1.8 Thread V3 | Snapshot 14w27a | Rabbits

Discussion in 'General Minecraft Discussion' started by zervados, Jun 20, 2014.


1.8 Excitement?

1: Most Excited 19 vote(s) 45.2%
2 9 vote(s) 21.4%
3 11 vote(s) 26.2%
4 2 vote(s) 4.8%
5: Not Excited 3 vote(s) 7.1%
4 Sky <333 8 vote(s) 19.0%
Multiple votes are allowed.
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  1. This is the 3rd version of the 1.8 Thread. The other 2 did not have enough space to fill the excitement!

    Simply click my signature to return to the top.

    To Reply CLICK HERE

    • Bunnies!
      • Drops "Raw Rabbit" which can be cooked into "Cooked Rabbit"
      • New Food: Rabbit Soup
      • Jump height and length are inversely related.
      • Different kinds of bunnies: "Toast", Salt and Pepper, Black and White, Gold, Brown, White
      • Drops "Rabbit Feet" which can be brewed into Potion of Leaping
      • Drops "Rabbit Hide" which can be crafted into Leather (4 Rabbit Hide)
      • Can be bred and tamed using carrots
      • Thankfully do not reproduce on their own.
      • Will flee from the player
      • Rare Rabbit: Killer Rabbit of Caerbannog <-- Is a killer bunny
      • Bunnies will eat your planted carrots!
      • Rabbit Stew! Rabbit, Carrot, Baked Potato, Mushroom, and a Bowl make Rabbit Stew. Heals for 10 hunger points
      • When spawning with an egg, you have a chance of spawning 3 bunnies at once (Damn multiplying bunnies)
    • Sheep
      • Drop mutton! Can be cooked into Cooked Mutton
  2. Additions

    • "That's Numberwang!"
    • "pls rt"
    • "Do you want to join my server?"
    • "Put a little fence around it!"
    • "Throw a blanket over it!"
    • "One day, somewhere in the future, my work will be quoted!"
    • "Now with additional stuff!"
    • "Extra things!"
    • "Yay, puppies for everyone!"
    • "So sweet, like a nice bon bon!"
    • "Popping tags!"
    • "Now With Multiplayer!"
    • "Very influential in its circle!"
    • "Rise from your grave!"
    • "Warning! A huge battleship "STEVE" is approaching fast!"
    • "Blue warrior shot the food!"
    • "Run, coward! I hunger!"
    • "Flavor with no seasoning!"
    • "Strange, but not a stranger!"
    • "Tougher than diamonds, rich like cream!"
    • "Getting ready to show!"
    • "Getting ready to know!"
    • "Getting ready to drop!"
    • "Getting ready to shock!"
    • "Getting ready to freak!"
    • "Getting ready to speak!"
    • "It swings, it jives!"
    • "Cruising streets for gold!"
    • "Take an eggbeater and beat it against a skillet!"
    • "Make me a table, a funky table!"
    • "Take the elevator to the mezzanine!"
    • Difficulty is per world
      • No more global difficulty option
      • Prevents accidentally changing the difficulty when joining the world
    • Can be locked for each world
      • Prevents the temptation to change to an easier difficulty in difficult situations
      • Locking can not be undone without external editors
        • However, using the /difficulty command will still work
    • New "creeper" shader (creeper.json), applies a green tint
      • Is applied when spectating from the perspective of a creeper
      • Can also be applied using Super Secret Settings
    • New "spider" shader (spider.json), applies octuple vision
      • Is applied when spectating from the perspective of a spider
      • Can also be applied using Super Secret Settings
    • New achievement Overpowered
      • Obtained by crafting an enchanted golden apple
      • Requires first obtaining Getting an Upgrade
    World Generation
    World Generation
    • Granite, andesite and diorite generate in pockets within stone terrain
      • Slightly larger size and abundance than gravel
      • Pockets don't reduce ore frequency, since ores can generate inside these pockets
    Ocean monuments
    • New underwater generated structure made out of Prismarine, Prismarine Bricks, Dark Prismarine and Sea Lanterns
    • 8 gold blocks can be found at the center of the monument
    • A flashing boss Guardian will appear on screen when close to an Elder Guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
    • Will also generate in old worlds
    Customized world type
    • Highly customisable terrain generation
      • To use, press create new world then ‘world type: customized’ and then press the 'customize' button
      • There are 4 pages to customize the world
      • Page 1: customizes generation of structures, chance of lake generation, size of certain structures, and biome type and size, and sea level
        • There are 17 customization options which affect whether generated structures will spawn in, as well as other environmental factors. Some of these presets are Yes/No inputs or sliders.
