UPDATE - BUGFIXES:
- [Bug MC-44331] – Interacting with invalid villagers crashes the game
- [Bug MC-44359] – Hopper: java.lang.NullPointerException: Exception generating new chunk
- [Bug MC-44370] – Item Entity falling on Farmland destroys the Farmland
- [Bug MC-44371] – “/kill @e” does not kill arrows
- [Bug MC-44378] – Hopper: java.lang.NullPointerException: Exception ticking world
- [Bug MC-44380] – Hopper: java.lang.NullPointerException: Invalid Biome id
- [Bug MC-44383] – Hopper: java.lang.NullPointerException: Getting biome
- [Bug MC-44389] – Leaves not changing colour depending on biome
- [Bug MC-44390] – @a doesn't work with all commands
- [Bug MC-44392] – Hopper: java.lang.IndexOutOfBoundsException: Index: 2, Size: 2
- [Bug MC-44400] – /clear does not respect "max count" when above 0
- [Bug MC-44409] – /blockdata with CommandBlocks not updating
- [Bug MC-44442] – Water/Lava Not Flowing "Smart"
- [Bug MC-44467] – Biome-specific terrain features being placed in the wrong area
- [Bug MC-44468] – Using @a with scoreboard assigns things per UUID not name
After a long winter hibernation, Minecraft comes alive with the sound of Snapshots! The 1.8 update promises a whole lot of awesome new stuff to enjoy, and today's Snapshot gives you a chance to see some of those changes, right now! Enough talk - LET'S SEE WHAT WE HAVE TODAY:
FEATURE LIST:
Big survival changes:
- 3 new stone types!
- Major Enchanting & Repairing changes!
- Mossy stone bricks recipe!
- Updated Villager trading!
- Doors stack!
- Slime blocks!
- Lots of other tweaks, changes, bug fixes and secret features!
- Adventure Mode no longer lets you place/destroy blocks.
- But that can change!
- Added Entity Selectors! Use @e in certain commands to target entities. You can limit it with [type=Chicken] or [type=!Skeleton]
- Added a /blockdata command!
- Added ‘Lock’ (String) NBT tag on most containers.
- Added an optional entity parameter to /kill (try: /kill @e[type=!Player]
- Added optional arguments to /clear for max item count (use 0 to not actually delete anything) & NBT data
- Lots of other tweaks, changes, bug fixes and secret features!
SERVER FILES:
- Cross-platform jar:https://s3.amazonaws...rver.14w02a.jar
- Windows EXE:https://s3.amazonaws...rver.14w02a.exe
Villagers, from what I have seen, are now divided into subgroups.
For example the Farmer villiager is now 3 different types. The traditional Farmer (buys wheat), the Fletcher (buys string) and the Shepherd(buys wool).
Every other type of villager has gone through these changes as well it seems. The Black Smith has been split into Armorer and Weapon Smith.
There is a Priest subtype that buys rotten flesh.
so confused right now.
and about the new stone blocks, do you need a new terrarin to find them or what?
edit:
love the new trading system, give the player more ways to earn emerald.
The future is now, screw time travel and cures for all diseases, Minecraft has now stackable doors!
Only problem is I can't post it on the issue tracker since it apparently requires me to put in my full name as part of a registration process, and I don't want to do that.
I just tested this. Created a world in 1.7.4 and reached a village. Initiated trades with a few of them. Then I logged out and logged in on the snapshot.
The villagers that you have spoke with(opened their menu) will still be the same as the old ones. But any villager you have not spoken with will become the new ones. Meaning babies and cured villagers will be the new ones in an older world.
They're variants of smooth stone, not cobblestone, so no, you can't create tools with them.
However, you can make stone slabs with them. Also, crafting a 2x2 square of granite or diorite will create their respective polished versions.
That aimbot thing turned out to be a hoax, as I expected.
The enchanting system is actually good, and less grinding is required to get the enchantments you want.
Bouncy block is fun.
Hopefully this update focuses mostly on bug fixes, though. I'm tired of new content, I just want a bugfix and optimization update for once.
everything should be stackable!
I can imagine many FUNNY builds with trampolines jumping bridges and circus stuff and things like that. This opens possibilities, at a reasonable cost.
Outside of marshes, slimeballs are a relatively rare item, way less ocmmon than a couple wood blocks, a little iron, and water. hus, a much "costlier" way -yet lengthier- to avoid fall damage. The only way it may seem "low cost" is that there currently are WAY TOO MANY slimes spawning in marses. Look in ANY direction in a marsh, and odds are you will constantly be able to see and hear slimes all around you. Making slimes less rare in marsh is ok, but more common by a factor over 100+? That's ridiculous.
Let's compare:
Typical Water-based drop-chute:
Build: 1x1 vertical drop shaft, water-above-sign-above-air-above-groun at the bottom.
Base Materials: 6 planks, 1 stick, 3 iron ingots, acces to water.
Effect: zero fall damage from any height, instant sto at end of fall.
And you can already drop from say an extreme hill high elevation straight into a natural pond or lake WITHOUT having to go down place the water first.
vs
Bouncy Block drop chute
Build: 1x1 vertical drop shaft, bouncy-block ground.
Base Materials: 9 slimballs.
Effect: zero fall damage from any height, may take a while before the bouncing fully stops.
How is that in any way overpowered, already?
You obviously see the changes, the numbers 1 2 3 with the experience orb getting bigger. If you hover over the tiles you will get like a preview of the enchantment you get. As you can see, I hovered over the most expensive tile and it showed Unbreaking III with a question mark indicating that there is more. I like this a lot, it gives you a glimpse of what you'll get but still keeping that hidden surprise with the question mark.
I'm picturing a tripwire-based bouncy block chute, where a piston extends over the player's head to prevent bouncing.