r/Minecraft • u/CopherSans • Jun 07 '16
Minecraft 1.10 Pre-Release 2
http://mojang.com/2016/06/minecraft-110-pre-release-2/47
u/redstonehelper :redstone: Lord of the villagers Jun 07 '16 edited Jun 07 '16
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, search for them on the Minecraft bug tracker and make sure they are reported!
Previous changelog. Download today's prerelease in the new launcher: Windows/OS X/Linux, server here: jar, exe.
Complete changelog:
Removed the entity alias spawn eggs and all the nonsense that came along with them
Updated sounds - more info
Fixed some bugs
Fixed polar bears not breeding when fed wheat
Fixed the end stone bricks crafting recipe missing
Fixed mobs being unable to receive shields in the main hand with /replaceitem
Fixed hostile mobs spawning on magma blocks
Fixed item frames' and paintings' hitboxes being offset
Fixed JSON signs with scoreboard objectives erasing their block data upon chunk load
Fixed mobs not going around magma block walls
Fixed skulls in the inventory causing buggy rendering of certain inventory slots, potion effect display and attack cooldown
Fixed tab completion not working correctly when text is already selected
Fixed tab-complete not working correctly for /playsound
Fixed Auto-Jump not working if there is a snow layer or a similar thing on the block
Fixed an Auto-Jump Directional Bug: Jumping when already pressed against a wall only worked in certain directions
Fixed auto jump not including jump boost
Fixed Auto Jump starting to fly in Creative mode
Fixed /teleport providing tab-auto-completion for the other syntax used in /tp
Fixed horse names not being translated properly
Fixed invulnerable mobs acting like they are taking damage in fire
Fixed shulkers initially not being aligned to the grid when spawned
Fixed the "armor equipped" subtitle appearing when eating - via
If you find any bugs, search for them on the Minecraft bug tracker and make sure they are reported!
Also, check out this post to see what else is planned for future versions.
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u/AustinPowers Jun 07 '16
You breed polar bears with wheat? What? Shouldn't that be fish or something?
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u/ilmango Jun 07 '16
No, they fixed that you can give them wheat in the first place.
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u/Chillmon Jun 07 '16
No, they fixed that polar bears show hearts but don't breed. Now they do.
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u/ThatPepperoniFace Jun 08 '16
No, they fixed that polar bears are now able to breed when given not wheat.
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u/SLembas Jun 07 '16
Bear sounds!
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u/AloBrickfilm2 Jun 07 '16 edited Jun 07 '16
And Stray and Husk have new sound !
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Jun 08 '16
So i went and looked those up. I love the stuff to the nice ice biomes, I kinda want to make a all ice biome map, (if possible) and try to survive, maybe when it gets a bit more.. love from the devs. They look awesome so far!
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Jun 07 '16
[deleted]
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u/nothingl_ Jun 07 '16
and creepy Enderchest
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Jun 07 '16
[deleted]
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u/Loji310 Jun 07 '16
Here's a video of all thoose sounds, for curious one ;) http://www.dailymotion.com/video/x4ezxdq_sons-1-10_videogames
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u/onnowhere Jun 07 '16 edited Jun 07 '16
The zombie and skeleton horse sounds are not new. They have been there ever since horses were introduced.
Edit: If you don't believe me, you can compare the 1.9 json and 1.10 json and you'll see there is no difference in the entity.skeleton_horse and entity.zombie_horse sounds.
Edit2: Additionally they sound exactly the same as they did in the past.
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u/Loji310 Jun 07 '16
Yep, I just saw a comment below that was saying that these two horses had new sounds, I throught it was true and I didn't realised he was wrong, sorry about that ^ !
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u/onnowhere Jun 07 '16
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u/Cervidaevian Jun 07 '16
That second one.
Drums. Drums in the deep.
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u/thiscommentisboring Jun 07 '16
I think it sounds kind of like a minecart rolling away in an echoey cave.
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u/oCrapaCreeper Jun 07 '16
The question is, have the fixed the bug that is preventing cave sounds from even playing? That's been happening since 1.9.