          • Sea level height, toggles for cave, village, temple, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
      • Page 2: customizes the ore distribution for dirt, gravel, granite, diorite, andesite, coal, iron, gold, redstone, diamond and lapis
        • Rarity, height range and vein size
      • Page 3 & 4: Expert customization of the terrain generation
        • There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
          • Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, coordiange scale, depth base size, depth noise exponent, depth noise scale
    • There are seven presets
      • Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
    • A button to randomize the various values
    • Uses the 'generator-settings' string known from superflat presets for server.properties and world data
    • Generate structures button disappears when selected
    Blocks and Items
    • Crafting recipe: 2 cobblestone and 2 Nether quartz in a checker board pattern
    • Can be crafted into polished diorite
    • Crafting recipe: 1 cobblestone and 1 diorite
    • Can be crafted into polished andesite
    • Crafting recipe: 1 Nether quartz and 1 diorite
    • Can be crafted into polished granite
    Polished Diorite
    • Crafting recipe: 4 diorite in a 2x2 configuration
    Polished Andesite
    • Crafting recipe: 4 andesite in a 2x2 configuration
    Polished Granite
    • Crafting recipe: 4 granite in a 2x2 configuration
    Coarse Dirt
    • Replaces the grassless dirt variant found in Mega Taiga, Mesa and Savanna biomes.
      • All worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
    • Slightly darker texture than regular dirt
    • Can be picked up with bare hands (silk touch is not required)
    • Crafting recipe: dirt and gravel in a 2x2 checkered pattern, yields four coarse dirt
    • Generates in Ocean monuments
    • Can be crafted with Prismarine Shards
    • The cracks in Prismarine appear to slowly change color between brown, blue, gray and purple.
    Prismarine Bricks
    • Generate in Ocean monuments
    • Can be crafted with Prismarine Shards
    Dark Prismarine
    • Generate in Ocean monuments
    • Can be crafted with Prismarine Shards and an Ink Sac
    Sea Lanterns
    • Generate in Ocean monuments
    • Can be crafted with Prismarine Shards and Prismarine Crystals
    • Emit light at a light level of 15 and have an animated texture
    Prismarine Crystals
    • Drop from Guardians
    • Can be crafted into Sea Lanterns
    Prismarine Shard
    • Drop from Guardians
    • Can be crafted into all three kinds of prismarine blocks and sea lanterns
    Wet Sponge
    • Obtained when a sponge soaks up water
    • Smelting a wet sponge yields a dry sponge
      • When smelted, they will fill empty buckets in the 'fuel' slot with water if possible
    • Emits water dripping particles
    • Rarely dropped by Elder Guardians
    Slime Block
    • Players and mobs that land on their top side will bounce, like on a trampoline
      • Bounce rebound velocity is scaled by impact velocity, can reach up to 60%
      • Currently does not affect item entities
    • Prevents fall damage
    • Walking on it is slower than walking on soul sand, close to one's speed whilst sneaking
    • Crafting recipe: 9 slime balls
      • Can be crafted back into 9 slime balls
    • Connected to sticky pistons, slime blocks will now push and pull blocks beside them when moved by pistons
      • Connected to normal pistons, slime blocks will only push blocks, but not pull them
      • Coded by KaboPC and Panda4994
      • Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
      • Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
      • Allows for more contraptions, from new redstone clocks, moving devices, farming etc
    • Extending a piston with a slime block attached to it will propel entities (mobs, players, items, launched arrows etc) in the appropriate direction
    Iron Trapdoor
    • Can only be opened and closed using redstone, similar to an iron door
    • Crafting recipe: iron ingots in a 2x2 pattern, yields one iron trapdoor
    • Acts like a full block but is completely transparent
    • Can transfer redstone signals and allows blocks to be placed on it
    • Can only be destroyed in Creative mode
    • Can be obtained using /give @p minecraft:barrier <amount>
    • Uses Block of Redstone texture for breaking particles
    • Becomes visible when a player in Creative mode is holding a barrier in their hand
      • Appears to be rendered as particles; always facing the player
    Guardian Spawn Egg
    • Spawns the Guardian mob
    Endermite Spawn Egg
    • Spawns the Endermite mob
    shavingfoam, 607 and BlackKnight1021 like this.
  3. Gameplay
    Target selectors
    • @e
      • Targets entities
      • Can specify type of entity by entity ID to either include or exclude with [type=Chicken] or [type=!Skeleton]
      • Example: /kill @e[r=50,type=Chicken] - kills all chickens within a radius of 50 blocks
      • Example: /tp @e[r=5] ~ ~5 ~ - any entity within a radius of 5 blocks will be teleported five blocks in the air
    • /blockdata
      • Modifies NBT data at a specific coordinate. The <dataTag> merges with the block at that position
      • Can be used to change the contents of a chest
      • Usage: /blockdata <x> <y> <z> <dataTag>
    • /clone
      • Clones all the blocks (not entities) from a given area to a different given area
      • Up to 4096 blocks can be copied
      • The clone can be replace , masked or filtered
        • replace will copy every block (the default behavior)
        • masked will only copy non-air blocks
        • filtered will only remove unnecessary blocks
      • It can additionally be move , force or normal
        • move will move the selection from the first location to the second location, which may overlap
        • force will force the cloning operation, even if the areas overlap; to use this option, either replace , masked or filtered must be specified
        • normal
      • Usage: /clone <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]
      • Example: /clone 1001 3 1002 1011 3 992 1001 5 992 masked
    • /execute
      • Allows commands to be run from the position of specified entities
      • Example: /execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass
      • Commands run using the execute command pass their success value back to the command block running them
    • /fill
      • Fills a given volume with a specified block
      • Up to 4096 blocks can be filled
      • oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, outline to fill the outer layer of blocks and ignore the inner part
      • Works similarly to /setblock
      • Usage: /fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> [dataValue] [oldBlockHandling] <dataTag>
      • Example: /fill 1001 3 1002 1011 5 992 wool 6 replace
      • Can filter certain blocks
        • Only if it’s used to fill in replace mode with “normal” blocks.
