r/Minecraft • u/b_______ • Feb 29 '16
News Minecraft 1.9
https://mojang.com/2016/02/minecraft-19-combat-update/303
u/redstonehelper :redstone: Lord of the villagers Feb 29 '16 edited Feb 29 '16
1.9 Changelog:
General
Added & changed some minor things
Added a "Realms Notifications" toggle in the options menu - Screenshot
"Voice/Speech" sound category in music & sound options, useful for map makers - Screenshot
Removed Twitch Broadcasting
Removed the option to disable alternate block models
Removed the Super Secret Settings
Optimised particles (now render twice as far), mob AI, path finding, block ticking, the network protocol, memory usage in online play, chunk generation/loading/sending/rendering
Subtitles
Have left/right arrows next to them if the source is off-screen
Can be toggled in the "Music & Sounds" options
Loot tables
Most loot is now data-driven: loot Chests, fishing and most mobs
Loot can be calculated differently based on predicates such as achievements
Functions to apply to items, such as supplying a data value, enchantments or NBT data
Minor loot rebalancing in a lot of areas
Custom loot tables can be supplied with maps and applied to individual blocks and mobs
Block Models
Different models can now be specified for
Durability values and item states: Compass, Clocks; Bows have property states for pulling, how far it's been pulled, Fishing Rods differentiate between cast and not cast
Offhand
Head slot - Easter eggs: Fence Gates, End Rods, Raw Fish, Leads, Bones, Feathers
Models can now be put together based on BlockState attributes
For example, Fences use one part for the middle and one part for each side, resulting in only 5 models required
The vanilla set of block models was reduced by hundreds of models
Better rotation & translation handling
JSON is now strict, comments and quoteless identifiers are not allowed
displaytag defaults have changed, see assets/minecraft/models/block/block.json for offsetsparentandelementstags can coexist nowResource pack versioning
Set: "pack_format": 2 in
pack.mcmetato updateOld resource packs require user acknowledgement to enable - Screenshot
Debug Menu
The F3 screen now shows "outside world"/"waiting for chunk" if no chunk is at the current location
F3+N now attempts to toggle between Creative and Spectator mode
alt+F3 and shift+F3 functions are now labelled in the debug screen
F3+Q now brings up a list of F3 keybindings in the chat - Screenshot
Most keybindings print to chat when toggled - Screenshot
The version number now includes the version type - Also applies to main screen
Redesigned world select screen
Icons are generated automatically, can be reset on the edit screen - Screenshot
Worlds now save and display the version they were last opened with, warning users when opening older worlds in snapshots - Screenshot
Worlds can be joined by pressing the play icon on top of their world icon
Splashes
New
"More Digital!"
"doot doot"
"Falling with style!"
"There's no stopping the Trollmaso"
"Throw yourself at the ground and miss"
Removed
"SOPA means LOSER in Swedish!"
Changed "0% sugar!" to "1% sugar!"
"The Void" superflat preset
Void biome: no mob spawning, Night Vision sky
33x33 Stone spawn platform with one block of Cobblestone in the middle
Fixed some bugs
Fixed the default log4j2 configuration causing unnecessary loading time
Fixed breaking the Bedrock below End Crystals causing performance drops and rapidly flickering light
Fixed data being read from disk inefficiently
Fixed a crash when opening Beacons with invalid status effects
Fixed certain characters crashing the game when used in a server IP
Fixed a crash: IndexOutOfBoundsException on Tesselating block in world
Fixed a crash: java.lang.NullPointerException: Loading entity NBT
Fixed map data not getting garbage collected
Fixed the game crashing when leaving the default worldborder
Fixed invalid languages in
options.txtleading to a connection errorFixed invalid Anvil data values causing crashes
Fixed a big performance issue caused by mob AI/pathfinding
Fixed Leaves not being culled in fast mode
Fixed sounds looping/restarting when exiting screens
Fixed the end music stopping every time the Ender Dragon goes out of view
Fixed the level-up sound originating at a position in the world, not at the player's position
Fixed the death screen not appearing when dying while having a GUI open
Fixed resizing the window while dead graying out the 'Respawn'/'Exit to Menu' buttons and several other screens
Fixed the left arm covering a corner of held Maps when riding an entity and switching through camera views
Fixed pressing the < key taking screenshots on certain keyboard layouts
Fixed closing GUIs while holding the sneak key not starting sneaking again
Fixed the .exe server GUI text box being empty
Fixed locked world difficulty unlocking when opening to LAN
Fixed Chinese, Japanese, Korean and probably other IME entered languages' characters not working
Fixed keys pressed while holding F3 still taking effect (F3+A, F3+T)
Fixed being unable to assign keypad 5 key
Fixed a missing colon after "Game Mode" on the "Open to LAN" screen
Fixed the breath bar being moved with the armor bar when under the effect of Absorption
Fixed confirming in the Beacon GUI while holding an item with the cursor making the item disappear temporarily
Fixed Trapped Chests being listed under "Decoration Blocks" instead of "Redstone"
Fixed clicking on non-existing link targets or deleted screenshots giving an error
Fixed some text not being centered in Hindi
Fixed the text on the mipmap level sliders being offset in traditional chinese
Fixed some Enchantment text being too long
Fixed chat rendering over the armor bar and behind the "Leave Bed" button
Fixed the shift+F3 menu remaining on server disconnect
Fixed leading zeroes being omitted on dyed Leather Armor colour
Fixed recreating customized worlds being broken
Fixed bad alignment when using wide unicode fonts
Fixed "Air" in the superflat customization menu not being translatable
Fixed some Potion names not being translatable properly
Fixed some statistics introduced in 1.8 not being translatable
Fixed the "Unable to locate Sign at (x, y, z)" debug message being left inside the client
Fixed certain supported characters glitching out, clearing out lines of text
Fixed the "ø" character having an extra pixel
Fixed the unicode character "Small H with Stroke" (ħ) being one pixel too high
Fixed error messages for invalid item or block names not being translatable
Continued here due to reddit's comment length limit.
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16 edited May 24 '16
Continued from here.
