level.
    • MC-679 – Compass points wrong direction after returning from nether
    • MC-1555 – Items get deleted when the crafting recipe overflows the inventory
    • MC-2153 – Chickens' necks have no texture
    • MC-2188 – Item gets used when right clicking on a saddled pig
    • MC-2573 – Potions and Food are consumed on death
    • MC-3841 – Attacking an unsaddled pig while holding a saddle saddles the pig.
    • MC-3892 – Video Settings Aren't Always Saved
    • MC-4582 – Can't eat, throw, or shoot while looking at an Iron Door/Iron Trapdoor
    • MC-4603 – The Ender Dragon is hostile to players in Creative
    • MC-5120 – Fireworks pushed by water / fired horizontally out of loaded chunks cause client to hang
    • MC-5330 – Range for using bed is lower than normal range
    • MC-8293 – Dispensers spawn mobs without offset along the y-axis
    • MC-8673 – Players killed by Wither Skeletons are shown to have been killed by a Skeleton
    • MC-9691 – Inconsistency: Some wooden items don't burn in furnaces
    • MC-14525 – name tag item doesn't work on entities with right click ability
    • MC-14640 – No hunger bar when riding a Boat or Minecart
    • MC-19033 – Pig with a saddle loses name and you get the name tag back when chunk the pig is in gets unloaded
    • MC-26690 – Wither skeletons flicker when in the sun
    • MC-29544 – Particles from falling/landing/sprinting on leaves do not use foliage color
    • MC-30630 – Double grass and fern use 2 different biome colors for top and bottom
    • MC-30790 – Particle blast on landing based on fall distance rather than fall speed
    • MC-34943 – /summon-ing a villager without a "Count" tag allows the trade, but does not take the item
    • MC-36927 – Durability of golden swords occasionally dropped by zombie pigmen is not random (always 25).
    • MC-41270 – Resourcepack's glyph_sizes.bin and some unicode_pages are only loaded on startup
    • MC-46341 – Some text isn't translated and isn't available on Crowdin
    • MC-46456 – Written books given by command crashes when copied in crafting table if Author is missing
    • MC-49666 – Trades are not randomized for the farmer villager.
    • MC-58677 – GUI has inconsistent capitalization
    • MC-59888 – Tall grass (top) particles are sunflower texture with broken palette
    • MC-61997 – Squids spawn in lava.
    • MC-63010 – Placing a banner and breaking it in Survival causes them to not stack (as they have NBT data)
    • MC-66946 – 2-block tall hitbox on small armor stands.
    • MC-67406 – Small armor stands display items differently than normal ones.
    • MC-70143 – Eyes of ender point to stairs after reloading a world
    • MC-70424 – Baby zombie pigmen's sword is slightly tiled forward.
    • MC-71347 – Shift-clicking crafted items increase achievement objective by 2
    • MC-71367 – Shift-clicking two slots of same item into anvil results in client-side stack of zero in inventory
    • MC-75290 – Transferring lapis lazuli into the enchanting GUI can leave you a stack of zero
    • MC-75726 – Broken error message when loading (broken?) resource packs
    • MC-76173 – "Note Blocks" appear as "Noteblocks" in statistics
    • MC-76899 – Dragging items with the middle mouse button causes block count to go negative
    • MC-80551 – You can place redstone, doors, rails etc. onto [sup]7[/sup]⁄8 layers of snow.
    • MC-81818 – When resizing the window, you may end up spining around.
    • MC-82811 – Attempting to use currently unusable items bobs item up and down
    • MC-82965 – Main hand item use animation plays when using offhand (3rd person mode)
    • MC-83185 – Fishing rod in offhand, bobber immediately disappears/goes to 0,0
    • MC-83337 – Eye of ender in the mainhand doesn’t block offhand item usage
    • MC-83571 – Custom named bosses show "Wither" / "Enderdragon" at boss health bar
    • MC-83905 – Compass animates incorrectly.