        • It does not work when filling with block entities.
        • Usage: /fill [x] [y] [z] [x] [y] [z] [BlockName] [Data] replace [filterBlockName] [filterData]
    • /particle
      • Spawns particles in a given area
        • It can also be relative to entities.
      • Usage: /particle <name> <x> <y> <z> <xd> <yd> <zd> <speed> [count] [player:entity]
      • Example: /particle lava ~ ~1 ~ 1 1 1 0.5 2 @e[type=Chicken]
      • List of particles: hugeexplosion, largeexplode, fireworksSpark, bubble, suspended, depthsuspend, townaura, crit, magicCrit, smoke, mobSpell, mobSpellAmbient, spell, instantSpell, witchMagic, note, portal, enchantmenttable,explode, flame, lava, footstep, splash, wake, largesmoke, cloud, reddust, snowballpoof, dripWater, dripLava, snowshovel, slime, heart, angryVillager, happyVillager, iconcrack_(ID), blockcrack_(ID),blockdust_(ID)_(DATA), barrier.
    • /testforblocks
      • Compares two areas of a world
      • Example: /testforblocks 100 64 100 107 69 107 0 64 0 masked
    • /title
      • Can make text display on a players screen in the form of a title and/or subtitle
      • /title @a times <fadeIn> <stay> <fadeOut>
        • Set the fade in time, the stay on screen time and the fade out time for the title
      • /title @a title <raw json message>
        • Set and start showing the title and subtitle
      • /title @a subtitle <raw json message>
        • Set the subtitle (optional)
      • /title @a clear
        • Clear titles immediately
      • /title @a reset
        • Reset all title parameters to defaults (fade times)
    • /trigger
      • Functions the same way as /scoreboard players set or /scoreboard players add, but can only modify objectives with the trigger criteria (referred to as "triggers") and can only modify the score of the player running the command
      • Can be used by non-operator players
      • For a player to run this command, the trigger must be enabled for that player
        • /scoreboard players enable <player> <trigger> will enable the specified player to use the specified trigger objective
        • Trigger availability is stored per player, per trigger
          • One trigger may be disabled for a player, but that player can use a different trigger
          • One player may be unable to use a trigger, but another player can use the same trigger
        • Disabled after the trigger has been used (must be re-enabled to use the trigger again)
      • Mostly for use with /tellraw
      • Usage: /trigger <objective> <add:set> <value>
    • /worldborder
      • /worldborder [set,center,damage,warning]
        • /worldborder set <sizeInBlocks> <timeInSeconds>
          • Used to set size of border. The first argument sets the size of the border and the second sets the speed of the border to expand or shrink
        • /worldborder center <x> <z>
          • Sets the center of where the border will be placed.
        • /worldborder worldborder damage <buffer amount>
          • Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
        • /worldborder worldborder warning <time distance>
          • Allows you to customise how far you have to be or the time for how long it takes to activate the world border warning
    NBT Tags
    • CanDestroy
      • Mostly for use in adventure mode
      • Items with this tag display the names of the blocks that they can destroy in the item tooltip
      • Example: /give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} to give a diamond shovel that can break grass and sand)
      • Putting an invalid item name in will display as "missingno" under the "Can Break" list.
    • CanPlaceOn
      • Allows placing of certain blocks against other blocks in adventure mode
      • Example: /give @p minecraft:stone 16 0 {CanPlaceOn:["minecraft:diamond_block"]}
      • Putting an invalid item name in will display as "missingno" under the "Can be placed on" list.
    • HideFlags
      • Allows hiding of certain parts of the tooltip
      • Bit field determining which parts of the tooltip to hide on an item. 1 for ench, 2 for AttributeModifiers, 4 for Unbreakable, 8 for CanDestroy, 16 for CanPlaceOn, and 32 for various other information (including potion effects, StoredEnchantments, written bookgeneration and author, Explosion, and Fireworks).
      • Examples: Setting bit field to 3 would hide both ench and AttributeModifiers tags, and setting to 63 would hide everything.
    • PickupDelay
      • The number of ticks before an item entity can be picked up.
      • Set to 32767 for items that can't be picked up
    • ShowParticles
      • Option to show or hide all particles for a potion effect, while the 'Ambient' tag only shows fewer particles. Set to 1 to show, 0 to hide.