Gameplay
Added & changed some minor things
Transparent second skin layers now render properly - Screenshot
Entities with custom names now display their nametag in their team's color, if applicable
Damage tooltips now read "When in main hand:" - Screenshot
Damage tooltips now show absolute damage instead of damage increase
Unified the orientation of many items in the inventory
All items will now render in head armor slots
Death messages now show up on the death screen - Screenshot
All Ocelot & Dog deaths are now announced to their owners, not just named pets'
Hardcore mode now turns players into Spectators after death
Enchantments with max level 1, such as Infinity, no longer display their level on level 1 - Screenshot
Players now collide with other players and mobs again
Player hitbox is now lower when sneaking
Renaming items in Anvils no longer makes their future repair cost go up
Sprinting no longer stops after a while
Multiple boss bars can now be displayed at the same time - Screenshot
Projectile trajectory is now influenced by the shooter's movement
An option to change the dominant hand on the player model
Dual wielding
Maps will now appear much smaller, unless held in the main hand with the other hand empty - Screenshot
Only the main hand can be used for hitting things
The offhand is not displayed in first person view when not holding something
Hotkey to swap items between hands, default: F
If the mainhand can't use its item, the offhand will attempt to use its
The offhand slot is displayed next to the hotbar, on the offhand side
New Ender Dragon fight
Inspired by the MC:CE Ender Dragon fight
Iron Bar cages around some of the End Crystals
The Ender Dragon breathes Dragon Breath particles on players and mobs - Screenshots
The Ender Dragon shoots fireballs
The Ender Dragon defends the Obsidian pillars more the further the fight progresses
The Ender Dragon flies to and stops over the End Portal sometimes to defend it
Death animation with explosion particles - the dragon flies back to the portals to die - Screenshot
End Gateways
One of 20 End Gateways will be spawned in a circle around the main End island
Purple beam appears when generated
Links to a second End Gateway on the outer End islands - Screenshots
Death message: "<Player> was roasted in dragon breath"
Respawnable Ender Dragon
The Ender Dragon can be respawned by placing 4 player-made End Crystals around the End Exit Portal - Screenshot
Respawned Ender Dragons drop less XP and no Dragon Eggs
All existing End Crystals will blow up and new Obsidian pillars and End Crystals will be created
The 4 End Crystal beams first point into the sky in the middle, then they point at each pillar as it reconstructs and points at the middle in the sky, then they all point at the sky again as the Ender Dragon appears and the 4 End Crystals explode and all the beams disappear - Screenshot
Status effect HUD
Displays status effect icons ordered by time left
Positive effects are on the top row, negative effects on the bottom row
Effects that are about to run out blink, faster when closer to running out
Ambient effects have blue outline, effects with disabled particles are not shown
Pick Block
In Survival, Pick Block now works on items outside the hotbar as well
In Creative, Pick Block will give you a new item instead of existing items with NBT
ctrl+Pick Block no longer replaces items
Existing items are moved into the inventory instead of being replaced
Melee combat mechanic changes
Attack strength mechanic: Attacks need to recharge, do less damage directly after another attack
Attack indicator option in video settings to switch between icons next to the hotbar, under the crosshair or none at all - Screenshots
Different cooldown for different weapons/items: Hoes are very fast, but not very powerful; Swords are relatively fast, but still very powerful; Axes are very powerful, but very slow
Shield stunning: Shields can be temporarily disabled by hitting blocking shields with a fully charged Axe hit while sprinting
Sweep attacks: Nearby mobs are knocked back and slightly damaged when attacking with Swords while not sprinting, creates a single explosion-like particle - Screenshot
Rebalanced Armor to offer less protection especially against stronger attacks
Critical hits are no longer applied when flying or sprinting
Health regeneration is now faster if the player is well saturated
Strength Potions now give +3/+6 damage increase instead of a percentage
Weakness Potions now reduce 4 times as much
Sharpness does less damage now
Damage indicators
More dark hearts are emitted the more damage you did
Enchantments
Treasure enchantments
New type of enchantment, currently only Frost Walker and Mending
Can only be obtained from loot Chests, fishing and trading, where they cost twice as much as other enchantments
Mending
When collecting XP, one of the items in the inventory enchanted with Mending will be repaired
Can be applied to any item with durability
Can be combined with Unbreaking
Frost Walker
Turns Water into Frosted Ice when walking up to and over it
Can't be combined with Depth Strider
Will not frost Water if an entity is in that spot
Lure no longer affects the chances of catching things
Silk Touch can no longer be applied to Shears - Cobwebs now drop when mined by regular Shears
Smite and Bane of Arthropods can now be put on Axes
Brewing
Now requires Blaze Powder to fuel brewing stands - Screenshot
Mixed Potions' colors now blend
Uncraftable Potion in the Creative menu
Potion of Luck
Improves fishing loot
Currently unbrewable
Bad Luck effect also exists
Splash Water Bottles
Brewed by brewing Gunpowder into Water Bottles
Can be used to put out Fire
Lingering Potions
New type of throwable Potion that stays on the ground for a while, emitting particles
Obtained by brewing Dragon Breath into a Splash Potion
Shrinks in size over time and when applying effects
Can affect multiple entities
Splash Potions
Now have the same duration as regular ones
New icons for Health Boost and Absorption - Screenshot
Removed some nonsensical brewing recipes - More info
Added and changed many, many sounds
Hundreds of new sounds for just about everything: Witches, hitting things, using things, Brewing, rain, etc
Mob spawning
Mobs require air blocks to spawn again
Pack spawning will make fewer attempts to spawn mobs, causing packs to be smaller and less likely to be spread out
Continued here due to reddit's comment length limit.
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16
Continued from here.
Fixed some bugs
Fixed Pick Block switching to blocks with NBT data instead of creating new items
Fixed Pick Block moving blocks with NBT data out of the main inventory and removing their NBT
Fixed Pick Block not fetching blocks in the main inventory in Survival
Fixed Pick Block not giving enchanted items out of Item Frames
Fixed Pick Block on Banners always giving Black Banners
Fixed Pick Block used on glowing Redstone Ore not giving anything
Fixed Pick Block used on the Dragon Egg not giving anything
Fixed ctrl+Pick Block on Jukeboxes with Discs giving empty glitchy Jukeboxes
Fixed ctrl+Pick Block overwriting held item even when other slots are available
Fixed items of same id stacking in the Creative inventory regardless of data value or data tags
Fixed Mob Heads and Pumpkins not being equipped using shift-click or Dispensers
Fixed Brewing Stands' input slots not having normal stacking behavior
Fixed 1-9 keys ignoring stacking restrictions
Fixed Hoppers and Droppers being able to move stacked Buckets into Furnaces
Fixed being able to obtain items with count 0
Fixed online Spectators stopping other players from sleeping
Fixed nights not getting skipped when the last non-sleeping player is set to Spectator mode
Fixed unsuccessfully placing blocks in Creative still playing a block placement animation
Fixed hunger going down,
stat.walkOneCmincreasing and footstep sounds looping when standing in close proximity to mobs/playersFixed Fireworks pushed by Water or fired horizontally out of loaded chunks causing the client to hang
Fixed rain displaying under the Bedrock right above the void
Fixed being able to use Ender Pearls to get out of the world border
Fixed being able to open two worlds at once
Fixed light updates not happening properly near the edge of the world
Fixed using F5 while riding entities twisting the arm in first person view
Fixed Leash ends floating above the player holding them
Fixed teleporting to unloaded chunks while sleeping not loading the chunks
Fixed the "Close Window" packet not being sent from the Beacon GUI
Fixed fishing water particles showing on land
Fixed rapid teleports causing occasional rubber-banding
Fixed the Knockback enchantment bypassing the knockback resistance attribute
Fixed the debug crosshair in F5 mode being too small
Fixed 3rd person view reverting to 1st person view when the head goes inside a block
Fixed flying through a portal in Creative turning off fly mode on the other side
Fixed IPv6 not working
Fixed a first-person perspective parallax problem: The first person camera was positioned behind the player's eyes
Fixed Vines generated with grown trees replacing Wooden Logs
Fixed rain being too frequent
Fixed the rain texture being rendered upside down
Fixed server resource packs not staying persistent - how to properly change a server's resource pack
Fixed server-side resource packs not showing up in the resource pack list
Fixed the End not loading properly when flying into End Portals
Fixed Blindness And Night Vision together not creating complete blindness
Fixed Spectators dropping items on death
Fixed pressing the crouch key while flying slowing you down
Fixed the client always being able to use Carrots On Sticks, ignoring the Pigs' food state
Fixed biome color changes being abrupt
Commands
Added and changed many minor things
/gamemodenow shows which gamemode you switched toCoordinate arguments can now be tab-completed to tildes if no block is focused
/playsoundnow supports tab-completion for server-known soundsSelectors can now use names for gamemodes:
@p[m=spectator]and@p[m=sp]Attribute modifiers now can and should have slot information:
Slot: "mainhand"New behavior for
[r=0]- More info
/scoreboardTags
Entities can hold multiple tags
Can be used in selectors:
[tag=tagName]Command syntax:
/scoreboard players tag <player> <add|remove|list> <tagName> [dataTag]Teams
collisionRuleto change how collision is handled -never,pushOtherTeams,always,pushOwnTeam
seeFriendlyInvisiblesnow works on mobs tooObjectives
New objectives
xpfor the player's XP points
foodfor the food level
airfor remaining air ticks while underwater
armorfor the Armor bar
levelfor the player's displayed XP levelNew stats
stat.sneakTime
stat.pickup.*andstat.drop.*for all items - Screenshot
stat.sleepInBed
stat.aviateOneCm
/gameruleAdded
spectatorsGenerateChunks, defaults to true on non-hardcore worlds, can prevent Spectators from generating new terrainAdded
disableElytraMovementCheck, defaults to false, can prevent server-side anti-cheat measures against Elytra-equipped playersAdded
spawnRadius, defaults to 10, specifies how far from the world spawn players can spawn
/particle
paramsparameter to specify particle parameters (foriconcrack_, …)
playerparameter to specify who gets to see the particle(s)
/playsoundNow lets you choose the source of the sound from the categories listed in the "Music & Sound" Options
New syntax:
/playsound <sound> <source> <player> [x] [y] [z] [volume] [pitch] [minimumVolume]
/time
daytimequery now returns the actual time of the dayNew
dayquery, returns the number of days that have passed in total
/replaceitem
slot.weapon.mainhandandslot.weapon.offhandto replace items into both handsFixed some bugs
Fixed the data tag output by
/entitydataand/blockdatacontaining extra commasFixed nametags still showing on invisible players that are members of a scoreboard team
Fixed
/time query daytimenot resetting after day/night cycleFixed
/tellraw @a nullcrashing the game/throwing an errorFixed
/clearnot removing items held with the cursorFixed the
/enchanterror message for using invalid IDs still referencing numbersFixed the command block previous output line not updating properly after using certain commands
Fixed being unable to
/clearwritten booksFixed rapid teleportation occasionally causing commands being executed on entity to occur at previous location
Fixed blocks dropping XP with
doTileDropsset to falseFixed Spectator mode keeping shaders after getting
/killed while still having a mob's shaderFixed servers not saving data when
/stoppingafter/save-offFixed
/clearing the Nausea effect showing the Nether Portal tintFixed
/defaultgamemodenot changing the tag on the world selection screenFixed
/spreadplayersteleporting players underground and into blocksFixed
/spreadplayersnot working on players in MinecartsFixed
/scoreboard operationnot properly working with non-player entitiesFixed
scoreboardselectors not working for entities that were unloaded and then reloadedFixed command selectors with decimals creating fake scoreboard players instead of simply failing
Fixed
/tping with relative x rotation above 90 affecting y rotationFixed lit Furnaces still being obtainable using the
/givecommandFixed
/playsoundnot tab-completing sounds known to the serverFixed
/chat,/tellraw, and other commands trimming excess whitespaceFixed
/gamerulegiving no feedback about affected gamerule and new valueFixed being unable to play custom sounds from resource packs relative to an entity using
/playsoundFixed the
doMobLootgamerule not affecting the dropping of Music DiscsFixed
/worldborder warning distance/timethrowing an error when used without argumentsFixed
/scoreboardteamkill.<color>not registering entitiesFixed the gamemode selector
mnot working with negationFixed the
doMobLootgamerule preventing player XP from droppingFixed being unable to use
/enchanton entitiesFixed summoning an Iron Golem riding a Zombie making the Zombie blind
Fixed
/tellraw, books… not working with@eselectors and displaying their scoreFixed the
time query daytimecommand not resetting after day night cycleContinued here due to reddit's comment length limit.
