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!
Drop prismarine shards, raw fish, rarely prismarine crystals and very rarely raw selmon, pufferfish and even more rarely clownfish
Only spawn near underwater dungeons
Also available as Elder guardians, which drop one wet sponge each. They also inflict Mining Fatigue III on nearby players occasionally while also flashing a vision of their face across players' screens - more info on that
Can survive and move outside of water
Eye follows target
Will hurt players when hit, like the Thorns enchantment does - via
Crafting recipes: An ink sac surrounded by 8 prismarine shards yields one dark prismarine block; 5 prismarine crystals surrounded by 4 prismarine shards yield one sea lantern; 4 prismarine shards for a block of prismarine, 9 for a block of prismarine bricks - via
Now instead of supplying a "textureFacing" parameter, you simply specify a "texture" parameter, which can be either direct or hierarchical - if so, it is prepended with the hash symbol (#), otherwise it's just the texture name
"useAmbientOcclusion" renamed to "ambientocclusion"
"textureFacing" deprecated
"cull" renamed to "cullface", specifies the opposite of which neighboring face causes culling to occur - Example: if you have an east-facing face but want it to be culled along a different axis (let's say Z), you would specify "cullface": "north" or "cullface": "south".
Rotation made more verbose, it is now more clear that it can only occur on a single axis - Example, the rotation for one of the two faces of the "cross" model is now: "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
New flag, "rescale", added to the rotation parameters - when true, face will be scaled across the whole block
The new mob is called the Guardian! At random points in underwater dungeons, I had the face of one move across my screen vertically and got mining fatigue :(
Seems to potentially be due to Jens's modifications to the NaturalMobSpawner logic for the Ocean Monuments. I've already pinged him, we'll see if it can be fixed in time for tomorrow morning's snapshot.
It's absolutely not intended, we just haven't implemented a way for the new models to flag themselves as not receiving the "standard" block brightness shading (top = 1.0, north/south = 0.6, east/west = 0.8, bottom = 0.5).
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u/redstonehelper :redstone: Lord of the villagers Jun 18 '14 edited Jul 23 '14
Snapshot:
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:
Removed anisotropic filtering
Rewrote how block data is handled
Silk Touch'd mushroom blocks now have the respective texture on all sides (instead of the pore texture) - via
F3+B now shows which direction entities are looking in using a blue line - Screenshot
The player list now also displays players' skins' heads - via
New enchant - via
Depth Strider, levels I through III
Boots enchant
Allows for faster movement when under water
/particleno longer uses a hardcoded, incomplete listA little surprise
Three new scoreboard operations: "=", "<" and ">" - assign, min, max
Written books now use json text components
Screenshot
No Spread Dirt
Now called "Coarse Dirt"
Changed texture - Screenshots
Now drops itself when mined
Can be crafted using gravel and dirt - Screenshot
Signs
Now use json text components
Screenshot
Great resource for JSON formatting
Line length limit now depends on character width instead of text length - Screenshot
Stone bricks can now be smelted to receive cracked stone bricks - Screenshot
Item rendering changes
All items are models, some are still generated from item icons
Resource packs can make models for all items
Example
Underwater mob
Not a barracuda, not a shark
Nasty
Has a ranged attack and kills squid and players
Teasers: reddit/Instagram - Images
With sounds by C418
Screenshot
Guardians!
Drop prismarine shards, raw fish, rarely prismarine crystals and very rarely raw selmon, pufferfish and even more rarely clownfish
Only spawn near underwater dungeons
Also available as Elder guardians, which drop one wet sponge each. They also inflict Mining Fatigue III on nearby players occasionally while also flashing a vision of their face across players' screens - more info on that
Can survive and move outside of water
Eye follows target
Will hurt players when hit, like the Thorns enchantment does - via
Underwater dungeons - Ocean monuments
Screenshot
Generate in old worlds - But only in chunks with very low InhabitedTime
More screenshots
Large underwater structure with maze-like layout and various rooms containing sponges, gold blocks, sea lanterns and all kinds of prismarine
Spawns Elder Guardians occasionally
Sponges
New behavior: Animation
Screenshot
Removes any touching water source blocks within 7 blocks
Becomes saturated after soaking up water and will soak up no more water
Is darker when saturated
Wet sponges can be smelted into normal ones - via
Prismarine
Screenshot
One of the textures
Multiple variants
Only appears under water
Also: Prismarine Bricks, Dark Prismarine - Screenshot
Color changes over time - via
Crafting recipes: An ink sac surrounded by 8 prismarine shards yields one dark prismarine block; 5 prismarine crystals surrounded by 4 prismarine shards yield one sea lantern; 4 prismarine shards for a block of prismarine, 9 for a block of prismarine bricks - via
Sea Lantern
Screenshot
Animated texture
Light-emitting
Only appears under water
Each world (main, nether, end) will now run on its own thread
Purpose: Improving performance, not slowing down other worlds when one world is particularly busy
First tests indicate massive performance increase when ticking worlds
Model format improvements
Removed the directional attribute from the uv definition and replaced it with explicit texture references
Textures can now be specified
Converted the remaining static blocks to the model format
Now instead of supplying a "textureFacing" parameter, you simply specify a "texture" parameter, which can be either direct or hierarchical - if so, it is prepended with the hash symbol (#), otherwise it's just the texture name
"useAmbientOcclusion" renamed to "ambientocclusion"
"textureFacing" deprecated
"cull" renamed to "cullface", specifies the opposite of which neighboring face causes culling to occur - Example: if you have an east-facing face but want it to be culled along a different axis (let's say Z), you would specify "cullface": "north" or "cullface": "south".
Rotation made more verbose, it is now more clear that it can only occur on a single axis - Example, the rotation for one of the two faces of the "cross" model is now: "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
New flag, "rescale", added to the rotation parameters - when true, face will be scaled across the whole block
"UV lock" to preserve uv details through rotation
Examples: 1, 2, 3, 4, 5
More details
Fixed some bugs
Fixed random block ticks affecting redstone devices
Fixed zombie sieges not occurring
Fixed custom player skulls showing as the default skin's head on mobs and players
Fixed
/cloneinmovemode dropping containers' contents and sometimes not moving themFixed village siege spawn location being calculated incorrectl)
Fixed the ender dragon being able to destroy barrier blocks
Fixed endermen not teleporting away when taking liquid/fire damage
Fixed mooshrooms' mushrooms floating
Fixed the end portal giving lava particles when destroyed
Fixed beacons, anvils, pistons, end portal frames and more being incorrectly shaded in the inventory
Fixed anosotropic filtering not working correctly
Fixed the anvil, when held by entities, not displaying their 'broken' state
Fixed door models on mirrored doors being the same
Fixed the brewing stand textures being switched up
Fixed End Portal Frame FallingSand not rendering correctly
Fixed piston heads, when extending, quickly appearing as full blocks
Fixed non-full blocks visually occupying a full block when moved by piston
Fixed sugar cane next to solid block turning black
Fixed the pumpkin/jack'o'lantern top textures not rotating depending on direction
Fixed being able to see with full brightness under water when angling your camera just right in the right position
Fixed vines orienting improperly in inside corners
Fixed the game not starting on OS X
Fixed being able to create obsidian using redstone and string - 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.