    • Lock:"Secret"
      • A way to lock containers from being opened using NBT tags
      • Mostly useful for adventure maps in adventure mode
      • Containers can be unlocked by clearing their string for Lock
      • Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use
      • The lock can be completely removed utilizing the command /blockdata
    • BlockEntityTag
      • BlockItem instances can now hold a custom NBT tag that is merged into a block entity when it’s placed
      • Example: /give @p command_block 1 0 {BlockEntityTag:{Command:"/setblock ~ ~ ~ minecraft:diamond_block"}}
    • rewardExp
      • Controls villagers giving xp for trading, set to true or false
    • generation
      • Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
    • logAdminCommands
      • Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat.
    • showDeathMessages
      • Prevents death messages like "[player] fell out the world" from appearing in the chat.
    • randomTickSpeed [value]
      • A new gamerule that controls how often a random tick occurs. Influences how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay and more.
      • If set to 0, random ticks never occur.
    • stat.crouchOneCm
      • Detects how many cm the player has moved while crouching
    • stat.sprintOneCm
      • Detects how many cm the player has moved while sprinting
    • stat.timeSinceDeath
      • Detects how much time has passed (in ticks) since the player's last death
  4. Scoreboards
    • The ability to reset objectives one by one
      • Example: /scoreboard players reset <player> [objective]
    • New objective criteria for team-specific kills, e.g.: teamkill.red, killedByTeam.blue
    • New objective criteria 'trigger
      • Acts like the dummy criteria
      • Mostly for use with /tellraw
    • The ability to iterate over every scoreboard player with *
    • Fake players with a name starting with # will never show up on the sidebar
    • New /scoreboard subcommands: /scoreboard operation and /scoreboard test
      • The operation subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
        • Example: /scoreboard players operation #teamscores redScore += @a[team=red] blueKills adds every red player's count of kills on blue to the red team's score of kills
        • Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
      • The test subcommand can be used to test if a scoreboard value is between a min and a max value
        • Example: /scoreboard players test #global anObjective 12 19 checks whether the global score of the given objective is between 12 and 19, inclusive
    • Different teams can now have different objectives displayed in the sidebar
      • Example: /scoreboard objectives setdisplay sidebar.team.yellow anotherObjective (referring to team color, not team name)
    • Teams can now have settings on how the nametags are to be shown - /scoreboard teams option red nametagVisibility hideForOtherTeam Also possible: hideForOwnTeam, never, always (default)
    • Testing for scores now also works in @e entity selector
    • Added scoreboard team property to disable death messages: /scoreboard teams option <name> deathMessageVisibility with options never, hideForOtherTeams, hideForOwnTeam, always
    • Command /scoreboard players can now filter by NBT data
    Spectator game mode
    • Usage: /gamemode spectator, /gamemode sp or /gamemode 3
    • No interaction with the world
      • Player can move through any entity or block without interfering with it (commonly referred to as 'noclip')
      • Collecting or using items is impossible, as is placing, destroying or interacting with blocks in any way
      • Viewing inventories and GUIs is possible, but it is not possible to interact with them
        • The HUD is disabled, except for the crosshairs when looking at a mob.
      • Player selectors (in commands) will target spectators
        • Using /give on a spectator will cause the item(s) to drop at their location.
      • Spectators are not noticed by mobs, and do not trigger spawners or spawning
        • A spectator's presence keeps a mob from despawning
      • Only the Void and /kill can damage a spectator
    • Flying mode
      • Landing is not possible—the player can fly through the ground
      • The mouse scroll wheel, the sprint key, and the slowness and swiftness effects all affect the flying speed
    • First-person view through another player or mob's eyes
      • Left-clicking an entity locks the player's position and camera to the entity's
      • The spectator cannot control where the entity moves or looks
      • Certain mobs have different vision
        • Creeper applies the new creeper.json shader
        • Endermen applies the invert.json shader
        • Spider and Cave Spider apply the new spider.json shader
      • Viewing oneself using F5 shows the entity
      • Pressing the Dismount key (⇧ Shift by default) returns the player to flying mode
    • Viewing privileges
      • Spectators can see other spectators
        • Appear as a translucent disembodied head
      • Invisible players and mobs appear visible, but translucent
      • An optional hotkey to show outlines on players whilst spectating
        • Can be color coded to teams
        • Can be set/cancelled in Controls option
        • Outline seen when key is held down (like sneaking when shift is held down)
    • Has a preliminary interface mode
      • Spectators now have a UI to teleport to other players
      • Activated by mouse middle-click, or pressing a number key
      • When more than 8 players are available to choose, the sides will be replaced by arrows
      • When teams are set up, teams can be selected individually to only display that team's players
      • Both number keys and the 'pick block'-button together with the scroll wheel can be used to control the interface
      • Teleportation works across dimensions
    • Worlds can be shared to LAN in spectator mode
    • "Depth Strider"
      • Allows the player to move faster in water
      • Can be applied only to boots
      • Can go up to level III
    • New "Wave" sound in ocean biomes


    • Sometimes spawns in the place of an Enderman teleporting away.
    • Sometimes spawns when a player teleports using an Ender Pearl.