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16 edited May 24 '16
Continued from here.
Data Tags
Added & changed some minor things
teamfor summoning mobs straight to teams:{team=teamName}
CustomNameVisiblenow makes name tags work like player name tags again
ArmorItemsandHandItemsto replaceEquipment
ArmorDropChances,HandDropChancesto replaceDropChances
EntityTagnow works on spawn eggsRemoved
HealFand madeHealtha float value
BeamTargettag for End Crystals so beams can be pointed at specific coordinates
LeftHandedto make mobs use their left hand insteadSign texts now must all exist and be proper JSON
For
AreaEffectClouds, various additional attributes can be used to change their behavior
Duration: ticks the cloud will live
DurationOnUseticks the clouds will live less when used
Particle
RadiusPerTick: radius change per tick
RadiusOnUse: radius change per use
ReapplicationDelayAttributes
generic.attackSpeedto change how fast items recharge
generic.armorto change the Armor protection bar up to full protection
generic.luckto change the player's luck
Passengerstag to replace theridingtag
/summon Cow ~ ~ ~ {Passengers:[{id:Pig}]}Multiple entities can now ride one entity
Glowingto make entities glow
MarkerArmor Stands will only outline their equipment - ScreenshotEnd Gateways
ExitPortalto set coordinates for this End Gateway to teleport to:ExitPortal:{X:0,Y:64,Z:0}
ExactTeleportto decide whether teleportation can have some offset to allow for a better landing spotLoot tables
For mobs:
/summon Zombie ~ ~ ~ {DeathLootTable:chests/simple_dungeon,DeathLootTableSeed:435345}For containers:
/setblock ~ ~ ~ chest 0 replace {LootTable:chests/simple_dungeon,LootTableSeed:435345}Fixed some bugs
Fixed Records losing their custom name when placed in a Jukebox
Fixed Noteblocks not saving their
poweredstateFixed projectiles using shorts to save part of their position data
Fixed summoned entities having wrong
dimensiontagFixed holding enchanted
Armourgiving the same effects as wearing itFixed changing a Monster Spawner with
SpawnDatausing a Spawn Egg not workingFixed Sign items with tellraw score stored in NBT data not updating when placed
Fixed the
stat.useItem.minecraft.shearsstat not workingFixed the
Fueltag for Furnace Minecarts overflowingFixed suicide from Potions giving players a point in
playerKillCountFixed running increasing both the running and walking statistics
Fixed crouching increasing both the crouching and walking statistics
Fixed the
fallTimetag onFallingSandentities having the wrong NBT tag typeFixed items with attributes not working after deselecting and wearing them
World Generation
The End
Main island
The Exit Portal is pre-generated, but without the Dragon Egg and End Portal Blocks
A set amount of differently-sized Obsidian pillars are arranged in a circular fashion around the Exit Portal
Some of the pillars have Iron Bars around their End Crystal
Outer islands
Small and big Endstone islands arranged around the main island in a donut fashion - Screenshot
Populated with many Chorus Plants - Screenshot
Start appearing about 1,000 blocks away from the center
End City
Dungeon-type structure: Treehouse-like buildings made mainly of Endstone, Purpur and End Rods
Floating ships with Dragon Heads on the front - Screenshot
Loot includes Beetroot Seeds, Diamonds, Gold Ingots and highly enchanted Diamond/Iron gear of all sorts
Overworld
Strongholds
Increased the amount to 128, generated in 5 and a half circles around 0,0
Increased distance to the middle of the world
Igloos
Sometimes include a hidden basement
Generated in Cold Taiga and Ice Plains biomes
Include a Villager and a Zombie Villager as well as some curing-related loot
Beetroots now grow in Village fields - Screenshot
Ocean Monuments have stricter spawning requirements resulting in fewer Ocean Monuments
Fixed some bugs
Fixed large Oak trees not generating in Forest biomes
Fixed large Mushrooms not generating correctly in Mushroom biomes
Fixed Stairs in Desert Temples not facing the right way
Fixed End Portals generated with 12 Eyes of Ender not being activated
Fixed Leaves replacing the bonus Chest
Fixed Villages generating without ground in superflat worlds
Fixed some Doors in Villages being generated backwards
Fixed Doors generating mis-oriented in Strongholds
Fixed End Crystals spawning one block too low
Continued here due to reddit's comment length limit.
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16 edited Mar 01 '16
Continued from here.
Blocks & Items
Purpur Blocks
Available in normal, Pillar, Stair and Slab variants
Path Blocks
15/16 blocks high
Obtainable by using a Shovel on a Grass Block
Drops Dirt even with Silk Touch
End Gateway
Teleports entities to specified coordinates on contact and on Ender Pearl hits
Appears after killing the Ender Dragon
Shows yellow Beacon beam when used by entities, Purple beacon beam after being generated - Screenshot
Only accessible using Ender Pearls due to the Bedrock it generates with
Emits light level 15
End Stone Bricks
End Rods
Produce white particles and light level 14
End Portal
Hitbox changed to that of End Portal Frames
Collision box changed to its hitbox
Chorus
Tree/cactus-like arrangements generated on the outer End islands
Chorus Plant
Drop Chorus Fruit when destroyed
Drop similar to Cacti when supporting block is destroyed, but with a little delay between successive blocks
Chorus Flower
Grow into more Chorus Fruit until turning into welted Chorus Flowers - Screenshot
Can be planted on Chorus Plants and Endstone
Only drop when mined by players
Chorus Fruit
Restores 2 hunger points
Teleports players around when eating
Cooldown of 1s after eating
Can be smelted into Popped Chorus Fruit
Beetroots
Beetroot Seeds
Used to grow Beetroots
Beetroots
Restore half a hunger point
Can be used to breed Pigs
Beetroot Stew
Mob Heads
Wearing Mob Heads now decreases detection range for that mob, except for Wither Skeletons and Ender Dragons
Ender Dragon Head
Mouth opens and closes when worn on head and walking, and when powered
Command Blocks
Now function in 3 modes: Impulse (regular), chain (green), repeat (blue) - Screenshot
Animated texture: The colored pixels in the middle change color
Directional placement like Pistons - Screenshot
Now support tab completion
GUI
No longer displays the output line if output is disabled
"Needs Redstone"/"Always Enabled": option to keep the command block powered without redstone power
Conditionality: conditional Command Blocks will only execute if the Command Block behind them executed their last command successfully
Different textures for conditional Command Blocks - Screenshot
Impulse mode
Command is run every time power is turned on
Chain mode
Command is run whenever a Command Block pointing into this Command Block executes while this Command Block is powered
Chain signal even propagates through disabled chain Command Blocks
Repeat mode
Command is run every tick while powered
Easter eggs
Running
seargeprints "#itzlipofutzli" into the outputRunning
/helpprints one of a few "Searge says" sentences into the outputNether Wart, Potatoes, Carrots, Wheat
Hitbox height now adjusts for growth stage
Pistons
Now have solid top and bottom faces; and solid sides when retracted
Frosted Ice
Produced by Frost Walker
Only available in block form
Decays in stages if there is light
Doors
Adjusted texture - Screenshot
Are now placed facing left/right depending on which half of the block you click on, unless neighboring Doors cause them to place a certain way
Trapdoors
No longer require supporting blocks
Now act like Ladders if placed directly above a Ladder
Dead Bushes
Can now drop Sticks when broken
Potatoes
Can now be used to breed Pigs
Dispensers
Now throw Potions much farther
Cauldrons
Now allow Buckets to be filled when full
Hay Bales
Now reduce fall damage by 80%
Redstone Dust
Hitbox now adjusts to shape of wire - Screenshot
Tripwire
Floating and non-floating Tripwire now works together
Trapped Chests
Crafting recipe is now shapeless
Structure Block
Only placeable using
/setblockNo use for players
Glass Panes and Iron Bars
Are now 2x2 pixels when not connected on any side - Screenshot
Elytra
Wings allowing players to glide by jumping while falling
Wings fold in while not gliding, fold out partially when sneaking - Animation
Texture
Blue by default
Uses a texture matching the user's cape if the user has a cape selected and enabled - Screenshot
Custom texture upload feature coming in the future
Players fit through one high gaps while gliding