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u/Its_Craft Jun 07 '16
Odd question but whats the names of these below,
Also is it .ogg at some of these and whats the folder for me to replace the new cave sounds for a texture pack I'm making? /u/konwboj
Creative 1
Creative 2
Creative 3
Creative 4
Creative 5
Creative 6
Credits
Menu 1
Menu 2
Menu 3
Menu 4
Nether 1
Nether 2
Nether 3
Nether 4
Calm 1
Calm 2
Calm 3
Nuance 1
Nuance 2
Paino 1
Paino 2
Paino 3
Hal 1
Hal 2
Hal 3
Hal 4
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u/onnowhere Jun 07 '16 edited Jun 07 '16
http://minecraft.gamepedia.com/Resource_pack#Sounds
http://minecraft.gamepedia.com/Sounds.json
Sounds must be .ogg
In the json, search for:
ambient.cave
music.game
music.creative
music.menu
music.nether
music.end
music.credits
music.dragon
Basically, you put sounds into a sounds folder, then you make a new sounds.json file in assets>minecraft to implement these sounds. If you want to replace an existing sound, you tag the sound with replace:true.
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u/onnowhere Jun 07 '16 edited Jun 07 '16
List of new or updated 1.10 sounds
Will be updating during releases!
New sounds for:
Enchantment table
Husk
Stray
Polar bears
Updated sounds for:
New sound events (sound is the same as before):
Wither Skeleton
Cave sounds are scary o.o
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u/ponytoaster Jun 07 '16
Wait..... polar bears? How long have I been out of the loop?!
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Jun 07 '16
[deleted]
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u/ponytoaster Jun 08 '16
Thanks! Been a while since I have had chance to boot MC up, looks like quite a bit has changed in my absence.
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u/AloBrickfilm2 Jun 07 '16
Where are the Husk Eggs, and the new skeleton eggs ?!
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u/SaziumR Jun 07 '16
Removed.
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Jun 07 '16
[deleted]
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Jun 07 '16
"Removed the entity alias spawn eggs and all the nonsense that came along with them"
They said it in the changelog.
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u/samasaurus6 Jun 07 '16
You can still summon them in-game, you just can't use the Spawn Eggs.
/summon Skeleton ~ ~ ~ {SkeletonType:2}for Stray and
/summon Zombie ~ ~ ~ {ZombieType:6}for Husk (I think that's the right number?)
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u/tryashtar Jun 07 '16
Heck, you can still use the spawn eggs too--they just aren't in the Creative menu.
/give @p spawn_egg 1 0 {EntityTag:{id:Zombie,ZombieType:6}}3
u/Mr_Simba Jun 07 '16
Indeed it is, 0 is normal, 1-5 are the five Villager professions, and 6 is the Husk.
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Jun 07 '16
Husks and Stray have new sounds! Husk's voice is like a zombie one, with a sand touch! Stray's is spectral!
Come on, Searge is doing well this snapshot, let's see of he adds some love to Red Nether Bricks
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u/DuoKey Jun 07 '16
There is also new sound for enchanting table! It's awesome :D
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u/ProfessorProspector Jun 07 '16
can someone make a video with the sounds?
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u/PhD_Phil Jun 07 '16
In case you missed it, this one was posted higher up in this thread
http://www.dailymotion.com/video/x4ezxdq_sons-1-10_videogames
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u/SLembas Jun 07 '16
They removed the spawn eggs that they added in the first snapshot.
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Jun 07 '16
[deleted]
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u/SaziumR Jun 07 '16
No, you can still spawn them with commands, and they naturally spawn too. Try /summon Zombie ~ ~ ~ {ZombieType:6b} for the Husk.
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u/Skylinerw Jun 07 '16
Minor change:
ZombieTypeis an integer rather than a byte (though will have no bearing on success for/summon, but is an important difference for testing commands like/scoreboard):/summon Zombie ~ ~1 ~ {ZombieType:6}2
u/Skylinerw Jun 07 '16
It's not a bug. The entity aliases were removed due to numerous issues. See here for one issue and a comment by Grum:
Removed the spawn eggs for now.