    • MC-84095 – Ender dragon destroys fireballs/Fireballs invisible
    • MC-84519 – Golden apple offhand glitch
    • MC-85320 – End Bricks, purpur blocks, chorus plants, bone blocks and structure blocks don't show the right colors on a maps
    • MC-85805 – Two pistons smashing a shulker glitch
    • MC-86130 – Shields change their base color when damaged & repaired / Crafting different in colors results in damage.
    • MC-87034 – Dragon's breath and lingering potion area is invisible on minimal particles
    • MC-87048 – Putting a design on a shield will cause the shield to lose its enchantments.
    • MC-87159 – Dragon breaks blocks in far-off locations.
    • MC-87587 – Server kicks client when executing: /title @a title [] or /tellraw @a []
    • MC-88096 – When using spawn eggs on fences the mobs fall through
    • MC-88103 – Clock animates incorrectly / spins at noon
    • MC-88459 – Height limit message sent twice when trying to place from off hand
    • MC-88533 – Marker armorstands cannot properly be tested for with target argument "r=0".
    • MC-89064 – Lightning spawns Skeleton Horse when doMobSpawning/spawn-monsters is false.
    • MC-89921 – Elytra not rendered on entities/mobs.
    • MC-90191 – Armorstands, silverfish and endermites in boats spin rapidly
    • MC-90538 – Elytra are not placeable on armor stand.
    • MC-91209 – Inconsistent word separation in chat help for F3+[key] combinations (resourcepacks, renderdistance)
    • MC-91383 – Horses (now only skeleton horses and zombie horses) drop different amount of loot than before.
    • MC-91728 – Instant Health/damage potion tipped arrows got no effect
    • MC-92139 – Too many tipped arrows in the "Combat" section of the Creative inventory
    • MC-92282 – Mob spawner BlockEntityTag does not copy SpawnData data to missing SpawnPotentials
    • MC-92294 – Elder Guardians drop normal sponge instead of wet sponge
    • MC-92772 – Saddled pigs don't drop saddle with doMobLoot=false.
    • MC-92776 – Ink sacs are fished in stacks of 1 instead of 10.
    • MC-93371 – No armor stand breaking sound in creative mode
    • MC-93435 – Cobblestone walls are listed in the "Building Blocks" tab.
    • MC-93493 – Spectators can control horses
    • MC-93609 – Player is floating above the saddle of a mule.
    • MC-93619 – Shooting potion tipped arrow in creative mode reduces arrow count
    • MC-93648 – Snow golems with pumpkins sheared off regain pumpkins
    • MC-93824 – Feeding golden carrot to breed horse works if InLove is greater than 0.
    • MC-94274 – Hitbox of cocoa beans too small
    • MC-94303 – Filling/emptying bucket/bottle sound doesn't play for cauldrons
    • MC-94476 – Killing rabbits with Looting does not give more raw rabbit.
    • MC-94485 – Hand animation continue swing when cocoa block placed already
    • MC-94597 – Shooting an arrow prints "added speed" in the Game Output
    • MC-94947 – Chicken "stepping" sound still works when the chicken is swimming.
    • MC-94978 – Throwable items fired from dispenser do not hit mobs for the first two ticks
    • MC-95450 – Villager loot table missing.
    • MC-95460 – Compass needle spins only in lower half randomly in the End and Nether.
    • MC-95469 – Middle click / pick block on farmland gives dirt.
    • MC-95738 – Slimes health resets to max when setting any nbt-tag
    • MC-95922 – Destroyed dropped Minecart items use entity name
    • MC-96463 – UV mapping in cross.json and tinted_cross.json models is incorrect / south face of crossed textures of saplings, plants, etc. is mirrored
    • MC-96499 – Boats collide with any entity (arrows, paintings, etc.) even if Marker:1b is on (armor stand).
    • MC-96954 – Passenger Entities get dismounted client-side when rerendered
    • MC-97245 – Boat placement sound uses equipment sound subtitle
    • MC-97808 – Not canceled that draw a bow
    • MC-97916 – Items receive too much momentum when they're squeezed