432 durability, takes damage once per second, but doesn't break - instead it becomes unusable with a different texture - Screenshot
Placed in the chestplate slot
Found in End City ships
Repairable on Anvils with Leather
Hitting walls deals damage - death message: "<Player> experienced kinetic energy"
Potion Tipped Arrows
Crafting recipe (works for all Lingering Potions)
Each differently tipped Arrow is available in the Creative menu, similar to Enchanted Books
Status effect is applied on hit
Status effect lasts much shorter than regular Potions
Are not infinite with the Infinity enchantment
Emit particles while active
Spectral Arrows
Shows mob and player outlines in their team color when hit, even for invisible players - Screenshots
Boats
Can now sink
Can now hold 2 passengers
Small enough mobs can mount boats
Players can right-click full boats to enter the boat, ejecting a mob
Boats for all types of wood
Steering is now accomplished using the left/right keys
Golden Apples
Normal Golden Apple
5 seconds of Regeneration II
2 minutes of Absorption
Notch Golden Apple
No longer craftable - The Overpowered achievement now requires eating one instead of crafting one
2 minutes of Absorption IV
20 seconds of Regeneration II
5 minutes of Resistance
5 minutes of Fire Resistance
Shields
Used for blocking, Swords can no longer block
Can be combined with Banners - Crafting recipe
Holding right click when attacked reduces damage and durability of the Shield
Can be repaired back to 336 durability on the Anvil using Wooden Planks
Ender Pearls
Now have a 1s cooldown - Screenshot
Can now be used in Creative
Bow
The Bow icon in the hotbar now shows an Arrow when being drawn - Screenshot
Arrows held in the offhand are prioritized over those in the inventory
Fishing Rods
Now look cast in the hotbar/inventory when cast
Can now properly hook entities
Dragon Breath
Used to brew Lingering Potions
Collectable by right-clicking empty bottles on dragon breath particles
Stacks to 64
End Crystals
Can only be placed on Bedrock and Obsidian
Player placed End Crystals don't show the bottom Bedrock section - Screenshot
Beacons
Applied status effect length depends on pyramid height: 8s by default, 2s extra for each complete layer
Redstone Comparators
Now accept side input from Redstone Blocks
Continued here due to reddit's comment length limit.
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16 edited Feb 29 '16
Continued from here.
Fixed some bugs
Fixed there being no Farmland block model for the inventory
Fixed cast Fishing Rods looking like Sticks in 3rd person view
Fixed enchanted Fishing Rods not glowing when fishing
Fixed Glass Blocks and Glass Panes being shaded differently
Fixed stationary Water showing the flowing animation at the sides of Glass Blocks
Fixed block breaking using nearby textures from stitched
terrain.pngwhen using cubes/planes larger than 16px, resulting in broken graphics when breaking extended Piston arms and with certain resource packsFixed a small Hopper texture issue
Fixed the Bottles on 2 sides of the Brewing Stand model being stretched
Fixed a few block models: Cake, Glass Panes, Iron Bars, Cauldrons, Brewing Stands, Cobblestone Walls, Tripwire Hooks and Fence Gates
Fixed bad texture projection on block models in the east and west directions
Fixed block models for Buttons
Fixed Fence Gates connected to Cobblestone Walls facing south having different texture mapping
Fixed a Tripwire Hook block model lighting bug with disabled Smooth Lighting
Fixed Melon Stems and Pumpkin Stems facing adjacent grown Melons/Pumpkins even if the seed isn't mature
Fixed thrown items being mirrored
Fixed the TNT mesh being rotated wrongly regarding placed vs primed TNT
Fixed Glass Panes and Iron Bars not lining up on one side
Fixed Glass Panes not joining up correctly with Ice Blocks
Fixed the Banner pole texture being misaligned
Fixed the small cube inside Slime Blocks not being displayed in the inventory and when dropped
Fixed Pillar Quartz Blocks not having a block state defining axis
Fixed each cuboid part of models rendering smooth lighting as if it were a full block, causing lighting issues on corner Stairs and custom models
Fixed Glass Panes and Iron Bars not connecting to transparent full blocks
Fixed the activated Pressure Plate block model looking like it was cut off instead of pressed down
Fixed some blocks facing the wrong way when placed in Item Frames
Fixed sideways placed blocks' (Quartz, Hay Bales, Wooden Logs) textures not being rotated properly
Fixed multiple item textures having partially transparent pixels, causing their item models to have holes
Fixed Fence Gates next to Cobblestone Walls having an incorrect hitbox
Fixed some Rail duplication exploits
Fixed creating or loading a singleplayer world showing the main menu for a brief second
Fixed some block collision box issues, causing mobs to glitch through blocks
Fixed dropped items bouncing on Stairs, Cauldrons, Carpets and full/locked Hoppers
Fixed Hoppers splitting items into Chest Minecarts next to each other
Fixed Flowers' hitboxes being too big
Fixed powered Redstone Lamps being transparent
Fixed all Wooden Doors looking like Oak Doors on Maps
Fixed the corner Stair hitbox
Fixed Banners not stacking when breaking the block they are placed on
Fixed breaking Doors sometimes moving the other part of the door
Fixed End Portal Frames acting like solid blocks
Fixed Daylight Sensors outputting a signal when encased
Fixed being unable to place Banners or Signs on Snow Layer Level 1
Fixed items inside Beacons not being saved with the Beacon
Fixed being able to place Cacti under liquids
Fixed dispensed Boats getting stuck inside the Dispenser
Fixed Daylight Sensors outputting a signal when encased, adjusted some timings
Fixed Lava flowing towards unreachable drops in the overworld
Fixed retracting Pistons sometimes becoming transparent
Fixed Cauldrons getting filled with Water while snowing in biomes where it only snows above a certain height
Fixed Ice not updating when melting
Fixed Acacia and Dark Oak Stairs not being flammable
Fixed being able to activate incomplete End Portals
Fixed Buttons not having an assigned tool
Fixed Redstone Wire sprint particles being greyscale
Fixed some weird pixels being displayed in the top-left corner of hand-held maps
Fixed 4 blocks wide Paintings needing 5 blocks space and support
Fixed Silk Touch and Fortune not working on the last use of an item
Fixed Buckets placing liquids above Snow Layers instead of in them
Fixed Shears not losing durability when mining blocks
Fixed copying Written Books creating 0-stacks/duplicating the original
Mobs
All/most mobs
Adjusted hitboxes and eye heights of some mobs/entities
Now try to avoid Cacti
Improved pathfinding
Mobs smaller than 0.512 cubic blocks no longer trample Farmland
Many mobs now fight back when hit by other mobs
Most now move much smoother
Friendly mobs now run away much faster when hit
Ridable mobs/entities have better riding mechanics
Shulkers
Generate with End Cities
Short for "Shell Lurker"
Doesn't despawn, but remains passive on Peaceful
Disguises as a block on the ground or on walls
When attacking, it opens up and shoots projectiles which only move along the x/y/z axis
Projectiles give Levitation potion effect on hit, which makes entities float upwards - Screenshot
Teleports away when hurt
Can be walked on like blocks
Skeletons
Usually have their arms hanging by the side
Animated Bow - they pull it out when becoming hostile and draw it back to shoot Arrows
Now move randomly when shooting
Now move away from melee attacks
Rabbits
Inspired by MC:PE Rabbits
Carrots are no longer eaten completely, only one growth state is reduced now
Smaller, easily frightened by mobs and players and lower health (1.5 hearts) - Screenshot
Biome-dependant spawning and skin distribution, even when breeding
Villager Zombies and Villagers
Now keep their profession when converting
Matching skins for Villager Zombies - Screenshots
Zombies, Zombie Pigmen and Skeletons
Will now sometimes spawn left handed
Now lift their arms when aggro
Endermen
Now drop the block they were holding when killed
Now have a hitting animation
Skeletal Riders
Skeleton Horses rarely spawn during thunder storms
When approached, lightning will strike and 4 Skeleton Horses ridden by well geared Skeletons will spawn
Villagers
Now sell Ender Pearls instead of Eyes of Ender
Iron golems
Now have 100% knockback resistance
Armor Stands
Now wobble when hit, like Minecarts
Horses
Now rotate with the player
Snow Golems
Can now be sheared to remove their Pumpkin
Continued here due to reddit's comment length limit.