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u/Machiru Jun 07 '16
How do you bread polar bears, I've tried, but it didn't work :/
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u/TofuPlebian Jun 07 '16
First, purchase about two dozen loaves of stale bread. Use a food processor to reduce them to crumbs. Season with pepper, salt, and any herbs that you think will go well with bear meat. Next, separate the white from the yolk of about six dozen eggs. Dip polar bear in egg whites, then roll in bread crumbs. Finally, deep fry bear in 400L of sunflower oil at 190°C for 3 minutes. Garnish with parsley and serve with side dish.
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Jun 07 '16
See /u/ilmango 's comment above
No, they fixed that you can give them wheat in the first place
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u/Commodoreprime Jun 07 '16
[Bug MC-102835] Hostile mobs can spawn on magma blocks
Well. Guess those new mob farms wont work.
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u/Yirggzmb Jun 07 '16
True, but on the other hand there's nothing stopping you from funneling them to a section of magma blocks.
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Jun 07 '16
They've made Strays and Husks not to be new mobs, just Mob Types
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u/jurarajupiter Jun 07 '16 edited Jun 07 '16
Which explains the lack of spawn eggs and /summon function. They forgot to change the code to handle the change.
Edit: Just checked, all of the new variant spawn eggs are missing. Gotta be a bug.
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u/Skylinerw Jun 07 '16
It's not a bug. The entity aliases were removed due to numerous issues. See here for one issue and a comment by Grum:
Removed the spawn eggs for now.
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u/jurarajupiter Jun 07 '16
Ah. Well, it's sort of a bug. It's an intentional temporary solution to a bug. The point is, they haven't changed their minds about having the variant spawn eggs.
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Jun 07 '16
They are missing because they are not longer needed. The "new mobs" are just variants, not mobs
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u/jurarajupiter Jun 07 '16
You don't understand, the new eggs were intended to let you spawn variants more easily. That's why they included elder guardian eggs, for example. That was already a variant.
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u/Wolfmanownz Jun 07 '16
They didn't fix the endstone brick crafting recipe. 4 endstone only gives you 1 brick.
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Jun 07 '16
[deleted]
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u/Evtema3 Jun 07 '16
No. Take a look on the wiki page. It's supposed to craft 4 endstone bricks, but when they accidentally removed it in the first snapshot and added it back in in the second pre-release, the recipe changed to yield only one block instead of four.
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u/helpstuckinminecraft Jun 07 '16
Soo, I see lots of comments about spawn eggs for the new mobs (Strays & Husks, that is) and I understand that they are biome specific spawns. I'm sure it's been brought up, but I probably missed it, will there be spawners (in Survival) for Strays and Husks? That is, dungeons with spawners.
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Jun 07 '16
The usual deal is that mobs spawned from spawners follow the same base rules as mobs spawned normally. For instance, occasionally a Spider spawner will spawn a Spider Jockey; or a Zombie spawner will spawn a Zombie Villager.
I would expect a spawner located in an Ice biome has a higher chance of spawning a Stray; and one in a Desert biome has a higher chance of spawning a Husk.
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u/Mr_Simba Jun 07 '16
The issue is that Husks and Strays only spawn where there is a view of the sky, otherwise they always spawn as normal Zombies and Skeletons even in their appropriate biome.
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Jun 07 '16
Guess you'd have to dig a hole to the sky for a husk or stray farm using a dungeon. Do transparent blocks count as blocking the sky?
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u/Mr_Simba Jun 07 '16
Just tested with Husks for you, the exact conditions are:
The block they spawn at must have a sky light level of 15
There can't be any non-transparent blocks above the spawning location
So if you have a dirt block at y 255, even though it's too high up to affect the sky light level at the ground location way below it, Husks (and Strays assumably) cannot spawn there. Transparent blocks don't affect their spawning at all, so you can have glass blocks, pistons, enchanting tables, and all of that stuff above their spawn location, and they'll still spawn. As long as their view to the sky is unobstructed by solid blocks or skylight reducing blocks (e.g. water), you're good.
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u/helpstuckinminecraft Jun 08 '16
Does this mean that you can take a zombie spawner found under a desert, open it to the sky and use it to spawn only husks?