    • MC-98146 – Marker armor stand does not render in some cases.
    • MC-98260 – Water bottles have inconsistent NBT tag depending on how you obtain them.
    • MC-98779 – Skeletons spawned with /summon or natural spawning algorithm are not in the correct height
    • MC-99602 – Impossible to detect water bottles filled from the ocean in player's inventory.
    • MC-100398 – "Marker" true ArmorStands can be pushed by Pistons (incl. + excl. NoGravity:1)
    • MC-100950 – Boats can travel / remain on the fog of lingering potion / dragon's breath.
    • MC-101063 – Invalid item id in villager trading causes client, who tries to trade, to crash
    • MC-101120 – Sign items with invalid JSON in Text1 tag are used in creative
    • MC-101234 – Unknown errors do not print exception into log
    • MC-101441 – When durability on bow it is 0 / 384 and the bow is on the left hand
    • MC-101555 – Resource pack fails to load when the itemframe blockstate is multipart
    • MC-101608 – Teleporting a Vehicle will Kick off its Passengers
    • MC-101615 – Silverfish do more damage to players on easy difficulty than on normal difficulty.
    • MC-101642 – Iron golem / VillagerGolem is holding red flower client side 400 ticks too long.
    • MC-102047 – Middles click on mob variants gives base mob Spawn Egg
    • MC-102248 – Player being killed by Stray shows "@ was shot by Skeleton" death message
    • MC-102454 – Generic/green robed (zombie) villagers aren't spawnable.
    • MC-102506 – Ugly Bryce terrain generation (generation of stone above ground)
    • MC-102638 – All sloped rail hitbox equivalent to the a complete block
    • MC-102683 – Elder Guardians use the same subtitles as normal Guardians
    • MC-103043 – Entity name incorrect for Wither Skeleton / Stray / Elder Guardian / Zombie Pigman
    • MC-103261 – Desert villages generate with cobblestone around the well
    • MC-103339 – Mushroom cows do not path to mycelium, but grass. Causes unintended spawning requirements.
    • MC-103726 – Marker armor stands are not saved with structures.
    • MC-104259 – Player/Mob stuck/through when on farmland while it changes to dirt
    • MC-105071 – Random green/gray dot in anvil GUI.
    • MC-105513 – Loading Structures that contain no blocks ignores entities
    • MC-105560 – Hoppers become stuck on world reload at chunk borders
    • MC-105787 – Structure void has unused model files
    • MC-105862 – Arrows of slowness disapear from inventory
    • MC-105886 – World file names containing brackets will not load packaged resource packs
    • MC-106168 – Using spawn egg on side of block spawns mobs inside transparent blocks
    • MC-106179 – Zombie burns you when you block with shield
    • MC-106252 – Slowness arrows from strays don’t stack with crafted/shot arrows
    • MC-106300 – Cake hitbox appears at 0,0,0
    • MC-106364 – Lightning impact subtitle is misspelled as lighting
    • MC-106524 – Stray chunks being generated far away
    • MC-106536 – The block model of bone blocks lacks some cullface definitions
    • MC-106552 – “/save-all flush” puts untranslated messages into chat
    • MC-106571 – Cannot tab-complete "flush" with the save-all command
    • MC-106573 – "flush" argument in save-all not included in /help save-all
    • MC-106675 – Command feedback inconsistency.
    • MC-106708 – Block model random offset compatibility
    • MC-106713 – Snooper information may be de-anonymized by a third party
    • MC-106747 – Wither bosses break structure blocks / structure voids.
    • MC-106842 – Target selector stops parsing its arguments if an entry is not <argument>=<value>.
    • MC-107054 – lit_furnace item model but no item.
    • MC-107055 – 2 models for old wooden slab's item
    • MC-107170 – writeString method of PacketBuffer is not creating correct exception text
    • MC-107320 – Sort order of command autocomplete confusing