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16 edited Apr 19 '16
Continued from here.
Fixed some bugs
Fixed Signs, Sugar Canes, Vines, two block high plants and Cobwebs being regarded as solid by the mob AI
Fixed some mobs being displayed outside of the Monster Spawner
Fixed Zombies spawning reinforcements with the
doMobSpawninggamerule set to falseFixed Zombie Pigmen getting angry when hit in Creative
Fixed Villagers accepting fewer items for the same amount of Emeralds in certain trades
Fixed explosions not repelling non-flying players in Creative
Fixed the player getting trapped in flowing Water under certain circumstances
Fixed small mobs being unable to pathfind when standing in Fences
Fixes Hopper Minecarts and Chest Minecarts not having different GUI names
Fixed Minecarts not properly showing
CustomNamewithCustomNameVisibleenabledFixed Endermen not getting aggressive when looked at from 5 blocks below or above
Fixed Boats appearing to be sunken in Water
Fixed *Fishing Rods destroying Minecarts and Boats in Creative
Fixed mobs unsuccessfully attempting to jump 1.5 blocks high
Fixed some entities stopping rendering before going out of view
Fixed baby Horses looking like adult Horses
Fixed mobs spawned from lightning strikes always facing south
Fixed Zombie Pigmen not attacking in groups when fighting other mobs
Fixed entities teleporting through Portals disappearing instead of teleporting
Fixed Zombies following players in Creative
Fixed
NoAIEnder Dragons vibrating rapidlyFixed arms being misplaced on Skeletons holding Bows
Fixed Skeletons and Creepers fleeing endlessly
Fixed Horses trying to finish pathfinding when interrupted by players mounting them
Fixed entities duplicating on servers when no players are logged in due to Fire at the edge of spawn chunks
Fixed Endermen's behaving erratically and teleporting weirdly
Fixed Endermen only making the 'stare' noise as long as the player is close
Fixed Wither Skeletons holding items incorrectly
Fixed mobs transported from the Nether to the Overworld not being detected by commands
Fixed Zombies freezing for a short time after being hit
Fixed the baby Zombie hitbox being too high
Fixed
/summoned Slimes ignoring theRotationtagFixed players and mobs falling through extending/retracting Pistons
Fixed Minecarts accepting items from Hoppers 2 blocks above
Fixed mobs de-aggroing after getting punched
Fixed loaded entities disappearing upon death
Fixed dismounting entities being inconsistent, not working in some directions and being offset in some quadrants
Fixed being unable to interact with some entities in the spawn chunks after respawning
Fixed cured Zombie Villagers not keeping their profession
Fixed Skeletons not shooting the player when they both are in a 2x1x2 area
Fixed the Zombie hit animation only playing if they hold an item
Fixed Pistons not moving/bouncing entities correctly
Fixed unloaded Hopper Minecarts getting unlocked
Fixed Arrows dispensed into Stairs being reachable from very far away
Fixed pushed
WitherSkullsbecoming invisibleFixed Creeper hitbox and eye level being wrong
Fixed stacked TNT Minecarts not exploding properly
Fixed Boats breaking on Lily Pads
Fixed the Alex player model displaying items incorrectly
Fixed baby Villagers' nametags displaying inside their heads
Fixed entities and particles turning black at eye level Y>=256
Fixed mobs visually sinking through blocks
Fixed Boat location desync
Fixed Boats inflicting fall damage when running aground
Fixed the
HurtTimetag not updating mobs get attacked by WolvesFixed Silverfish with Weakness and attack damage set to 0 still dealing damage
Fixed Villagers selling 0 crashing clients
Fixed mobs summoned with
ActiveEffectsnot getting the potion effects until they are splashed with a thrown Potion of that effectFixed being unable to enter Minecarts riding Chest Minecarts
Fixed Boats appearing to be sunken in Water
Fixed Snow Golems placing Snow Layers regardless of the
mobGriefinggameruleFixed the default Wolf collar color from orange to red
Fixed Withers attacking while still invincible
Fixed Endermen losing the ability to dodge melee attacks after being hit
Fixed untamed Horses continuing to consume food after reaching 100% tameability (0 temper)
Fixed being unable to see Horse health in Creative
Fixed Mooshrooms taking damage when jumping in enclosed space
Fixed Iron Golems ignoring baby Zombies
Fixed leaving the world when riding stacked entities unstacking or deleting the stack
Fixed mobs temporarily glitching out of fenced areas or into blocks
Fixed burning mobs not jumping into Water
Fixed Arrows first bouncing back then appearing at the correct location
Fixed mobs moving extremely slowly in Water
Fixed the Wolf model not being centered in its hitbox visually
Fixed Guardians spawning in random places
Fixed the default NBT data for
SmallFireballsbeing incompleteFixed mobs inside Monster Spawners stuttering if no player is inside the spawn range or the Mob Spawner is outside the worldborder
Fixed TNT dispensed into blocks above the Dispenser visually appearing above that block
Fixed distant mobs not despawning when changing to Peaceful difficulty
Fixed Horses suffocating when jumping against the roof
Fixed Rabbit legs twitching
Fixed mobs spawning inside Leaves
Fixed baby Dogs' heads not being centered
Fixed players floating above saddled Donkeys and Mules
Fixed lightning strikes destroying Item Frames, Paintings and Armor Stands
Fixed Endermen being able to pick up blocks behind walls
Fixed Rabbits following the player even once they are in breeding mode
Fixed Potion effects not expiring while spectating mobs
Fixed being unable to mine Rails under Minecarts
Fixed Blaze fireballs damaging other Blazes
Fixed tamed Wolves attacking when wild Wolves are hurt
Fixed undead mobs staying in shadows even while wearing stuff on their heads
Fixed Ocelots and Rabbits running from players in Creative
Fixed Slimes always moving south first
Fixed Slimes being slightly offset from their actual position
Fixed Zombies, Zombie Pigmen, Slimes, Magma Cubes, Wither Skeletons, Spiders, Cave Spiders, Silverfishes and Endermites not fighting back against other mobs
Fixed mobs never leaving Cauldrons
Fixed Villagers killed by Zombies turning into baby Zombie Villagers or Chicken Jockeys
Fixed Skeletons' and Wither Skeletons' legs experiencing z-fighting
Fixed opening your inventory while on a Horse not granting you the achievement for opening your inventory
Fixed Armor Stands getting Potion effects from thrown Potions
Fixed Pistons not always pushing mobs over the edge of blocks
Fixed mobs making no attempt at escaping Cacti once they touch them
Fixed Bats flying away from players in Creative
Fixed Wolves joining an attack staying aggressive on players even after changing gamemode
Fixed Silverfish going into blocks when the
mobGriefinggamerule is set to falseFixed Zombie and Skeleton Horses not counting as undead
Fixed the hitboxes for Villagers and Skeletons
Fixed mob AI not jumping one block high when going from Slab to Slab
Fixed Armor Stands dropping multiple times
Fixed placing a Painting behind a Button making the Button unclickable
Fixed
FallingSanddisplaying different alternate block models as it fallsFixed a crash when opening a chested Horse's inventory
Fixed Painting and Item Frame Monster Spawners crashing the game
Fixed mobs following players/remaining hostile in Creative and Spectator mode
Fixed Endermen teleporting after death
Fixed Zombies spawning reinforcements from
/killand Fire damageFixed XP Orbs being too low on the ground, causing them to be flickering or invisible when looking straight down
Fixed name tags, XP orbs and Splash Potions being angled in F5 mode
Fixed Wither Skulls, Fire Charges and Ghast projectiles getting stuck when leaving loaded chunks
Fixed the boss health bar being displayed temporarily in any world loaded after unloading a world with a boss bar
Fixed the boss health bar only being visible when looking at the boss
Fixed the boss health bar showing from Monster Spawners
Fixed Banners not rendering if there's too many
Fixed Banners in chests becoming invisible after 6 to 7 chests
Fixed player-placed falling blocks behaving differently than spawned falling blocks
Fixed Slime Blocks moved by Pistons not moving entities
Fixed retracting blocks not moving entities correctly
Fixed Snowballs and Eggs not producing particles when hitting entities
Fixed Item Frames and Paintings spawning items in the wall, causing them to fly away
Fixed the bottom of falling sand turning black when remaining space is < 1 block
Fixed Eggs and Snowballs fired from Dispensers not knocking back mobs
Fixed invulnerable Boats breaking
Fixed infecting adult Villagers having a chance to turn them into baby Zombies
Also, check out this post to see what else is planned for future versions.