    • Despawns after 2 minutes (unless it is named using a Name Tag)
    • Spawns in Ocean monuments
    • Attacks squid and players with a web/beam
    • When on land, it flops around, unlike squids
    • Drops Prismarine Shards, Prismarine Crystals and Raw Fish
    Elder Guardian
    • A boss-like variant of Guardians
    • There are 3 elders in each Ocean monument
    • A flashing boss Guardian will appear on screen when close to the boss Guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
    • Drops Wet Sponge
  5. Changes
    • "OpenGL 1.2!" changed to "OpenGL 2.1 (if supported)!"
    Debug screen
    • Text now has a background
    • Replaced x, y, z, b, bl and other labels with more understandable labels
    • "Light" is now the light levels at feet, not eyes
      • Player rotation is now displayed for the vertical angle as well as the horizontal one
    • The crosshair displays 3 short colored lines to indicate the direction of each axis: x/red, y/green, z/blue
    • Day counter added
      • Increases by 1 every dawn
    • Now displays difficulty
      • Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
    • Looking at a block in the world will show the coordinates of that block on the debug screen
    • On the right hand side, a display shows up if you are looking at a block, giving various pieces of information and NBT data about it.
      • Looking at all blocks shows you the state of the block
    • Now shows whether you are facing the positive or negative x/z axis
    • Currently missing LC value
    • F3 + B now also shows which direction entities are looking in using a blue line
    Block IDs
    • Occurences of blocks/items now need to be named ids; old ids slowly being phased out
    • NBT data in commands can now use block/item names in place of numerical ids
      • Example: id:"minecraft:stone"
      • In scoreboards, the format is minecraft.block.stone
    • Superflat presets also use the new named id format
    Superflat world type
    • Block ID/number of layers format changed from NumberxID to Number*ID.
    • Preset code version number changed to "3".
    Internal block handling
    • Now internally use states instead of metadata
    • Metadata will still be used for a while
    • Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
    • Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
    • Improved chat communication
    • Messages are now either chat, system or action bar messages
    • Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
    • Entities now have tooltips in certain chat instances when hovered over
      • These appear when hovered over an entity's name in chat (e.g. the success message for /kill)
      • Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
      • Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
    • F3 + D clears the chat history (including previously typed commands)
    • All player lists will now be converted to be UUID-based automatically
    • All dimensions are now stored differently, increasing performance
    • Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
    Item Animation
    • When items are collected, rather than "zooming" into the player's chest, it appears to move to the player's feet instead.
    Resource packs
    • Custom block models can be loaded
    • Custom item models can be loaded
    • F3+T and F3+S now reload models
    • Resource packs can now be bundled with a world, put it in the map save directory and name it "resources.zip"
      • Example: .minecraft/saves/TheMapWithTheThing/resources.zip
    GUI code
    • Improvements to allow for "cooler things"[7]
    • Right and left arms and legs are now editable independently
    • Uses a steve.png file with new layout and new dimensions
      • Dimensions for the file are now 64×64
    • Overlay now includes the whole body
      • Overlays are called hat, jacket, sleeves and pants legs
    • New "Skin Customization" button in the options menu
      • Cape visibility is now toggled from here
      • You can toggle the visibility of overlays, independent for each limb/body part
    • Backward-compatible
    • Pre-1.8 skins still work, but won't have the new features.
    • New server icons, displayed with 3 buttons.
      • Up and down arrows to move the servers' order.
      • Third button is to join the server.
    • There is now a default server icon.
      • Resembles the unknown resource pack icon.
    • Dropped items now face the player in all three directions on fast graphics
    Entity hitboxes
    • Entity hitboxes now display entity eye level in F3 + B mode
    • A log of all player activity in the Realm can be seen in the Player Activity section [8]
    • Now allows players to upload and use their own maps[9]
    Tech notes[10]
    • Fixed server referencing Entities by origin, client referencing by eyes (!!)
    • Fixed ray-casting differences between server & client
    • Added RenderLayer ability to get colored on damage
    • Added basic BlockModel asset
    • Cleanup GUI rendering
    • Added big optimization Noisegen
    • Added generic face-render method in BlockRenderer
    • Added RenderLayers to entities, moved armor/items/* to it.
