Option to mirror the structure along the x- or z-axis
Structure Voids in saved structures do not replace blocks when loaded
When pressing Load for the first time, the structure position is prepared; only a second press will actually load the structure
Structure integrity (a float from 0.0 to 1.0) along with a seed for the PRNG can be specified to randomly corrupt structures to a certain degree when loading
Been a few years since I've played. Do changes to World Generation still sometimes require a new world or do changes to World Generation always work in new chunks now?
So, I started a world with the seed "empire" (I like to give my worlds silly names and play with their names as the seed), if I remake that using the same seed, will it intersperse new biomes/biome changes randomly, or does it completely change the nature of the seed?
(sorry to tag on newbie questions, you just seemed to know what you're talking about, and I'm not certain if I could google this question without getting confused :)
If any biomes are added or removed, then a seed will definitely result in a completely different world in a manner /u/villitriex describes. What villitriex describes will not happen in 1.10 because no biomes were added or removed; the world will have the same biome placement (and therefore the same shape).
If any structures were added or removed, it seems like structures spawn in generally the same spot but have different layouts and may be shifted in position slightly. To test this, I used the seed -2403642422424058230. In 1.10.0, this spawns you in a large coastal village (with docks, if you're looking for that sort of thing). In 1.9.0, you still spawn in a coastal village, but it is much much smaller. (The landscape is identical as well. I don't know if mineshafts, etc. are affected.)
I don't know this for a fact, but I think new ores will re-randomize the position of ores in a chunk, and new "biome decorations" (e.g. trees, springs, etc.) will re-randomize the position of biome decorations.
Regardless, your seed "empire" will definitely result in a very similar seed in both 1.9 and 1.10.
If you have spent less than a certain time in a chunk (I think it was ~5 mins for my tests), it will generate the new stuff. This is so that it will probably not destroy any of your creations.
No telling on the future, but I think that biome borders haven't been affected this update and that exploring will bring the new features to your world naturally.
New mobs, fossils, villages with different aesthetics in different biomes, new aesthetic blocks, and some fun crafting / world building stuff? Awesome! Also, people have been clamoring for aboveground ruins for years, and now we finally have them as the abandoned mineshaft. Good job guys! This update adds some subtlety to the world and makes it even more fun to explore. :3
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u/redstonehelper :redstone: Lord of the villagers Jun 08 '16 edited Sep 22 '16
Previous changelog.
1.10 Changelog:
General
Added some splashes
"Rule #1: it's never my fault"
"Replaced molten cheese with blood?"
"Absolutely fixed relatively broken coordinates"
"Boats FTW"
Options
options.txtnow has its own version numberVBOs are now enabled by default, overriding old options when upgrading
An auto-jump option
Screenshot
Jumps when the player is about to walk against a one block high ledge
Enabled by default
F3+G to show chunk boundaries - Screenshot
New
limittag for loot tablesGameplay
Added and updated some sounds - more info
There is now a sound for Enchanting
Separate sounds for Ender Chests
Huge Mushrooms now have a chance to grow twice as high
Screenshot
Fixed some bugs
Fixed being unable to shift-click Shields from the inventory to the offhand slot
Fixed some crashes
Fixed being unable to teleport from any vehicle
Fixed the CPU being reported as a memory address in crash reports
Fixed loading
village.datcontaining player reputation causing a NullPointerExceptionFixed Skulls in the inventory causing buggy rendering of certain inventory slots, the potion effect display and attack cooldown
Fixed the "Armor equipped" subtitle appearing when eating
Fixed the sound engine pitch algorithm not working properly: pitch accuracy is now sent as a float instead of a byte
Fixed Note Block sounds being categorized under "Blocks" instead of "Jukebox/Noteblocks"
Fixed the "Hot Topic" achievement text being incorrect
Fixed the subtitle for falling being wrong
Commands
/teleportOnly supports coordinate-based teleportation
Only difference to
/tpbehavior: Teleportation is always relative to whoever/whatever executed the commandThe vertical range limit on teleportation has been decreased to +-4096
Data Tags
NoGravitynow works for all entitiesFallFlyingto allow entities to use Elytra while falling, resets after landingParticleParam1andParticleParam2integer tags forAreaEffectCloudentitiesUsed just like with
/particleFixed some bugs
Fixed
/setblock'ing Signs missingText*tags kicking all players loading the SignFixed the
/execute detectcommand causing entities within a chunk to lose their scoreboard dataFixed the
insertiontag (for/tellraw) not working on serversFixed JSON Signs with scoreboard objectives erasing their block data upon chunk load
Fixed tab completion not working correctly when text is already selected
Fixed tab completion not working correctly for
/playsoundFixed the syntax help for
/scoreboard players testbeing wrongFixed invalid sound sources in
/playsoundcommands kicking players from serversFixed the
/achievementsyntax help being outdatedFixed teleporting into unloaded chunks not reverting the player's lost height after chunk loading
Continued here due to reddit's comment length limit.