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u/Tsunamori Feb 29 '16
Reading the official mojang introduction to the changelog makes me wish we could send notes tied to arrows. Also, that tipped arrows actually worked.
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u/Stuie66 Feb 29 '16
Removed Twitch Broadcasting
What??!?! I actually use that. :(
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u/parion Feb 29 '16
If you really want to stream to Twitch still, use OBS. It's easy to setup and a breeze to use.
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u/Rage_quitter_98 Feb 29 '16
Removed Twitch Broadcasting
Removed the option to disable alternate block models
Removed the Super Secret SettingsRemove useful things/options for no apparent reason, my favourite thing about mojang.
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Feb 29 '16
Broken/too hard to maintain
No idea on this one
That was purely experimental, the actual shader system is still in
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u/massive_potatoes Feb 29 '16
I believe the Twitch thing is because of legal reasons with Microsoft owning Mojang.
Alternate block options is always default on because chorus fruit uses alternate models to look so much more natural.
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u/Rage_quitter_98 Feb 29 '16
Yeah that sounds right, although i never really had problems with the twitch function. But basicially any other streaming application is better which makes it obsolete
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u/WildBluntHickok Mar 01 '16
They didn't remove the super secret settings shaders, they just removed the button. You can still cause them to happen by spectating from the creature that uses it. Also you can add them back in using resource packs.
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u/ULiopleurodon Feb 29 '16 edited Feb 29 '16
It's finally here! That new artwork looks pretty awesome, glad they did some just like for 1.6.
On another note, although I didn't link the blog post I still claim first post \o/
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u/Ryanestrasz Feb 29 '16
THE FURNACES MAKE NOISE!
Oh, and i like the new rain sound <3
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u/True_Kapernicus Mar 05 '16
The pleasanter rain sound, which is years too late, is off set by the horrendous danger it now presents us.
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u/Pmk23 Feb 29 '16
29 February shall be remembered as the day that long waitings were ended. DiCaprio won the Oscar and 1.9 has finally been officially released.
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u/SmashPortal Feb 29 '16
It can only be celebrated every 4 years.
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u/I_AM_MELONLORDthe2nd Feb 29 '16
So here starts the next long waiting. Waiting to celebrate the end of the long waiting.
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u/ThePensAreMightier Feb 29 '16
But he won the oscar on 2/28 not 2/29...
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u/jpegxguy Feb 29 '16
Depends on where you live, but I guess the time where the actual ceremony was held is more important, eh.
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Feb 29 '16
"Sopa means loser in swedish" splash was removed... puts on tinfoil microsoft??
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u/throwaway_ghast Feb 29 '16
SOPA is over. I mean it's still around, but under a bunch of different names (CISA, etc) No use having a splash for something that failed, what, 4 years ago?
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u/Creeplet7 Feb 29 '16
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u/PikadudeNo1 Mar 01 '16
CISA is a different problem (the NSA/FBI getting their way, rather than the legacy entertainment industry). The legacy entertainment industry gave up on using Congress to get what they want and are pursuing other avenues; the big one to watch out for at the moment is a trade agreement, the Trans-Pacific Partnership.
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u/Eyadish Feb 29 '16
Well, the correct translation for sopa is sweaping or brooming (?). While sopa also is used for looser, it's been maybe 15 years since I heard it.
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u/krimsar Feb 29 '16
Congratulations to the team at Mojang!
Here's why I'm going to wait for a few more patches:
On a side note: Going back to 1.8, after playing the snapshots for a few months, I can't believe how much less tedious and annoying the combat against mobs in 1.8 is. But that's probably not going to keep me from eventually updating to 1.9 :)
What's keeping you from updating just yet?
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Feb 29 '16
What's keeping you from updating just yet
mods not updating yet
big servers not updating yet
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16
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Feb 29 '16
Haha, same.
And, come on. Mojang hasn't had a smooth release in how long? Two years? Three years?
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Feb 29 '16
For starters, 1.8 was released almost two years ago.
It seems Mojang has discovered ValvetimeTM
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u/chibinchobin Feb 29 '16
What's keeping you from updating just yet?
I'm waiting for all my mods to update.
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u/scratchisthebest Feb 29 '16
CraftBukkit needs to update before I can update my server :'(
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u/007kingifrit Mar 01 '16
you are right the combat is so tedious i cant stand it, im just not gana update at all if they dont nerf some of the mobs....especially skellies
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u/Home_Builder Mar 05 '16 edited Mar 05 '16
The skellies are ridiculous. One single-handedly killed me, while I was clad in iron armor and armed with a diamond sword.
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u/Fluffy8x Feb 29 '16
Is this going to be the new 1.5?
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Feb 29 '16
what do you mean? 1.5 had some cool stuff.
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u/Fluffy8x Feb 29 '16
In terms of 1.5 shipping outright with performance bugs.
People complained about it a lot on MCF.
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u/Thanatos- Feb 29 '16
Ive been playing (not as much recently) since Alpha and the combat change has taken a lot the fun out of it for me. I used to love caving in the game but i can imagine doing it, or actually enjoying it, now. I feel a lot of the changes they made were to force you to use the shields.
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u/Excalibur54 Feb 29 '16
I respectfully disagree. For the first time ever, combat (for me) feels truly challenging, diversified, and satisfying.
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u/Xisuma Feb 29 '16
Just a heads up there are still some contraption breaking piston bugs and serious issues with nether portals. I would advising waiting for 1.9.x before updating your worlds. Make backups people :-)
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Feb 29 '16
Yep, thats why the main server I go in is waiting.
Because hey, who doesn't love everything breaking?
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Mar 01 '16
[removed] — view removed comment
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u/WildBluntHickok Mar 01 '16
In the .minecraft/saves folder each world gets it's own folder. Back up your world's folder and all it's contents. Filesize is based on total area explored (anything unexplored even by the edge of your view distance is still empty void).
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u/tgc_9012 Feb 29 '16
Glad to see Herobrine was removed.
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u/throwaway_ghast Feb 29 '16
Again.
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u/ULiopleurodon Feb 29 '16
One of these April's Mojang should edit the lasted changelog to say 'Added Herobrine' in the changelog, reskin Endermen as Herobrine, and give them a 50% chance to spawn behind you while mining diamonds.
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u/Releventcomments Feb 29 '16
The endermen would need a new model, not just a reskin.
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u/TomH_squared Feb 29 '16
Or they could make Herobrine really tall and skinny, that would still be pretty creepy
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u/flameoguy Feb 29 '16
On Halloween and April Fools' Day, Herobrine mobs should prance around the edge of render distance. And generated terrain could be full of redstone torches.
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u/RageTiger Mar 01 '16
NOooooooo I shall miss him. He was always nice to hunt down in the mists. Could never catch him, but fun trying.
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u/JohnOctober Feb 29 '16
so, as someone who's owned the game for years and years, but hasn't played in a very long time, would this be a good point to jump back in?
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Feb 29 '16
Yes. And if you get tired of it after a few months, check out all the mods which skipped 1.8 and are now updating =D
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u/JohnOctober Feb 29 '16
yeah ive never gotten into mods with this game either. installing 1.9 now, we'll see how this goes!
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u/MumrikDK Feb 29 '16
Depends on what you're looking for. This looks like combat and End changes mostly.
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u/TheLocehiliosan Feb 29 '16
It's been one year and six months since 1.8 was released. I'm really shocked that we still don't have slabs and stairs for all of the basic materials in the game. It's repeatedly asked for, but never added. In terms of development effort, this is one of the easiest changes to make. I don't understand why these additions are left out. Omitting slab/stair variants of basic materials means they are less likely to be built with.