    • Extracted Vec3i from BlockPos
    • Lots of BlockPos usage-optimizations (generation/pathfinder/features)
    • Serialize BlockPos as long over network
    • Improvements in memory limits for NBT reading
    • Cleanup around old Direction usage
    • Split BlockRenderer in subclasses
    • Added BlockLayer (SOLID, CUTOUT, CUTOUT_MIPPED, TRANSLUCENT) for renderpasses
    • Removed Direction, get rid of magic numbers, now in Facing
    • Fixed unreleased ByteBuf leaking mem
    • Cleanup around BlockPos usage
    • Removed AABB pools
    • Changed AABB, now immutable
    • Removed Vec3 pools
    • Changed Vec3, now immutable
    • Changed TextureAtlas, names can have slashes
    • Changed LWJGL to 2.9.1
    • Changed Entity, now unique by UUID
    • Added BlockPos (instead of int x, y, z)
    • Added Facing enum, get rid of magic numbers

    • Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves
    Desert temples
    • Now spawn with stained clay instead of dyed wool
    • Now generate on the surface of desert, mesa, mega taiga and mushroom biomes
    World border
    • The default world border is now an animated texture rather than an invisible bedrock barrier
    • There is now nothing beyond the world border
    • Is set at a diameter of 60 million by default, for both the Overworld and the Nether
    • Mobs and players can't pass through it and take damage when outside
    • If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
    • When you get within a certain distance of the world border, a red-aura-like warning will activate
      • Only visible on Fancy graphics
      • Outside the border, the warning is at full strength
      • Inside the border, the warning gradually gets stronger as the player approaches the border
      • If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
      • If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
    • The /worldborder command allows one to customise various aspects of world borders like their size, center, damage and warning
  6. Sponge
    • Introduced sponge to survival mode, with new behavior and texture
    • Sponge turns into Wet Sponge when it soaks up water
      • Water particles appear around the Sponge when this happens
    • Sponge destroys water blocks from 5 blocks away in a kind of sphere
    • Sponge soaks up water only when water is touching it
    Chiseled Stone Bricks
    • Now craftable from two stone brick slabs on top of each other
    Cracked Stone Bricks
    • Can now be smelted from stone bricks, making them renewable.
    Moss Stone
    • Now craftable from one cobblestone and one vine
    Mossy Stone Bricks
    • Now craftable from one stone brick and one vine
    • Removed double stone slab's item form
    • Removed double wooden slab's item form
    Dead Bushes & Saplings
    • Can now catch fire
    Huge Mushrooms
    • When harvested with silk touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
    • Stackable up to 64
    • The crafting recipe for doors now gives 3 doors instead of one
    • Trapdoors are now called "Wooden Trapdoor" [12]
    • When a furnace runs out of fuel, the smelting progress will rewind at 2x speed
    Torches and Redstone Torches
    • Torches and redstone torches placed on walls now have an angled top side
    • Restore 3 hunger points instead of 4
    Baked Potatoes
    • Restore 5 hunger points instead of 6
    Mob heads
    • Player heads now show the skin's hat layer
    Item Frames
    • Items in item frames can now face eight different directions
    • As long as the frame remains placed, it remembers the orientation of the last item it held, and uses it for the next item it holds
    • Item frames can give off a signal detected by comparators, based on the direction the item is facing
      • Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
    • Improved position handling of item frames
    • Improved position handling of paintings
    • Can now place pumpkins or Wither Skeleton Skulls to spawn golems and withers respectively
      • Will only place them if the body of the golem or wither is already built
    • Can now place command blocks with pre-configured commands, rather than dispensing it
    • Can now be placed on ceiling and on the ground
    Redstone Comparators
    • Can now detect what way an item frame is rotated
    Activator Rails
    • Powered activator rails will now shake minecarts, causing riders (players and entities) to dismount
    Minecart with TNT
    • Minecart with TNT explosions no longer stack.
    • Use the JSON text components Text1, Text2, Text3, Text4 instead of plain text
    • Can be used to show scores towards players by using the selector and score tags
    • Previously, text formatting could only be accomplished using the section symbol via Formatting codes
    • Character limit is based on character width
    • Might need some time before it can work in survival
    Written Books
    • Copying written books will now mark them as copies/copies of copies
    • The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
    • Copies of copies can not be copied
    Book and Quill
    • Use JSON text components instead of plain text with the new pages tag
    • Capable of using the clickEvent and hoverEvent tags
    • Previously, text formatting could only be accomplished using the section symbol via Formatting codes
    • Might need some time before it can work in survival
    Blaze Rods
    • Are now held similarly to tools
    Command blocks
    • Now show the entity (@e) parameter
    End Portal
    • Inventory image is now the Missing Texture block instead of the Nether Portal.
    • Armor no longer gets colored when mobs/players are hurt
    • Work differently underwater
      • They will lose all velocity after a few blocks and slowly fall
      • Fire Arrows will be extinguished
    All mobs
    • Updated to the new AI
    • Mobs now show a glow of a slightly different color when hurt
    • When struck by lightning, villagers turn into witches
    • Villagers will now only breed when willing
      • The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
      • When a baby villager is born, both parents lose their willingness
      • Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
      • Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
    • Changes to villager AI
      • Villagers will now harvest, collect and replant grown potatoes, wheat and carrots
      • Villagers will craft wheat into bread
      • Villagers will share food with fellow villagers
    Baby animals (sheep, pig, cow, chicken, cat, dog, horse)
    • Baby animal growth can now slowly be accelerated using the animal's breeding item
    • It appears holding the right mouse button speeds up this process
    • Tamed and untamed wolves now attack skeletons without provocation, similar to how untamed wolves attack sheep in the wild.
    Tamed Ocelots and Tamed Wolves
    • Now display a death message if named with a name tag.
    • Now run away from wolves instead of fighting back.
