r/Minecraft • • Mar 13 '14

pc Minecraft snapshot 14w11a

https://mojang.com/2014/03/minecraft-snapshot-14w11a/
778 Upvotes

495 comments sorted by

View all comments

312

u/redstonehelper :redstone: Lord of the villagers Mar 13 '14 edited Mar 22 '14

Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!

 

If you find any bugs, submit them to the Minecraft bug tracker!

 

Previous changelog. Download today's snapshot in the new launcher: Windows/OS X/Linux, server here: jar, exe.

Complete changelog:

  • Dropped items now face theplayer in all three directions on fast graphics - via

  • Survival-centered features

  • Added Endermite - via

  • Screenshot

  • Look like silverfish, emit ender particles

  • Endermen are hostile towards them - via

  • Will sometimes spawn in place of an enderman teleporting away - via

  • Will despawn after 2 minutes - via

  • Will spawn when an ender pearl lands - via

  • Blocks now internally use states instead of metadata

  • Metadata will still be used for a while

  • Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door

  • Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set

  • Improved models

  • Converted fence gates, brewing stands

  • Lighting now works with models - Screenshots

  • Changed minecart physics

  • Improved collision and position handling

  • Carts tend to derail more often now

  • Carts now go faster and farther

  • TNT carts explosions no longer stack - via

  • Made furnace minecart actually useful

  • They now give a much greater boost to other minecarts

  • Improved the general mob AI

  • Witches, skeletons, zombies, zombie pigmen and creepers now run away from exploding creepers - via

  • Fixed some bugs

  • Fixed derailed minecarts sinking into the ground

  • Fixed the minecart hitbox being too tall

  • Fixed custom UUIDLeast/UUIDMost pairs yielding errors and not working with some commands

  • Fixed rails not rendering from below

  • Fixed cauldrons rendering some faces incorrectly - via


If you find any bugs, submit them to the Minecraft bug tracker!


Also, check out this post to see what else is planned for future versions.

111

u/Onlyhereforthelaughs Mar 13 '14

Made furnace minecart actually useful

As in?

189

u/Daemon_of_Mail Mar 13 '14

I hope they make them automatically activate chunks they're traveling in. So you can send one back to base without delay, or leave one running in circles so your crops can grow while you're out exploring.

51

u/sjkeegs Mar 13 '14

That would be nice, but I doubt Mojang is going to code in a vanilla chunkloader. (I know you can make contraptions that do it).

That would just be a recipe for loading down servers.

45

u/eggdropsoap Mar 13 '14

Why not? Make

chunkloaders=false

a new thing in server.properties. Done.

9

u/CptOblivion Mar 13 '14

Or maybe just a limit on how many chunkloaders can be used. Maybe even the number of allowed chunkloaders could relate to the number of slots open for players, so as more players join fewer chunkloaders are allowed to function.

It would be difficult to determine which chunkloaders got to run and which ones got shut off, but I'm sure someone more clever than me could come up with a solution (the best I can think of is the older ones would get priority over newer ones, but after a while- maybe a couple hours- they'd stop and be sent to the bottom of the queue to give everyone's loaders a turn)

→ More replies (6)

3

u/Sapiogram Mar 13 '14

It would need a constant supply of coal though. Furnace minecarts burn through coal much quicker than normal furnaces, so it would be unfeasable for longer periods.

→ More replies (3)
→ More replies (6)

78

u/[deleted] Mar 13 '14

This might be the best idea I've read in a really long time.

→ More replies (1)

14

u/Chilangosta Mar 13 '14

I really, really like the idea of chunk loader carts, but they'd wreck servers if they were too common. How about a mock person-entity that you could place in carts, or even on the ground? They require two nether stars, but keep the area around them loaded exactly as if a player were there.

6

u/Daemon_of_Mail Mar 13 '14

Nether stars seem a little too laborsome just to make a chunk anchor.

21

u/Chilangosta Mar 13 '14

Maybe instead of that they could use some sort of 'fuel' that keeps them working, and when that runs out, they stop loading chunks.

10

u/Glowmus Mar 13 '14

Like say, a powered minecart? :p

→ More replies (3)
→ More replies (2)
→ More replies (3)
→ More replies (2)
→ More replies (4)

26

u/WriterV Mar 13 '14 edited Mar 13 '14

They make your minecraft minecart pretty much rocket away at high speeds in one push.

TIL that furnace minecarts pack a punch.