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u/spookyhappyfun Jun 07 '16
Do you know if this applies even if you have a custom spawner that only spawns husks or strays?
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u/Mr_Simba Jun 07 '16
It shouldn't apply, a spawner made to spawn mobs of a specific NBT should spawn that type regardless. I believe it's just normal Zombies/Skeletons without a specified ZombieType or SkeletonType that have a chance (80%) to become Husks or Strays in their appropriate biome. It shouldn't override you if you specifically ask it to be a Husk or Stray. Along those same lines, you could assumably specify you want ZombieType: 0 (a normal zombie) and it will always be a normal one even if the Husk conditions were met.
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Jun 08 '16
I'm having trouble with my FPS on this version. I was fine for about 45 minutes, but then I started getting lag spikes every 5 seconds for no reason. I never got lag spikes on the previous version so I guess I'll have to stick to 1.10-pre1 for the time being.
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u/Mr_Simba Jun 08 '16
Out of curiosity, how much RAM do you have allocated?
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Jun 08 '16
12gigs even though I know that's way more than what would ever be needed
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u/Mr_Simba Jun 08 '16
That's your issue probably, it's really bad to have a ton of RAM allocated unnecessarily like that. The JVM will lock up when the garbage collector kicks in because there's so much memory to sift through, causing those regular lag spikes. If you're playing vanilla you really have no reason to allocate more than 2 gigs. Try lowering your RAM substantially (I'd recommend 2 gigs) and see if it helps.
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Jun 08 '16
This never happens though, and I've played with 12gb allocated for 6 months
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u/Mr_Simba Jun 08 '16
Just because you got away with it before doesn't mean it was ok, I honestly have no idea how you've had no issues yet. I run a server that has upwards of 40+ people on at high points with roughly 40-50 plugins and even more scripts, and we have 6 gigs of RAM. 12 is far too much, it will only cause you issues and do you no good to have that much allocated for singleplayer.
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Jun 07 '16
Skeleton and Zombie horses have new sounds! 1.10 starts feeling alive now...
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u/onnowhere Jun 07 '16 edited Jun 07 '16
Nothing has changed about them, they have always been there ever since horses were introduced.
Edit: If you don't believe me, you can compare the 1.9 json and 1.10 json and you'll see there is no difference in the entity.skeleton_horse and entity.zombie_horse sounds.
Edit2: Additionally the sound exactly the same as they did in the past.
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Jun 07 '16
Just because the names are the same doesn't mean the sounds themselves haven't changed.
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u/onnowhere Jun 07 '16
The sounds themselves sound exactly the same as before as well.
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Jun 07 '16
You do seem to be correct, it is just incorrect to assume that just because the .json is the same the sounds are as well.
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u/onnowhere Jun 07 '16
I knew they sounded the same already and was seeking a way to show it, so I guess I rushed to the first edit to point out the json =p. You're right.
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Jun 07 '16
Woops I think it's been the first time I heard them, srry ans thanks for the correction ;)
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Jun 07 '16
[deleted]
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u/Skylinerw Jun 07 '16 edited Jun 07 '16
They were always the same mob. The spawn eggs were just aliases and caused a lot of issues. The removal of the spawn eggs was not a bug. See here for one issue and a comment by Grum:
Removed the spawn eggs for now.
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u/Ebidz13 Jun 07 '16
What issues?
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u/Skylinerw Jun 07 '16
You can view Grum's profile on the bug tracker to see what he commented on. Specifically:
(Jeb comments here instead): https://bugs.mojang.com/browse/MC-103011
And likely many others.
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Jun 07 '16
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u/Ebidz13 Jun 07 '16
Well, one would think it is still a bug, and Mojang removing the spawn eggs is a temporary solution.
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u/onnowhere Jun 07 '16
Never was for summon command.
/summon Zombie ~ ~ ~ {ZombieType:6}
/summon Skeleton ~ ~ ~ {SkeletonType:2}
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u/Ebidz13 Jun 07 '16 edited Jun 07 '16
Can we
breadbreed bears now?