    • Now run away from creepers that are about to explode
    Slimes and Magma Cubes
    • Now swim as a result of the update to the new AI
    • Randomly change direction every so often, reducing the chance of them getting stuck at walls or corners
    • Slimes will now randomly despawn over time if no player is within a 32 meter range
    • Appear to jump a bit more randomly
    Zombie Pigmen
    • Angry zombie pigmen now pathfind as a result of the update to the new AI
    • Now run away from creepers that are about to explode
    • Adult Zombie Pigmen will forgive after a short time (and lose the aggro speed boost), but will continue to attack until the player escapes their aggro distance.
    • Now pathfind as a result of the update to the new AI
    • Now walk slightly faster
    Spiders and Cave Spiders
    • Can no longer draw line of sight through opaque blocks.
    • Blazes will now shoot the player even if there are solid blocks between them
    • Armor on Giants is now rendered
    • Silverfish will stop occasionally before moving again (similarly to most mobs)
    • Now run away from other creepers that are about to explode
    • Now run away from creepers that are about to explode
    • Now run away from creepers that are about to explode
    Iron Golems
    • Now attack the player as soon it is attacked, but only if the player is in survival
    • Can be spawned in any orientation
      • This does not affect the orientation of the spawned mob
    Snow Golems
    • Can be spawned in any orientation
      • This does not affect the orientation of the spawned mob
    • Can be spawned in any orientation
      • This does not affect the orientation of the spawned mob
    MeadMaker, shavingfoam and 607 like this.
  7. Gameplay
    • Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
      • For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of Lapis Lazuli
    • Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of Lapis Lazuli now (seen above)
    • The actual enchantment calculation is the same
    • One of the enchantments will be displayed in the tooltip
    • The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
    • Leveling up now takes longer
    • Level V enchantments can now appear on an item without the use of an Anvil
    • Looting now gives an extra 1% chance of getting rare loot per level
    Villager Trading
    • Rebalanced Villager trades, see Trading.
      • Offers will be less random and probably more useful
      • Villagers start out with 2-4 trades unlocked
      • Trades are now unlocked more freely
        • Trading any offer will unlock up to 3 new trades or reactivate old ones
      • Existing villagers will not be affected
    • Trading now gives experience
    • Villagers no longer trade Flint and Steel.
    • There are now more villager professions
      • White robe: Librarian
      • Purple robe: Cleric
      • Brown robe: Fisherman, Farmer, Fletcher, Shepherd
      • White apron: Butcher, Leatherworker
      • Black apron: Armorer, Tool Smith, Weapon Smith
      • Villager profession is now displayed in trade GUI
    • The disabled trade arrow now appears without closing and reopening the trading GUI, and now has a descriptive tooltip
    Village mechanics
    • Doors are now added to the closest village
    • This will not break iron farms, but change them a little, enough to make them "practically pointless"[11]
    Anvil repairing
    • Costs reduced to balance out with the new enchanting system
    • Renaming items will now only cost 1 level
    • Repairing will costs from 2 to 5 levels and tools can be repaired longer and with better enchantments
    • Repairing costs can no longer be kept down by renaming items
    Adventure mode
    • Block hitboxes no longer appear in Adventure mode if interaction with the block is impossible
    • Block interaction is now impossible by default
    • The CanDestroy NBT tag can be used to determine which blocks can be allowed to be broken (see above for usage)
    Creative mode
    • In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
    • Players in creative mode can now damage entities even if they are flagged invulnerable
    • /clear
      • Can now be used to clear only a specific number of items and can be restricted to certain NBT data
      • Example: /clear @p minecraft:spawn_egg 120 34 {display:{Name:Michael}} <item> <data-value> will remove up to 34 villager spawn eggs named Michael from yourself
      • Can now test for partial matches of NBT lists
    • /effect
      • Can now also specify whether particles are to be shown:
      • Usage: /effect <player> <effect> [seconds] [amplifier] [hideParticles]
        • Use 'true' to hide particles and 'false' to show; if value not given, defaults to false
    • /kill
      • Can now be followed by a target selector
      • Example: /kill @e[type=!Player]
    • /say
      • Now lists all entity using @e.
      • Example: /say @e[r=500] will list all the entities in your world within a 500 block radius.