    Other fixes

    • "More robust handling of invalid items and hopefully less duping bugs due to this change"[8][/sup]

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]
    Quote from ZaffreAqua»

    So now with 1.10 past us... 1.11 hype anyone? :P

    I'd really love to see some more survival things to do. More underground things, and reasons to go out and adventure.
    Quote from Gamelord»

    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.

    Keep it civil guys, and lets stay on topic.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]
    Quote from Chameleonred5»

    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.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]

    And right after I update the topic, they release the new update. /sigh

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]

    This new snapshot is pretty cool, but there are some things that do need to be fixed. Updated the topic.

    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]
    Quote from RobertFrans»

    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... :P

    Breaking news: Minecrafters everywhere start to question their sanity.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]

    A BUD block? Amazing, I never thought they'd do that. It'll be interesting to see how it works.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]
    Quote from Gamelord»

    Jeb posted this image, saying, and I quote: "Testing some ideas from MC:PE and suggested by @argo_major http://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.

    Quote from Worldsshrugged»

    Welcome back.

    Do you think Endermen get to the Nether because they walk in there with new pathing AI, or do they just spawn there?

    Good question. It could be they randomly pop up, I'd expect that.
    Quote from Ryu13526»

    You're Back! :"D

    Like I posted on the old 1.10 thread, Searge is making a puzzle! There are some people who solve those puzzles..

    After they solve some of those puzzles,

    they got these words: in 1.10, 17, and I'll add.

    If you put these together, it will be

    I'll add_______ 17________in 1.10

    but there are some words missing so..

    good luck to the puzzle solvers! ^_^

    17 block variants? I would love prismarine slabs!
    Posted in: Recent Updates and Snapshots
  • 19

    posted a message on 1.10 News and Updates - [Information from Mojang AB] - [1.10 OUT NOW!]
    I used to manage the 'Get ready for 1.9' topic, and now I'm back for 1.10!


    Splash text

    • "Rule #1: it's never my fault"
    • "Replaced molten cheese with blood?"
    • "Absolutely fixed relatively broken coordinates"
    • "Boats FTW"

    Sound events

    • block.enchantment_table.use
    • entity.polar_bear.ambient
    • entity.polar_bear.baby_ambient
    • entity.polar_bear.death
    • entity.polar_bear.hurt
    • entity.polar_bear.step
    • entity.polar_bear.warning
    • entity.husk.ambient
    • entity.husk.death
    • entity.husk.hurt
    • entity.husk.step
    • entity.stray.ambient
    • entity.stray.death
    • entity.stray.hurt
    • entity.stray.step
    • entity.wither_skeleton.ambient
    • entity.wither_skeleton.death
    • entity.wither_skeleton.hurt
    • entity.wither_skeleton.step


      • Added new ambient sounds:
        • ambient/cave/cave15
        • ambient/cave/cave16


      • A new 'Auto-jump' toggle has been added, which automatically makes the player jump when running towards a one block tall obstacle.

    • Options.txt now has its own version number.
    • VBOs are now enabled by default, overriding old options when upgrading.

    Loot tables

      • A new tag limit for the looting_enchant function.
        • Determines the maximum amount the player can expect to receive on mob drops when using the looting enchantment of any level.


      • A new fallingdust particle has been added.
        • Appears underneath gravity-affected blocks that generate, or have been placed with use of bugs, suspended in midair.
        • Sometimes appears whenever a gravity-affected block is placed without a support block below.
        • Does not apply to dragon eggs.
        • The particle collides with blocks.
        • fallingdust can be summoned, making use of the params argument like blockcrack and several other particles do.
          • Example: /particle fallingdust ~ ~ ~ 0 0 0 0 1 0 @p 10 will summon a particle matching the color of lava (block 10)


      • /teleport
        • Usage: /teleport <Entity> [x] [y] [z] [<y-rot> <x-rot>]
        • Example: /teleport @e[type=Cow] ~ ~ ~ 5 1
        • Teleports a selected entity to the executor's or player's relative position.

    NBT tags

      • FallFlying boolean tag
        • Allows mobs to use elytra when they fall
          • Mobs lose ability to fly after touching the ground

      • ZombieType integer tag: Determines the kind of zombie a specific zombie is.
        • 0: default, 1-5: villager, 6: husk.
        • This tag, in effect, unifies the characteristics of being a zombie, a specific zombie villager and a husk into a single variable.
        • Replaces the IsVillager and VillagerProfession tags.