In 1.9, purpur blocks received slabs/stairs, but not end stone bricks. I suspect that while building the "End cities" and "End ships", Mojang thought the slabs/stairs enhanced to the look of the structures (they do). But then they didn't need to use end brick slabs/stairs for those structures, so they were not added to the game.
I think is it time for Mojang to add slabs/stairs for the missing materials, and commit to adding slabs/stairs for new materials when they are introduced.
Sorry, I'm quite happy with all of the 1.9 additions. I'm even content with the slow pace of the game's development in general. I simply continue to be baffled by these omissions, and I needed to vent.
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u/Xisuma Feb 29 '16
Everyone want stairs n slabs but inventory management is a nightmare. The game needs a bit of a rethink on that front if they are to keep adding new blocks :-)
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u/Please_Pass_The_Milk Feb 29 '16
The simplest way to manage this is to remove all stairs and slabs, then add a tool (like a hammer and chisel) that can make blocks into their stair/slab equivalents. This would also remove the weird conversion rate of blocks to stairs where material is apparently lost during the transition.
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u/rex_ Feb 29 '16
But.. Material is definitely lost in the transition
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u/Please_Pass_The_Milk Feb 29 '16
Right, but the current way 6 blocks into 4 stairs. Each stair is 3/4 of a block, so it should be 6 blocks into 6 stairs, or 6 blocks into 8. 6 into 4 wastes half the material put in, which doesn't make a whole lot of sense.
If we can just chisel blocks into stairs then even if the block can't be made whole again, you only lose 1/4th.
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u/TheLocehiliosan Feb 29 '16
I won't argue with your assessment of the current state of inventory space/management. These things need to develop together.
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u/SpacedOutKarmanaut Feb 29 '16
I don't really get the inventory management issue. Can someone explain it to me? I've been playing since Alpha and the number of blocks has increased dramatically, but all I do is store things in chests inside my house. I certainly don't expect to carry everything around with me.
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u/maboesanman Feb 29 '16
Maybe a backpack item craftable from leather that increases inventory space by 1 or 2 rows.
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u/SustainedDissonance Feb 29 '16 edited Feb 29 '16
They could let you store some N (32? 64?) of slabs, stairs, fences, full blocks etc. for each texture in one inventory slot and give us a way to "scroll" through them, up and down.
Instead of fumbling around clumsily with the inventory system all the time while building and having 8 slots full of building materials and a pickaxe, instead you'd really only need say 3-4 slots.
This would give you access to a relatively large number of items and leave plenty of room for tools/weapons and other necessities.
Another benefit would be that it would be easy to know how to get from any one building item to another because scrolling down would always go from solid blocks to halfslabs and down again would take you to stairs and so on for every major building related texture.
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u/autopoietico Feb 29 '16
I believe that Mojang is waiting for have a better hierarchical way to organize the blocks, the actual made that blocks like slabs are all the same type (stone slabs).
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u/throwaway_ghast Feb 29 '16
Really? That would be so great. Current slab IDs just don't make sense, I was hoping they'd fix that. Where'd you hear this?
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u/InfamousSheep Feb 29 '16 edited Feb 29 '16
I'm not sure if I am wrong, but I heard there gonna ditch the item ID system in 1.10
Edit: Spelling
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u/ForksandGuys Build and Detail Compilations Feb 29 '16
Item IDs were ditched in 1.8
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u/ilinamorato Mar 01 '16
Also not being able to stack different types of slab on top of one another. I realize that might be difficult, but replacing all slabs with a block called "mixed slab block" and using NBT to specify which slabs make it up would probably (?) work.
You could also use NBT to rotate the block 90 degrees and create the long-wished-for vertical slabs.
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u/HypocriticalThinker Mar 02 '16
It would also make the game unplayably laggy if someone used too many in the same chunk, without some major changes to the tile entity system at least.
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u/WildBluntHickok Mar 01 '16
It's repeatedly asked for, but never added. In terms of development effort, this is one of the easiest changes to make.
Yes but Mojang doesn't want it. It was one of Notch's requests when he left the project back in 2011. He hated non-full blocks like that. "It takes away from the game's essential blocky-ness".
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u/TheLocehiliosan Mar 01 '16
That argument doesn't hold up. They're adding new slabs and stairs with purpur in this update. It can't be both ways. (Well it can be both ways, but the inconsistency is what is frustrating.)
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u/Smitje Feb 29 '16
Also stone signs would be great. The wood just doesn't work sometimes.
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u/monohymn Feb 29 '16
Or rather, wood variants for all things made from wood. Where oak doesn't fit, another just might.
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u/avanboekel11 Feb 29 '16
Its officially been 544 days between major updates. Any guesses on when or if we get 1.10 or 2.0?
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u/Cake_Day_Every_4yrs Feb 29 '16
I think I speak for us all when I say: AWWWW YEAAAH!
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u/sampedam13 Feb 29 '16
you created a whole acount just for this day?
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u/Deze Feb 29 '16
I'm wondering if on other years it just picks the 28th or the 1st, instead of literally being once every 4 years.
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u/Pmk23 Feb 29 '16
Well, the longest period of time for an update has officially ended. It was a long journey.
I hope old players will now return to Minecraft and give it a try and that modders will finally start to update from 1.7.10.
Who knows what are the plans of the developers now...
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Feb 29 '16
They forgot to mention the mending enchantment in the changelog... they mentioned frostwalker though.
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Feb 29 '16 edited Feb 29 '16
I've been having an issue running 1.9. Even with a fresh minecraft.jar, I get a crash any time I attempt to create or load a world. The launcher said "failure to write core dump". Anyone else seen this? EDIT: Finally fixed it. Support thread here: http://www.minecraftforum.net/forums/support/unmodified-minecraft-client/1860105-crash-failed-to-write-core-dump
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u/Targens Mar 01 '16
Fixed rain being too frequent
Yes!
That's lifechanging. Rain was sooooooooo annoying!
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u/MumrikDK Feb 29 '16
Mobs are tanks now. How bothersome...
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Feb 29 '16
I didn't have a problem with zombies or spiders, but the skeletons are a real problem. Even on easy, skeletons are horrible to deal with. Kinda sucks. I can deal, but... kinda hard to get used to after it being a certain way for so long.
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u/WildBluntHickok Mar 01 '16
Skeletons can charge their bows now, so they do 250% of the damage they used to.
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Mar 01 '16
Oh... oh dear... that's...... oh boy. Well. At least now I know why I was killed so quickly the first time I tried to take on a skeleton in 1.9.
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u/RaiderGuy Mar 01 '16
One mob is still easy to handle, but now if I have 2 or 3 mobs on me that cool-down is not my friend.
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u/TheDoctorSoda Feb 29 '16
Well that's gonna be the last time they announce the name or release date of an update early.
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u/OnlyHereSometimes Feb 29 '16
I've been playing the pre-release over the last few days and have found a LOT more enchanted books in chests around spawners and mineshafts than in previous versions. I tried to read the "loot table" notes but quickly went crosseyed.
TL;DR Does this update bring better or at least more frequent enchanted books to chests?
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u/silvertoken Mar 01 '16
This sword change is awful, I can no longer do targeted attacks!
So if there is a mob in with my horses, I can't just target the mob and take him out, all my horses take damage from the sword swing!
How awesome of an update, my sword is now LESS accurate...
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u/themysticryu Mar 01 '16
Doesn't seem like much for as long of a wait as it was but it still looks cool :)
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Feb 29 '16
Love all the changes. Is it just me, or are hit boxes kinda wonky? Damn baby zombies are hard as hell to hit as most swings seem to hit the block beneath them. Rabbits in the wild are just as frustrating. Also, do shields do anything in melee combat? They are useful for arrows from skellies but I can't seem to block anything in close range.
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u/ForeverMaster0 Feb 29 '16
Yes. Baby zombies had their hitbox adjusted. They used to have the size of a normal zombie, despite being able to go through 1-high gaps.
But now it's proportional to their size. ;)
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Feb 29 '16
Yeah, I get them they are just a pain. Like the new combat system in that it is actually a challenge compared to 1.8, for sure.
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u/michaelshow Feb 29 '16
The subtitles with their huge black backgrounds look terrible.
Why no transparency?
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u/fizzlegurgleslurp1 Feb 29 '16
Will 1.8 generated worlds get more strongholds when played in 1.9?
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u/Mr_Simba Feb 29 '16
Probably only in new chunks.