    • /tellraw
      • A new tag called "insertion" allows text to be inserted into the chat that, when shift-clicked, will insert more text into the players' chat input
        • Example: /tellraw @a {text:"CLICK",insertion:"This is a test"}
      • Can now insert values from scoreboards into messages
        • Example: /tellraw @p {text:"Have ",extra:[{score:{name:"Searge",objective:"reward"}},{text:" diamonds"}]}
      • Now has a selector argument
        • Allows to print player's names
        • Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
        • Also works with /title
    • /testfor
      • Can now also check for dataTags
      • Example: /testfor @p {foodLevel:20}
      • No longer is exclusively usable in command blocks
      • Can now check for inventory specific items
        • Example: /testfor @p {Inventory:[{Slot:6b,id:"minecraft:diamond_sword"}],SelectedItemSlot:6}
    • /testforblock
      • Can now test for partial matches of NBT lists
    • /tp
      • Now supports rotation arguments
      • Example: /tp @p ~ ~ ~ ~20 ~40 teleports the player so that he faces 20 degrees to the right and 40 degrees downwards
    Target Selectors
    • Now supports cubic areas
      • Example: @e[x=0,y=0,z=0,dx=10,dy=10,dz=10] gets all entities between 0,0,0 and 10,10,10
    • New radius value usable in target selectors, based on the block center
      • A radius of 0 works for exact block positions
    • New selector parameters for entity selectors to detect entity rotations with rxm – x rot min, rx – x rot max, rym – y rot min, ry . y rot max
      • Example: @a[rxm=-15,rx=15,rym=-45,ry=45], /say @a[rx=30], don't look down!
    NBT Tags
    • Age
      • Can now be set to -32768 for items that never despawn
    • CustomName and CustomNameVisible
      • Now work on all entities.
    • Text1, Text2, Text3, Text4
      • Uses the JSON text component instead of plain text.
      • Might need some time before it can work in survival.
      • Can be used to show scores towards players by using the selector and score tags.
      • Previously, text formatting could only be accomplished using the section symbol via Formatting codes.
      • Character limit is based on character width.
    • pages
      • Uses the JSON text component instead of plain text.
      • Capable of using the clickEvent and hoverEvent tags.
      • Previously, text formatting could only be accomplished using the section symbol via Formatting codes.
    • Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
    Item tooltips
    • Now show the internal name for use in commands (F3+H mode)
    Inventory system
    • Rewrote the inventory system
    • Fixes some bugs, improves performance and allows easier improvements
    • Allows custom NBT that isn't handled by the game to be added onto items
      • Custom tags will remain even if the items NBT is changed in-game. (i.e. by renaming)
    Player list
    • Improved the health objective display on the player list
    • Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
    • Additional health will squash the display together to fit
    • Now groups together teams
    • Now sorts players by name
    • Player list shows the faces of players
    Entity hitboxes
    • Entity hitboxes now display entity eye level in red
    • Blocks
      • Rewrote how blocks are rendered
      • Rewrote how block data is handled
  8. Yay! :)
    Also, the post above this post was posted at 6:07 AM :D
    technologygeek likes this.
  9. where you find some of this? never heard of those mobs/some of those items and cant find info about it anywhere lol
  10. Mostly from MC Wiki. You can play the newest snapshot and see them.
    607 likes this.

  11. Snapshots are now on Wednesdays!!
    607 likes this.
  12. O_O Wut. *Heads to wiki*
  13. is all this just for emc or is it for the single player also?
  14. Just for single player :) It's like, a sneak peek at 1.8. EMC will wait until 1.8 is stable though, so maybe it will be a few months until we update.
    MHeller2017 likes this.
  15. As much as EMC would like to update right away, it's not possible. Mojang will release the single player version and the small network server. In order for EMC to run the new version, we have to allow time for it to be translated into the plugin capable massive multiplayer server. This is done by a group that maintains what's called Bukkit. Bukkit is the software that allows EMC to customize our servers. Things like town and residence permissions, locked chests, horse ownership, cross server xp, vault, custom mobs, chat channels, groups, server switching, rupees and all shops and purchasing and lots of other things are not possible inside the small network server.

    Bukkit doesn't translate the snapshots, only releases, so none of the new features is available until 1.8 is actually released. The time it takes for Bukkit to do the translation is mostly beyond our control, but we will be ready. In the past, EMC, compared to other servers, has made updates early and often. We are determined to get the new features working as quickly as possible and clean up any bugs (there are always bugs)
  16. Minecraft needs more survival stuff. Past few updates has been adventure (new command block commands etc.)
    I honestly i find adventure maps boring. I like playing survival but there's really no point of exploring, it's just the same stuff over and over. We need special boss like dungeon that have the rarity of strongholds, abandond buildings etc. It will auctually make some of us explore abit more, like when the new biomes came out i bet we were all looking for them to find their secrets.
    In the end, be honest how many of you go there to kill the dragon? I personally think the end needs more than one end island, with more than one dragon (500-1000 blocks apart).
    I don't know how many of you know the ather mod or whatever it called, that in minecraft would be epic! New building blocks for builders like me and many, many others, hours of endless exploration!
    Overall, I am happy with 1.8 with the new ocean temple, stone blocks etc, 1.7 was great, new biomes etc, but I think Minecraft needs a new survival update.
    I love the enchanting, new mob AI (running away from exploding creepers), and villager trading, but there's one thing a hate about this update, crafting cracked and mossy stonebricks. This basically takes more of the exploration out of the game, in most of my singleplayer worlds when I'm building a enchantment room or brewing station, i go and gather the mossy and cracked bricks, now you have to craft them? God help jeb.
    golddigger221 likes this.
  17. You can still go find them. You don't have to craft them. :)
  18. Here's a sneak peak. Man, these rabbits jump around a lot!

    607 likes this.
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