      • ParticleParam1 and ParticleParam2 integer tags for AreaEffectCloud entities.
        • These work just like the two <params> arguments work, in /particle.
        • Example: /summon AreaEffectCloud ~ ~1 ~ {Duration:600,Radius:2.0f,Particle:"iconcrack",ParticleParam1:351,ParticleParam2:3}
          • Summons a cloud of iconcrack particles with the texture of item 351 (dye), and data value 3 (cocoa beans).

        • Example: /summon AreaEffectCloud ~ ~1 ~ {Duration:600,Radius:2.0f,Particle:"blockcrack",ParticleParam1:12289}
          • Summons a cloud of blockcrack particles with the texture of block 1 (stone), and data value 3 (diorite), using the formula 1+(3×4096).

    Debug screen

      • F3 + G toggles the visibility of chunk borders around the player.
        • Everytime it is toggled, a message in chat appears.
        • Shows a blue outline for the chunk the player is currently in and a yellow outline for individual air blocks in the vicinity of the chunk.
          • The blue outline in particular, will outline the chunk horizontally on top of the solid blocks on the ground.
          • The outlines extended arbitrarily up, but end at bedrock level.

    World generation


      • Generates 15–24 blocks underground in deserts, swampland, and their M and hills variants. Each chunk has a 164 chance of generating a fossil.
      • Composed of bone blocks and some coal ore, arranged as to resemble the skulls and spines of giant extinct creatures.
        • There are 4 variants of the skull, and 4 variants of the spine sections.


    Structure void

      • 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.

    Magma block

      • Found in the Nether, generating 4 veins per chunk between Y=27 and Y=36.

      • Crafted using four magma cream.
      • Mobs and players take 1 (Half Heart.svg) damage every second while touching it, similar to a cactus.
        • Unlike cactus or fire, this block doesn't destroy items that touch it.
        • Mobs avoid magma blocks that are in the way.

      • Most mobs don't spawn on magma blocks. Exceptions are magma cubes, zombie pigmen, and squid.
      • 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]."

      • Removes water blocks on top when randomly ticked.
      • It produces smoke particles under the rain.
      • 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.

    Nether wart block

    • Crafted by filling a 3x3 square in the crafting table with nether wart.
    • It cannot be crafted back into nether wart.

    Red nether brick

    Bone block

    • Crafted by filling a 3x3 square in the crafting table with Bone Meal.
    • Placing it in a crafting table yields 9 bone meal back.
    • Found underground in desert and swamps as part of the fossil structure.


    Spawn eggs


    Polar bear

      • Adults and children spawn randomly as passive mobs in Ice Plains, Ice Mountains, and Ice Plains Spikes.
      • When hit, the adults will attack you, the cubs will run away (very fast, similar to baby zombies).
        • Additionally, adults will always attack you when their cubs are around

    • Adults can swim faster in water than the player.
    • Cubs will follow their parents.
    • Drops 0–2 raw fish (75% chance) or 0–2 salmon (25% chance), each increased by 1 per level of Looting.


      • 80% of skeletons spawned above ground in Ice Plains, Ice Mountains, and Ice Plains Spikes biomes will be strays.
        • All spawns where the skeleton does not have a view of the sky will be normal skeletons.
        • Spiders spawned in cold biomes have a chance of having a stray riding them.

    • Acts mostly like a regular skeleton.
    • Its SkeletonType tag is 2.
    • Drops are the same as skeletons, but also have a 50% chance to drop 1 tipped arrow of
    • slowness when killed by the player. With looting, chance increases to 2×level+12×level+2.
    • Shoots Tipped Arrows of Slowness (0:30) at the target.


      • 80% of zombies spawned above ground in Desert, Desert Hills, and Desert M biomes will be Husks.
        • All spawns where the zombie does not have a view of the sky will be normal zombies or zombie villagers.