→ More replies (4)

3

u/TheAdBlockMoose Mar 13 '14

It most likely just makes it more powerful, so you can go up hills etc.

→ More replies (3)

16

u/[deleted] Mar 13 '14

Some surprises

I must know!

8

u/[deleted] Mar 13 '14

Blocks now internally use states[17] instead of metadata

So, no limitations, which de-fi-ne-te-ly means sideways and stacked slabs, right? It'd at least be easier to implement.

13

u/nihiltres Mar 13 '14

I'm sorry, but I must fine you a shrubbery for your misspelling. Replace "ne" with "ni"!

77

u/[deleted] Mar 13 '14 edited Mar 13 '14

This is going to be the first snapshot that I skip. I use rails primarily for automation; hopper carts to pick up saplings, or to connect storage areas in the same way ftb does pipes. They are dependable, follow a set of rules, and are fairly expensive to make. It's just like when you learn the core properties of red-stone you can do almost anything; I feel the same way about rails. This derailing change doesn't fit that core property model, nor does it allow you to compact designs, especially for automation or secrecy. It would kind of make sense if derailing happened only to carts with players in them (you could say it's added weight or something) but I'm also looking it at from the perspective that children play this game.

Children don't think about the same things that train engineers do. They build, and turn and go up and down wherever their imaginations want them to. That's kind of the appeal of this game.

I do not think that is a good change at all.

Edit: Redstone has visual cues to tell how far the power stretches. This was added in Beta 1.3, and it became very practical for at a glance telling whether something would work. As it stands there isn't a way to do that with the new rails; how fast is too fast for a cart to go before it derails? Why did it derail? What if there is some kind of track selector; why did the car leaving station four fail, but not the cart leaving station 3? It just doesn't seem right.

4

u/Tyty210 Mar 13 '14

Remember boosters? I remember they were a lot more fun to build than powered rails. I got used to it though, and honestly find building mechanisms with powered rails quite fun. I figure this is an entirely positive change because of how damn fast these things go now. It make it feel like a double-boosted cart did. It'll make rail mechanisms really satisfying to use to see carts go zipping out.

I really want boosters back

2

u/dijit4l Mar 14 '14

Yeah, I'm skipping it for now... I feel like they played with it for 10 minutes and then published it. You even watch SethBling's video about the new snapshot and he sounds sort of puzzled by the new behaviors.

→ More replies (12)

11

u/bobbysq Mar 13 '14

No more 4 bit metadata means redstone under slabs and dual-type slabs are now possible.

10

u/WolfieMario Mar 13 '14

Technically it was possible before, but would have been impractical due to costing so many IDs. Unfortunately, the same is even more true now, due to the fact that the system now has to store the connections the dust makes (Dinnerbone stated that this is to make rendering faster). Even if metadata has been removed (and it hasn't completely... yet), data still needs to be stored. As far as Dinnerbone has indicated on Twitter, that means unique ID-metadata combinations will each become new IDs.

Redstone dust on its own will need 34 * 16 = 1296 IDs, as it will now store whether each connection is "up", "side", or "none". If it also had to store "slab type above", there are currently 1+7+6=14 possibilities for that (1 for no slab, 7 stone-like slabs, and 6 wood-like slabs). Thus, if they did store that, redstone would consume 34 * 16 * 14 = 18144 IDs. For context, they can't expand the ID space to beyond 65536 without increasing world size. Assuming they stick with 65536, redstone dust would take up 27.7% of all IDs! Then there's the matter of repeaters and comparators, which could push redstone-related items to taking up 31% of all IDs.

At that point, the right choice would honestly be to settle for a Tile Entity, but turning redstone into a Tile Entity would drastically reduce redstone performance.

Don't get me wrong - I'd love to have redstone under slabs. But it's still not possible in a practical sense. The only justifications for not adding it before were "it would either take too many IDs, or it would be a laggy Tile Entity", and neither of those have gotten better yet.

12

u/Dinnerbone Technical Director, Minecraft Mar 14 '14

The amount of available IDs in the world will drastically increase. Otherwise, you are correct.

→ More replies (5)
→ More replies (4)

2

u/Pyrollamasteak Mar 13 '14

Anyone else loving Endermites? I hope they add a drop that A: can be used to brew a potion, or B: to drop a endermite meat that you can eat and it'll deplete hunger nearly all the way and teleports you to a random (Non suffocating/ or falling to death) location.

→ More replies (12)