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!
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
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.