      • Behaves mostly like a regular zombie
      • Its ZombieType tag is 6.
      • Does not burn in sunlight.
      • Can spawn as a baby or as a chicken jockey.
      • Applies hunger when attacking, duration depends on raw regional difficulty.
        • Duration is 7 × floor(RegionalDifficulty) seconds
        • Hunger is only applied if the Husk has an empty hand.

    • Visually 2 pixels taller than a zombie, but has the same hitbox.



    NBT tags

      • NoGravity now works for all entities, not only armor stands.
        • A mob in midair affected by it, will still respond to knockback by moving horizontally.
          • Although the AI will not permit any mob to move on their own, horses and pigs ridden by the player, will move normally.
            • Very similarly, boats in the air ridden by the player, will move as if they were in water.


    • /tp can now teleport the player to a y-coordinate in the range -4096 to 4096 (increased from -512 to 512).

    Huge mushrooms

      • Huge mushrooms have a 112 chance of generating twice as tall as normal.
        • These new mushrooms can appear during world generation or by being planted by the player.

    World generation

    Plains and Sunflower Plains

    • Now have some trees in 5% of its chunks (13 large oaks, 23 normal oaks).

    Ice Plains, Ice Mountains, and Ice Plains Spikes

    • Have a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).

    Mesas, including all variants

    • Hardened clay and stained clay no longer generate more than 15 blocks deep, if the mesa is more than 15 blocks above sea level.
    • In addition to the normal 2 veins of gold ore below Y=32, attempts to generate 20 veins between Y=32 and Y=79.
    • Generate the new type of abandoned mineshafts, described below.

    Abandoned mineshafts

      • New mineshaft type that generates in mesa biomes (including all variants).
        • Placed so that the midpoint of the structure is near sea level, rather than so that the top is 10 blocks or more below sea level.
        • Uses dark oak wood for wooden structures.
        • New NBT tag MST on mineshaft structure pieces to indicate the type. 0 is the traditional mineshaft, 1 is the new mesa mineshaft.

      • Features generate differently if above ground (i.e. the sky light where they generate is 8 or more). This is not dependent on mineshaft type.
        • Cave spider spawners no longer generate if sky light is 8 or more.
        • Various wooden pieces no longer generate if the block above is air and/or if sky light is 8 or more.
        • Rails in corridors are more complete if sky light is below 8.
          • 90%, versus 70% in 1.9 and in above-ground corridors.


      • Village structures are no longer restricted by biome boundaries.
        • Meaning that a village that starts in a valid biome can now spread into an adjacent invalid biome.

      • Now generate in taigas (but not variants).
        • They are made with spruce wood.

      • 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.
        • There are no doors or torches in the village.


    • No longer turn adjacent sand blocks in the ceiling into sandstone when generating.

    End portals

    • Now replace any blocks inside the portal frame ring when activating.


    Structure block

      • The intended purpose is revealed.
        • 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.


    • Can now equip shields onto entities.

    Rails (all types)

    • Bounding box for ascending rails is a full block (formerly only 532 of a block tall).


    Chorus fruit

    • Can now teleport riders from their mounts.

    Ender pearls

    • Can now teleport riders from their mounts.

    Firework rocket

    • Recipe now produces three rockets rather than only one.

    Fishing Rod

    • Can now pull items to the player



    • Can now shoot while on a boat


      • Can now rarely spawn in the Nether with a 1153 rate.
        • Compared to 100153 for zombie pigmen.

    Magma cubes

      • Spawn about twice as often in the Nether.
        • The rate is now 2153, compared to 1151 before


      • Skeletons holding a tipped arrow in their off hand will now shoot that type of arrow.
        • This overrides strays' normal shooting of slowness arrows.
        • The arrows in the off hand are not consumed.

    • Burning skeletons have a 50% chance of shooting flaming arrows if raw regional difficulty is 3 or greater.


    • 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.


    • No longer despawn.


      • The Zombie Generic Villager is removed, due to the new zombietype tag.
      • Chance of setting the target on fire when burning and duration of the effect now depends on raw regional difficulty.
        • Chance is now (30 × RegionalDifficulty)%; formerly 30% on Easy, 60% on Normal, 90% on Hard).
        • Duration is now 2 × floor(RegionalDifficulty) seconds; formerly 2 seconds on Easy, 4 on Normal, 6 on Hard.