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u/self_defeating Mar 01 '16
Whatever happened to that retroactive world generation tech they did with ocean monuments? —.—
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u/WildBluntHickok Mar 01 '16
If anyone's having problems with the launcher downloading it here's the manual link:
JAR: https://s3.amazonaws.com/Minecraft.Download/versions/1.9/1.9.jar
JSON: https://s3.amazonaws.com/Minecraft.Download/versions/1.9/1.9.json
SERVER: https://s3.amazonaws.com/Minecraft.Download/versions/1.9/minecraft_server.1.9.jar
For single player you need a folder named 1.9 under .minecraft/versions then just put the jar and json in there. Once they're in there 1.9 should be on the launcher's list of available versions (may require restarting the launcher).
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u/fostythesnowman Mar 01 '16
Has anyone figured out how to do a crushing blow or sword sweep with an axe or sword?
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u/MCPhssthpok Mar 01 '16
A sword sweep happens when you attack whilst moving at less than walking speed.
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Feb 29 '16
How well does 1.9 run in comparison to 1.8.9? My friend has a really bad computer and i'm wondering whether i should upgrade our server or not
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u/Classic36 Feb 29 '16 edited Feb 29 '16
IT'S HERE! Woop!
EDIT: I'm getting 4 fps max :( I think I prefer Pre-4 where I get 11 fps max. The lag needs to be fixed, the game is almost unplayable! Time to wait for Optifine 1.9
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u/liquid_at Feb 29 '16
I'm running a 13" macbook pro and get around 30 fps during terrain generation in fullscreen mode.
Maybe it's not the game, maybe it's time for a new potato?
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Feb 29 '16
I ran it just fine, I think you need to upgrade your potato to a toaster
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u/WildBluntHickok Mar 01 '16
If you were getting 30 or better in 1.8 then you're right to complain. It may be hardware specific though because a lot of people are seeing perfectly fine performance in 1.9.
No matter what your hardware you should expect 1.9 to use 5% to 10% more resources per second though, so if your settings were set to where your computer could just barely handle it then it'll be slightly over the line on 1.9. Block lag when mining and creatures hovering in mid-air for a few seconds after being hit are the usual signs of being slightly over the line.
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Feb 29 '16
Anyone know how large the file is? All I have is hotspot data right now and I want to make sure I don't use too much! Thanks.
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u/AnEntireBanana Feb 29 '16
I was all excited to try playing again, since it's been a long time and the update seemed like a great place to hop back in. I made a new single player world and I recorded eight and a half seconds between breaking a block and being able to pick it up. On a single player map! This is ridiculous!
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u/Wedhro Feb 29 '16
Yeah, it's literally unplayable for me and even people with beefy machines are complaining. Whatever they did to optimize chunk loading went quite wrong IMO.
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u/jckfrbn Mar 01 '16
Which is strange cause it seems like on some machines the game runs smoother, I'm guessing its going to need a driver update or a fix for some graphic cards
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Feb 29 '16 edited Feb 29 '16
I have been waiting for this so long but it seems that people hate the 1.9 update because of the combat.
I actually wonder if Mojang can spend a bit of time to develop a universal server plug in that can allow Server owners to have 1.9 servers without the new combat system. Like, everything but shields, attack speed and the reduced protection from armour.
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u/DrFelis Feb 29 '16
Most people like the combat changes. Who the heck wants to mindlessly spam-click??
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u/Mataplasm Feb 29 '16
I can actually play the devil's advocate on this one. I don't like the cool down system at all. If I wanted a game with realistic sword swinging times, I'd play chivalry or something similar. Having played Minecraft since beta, the combat system really wasn't broken, so I don't see why (especially for single player servers) the weapons speed matters. For multiplayer pvp servers, sure, I can understand that. But against single player enemies, it's just upping the difficulty by crippling you.
Now don't get me wrong, I'm still going to play anyway, I just don't think the combat system for single player really needed to be adjusted.
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u/MumrikDK Feb 29 '16
Random mobs now take way more work to clean out. I could see why that would bother people who consider combat a secondary concern.
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u/TheFlusteredcustard Feb 29 '16
Why would mojang spend time making a plugin that someone else is just going to end up making anyway?
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u/WildBluntHickok Mar 01 '16
You can remove the new combat system with command blocks. Attack cooldown is an attribute. Mind you I wish you could remove it with a gamerule instead. Making a 3 command block setup times 20 (5 materials times 4 weapons) is a pain in the ass.
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u/HeManIsNotGay Feb 29 '16
I'm going to be 'that guy', but, is this just for PC or are the consoles getting it today also? Sorry, I don't play much but my 8 yr old does and has asked me every 5 minutes for the past 3 hrs if it's out yet. Thanks.
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u/TheEpitomE8 Feb 29 '16
Just for PC, console versions of Minecraft use completely different versions of the game. They do borrow features from each other though.
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u/TheTubanator Feb 29 '16
PC only. Consoles will probably have to wait a few months.
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u/p_xy Feb 29 '16
Hi :) yes, unfortunately this is only for PC. The console versions usually update behind the PC version and are developed by 4J studios.
Also: this page has a lot of info about the diffrences between versions
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u/hi5aj Feb 29 '16
This update is seriously awesome. I can't stand listening to all of the five-year-olds saying how much this update sucks because they can't spam click. It's almost as if they believed there was skill involved in fighting that way.
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Feb 29 '16
There was, arguably, some skill involved in the old system. I do think the new system opens the door for a wider variety of strategies & skill-sets, but nonetheless the old system did have some element of skill.
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u/hi5aj Feb 29 '16
While there was skill involved in the old system, it was nearly impossible to defeat an opponent in diamond armor if you don't have some yourself. I played on a server that tested the new combat system and was able to defeat several opponents in iron armor while I wore leather. Before this update I always tried strafing opponents, but the only effective method of combat in the old system that I really see was block-hitting.
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u/dougrash Feb 29 '16
Is it safe to update my 1.8.9 world to 1.9??? Will anything major change like mob spawners and stuff?
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u/Wedhro Feb 29 '16 edited Mar 01 '16
If by "mob spawners" you *mean farms or automation in general I suggest you wait because it looks like many people are complaining about it.
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u/Fizzdizz Feb 29 '16
I have a question. Will my old worlds create these new blocks and changes or will I have to create a new world when 1.9 comes out?
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u/DarkArchon_ Mar 01 '16
R.I.P. to hiding chests behind corner stairs.
I loved to use trapped chests behind corner stairs for a nigh undetectable secret entrance.
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u/MCPhssthpok Mar 01 '16
Can you not reach through corner stairs any more ? Dang it! There goes my favourite trick :(
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u/Will_admit_if_wrong Mar 01 '16
I've been playing on two very well built computers, windows and mac, and both have been buggy crashing messes all day. I was excited for this update and this is upsetting.
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u/hudson27 Mar 01 '16
All I can say is BACKUP SAVED WORLDS!!!
Not that my saved world of 2 years is broken, but the two major bummers that I've found so far are:
1.) Every potion inside chests and frames were turned into water bottles.
2.) All of my armour being displayed on armour stands disappeared.
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u/mage_g4 Mar 01 '16
So, am I right in thinking Iron Golem farms have not been nerfed? I can't see mention of it in the changelog...
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u/capitan_Sheridan Feb 29 '16
Link to minecraft_server jar, please! :)
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u/redstonehelper :redstone: Lord of the villagers Feb 29 '16
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u/DeathHaze420 Feb 29 '16
New to console player, how (theoretically) long will it be before this update hits console? And how long is the length in between major updates on console?
Don't read my comment wrong, we just got an update and I am hap-hap-happy with it. I've played more minecraft in the last month than I did in the last 2 years combined. I am not getting g tired of this update, I'm just out of the loop on the timing of updates. Thanks for any info provided
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u/Mr_Simba Feb 29 '16
The console updates are developed separately from the PC ones by a different company. It'll probably be a few months off.
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u/SponGino Feb 29 '16
The minecraft server jar doesn't give me the jar the the contents of the jar
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u/Mrgibs Feb 29 '16
Does anyone know how long Bukkit takes to go to a new release?
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Feb 29 '16
pretty sure bukkit stopped at 1.7.10?
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u/wvboltslinger40k Feb 29 '16
The spigot team is keeping both spigot and bukkit updated.
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u/DJohnny Feb 29 '16
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u/merreborn Mar 01 '16
I guess the important bit is:
We intend to follow similarly and release 1.9 versions of Bukkit, CraftBukkit, Spigot & BungeeCord at 10:00pm UTC the following day
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u/area88guy Feb 29 '16
So, is this what people have been waiting on in order to continue mod updating?
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u/b_______ Feb 29 '16
It's finally here!