    36 issues fixed
    From released versions before 1.10

    • MC-3437 – Flowers/tall grass are placed on top of village paths by the world generator.
    • MC-10046 – Random destination routine has a small statistical tendency to move more north west (fix included)
    • MC-28424 – Untamed wolves and ocelots disappear
    • MC-44579 – Cannot summon green robed villager, even though its Zombie counterpart works
    • MC-69992 – Wrong syntax for /scoreboard players test (max value isn't required)
    • MC-78688 – Invulnerable mobs still act like they are taking damage in fire
    • MC-82425 – Insertion tag (tell raw) won't work on servers
    • MC-84422 – No teleportation from any vehicle
    • MC-86295 – The Ender Crystal beam is going the other way
    • MC-87739 – /setblock with signs missing Text tags kicks all players loading the sign
    • MC-89141 – Shulker spawn instant position is crooked (not aligned to block grid)
    • MC-89848 – playsound/sound engine pitch algorithm isn’t working properly
    • MC-90659 – Mobs that are on fire will not jump into water.
    • MC-93642 – XPOrb texture turns gray right before reaching player
    • MC-93830 – Wolf tail height is not based on ratio of Health to maxHealth
    • MC-94576 – Player head in inventory causes buggy rendering of certain inventory slots, potion effect display and attack cooldown.
    • MC-94896 – Tab completion works incorrectly when text is already selected.
    • MC-95554 – Tab-complete doesn't work correctly for /playsound.
    • MC-95910 – Unable to activate end portal with non-air blocks in the middle.
    • MC-95973 – Adult horse/donkey pathfinding issue: 1 block elevations treated as 'non-traversable' terrain in certain configurations.
    • MC-96131 – /execute detect command causing entities within a chunk to be scoreboard reset.
    • MC-96269 – Skeletons, stray, witches, blazes, guardians and snowman can't shoot while in boats.
    • MC-97201 – Elytra stops working on relog.
    • MC-97526 – Signs, banners, skulls and chests are flashing when item spawner is nearby.
    • MC-97602 – Shift+clicking shield from inventory to shield slot doesn't work.
    • MC-98075 – Note Block sound source is "Blocks" instead of "Jukebox/Noteblocks"
    • MC-98224 – JSON signs with scoreboard objectives erase their block data upon chunk load.
    • MC-98430 – Endermen can drop a cacti that has a missing texture.
    • MC-98654 – Legacy ender dragon not moving.
    • MC-98779 – Skeletons spawned with /summon or natural spawning algorithm are not in the correct height.
    • MC-99945 – Cooked fish with numeric IDs not imported properly.
    • MC-101001 – Fishing rod cannot pull items.
    • MC-101118 – Mobs' pathfinding is confused by grass paths.
    • MC-101325 – Loading Village.dat containing player reputation causes NullPointerException.

    From the 1.10 development versions

    • MC-103011 – Horses Still Use Their Entity Code Name
    • MC-103176 – End Stone Brick Recipe only produces 1 instead of 4

    More fixes

    • Fixed some broken uses of relative coordinates[2]


    • This update has the fewest amount of snapshots to date, with a mere 3 compared to the 20-30 from previous updates.
    • The time span between the releases of 16w20a and 1.10-pre1 is only 3 weeks, abnormal according to the Mojang standards.

    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.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Why most are hating 1.9?
    Quote from oCrapaCreeper»

    Well they've already made spamclicking viable again in the 1.9.1 pre-releases, though I'm expecting it the change again after I started some stuff on reddit.

    Huh, interesting. Well, while tweaking is needed, this system is better than the old one (in my opinion).
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Why most are hating 1.9?

    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.)
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]
    Quote from Worldsshrugged»

    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.

    That's what I plan on doing now.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]
    Quote from sunperp»

    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.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]
    Quote from sunperp»

    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.
    Posted in: Recent Updates and Snapshots
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